home
***
CD-ROM
|
disk
|
FTP
|
other
***
search
/
ftp.wwiv.com
/
ftp.wwiv.com.zip
/
ftp.wwiv.com
/
pub
/
MISC
/
DNDOOR45.ZIP
/
DNDDOOR.DOC
< prev
next >
Wrap
Text File
|
2000-04-28
|
133KB
|
3,002 lines
1.0 Introduction . . . . . . . . . . . . . . . . . . . . . . . 1
1.1 The Game . . . . . . . . . . . . . . . . . . . . . . . 1
1.2 Nonplayer Characters . . . . . . . . . . . . . . . . . 1
1.3 Player Characters . . . . . . . . . . . . . . . . . . 2
2.0 Entering The Game . . . . . . . . . . . . . . . . . . . . . 3
2.1 Rolling A New Character . . . . . . . . . . . . . . . 3
2.2 Restarting And Suicide . . . . . . . . . . . . . . . . 3
2.3 Logging On The System . . . . . . . . . . . . . . . . 4
3.0 Playing The Game . . . . . . . . . . . . . . . . . . . . . 4
3.1 Combat . . . . . . . . . . . . . . . . . . . . . . . . 4
3.1.1 Encounters . . . . . . . . . . . . . . . . . . 4
3.1.2 Attacking . . . . . . . . . . . . . . . . . . . 4
3.1.3 Dying . . . . . . . . . . . . . . . . . . . . . 5
3.2 Spells . . . . . . . . . . . . . . . . . . . . . . . . 5
3.2.1 Casting . . . . . . . . . . . . . . . . . . . . 6
3.2.2 Scrolls . . . . . . . . . . . . . . . . . . . . 7
3.2.3 Magic Items . . . . . . . . . . . . . . . . . . 8
3.3 Treasure . . . . . . . . . . . . . . . . . . . . . . . 8
3.3.1 Weapons, Shields, And Armor . . . . . . . . . . 9
3.3.2 Potions, Coins, And Containers . . . . . . . . 9
3.3.3 Special Objects . . . . . . . . . . . . . . . . 10
4.0 Commands . . . . . . . . . . . . . . . . . . . . . . . . . 11
4.1 Alignment . . . . . . . . . . . . . . . . . . . . . . 11
4.2 Ansi . . . . . . . . . . . . . . . . . . . . . . . . . 11
4.3 Appeal . . . . . . . . . . . . . . . . . . . . . . . . 12
4.4 Attack . . . . . . . . . . . . . . . . . . . . . . . . 12
4.5 Backstab . . . . . . . . . . . . . . . . . . . . . . . 12
4.6 Bank . . . . . . . . . . . . . . . . . . . . . . . . . 12
4.7 Beat . . . . . . . . . . . . . . . . . . . . . . . . . 13
4.8 Befuddle . . . . . . . . . . . . . . . . . . . . . . . 13
4.9 Beguile . . . . . . . . . . . . . . . . . . . . . . . 14
4.10 Bemuse . . . . . . . . . . . . . . . . . . . . . . . 14
4.11 Bewilder . . . . . . . . . . . . . . . . . . . . . . 14
4.12 Bewitch . . . . . . . . . . . . . . . . . . . . . . . 14
4.13 Bless . . . . . . . . . . . . . . . . . . . . . . . . 14
4.14 Break . . . . . . . . . . . . . . . . . . . . . . . . 15
4.15 Bribe . . . . . . . . . . . . . . . . . . . . . . . . 15
4.16 Brief . . . . . . . . . . . . . . . . . . . . . . . . 15
4.17 Buy . . . . . . . . . . . . . . . . . . . . . . . . . 15
4.18 Bye . . . . . . . . . . . . . . . . . . . . . . . . . 16
4.19 Cast . . . . . . . . . . . . . . . . . . . . . . . . 16
4.20 Catalog . . . . . . . . . . . . . . . . . . . . . . . 16
4.21 Charge . . . . . . . . . . . . . . . . . . . . . . . 16
4.22 Charm . . . . . . . . . . . . . . . . . . . . . . . . 16
4.23 Chat . . . . . . . . . . . . . . . . . . . . . . . . 17
4.24 Circle . . . . . . . . . . . . . . . . . . . . . . . 17
4.25 Climb . . . . . . . . . . . . . . . . . . . . . . . . 17
4.26 Clock . . . . . . . . . . . . . . . . . . . . . . . . 17
4.27 Close . . . . . . . . . . . . . . . . . . . . . . . . 18
4.28 Commands . . . . . . . . . . . . . . . . . . . . . . 18
4.29 Counter . . . . . . . . . . . . . . . . . . . . . . . 18
4.30 Curse . . . . . . . . . . . . . . . . . . . . . . . . 18
4.31 Date . . . . . . . . . . . . . . . . . . . . . . . . 18
The Dnd Door Documentation Page i
4.0 Commands (cont.) . . . . . . . . . . . . . . . . . . . . . 11
4.32 Dismount . . . . . . . . . . . . . . . . . . . . . . 19
4.33 Dodge . . . . . . . . . . . . . . . . . . . . . . . . 19
4.34 Down . . . . . . . . . . . . . . . . . . . . . . . . 19
4.35 Draw . . . . . . . . . . . . . . . . . . . . . . . . 19
4.36 Drink . . . . . . . . . . . . . . . . . . . . . . . . 19
4.37 Drive . . . . . . . . . . . . . . . . . . . . . . . . 20
4.38 Drop . . . . . . . . . . . . . . . . . . . . . . . . 20
4.39 East . . . . . . . . . . . . . . . . . . . . . . . . 20
4.40 Eat . . . . . . . . . . . . . . . . . . . . . . . . . 20
4.41 End . . . . . . . . . . . . . . . . . . . . . . . . . 20
4.42 Enter . . . . . . . . . . . . . . . . . . . . . . . . 21
4.43 Examine . . . . . . . . . . . . . . . . . . . . . . . 21
4.44 Exit . . . . . . . . . . . . . . . . . . . . . . . . 21
4.45 Experience . . . . . . . . . . . . . . . . . . . . . 21
4.46 Feint . . . . . . . . . . . . . . . . . . . . . . . . 21
4.47 Fire . . . . . . . . . . . . . . . . . . . . . . . . 22
4.48 Fix . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.49 Fly . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.50 Fuel . . . . . . . . . . . . . . . . . . . . . . . . 22
4.51 Get . . . . . . . . . . . . . . . . . . . . . . . . . 22
4.52 Go . . . . . . . . . . . . . . . . . . . . . . . . . 23
4.53 Guard . . . . . . . . . . . . . . . . . . . . . . . . 23
4.54 Health . . . . . . . . . . . . . . . . . . . . . . . 23
4.55 Help . . . . . . . . . . . . . . . . . . . . . . . . 23
4.56 Hide . . . . . . . . . . . . . . . . . . . . . . . . 24
4.57 Hint . . . . . . . . . . . . . . . . . . . . . . . . 24
4.58 Hit . . . . . . . . . . . . . . . . . . . . . . . . . 24
4.59 Hold . . . . . . . . . . . . . . . . . . . . . . . . 24
4.60 Identify . . . . . . . . . . . . . . . . . . . . . . 24
4.61 Information . . . . . . . . . . . . . . . . . . . . . 25
4.62 Inventory . . . . . . . . . . . . . . . . . . . . . . 25
4.63 Kill . . . . . . . . . . . . . . . . . . . . . . . . 25
4.64 Launch . . . . . . . . . . . . . . . . . . . . . . . 26
4.65 Learn . . . . . . . . . . . . . . . . . . . . . . . . 26
4.66 Leave . . . . . . . . . . . . . . . . . . . . . . . . 26
4.67 Light . . . . . . . . . . . . . . . . . . . . . . . . 26
4.68 List . . . . . . . . . . . . . . . . . . . . . . . . 27
4.69 Load . . . . . . . . . . . . . . . . . . . . . . . . 27
4.70 Lock . . . . . . . . . . . . . . . . . . . . . . . . 27
4.71 Login . . . . . . . . . . . . . . . . . . . . . . . . 27
4.72 Look . . . . . . . . . . . . . . . . . . . . . . . . 28
4.73 Lunge . . . . . . . . . . . . . . . . . . . . . . . . 28
4.74 Mail . . . . . . . . . . . . . . . . . . . . . . . . 28
4.75 Mount . . . . . . . . . . . . . . . . . . . . . . . . 29
4.76 Move . . . . . . . . . . . . . . . . . . . . . . . . 29
4.77 North . . . . . . . . . . . . . . . . . . . . . . . . 30
4.78 Northeast . . . . . . . . . . . . . . . . . . . . . . 30
4.79 Northwest . . . . . . . . . . . . . . . . . . . . . . 30
4.80 Offer . . . . . . . . . . . . . . . . . . . . . . . . 30
4.81 Open . . . . . . . . . . . . . . . . . . . . . . . . 30
The Dnd Door Documentation Page ii
4.0 Commands (cont.) . . . . . . . . . . . . . . . . . . . . . 11
4.82 Out . . . . . . . . . . . . . . . . . . . . . . . . . 31
4.83 Panic . . . . . . . . . . . . . . . . . . . . . . . . 31
4.84 Parley . . . . . . . . . . . . . . . . . . . . . . . 31
4.85 Parry . . . . . . . . . . . . . . . . . . . . . . . . 31
4.86 Password . . . . . . . . . . . . . . . . . . . . . . 31
4.87 Pawn . . . . . . . . . . . . . . . . . . . . . . . . 32
4.88 Picklock . . . . . . . . . . . . . . . . . . . . . . 32
4.89 Psionic . . . . . . . . . . . . . . . . . . . . . . . 32
4.90 Pummel . . . . . . . . . . . . . . . . . . . . . . . 32
4.91 Punch . . . . . . . . . . . . . . . . . . . . . . . . 33
4.92 Put . . . . . . . . . . . . . . . . . . . . . . . . . 33
4.93 Quit . . . . . . . . . . . . . . . . . . . . . . . . 33
4.94 Read . . . . . . . . . . . . . . . . . . . . . . . . 33
4.95 Recharge . . . . . . . . . . . . . . . . . . . . . . 34
4.96 Relogin . . . . . . . . . . . . . . . . . . . . . . . 34
4.97 Repair . . . . . . . . . . . . . . . . . . . . . . . 34
4.98 Reroll . . . . . . . . . . . . . . . . . . . . . . . 34
4.99 Resist . . . . . . . . . . . . . . . . . . . . . . . 35
4.100 Return . . . . . . . . . . . . . . . . . . . . . . . 35
4.101 Ride . . . . . . . . . . . . . . . . . . . . . . . . 35
4.102 Run . . . . . . . . . . . . . . . . . . . . . . . . 35
4.103 Save . . . . . . . . . . . . . . . . . . . . . . . . 35
4.104 Search . . . . . . . . . . . . . . . . . . . . . . . 35
4.105 Sell . . . . . . . . . . . . . . . . . . . . . . . . 36
4.106 Shield . . . . . . . . . . . . . . . . . . . . . . . 36
4.107 Smash . . . . . . . . . . . . . . . . . . . . . . . 36
4.108 Sort . . . . . . . . . . . . . . . . . . . . . . . . 36
4.109 South . . . . . . . . . . . . . . . . . . . . . . . 36
4.110 Southeast . . . . . . . . . . . . . . . . . . . . . 37
4.111 Southwest . . . . . . . . . . . . . . . . . . . . . 37
4.112 Steal . . . . . . . . . . . . . . . . . . . . . . . 37
4.113 Stop . . . . . . . . . . . . . . . . . . . . . . . . 37
4.114 Store . . . . . . . . . . . . . . . . . . . . . . . 37
4.115 Strike . . . . . . . . . . . . . . . . . . . . . . . 37
4.116 Suicide . . . . . . . . . . . . . . . . . . . . . . 38
4.117 Swim . . . . . . . . . . . . . . . . . . . . . . . . 38
4.118 Take . . . . . . . . . . . . . . . . . . . . . . . . 38
4.119 Talk . . . . . . . . . . . . . . . . . . . . . . . . 38
4.120 Throw . . . . . . . . . . . . . . . . . . . . . . . 39
4.121 Thrust . . . . . . . . . . . . . . . . . . . . . . . 39
4.122 Time . . . . . . . . . . . . . . . . . . . . . . . . 39
4.123 Top . . . . . . . . . . . . . . . . . . . . . . . . 39
4.124 Train . . . . . . . . . . . . . . . . . . . . . . . 40
4.125 Turn . . . . . . . . . . . . . . . . . . . . . . . . 40
4.126 Unlock . . . . . . . . . . . . . . . . . . . . . . . 40
4.127 Up . . . . . . . . . . . . . . . . . . . . . . . . . 40
4.128 Use . . . . . . . . . . . . . . . . . . . . . . . . 41
4.129 Users . . . . . . . . . . . . . . . . . . . . . . . 41
4.130 Wear . . . . . . . . . . . . . . . . . . . . . . . . 41
4.131 West . . . . . . . . . . . . . . . . . . . . . . . . 41
4.132 Wield . . . . . . . . . . . . . . . . . . . . . . . 41
The Dnd Door Documentation Page iii
5.0 Dungeon Master Commands . . . . . . . . . . . . . . . . . . 42
5.1 !Abort . . . . . . . . . . . . . . . . . . . . . . . . 43
5.2 !Call . . . . . . . . . . . . . . . . . . . . . . . . 43
5.3 !Discard . . . . . . . . . . . . . . . . . . . . . . . 43
5.4 !Edit . . . . . . . . . . . . . . . . . . . . . . . . 43
5.5 !Get . . . . . . . . . . . . . . . . . . . . . . . . . 44
5.6 !Help . . . . . . . . . . . . . . . . . . . . . . . . 44
5.7 !Invisible . . . . . . . . . . . . . . . . . . . . . . 44
5.8 !Kill . . . . . . . . . . . . . . . . . . . . . . . . 44
5.9 !Link . . . . . . . . . . . . . . . . . . . . . . . . 45
5.10 !Reduce . . . . . . . . . . . . . . . . . . . . . . . 45
5.11 !Status . . . . . . . . . . . . . . . . . . . . . . . 46
5.12 !Teleport . . . . . . . . . . . . . . . . . . . . . . 46
The Dnd Door Documentation Page iv
1.1 The Game
-------------
A few brief words are necessary to insure that the reader has actually
obtained a game form which he or she desires. Of the two approaches to
hobby games today, one is best defined as the realism-simulation
school and the other as the game school. D&D is assuredly an adherent
of the latter school. It does not stress realism (in the author's
opinion on absurd effort at best considering the topic!). It does
little to attempt to simulate anything either. D&D is first and fore-
most a game for the fun and enjoyment of those who seek to use
imagination and creativity. This is not to say that where it does not
interfere with the flow of the game that the highest degree of realism
hasn't been attempted, but neither is a serious approach to play dis-
couraged. In all cases, however, the reader should understand that D&D
is designed to be an amusing and diverting pastime, something which
can fill a few hours or consume endless days, as the participants
desire, but in no case to be taken too seriously. For fun, excitement,
and captivating fantasy, D&D is unsurpassed. As a realistic simulation
of things from the realm of make-believe, or even as a reflection of
medieval or ancient warfare or culture or society, it can be deemed
only a dismal failure. Readers who seek the latter must search else-
where. Those who desire to create and populate imaginary worlds with
larger-than-life heroes and villians, who seek relaxation with a
fascinating game, and who generally believe games should be fun, not
work, will hopefully find this system to their taste.
The term "monster" is used throughout this work in two manners. Its
first, and most important, meaning is to designate any creature
encountered -- hostile or otherwise, human, humanoid, or beast. Until
the encountering party determines what they have come upon, it is a
monster. The secondary usage of the term is in the usual sense: a
horrible or wicked creature of some sort. Thus, a "monster" is
encountered during the course of a dungeon expedition, and it is
discovered to be an evil high priest, who just might turn out to be a
monster in the other sense as well. Note, however, that despite this
terminology, humans (and such kin as dwarves, elves, gnomes, half-
elves, and haflings) always use the matrix for humans when attacking,
even if such humans were encountered as "monsters" in the course of
an adventure.
1.2 Nonplayer Characters
-------------------------
The nonplayer character (NPC) is grouped into three different types of
monsters, the role type, the permanent type, and the nonpermanent type
(normal monster). There are three role characters, the Alchemist, the
Blacksmith, and the Broker. Role monsters are usually recognized as
shop owners. The Broker owns the Pawn Shoppe, the Alchemist owns the
Mages Guild, and the Blacksmith owns the Weapons Shoppe. Treasure is
sold to the Broker, and he will pay for the item, or nothing if the
item is broken or discharged. The Broker also keeps track of the user
bank accounts. Bank commands are account balance, borrow, deposit,
repay loan, transfer, and withdrawal.
The Dnd Door Documentation Page 1
1.2 Nonplayer Characters (cont.)
---------------------------------
Magic items are recharged by the Alchemist. He will decide the price
of recharging and if he will even recharge it at all (such as a Wand
of Wishing, which should not be recharged). The Alchemist is also in
charge of training Magic Users and the production of magic items.
Weapons and other low level items can be purchased from the Blacksmith
who also decides the cost of the order. The Blacksmith also repairs
treasure such as swords and shields for a price up to certain strikes.
Another type of NPC is the permanent monster. This type of monster is
encountered in the same room. The statistics of the permanent monster
are updated whenever the monster is attacked. After this type of
monster is killed, then it is removed from the room it occupies.
The last type of NPC is the normal monster. Normal monster encounters
are the type you will encounter most of the time. Normal monsters are
divided into groups of ten called a monster class which is then added
to a room. When the player stays in a room for a certain length of
time then the monster class is checked for random encounters. The
normal monster from the room monster class is then encountered for
battle and carries 1 to 5 items of treasure. Normal monsters cam also
cast offense spells, and reward the player with gold and experience
after being killed.
1.3 Player Characters
----------------------
The player characters are categorized into class and role. The classes
for the player (the user) are Fighter, Thief, Cleric, Magic User (MU),
Ranger, Paladin, Druid, Lady, Assistant Dungeon Master (Asst. DM), and
Dungeon Master (DM). Each class has special abilities and statistics.
The DM is a special class which can be created from the console during
logon or by another DM in user edit. Suffice it to say that the player
is the driving force in the game and the DM the driver. How successful
a campaign becomes is fully dependent on the player as well as the DM
because the player has control of the actual play of the game. DMs may
notice this in their mail area if they have been using this DND system
for awhile. Much of the creative input from the player is in the form
of suggestions and questions. The DM must take hold of this input and
redirect it in the form of new monsters, additional rooms, and longer
game playing. Roles of the player character can range anywhere from
normal players, Guild Master, Town Mayor, Governor, to Sysop. Become
aware that the player's role in the game can be quite interactive once
he/she is given the chance. DMs should allow the campaign to be widely
varied and as flexible as possible.
The Dnd Door Documentation Page 2
2.1 Rolling A New Character
----------------------------
When a new user starts the Dnd Door he will provided with information
contained in the welcome.dat file immediately after the time and date
then prompted for Codename and Password. First he will be asked to hit
<enter> to roll his character, then to select his character class. The
classes are Fighter, Thief, Magic User, Cleric, Paladin, Ranger, Lady,
and Druid. Additionally, if the user is the Sysop logging on from the
console, he will see another class: Dungeon Master. Each class has its
own special statistics and abilities. The Fighter has higher Fatigue
than the other classes. The Thief can pick locks. The Magic User can
cast spells. The Cleric can turn undead. The Paladin, Ranger and Druid
have different statistics in Fatigue similiar to the Fighter. Each
class trains in a different area or room with the exception of the
Paladin and Druid, they train in the Fighter's area. Second, the user
will be asked to enter numbers for the statistics of his character.
Each number should range from 8 to 18 and the average of all numbers
must be 12 or less. If one number is not within range, or the average
above 12, the user will be prompted to start from the beginning of the
statistic entering routine. The statistics are Strength, Intelligence,
Wisdom, Dexterity, Constitution, Piety, and Charisma. Each of these
stats are used in one way or another somewhere in the game to effect
some command. Of course, a Fighter would pick the highest Strength and
Dexterity and MUs would score high on Intelligence. Third, the user is
prompted for weapon proficiency from Blunt, Sharp, Pole, or Thrusting.
This is weapon type in which the player will gain 10% plus to hit.
When a monster is killed using that weapon type his proficiency
increases by 10% of the difference between the monster level and the
user level (or 5% if he was not using a weapon in his proficiency.)
Fourth, you are prompted for two alignment types from Good, Neutral,
Evil and Lawful, Neutral, Chaotic. Last, the user is displayed extra
statistics including room number, gold, experience, etc. You are
finally prompted to begin the adventure then the welcome file is
displayed. The player then appears in the resurrection room (normally
the Clerical Sanctuary), and the game begins.
2.2 Restarting And Suicide
---------------------------
The user may decide to quit the game and return to the BBS from the
door, or to his computer by logging off. Use the QUIT command. Some-
times you may want to also continue with another character in the same
session. Then use RELOGIN. Alternatively, maybe your character has
suffered greatly and his piety is sub-normal, then you can have it
deleted. Type SUICIDE then your player is erased from the users file.
The Dnd Door Documentation Page 3
2.3 Logging On The System
--------------------------
In order for Dnd Door to work, the calling BBS must shell to a batch
file which in turn calls the Dnd Door. The Dnd Door does not set baud
speeds to connect. Only the modem carrier must be present to start the
program. Then Dnd Door loads and the user enters the game. Dnd Door
gets its information from the RBBS door file in the default directory
where it loaded. There are no device driver requirements for Dnd Door.
3.1 Combat
-----------
3.1.1 Encounters
When a player enters a room one of many things may happen. First the
action file is checked for weapon breakage, shield or armor crumbling,
fumble, and hits for Fatigue or Vitality. Second, once a player has
entered the room successfully, he may be teleported or hit for Fatigue
or Vitality when he casts a certain spell, talks to a certain monster,
or encounters or attacks a certain monster number. Normally a monster
is encountered every 6 rounds (Command prompts), so a player would
hit <enter> until monsters appear and attack. Hitting <enter> is also
used for increasing statistics Fatigue, Vitality, and Magic Points.
Vitality is decreased instead if the player is poisoned. If the room
has a permanent monster class then the player will encounter that
particular monster immediately and will not have to wait. Monsters
such as the Broker, Alchemist, Blacksmith, and Dealer are permanent
in the sense that they occupy the first four records of the monster
file. They cannot be attacked by normal means, although magic items
will cause them damage.
3.1.2 Attacking
One of the objects to the DND adventure is the killing of monsters.
(The other goals, adventuring, exploring rooms, and discovering hidden
treasure, include combat itself, so that is the topic of concern).
Combat is normally attained by the actions of attacking by sword,
spells, and turning undead. Attacking by weapon and hand involve many
commands, including: attack (kill, hit, attack, and strike), parry,
feint, thrust, turn, circle, and charge. These commands are used in
conjunction with one another. For example, a player might hide when
entering a room, encounter various monsters, and circle each one to
cause them to be confused. Then he would attack one until the monster
is near death, then thrust the final damage to slay it. Or he may
fight two or three monsters simultaneously (if his level and fatigue
are high enough to absorb the damage to his character) using feint
and parry for less return damage. During this period of attack and
return attack, the monsters can inflict damage on a player character's
Fatigue and Vitality, the former being decreased until it reaches zero
then the Vitality decreased until zero (and player's death).
The Dnd Door Documentation Page 4
3.1 Combat (cont.)
-------------------
3.1.2 Attacking (cont.)
The player may decide to leave the room if his position is not good
health-wise and cast cures or use cure devices or he might cast these
spells during combat because the monster's hits will remain lower for
further combat. Also during combat a player will be taking treasure
found on the monsters, dropping broken weapons and discharged magic
items, loading and firing missile weapons, and examining weapons and
and monsters for remaining charges and hits. During combat monster may
drain levels from a player (very dangerous), poison or cast spells on
the player character.
3.1.3 Dying
Monster are slain at your hands and your player is always resurrected
when your character dies. This is understood as a sense of having more
than one life. The excitement of role-playing games can replace the
age of axe-murders, mass genocide, and world wars. When your player
character dies, then he will always be resurrected by the high
priests in the clerical sanctuary. Whether or not you remain in the
game for this to happen depends on your constitution and piety
statistics. Normally your player will only suffer the decrease of one
level of expertise. Conversely, if your player has low piety or con-
stitution, then you will be reduced in levels by half. In any case
your constitution and one random statistic are lowered by one point
point and your Fatigue, Vitality, and Magic Points zeroed. You also
lose all gold and inventory. The high priest will mercifully give you
some gold, and if you are lucky enough, your treasure will still be in
the room you died in. When a monster dies, it is removed from the
combat room, its treasure falls to the ground, and you gain the
experience it had. Note that if the room is full of treasure then the
monster's treasure rolls away, this is also true for your player's
treasure when it dies. Once you have killed enough monsters to train,
your experience will become zero, and you can increase one level at
your designated training area. Monsters which flee at the hands of
hits more than 75% of the monster's points give only half experience.
3.2 Spells
-----------
3.2.1 Casting
All magic and cleric spells are similiar in that the word sounds, when
combined into whatever patterns are applicable, are charged with
energy from the Positive or Negative Material Plane. When uttered,
these sounds cause the release of this energy, which in turn triggers
a set reaction. The release of the energy contained in these words is
what causes the spell to be forgotten or the writing to dissappear
from the surface upon which it is written.
The Dnd Door Documentation Page 5
3.2 Spells (cont.)
-------------------
3.2.1 Casting (cont.)
The triggering action draws power from some plane of the multiverse.
Whether the spell is an abjuration, conjuration, alteration,
enchantment, or whatever, there is a flow of energy -- first from the
spell caster, then from some plane to the area magicked or enspelled
by the caster. The energy flow is not from the caster per se, it is
from the utterance of the sounds, each of which is charged with energy
which is loosed when the proper formula and/or ritual is completed
with their utterance. This power then taps the desired plane (whether
or not the caster has any idea of what or where it is) to cause the
spell to function.
The most powerful player in the DND game, aside from the Fighter, is
the Magic User. Although all the other character classes can cast
cure spells (Vigor, Heal, Enchant, and Curepoison), the MU has many
more spell types at his disposal. First, the basic spells for cure are
Vigor to increase Fatigue, Heal to increase Vitality, Enchant to
restore Magic Points, and Curepoison for poisoning. Each of these
spells restores partial points to statistics. The additional spells
available to the MU are Bless, Befuddle, Teleport, Wish, Passdoor,
Turn, Conjure, Poison, and Drain. The other character classes can also
cast the offense spell as discharged from a magic item.
When a Magic User casts a spell it must have a target. There are three
types of targets -- monsters, the player, and a magic item. The player
is assumed to be the target if none is specified after the cast
command. The three types of commands then are: "CAST", "CAST MONSTER",
and "CAST ITEM". The MU is immediately prompted for the spell chant
after the cast command is issued and the spell file is searched for
the matching spell chant, and if not found, the MU sees displayed the
message "You mispronounced the spell chant!". The only spells which
can be cast on the player itself are cures and bless (to increase
piety). Any offense spell can be cast onto a monster and only enchant
can be cast on a magic item. Casting onto magic items can only be
accomplished by MUs, level 10 players, and DMs. This special method
of spell casting is used to recharge a magic item. Maybe you have a
fireball wand that is discharged so you cast an enchant spell onto it
and it then becomes usable once again.
The Dnd Door Documentation Page 6
3.2 Spells (cont.)
-------------------
3.2.1 Casting (cont.)
The other spells are special purpose, some being classified as combat,
and the others are useful only in certain circumstances. Teleport is,
of course, used to move the player to another room. Conjure can be a
dangerous spell. It calls up a monster from the class of the level of
the player. Passdoor is extremely handy, it unlocks any door in the
room of the MU (he hears a 'click' afer it is cast). Wish is the most
interesting of all, it allows the player to call upon the Ghods them-
selves for a request of some treasure. If there are more than one of
that particular treasure name (i.e. a sword) place the pound sign (#)
and the number of the treasure after the name, for example A SWORD#3.
The rest are combat spells. Turn, Befuddle, Poison and Drain all have
special purposes. The Turn spell destroys undead like zombies. Undead
are those monsters who can drain levels. When you cast the Befuddle
spell and it works, the monster it is cast upon becomes inactive as if
you had circled it. The Poison spell drains monster hits for up to
five rounds according to the player's level. The Drain spell decreases
the monster one level, it then attacks at that lower level, or dies if
it becomes level zero.
3.2.2 Scrolls
Scrolls store energy in the form of a spell chant inscribed with magic
hieroglyphics on the parchment. In order for a player to read this
writing he must read the scroll with the examine command. When scrolls
are examined their spell chant is dislayed and they disintegrate.
The process of adventuring for scrolls to discover the spells chants
encourages the game play and is suggested instead of giving out the
spell chants. Once a player knows what a certain scroll does, for
example a black scroll, he also knows the spell chant and can use the
scroll instead of examine it. Scrolls can be used in three different
forms: "USE SCROLL", "USE SCROLL MONSTER", and "USE SCROLL ITEM". Each
time a scroll is used your player's magic points are decreased by the
level of the spell. If the target is not specified then it is assumed
the player is the target and the spell is cure, bless, or teleport.
If the target is a monster then the scroll must be an offense spell.
The spell level is then used as a bonus multiplier in the combat
equations. In all of the above cases the scroll always disintegrates.
Scrolls can be used to recharge other magic items if the scroll is an
enchant scroll, for example, "USE SCROLL WAND" where the wand is a
discharged fireball device.
The Dnd Door Documentation Page 7
3.2 Spells (cont.)
-------------------
3.2.3 Magic Items
Storage of many spells of one type is done through the creation of
magic items such as A Staff of Disintegration, A Wand of Wishing,
Some Black Gems, etc. The number of times a magic item can be used is
the number of charges it contains. When you examine a magic item you
will see displayed its number of charges, spell level (or plus), and
its spell name (also included are weight, value, and others). Your
player can use magic items in three forms (like scrolls), they are:
"USE ITEM", "USE ITEM MONSTER", and "USE ITEM ITEM". The player is
assumed to be the target if none is specified. The spells which can be
discharged onto a player are Cures, Bless, and Teleport. Using a magic
item on a monster discharges that spell in combat. Each time it is
used it decreases one charge until there are zero charges. Then an
enchant spell must be cast on the item or the Alchemist must recharge
the item. Some monsters can only be attacked with magic and if your
player is not a Magic User he must then use a magic item. You can use
a magic item to recharge a magic item. The first must have enchant
charges and the second one must be discharged.
A few notes on the examine command. In case your player has more than
one of the same item and he needs to specify the second or third one
he would place the pound sign # with the number of the item after it,
for example "USE ITEM#2 MONSTER". He can also specify which monster
(if more than one of the same name are in the room), for example
"USE ITEM#3 MONSTER#4". Counting of items in this manner starts with
the ground then your inventory. There could be two swords on the
ground which you have dropped because they were broken and you have
three more swords in your inventory you are carrying. If you type
"EXAMINE SWORD" you will see displayed the statistics of the sword on
the ground. So to display your first sword you are carrying you would
type "EXAMINE SWORD#3" (one more than the number on the ground). If
If you are holding some object which has first letters similiar to a
monster name (a battle-axe and a bat, you specify "EXAMINE BAT") note
that the monster array is checked first before the ground, then your
inventory. So there could be two bats in the room, three broken
battle-axes, and you want to examine your fifth battle-axe you are
holding. You would type "EXAMINE BA#10".
The Dnd Door Documentation Page 8
3.3 Treasure
-------------
3.3.1 Weapons, Shields, And Armor
The majority of the monster's attack will be absorbed by your armor
and shield. Your weapon will do the most damage on the monster with
the exception of using magic. Beginning players can buy starting
weapons and armor at the Weapons Shoppe. The Blacksmith forges and
sells these and other starting items such as vigor potions and cure-
poison scrolls. Most treasure is found on dead monsters and increase
in power and level as the monster's level increase. Your weapon must
have positive strikes (you can find out the number of strikes
remaining in a weapon with the identify command) and be in your
inventory for you to use it. The command for using a weapon is HOLD or
WIELD. Each time your weapon successfully hits a monster it will
decrease its strikes by one until they are zero, then the weapon
breaks in half and falls to the ground. Weapon plus is directly added
to your Strength (seen as a "(+xx)" in the information and health
commands) and figures into the combat equation. Armor and shields are
used with the WEAR and HOLD commands. They also have strikes which are
decreased with each monster attack on your character. If your player's
dexterity is low the more chance you will fumble your weapon and
shield leading to lost game play momentum and extra monster hits. When
a weapon, armor, or shield breaks or crumbles, they can be restored to
full power with the FIX command if they are +10 or below, otherwise
the Blacksmith must repair them.
3.3.2 Potions, Coins, And Containers
More treasure worth noting, and more frequently found, are coins and
potions. Potions being by far the more important of the two. The Drink
command enables your player character to quaff a potion. This normally
results in vigor, heal, enchant, or curepoison. The potion is then
discharged and may be recharged or discarded. Dropping treasure in the
room which is used up allows you to pick up more (because the
inventory limit is 20 objects) and changes your weight (your player
can only carry 100 times your Strength in pounds). When your player
leaves the room by any means (teleportation, death, or moving in a
direction) all treasure is erased! The only exceptions are containers
and riding devices. Most monsters carry some booty of coins for their
own expenses. They are usually plundered from the Dungeon or Castle
other wasteland and not worth much. Your player can carry any amount
of gold but taking coins checks your weight and encumbrance first
before adding to your gold. Coins successfully picked up then become
part of your gold not your inventory.
The Dnd Door Documentation Page 9
3.3 Treasure (cont.)
---------------------
3.3.2 Potions, Coins, And Containers (cont.)
If your player is lucky enough to find containers such as A Magic Bag
of Holding or A Treasure Chest you will be able to carry more.
Containers themselves weigh something in pounds but the treasure they
contain does not increase your weight or number of inventory. The only
limit to the number of objects you can carry when you have containers
is the container limit itself which is set to five. Containers have
the additional features of being able to be locked with or without a
key. If a container is locked with a key you must have the matching
key number. Then when you unlock it the system will search your
inventory for you to find the matching key. You can find the key
number of a container by examining it. Containers cannot be smashed
open. You cannot sell the actual container to the Broker but you can
sell the contents. The Broker will add up the value of the entire
contents and offer you a price. If the container is locked then the
Broker will fumble and swear a bit before informing you that he can't
open the thing.
The command form for taking objects from containers and dropping them
in are the same form as the GET and TAKE command with the additional
parameter of the container name. For example, GET SWORD#5 BARREL, or
DROP GEM BARREL. Each room can only have one container and each player
can only carry three containers. Containers can not be dropped into
other containers.
3.3.3 Special Objects
Among the many features of Dnd Door are included the following special
purpose treasure items: Loadable Devices, Vehicles, and Rings. Devices
which can be loaded and fired come under the category of missile or
projectiles. For example, a cross bow and bolts, a sling and stones,
a shotgun and shells, or anything practical to the adventure. Once you
have a device (take shotguns for example) you can examine it and find
that the description includes "It is loaded." or not loaded as the
case may be. You must locate the correct ammunition (described in the
examine command as being such) and load the device with the LOAD
command. Once the device is loaded it can be discharged with the FIRE
command. For example, LOAD SHOTGUN, then FIRE SHOTGUN ELF. Devices can
be loaded any number of times with no upper limit. The device can do
three things: hit the monster, discharge harmlessly, or blow up in
your face and you take damage. Your inventory is checked by the system
for the proper ammunition.
The Dnd Door Documentation Page 10
3.3 Treasure (cont.)
---------------------
3.3.3 Special Objects (cont.)
Vehicles could encompass any thing used for travel: Horses, Wagons,
Carts, Bulls, etc. Vehicles (take a Horse for example) have hits like
any NPC and can absorb that number of hits until they reach zero. Then
the Horse is 'damaged' and cannot be mounted. Casting a vigor spell on
the Horse cures it and restores the hits. The Mount command causes
your player character to be able to ride the Horse. Then he can Ride
in any direction with the Ride command. For example, MOUNT HORSE, then
RIDE WEST. Your Horse also enter portals with you such as stairs and
ladders. Dismounting happens when you go in a direction without the
Ride command. Horses become permanent to the room they rode into.
There are three ring types to protect you from certain monster attack:
antipoison, antidrain, and antispell. The ring will absorb the number
of hits equal to the monster level. The antidrain ring being the most
useful for attacks by the undead who can drain your character by a
complete level each random round. The antispell ring only protects
against generic offense spells such as fireball or lightning and the
antipoison ring only protects against the poison spell.
There are treasure which can be loaded with ammunition and launch in a
room direction. These are permanent treasure which normal users cannot
pick up. The LOAD and LAUNCH commands are used with this type of
treasure. Since a normal user cannot pick up this type of treasure the
MOVE command is used to move the launchable device from one room to
another. Catapults and other forms of missiles and projectiles are in
the realm of launchable devices. The ammunition used for these types
of treasure can load the devices any number of times. Once launched,
the ammunition, or projectiles, enter ajoining room directions on a
percentage basis.
4.1 Alignment
--------------
Your character's alignment is made up of two types combining into the
overall classfication of your player. The first type is Good, Neutral,
and Evil and the second type Lawful, Neutral, and Chaotic. When you
first logon and roll your character you can choose these types of
alignment. With the Alignment command you can re-enter your alignment
preferences again. You will be prompted for the two alignment types.
4.2 Ansi
---------
This command turns on or off the sending of color code changes for
displaying prompts and text in color. The color codes are only sent
remotely so the console has no need for the ansi driver installed.
When the Dnd Door starts, the user is prompted for ansi screen codes.
The codes sent to the modem are coded to the user's screen for color.
The Dnd Door Documentation Page 11
4.3 Appeal
-----------
One instance in which the Ghods will intervene is a near death state
of your player, i.e. your statistics while fighting in combat have
fallen to 15% or less of full power. In this case the Ghods may step
in and teleport you to the Clerical Sanctuary resurrection room where
you can start adventuring more. Note however that the Ghods will not
increase your statistics, they will only transport you. The only other
instance when the Ghods will intervene is when the room description
allows no exits (directions or portals).
4.4 Attack
-----------
The Attack command causes your player character to begin combat. If he
was previously hiding in the shadows he will no longer be hidden and
all monsters with first strike capabilities will attack him. Monsters
normally attack on sight, however, some do not have first strike set.
If your player's piety is subnormal all monsters will attack on sight.
When first entering a room it is good practice to hide then circle all
monsters as you encounter them. This way you won't have a mass attack
when you begin your first strike.
4.5 Backstab
-------------
One way of causing double damage every time on a monster is during the
time you are hidden after entering a room. The Backstab command allows
you to catch a monster unawares and Attack from your hiding place.
This does more damage than Attack or Thrust but about the same as
Charge. It is the equivalent of CIRCLE MONSTER, CHARGE MONSTER. The
backstab command is the most useful attack to use if your player is
hidden for increased hits and less hits back.
4.6 Bank
---------
In his spare time The Broker is responsible for the keeping of the
town's ledgers and the Banking facilities. Access to the Bank command
is done through the Broker. The Bank commands are: deposit, withdraw,
balance, transfer, and quit.
Type "A" to show your account balance. The Broker will fumble with his
ledgers and display the amount you have on hand and the amount in the
Bank. Deposits gain 6.5% interest compunded daily. Loans are 7.5%.
Type "D" to deposit gold into your account. The Broker will prompt you
for the amount: "How much(0-xxx)?". You can then enter the amount to
deposit. If you have no gold to deposit the Broker will respond with
"You have no Gold to deposit!". If you enter an amount that is more
than you are carrying the Broker will respond with "You don't have
that much Gold!". After a successful transaction the message "You hand
him the Gold.." is displayed.
The Dnd Door Documentation Page 12
4.6 Bank (cont.)
-----------------
Type "W" to withdraw Gold from your account. The Broker will state:
"You have nothing to withdraw!" if your account is zero. Otherwise the
Broker will prompt you for the amount "How much(0-xxx)?". Attempting
to withdraw more Gold than you have in the account causes the Broker
to say "You don't have that much Gold!". A successful withdrawal dis-
plays the message "The Broker hands you the Gold.."
Type "T" to transfer Gold to another user. If you try to transfer from
a zero account the Broker will say "You have nothing in your account
to transfer!". If you have Gold in your account the Broker will prompt
"Transfer to what person?" and you would enter the user's codename.
The codename must be on file or else the Broker will tell you "There's
none in my ledgers with that name!". A successful transfer is
indicated when the Broker fumbles with his ledgers and says "xxx
transfered to his acount.."
Type "B" to borrow gold from the bank in case you need extra gold to
train or the Weapons Shop. Your borrowed balance is saved in the user
file and is compounded daily by the interest rate set by the Sysop.
The Broker will ask you for the amount. You cannot borrow more 32,767
gold at a time.
Type "P" to pay back your borrowed balance. If you have gold in your
account then the balance will be used to pay the borrowed account. The
Broker will ask for the amount to pay back.
4.7 Beat
---------
This attack command uses double damage and return your weapon. Return
damage is increased. This command should be used together with other
types of attack commands. For example: Use the Attack command several
times, then use Parry or Thrust for different hits. Finally, use the
beat or punch command for small hits to finish off a monster. This
command should also be used in conjunction with parry and thrust for
maximum damage.
4.8 Befuddle
-------------
This command is used in combat. When the player befuddles a monster
and the attack works the monster becomes inactive for six rounds. The
befuddle action is similar to casting a befuddle spell. The monster
which is attacked with this command has a percent chance of repelling
the befuddlement. This chance is by equation involving the player's
wisdom and dexterity. Befuddle is especially useful when there are
many monsters in the room.
The Dnd Door Documentation Page 13
4.9 Beguile
------------
This command is designed for the Lady character class. When the user
types beguille the monster last attacked will be diverted from its
path of destruction causing it to flee from the room. The Lady then
gets half the experience from the monster. The Lady must first have
already attacked the monster by other means in order to beguile it.
The lady should also use bewilder and bewitch at appropriate times to
kill a monster. If the monster has decreased hits then a simple attack
or charge will work. However for higher level monsters bewilder and
bewitch will cause more damage.
4.10 Bemuse
------------
This command is used in combat similar to the befuddle command. Only
ladies can bemuse a monster. The command form is BEMUSE MONSTER, for
exammple: BEMUSE FIRETOAD. When a lady uses this command in combat the
percent chance of the command to drain a level from the monster is
used with piety. Once a monster is drained of all levels the monster
dies and the treasure and experience are gained by the lady. The
other Lady commands like bewilder and bewitch should be used with this
command and with befuddle. Bewilder and bewitch doing the most damage.
4.11 Bewilder
--------------
This command can only be used by the Lady character class. When the
lady uses Bewilder against a monster, the monster's hit points to do
return damage is halfed. An example of this command: BEWILDER CAT. The
other benefits to this command are that Ladies have reduced return
hits during and after the attack using this command.
4.12 Bewitch
-------------
This command can only be used by the Lady character class. When the
Lady uses this command on monsters, the monster's level and hit points
decrease. Example: BEWITCH CAT. This command supplements the bewilder
command for reduced return hits and maximum damage on the monster.
4.13 Bless
-----------
The bless command can only be used by Clerics. This command allows
players to increase their piety points. Clerics can also bless magic
items which are discharged. The command form is BLESS TARGET, for
example, Bless Staff, or Bless Player.
The Dnd Door Documentation Page 14
4.14 Break
-----------
There is more than one way to open up a door, gate, portal, or what-
ever. The Break command uses brute force to get through a portal.
(Portal is a generic term for an object to enter). You will find that
in order to enter some portals they must be unlocked first. Some may
even have to be broken into. Break through a locked portal with the
command BREAK PORTAL.
4.15 Bribe
-----------
Often you may encounter so many monsters at one time that you would
like some to leave. Mass monster attacks can be hazardous to your
player's health. Or maybe you have encountered some monsters which
has been edited to jail the attacker. In either case the Bribe command
will do just fine. Offer the monster some gold or some armor. If the
offer is good enough for the level of the monster he will take it and
leave. For example, you encounter a maiden and you know if you attack
her you will be thrown in jail so instead you type BRIBE MAIDEN 1000
and she takes your offer and leaves the room!
4.16 Brief
-----------
The Dnd Door is verbose in all prompts or displays. Advanced users may
want to shorten the output. Typing BRIEF will display one line room
description and change the Command prompt to Next. With the brief mode
toggled ON your player will spend more time typing than watching the
screen. Be warned however that the long room description may sometimes
contain information about a room which is not in the short description
which means you may pass through a room with hidden objects.
4.17 Buy
---------
Beginning players will need to purchase basic equipment such as swords
and shields. Other players might need a quick curepoison potion for
their character. The Blacksmith stocks these items in his Shoppe. You
must be in the Weapons Shoppe to use the Buy command. The form of the
Buy command is BUY # (the word BUY followed with the number of the
item in the list). If you have enough Gold to afford the item then
your inventory will automatically be adjusted with the new item, your
Gold decreased, and the message "Ok" will be displayed. Type LIST
while in the Weapons Shoppe to get a list of items for sale.
The Dnd Door Documentation Page 15
4.18 Bye
---------
When you are finished with your Adventure session it is best to use
the logoff commands instead of hanging up suddenly. Strange things can
happen to characters who hang up without warning. For example, your
player is in combat and you are about to die, you see the message
"You have just died!" and you quickly hang up thinking you can escape
the death sentence and the system won't be quick enough to update the
file. Instead the file is updated and your inventory isn't in the room
you died in! You lost all your treasure.
4.19 Cast
----------
Only Magic Users can use this command. The general forms are CAST,
CAST MONSTER, and CAST ITEM. Each spell has its own level, chant, and
type. There are offense spells, special purpose spells, and cure
spells. When you type Cast you are prompted "Chant?" for the spell
chant. It may be entered in upper or lower case and should match
the actual chant exactly or it will not work. See section 3.2.1 for
more details about the Cast command.
4.20 Catalog
-------------
This command displays the entire list of over 100 comands available to
the user. This list is displayed in column format, alphabetized from
the actual data statements used by the system. This way the user will
always see the most recent commands added. Other online commands to
display some help files are Commands, Hint, and Help.
4.21 Charge
------------
This is a combat command. Charging your opponent consists of a bodily
lunge forward with your weapon thrusting ahead of you. This action
does maximum damage to the monster. Charging leaves your character
prone to more hits from the return attack of the monster because you
become vulnerable from moving ahead instead of just standing while
thrusting and blocking. This form of combat is normally used to apply
the finishing touchs to the death of a monster. Sometimes high level
users can do this to first level monsters in their way (kills them in
one blow).
4.22 Charm
-----------
This command is for Ladies. It allows them to use their powers of
charisma to charm the current monster being attacked into inactivity.
You must first attack a monster to charm it. If your charisma is low
or the charm formula fails you then the monster will continue to
attack. Charmed monsters become inactive until attacked again. Ladies
can also use other commands specific to their class like befuddle,
bewilder, and bewitch.
The Dnd Door Documentation Page 16
4.23 Chat
----------
The Sysop can initiate Chat Mode at any time during the game. The user
can also request to chat. Typing Chat beeps the console once a second
until either the user hits Control-K to quit or the Sysop hits Escape
to chat. The Chat Mode is used for speaking to the Sysop should some
emergency arise or if you just want to say HI. Always think of what
you plan to say in Chat Mode before starting. Don't just type Chat and
say "I dunno" or something foolish.
4.24 Circle
------------
This is a passive combat command. The most common use of this command
is while your character is in hiding and encountering monsters. You
should circle a few nastier monsters so they won't attack all at once.
On the other hand circling is also used while in combat with one or
more monsters. For example, you are fighting a bat and an ankhheg. You
then encounter a bandit but you dont want to have to handle all three
so you take the time to Circle the bandit. The chances are high that
circling will be successful, however the message 'Didn't work!' can
appear on occasion.
4.25 Climb
-----------
Climb is the equivalent of the Up command. Climbing is more like a
direction than it is entering a portal since there is no parameter to
the Climb command. The Climb command was installed to preserve
compatibility wih users who insist on using Zork-like sentences. For
example, some users will type MOVE ROCK when they see the word rock
in a room description. Remember that the objects in the room do not
always coincide with the words in the room description.
4.26 Clock
-----------
Date and time is displayed when you first log on to the system before
the prelog file and codename/password enter routine. This command will
display the current date/time and your time remaining. Your time
remaining is constantly monitored by the system. When you reach your
time limit the system saves your character to disk, displays the
logoff file, and disconnects the modem carrier. Then it recycles for
the next user.
The Dnd Door Documentation Page 17
4.27 Close
-----------
Both objects and treasure can be closed. There are certain conditions
to an object or treasure before it has the capability to be closed (or
opened). First it must be lockable and unlocked. For example a dungeon
door which, when you examine it, shows the word '[locked]' after its
description. It has the ability to be open or closed, but it is locked
at the time. Once it has been unlocked it can be closed like any other
object or treasure. Normally only portals can be opened or closed.
Containers can also be closed if they were created with a key. Beware
of locking a container if you do not have the key -- you will not be
able to unlock it! Some portals lock behind you after you have entered
them. This means other users will have to picklock it or smash it open
all over again.
4.28 Commands
--------------
This displays a list of brief explanation on all commands in Dnd Door.
All short explanations give insight to what the command could be used
for and some examples of parameters are shown. The Hint command also
displays ways of using commands and extra examples. Other commands
for help include Catalog, and Help.
4.29 Counter
-------------
Counter is short for Counterattack. To counterattack your opponent is
to sweep your weapon in a wide semi-circle in a thrusting action. This
increases your bonus to hit by one and additional hits according to
your dexterity. To use the counter command, type the monster name with
it. For example: COUNTER PEDIPALP
4.30 Curse
-----------
The curse command can only be used by Clerics. When a Cleric uses this
command his piety points are reduced. The command has the target form
CURSE TARGET, for example, Curse Vreeb, or Curse Player.
4.31 Date
----------
Date/time can be displayed with this command. You will also see your
time remaining on the system displayed. When you first logon to the
Dnd Door your time limit in minutes is calculated. DMs have 60 minutes
time limit. First level users are granted 15 minutes and all others
30 minutes. There is also a daily call limit of 5 calls to allow
more users on the system.
The Dnd Door Documentation Page 18
4.32 Dismount
--------------
Once you are riding a vehicle there are two ways to dismount. The
standard way is to go in a direction without using the Ride command.
If you don't want to leave the room to dismount then type DISMOUNT and
you will no longer be riding the vehicle. Since your vehicle can take
hit points of damage you would automatically be dismounted if the
vehicle took enouch hits to disable it. Then the vehicle is 'damaged'
(displayed by the examine command) and cannot be mounted until it is
repaired with vigor.
4.33 Dodge
-----------
This attack command is a passive maneuver. The multiplier is double
and return damage is reduced. This command returns your shield. This
command and other attack commands like Dodge and Beat and Punch should
be used together. For example, you could use the Charge and Thrust
attack commands, then alternate with Dodge and Pummel or attack the
next round with Beat and Pummel.
4.34 Down
----------
One of the seven directions is Down. The directions from a room are
displayed with the room description. You will see the phrase "The
exits are down up" unless you are in brief mode then only the
directions are displayed. Rooms are usually linked from one direction
to each other. For example, you go north then south and you would
return to the first room. If you type a direction which does not exist
in the room you will see the message "You can't go in that direction!"
4.35 Draw
----------
In order to attack monsters with a weapon you must be holding it
first. Type DRAW WEAPON with the proper name of your weapon. The
weapon plus is added directly to your Strength. Taking an Information
will display '(+xx)' after your Strength indicating the plus to your
ability. Your weapon plus is then added in to the attack formula and
increases hits on monsters.
4.36 Drink
-----------
The only way to quaff a potion is with the Drink command. Potions can
contain cures like Vigor, Heal, Enchant, and Curepoison. Once you
drink a potion it becomes discharged (empty) and should either be
thrown away or recharged by the Alchemist. MUs can also recharge items
such as potions with an enchant device or spell.
The Dnd Door Documentation Page 19
4.37 Drive
-----------
This command lets the user move a vehicle in a direction. The player
must first have entered the vehicle to be able to drive. The command
form is DRIVE DIRECTION, for example: DRIVE EAST. The player can also
drive a vehicle through objects such as castle gates or shoppe doors.
The command form would be the same, DRIVE INTO THE GATES.
4.38 Drop
----------
The Drop command removes some item or treasure from your player's
inventory to the ground. You would type DROP ITEM, for example, DROP
SWORD. This is usually done either to get rid of broken/discharged
treasure, or to make room for greater treaure to be picked up. If the
ground is full of objects then the item rolls away and disap pears.
You can optionally drop an item into a container with the command
form DROP ITEM RECEPTACLE, for example, DROP RING BAG. The container
may either be in your inventory or on the ground.
4.39 East
----------
Travel commands allow your player character to enter new rooms (beside
the Go, Enter, and Exit commands). Typing EAST causes your player to
move to the room linked by the direction east. Sometimes monsters will
follow you into the new room. This is a fifty percent chance. They
will follow with their old hits remaining and complete statistics
unchanged. If the monster which is following is categorized permanent
then it will become permanent to the new room.
4.40 Eat
---------
This allows players to consume an edible treasure. Eating is similar
to drinking. An edible object could cure for fatigue, or vitality.
Food can also curepoison. The command form is: EAT FOOD, i.e. EAT EGG.
4.41 End
---------
Finishing the game play with the end command (standard is command
Quit) ends the session and logs you off the system. Before you log off
the logoff file is displayed with whatever may have been placed in it.
Normally it is practical to put in advertisements about other BBSes
and a message 'Thanks for calling...' Your call limit is updated also.
The user has a limit of three calls per day per character.
The Dnd Door Documentation Page 20
4.42 Enter
-----------
Some objects created by the DM serve as portals to other rooms as an
alternative to directions. For example, a door, a hidden door, a hut,
a black portal, etc. Portals can be locked, keyed, hidden, invisible,
or any number of attributes specified for a portal. Portals can lead
to a room right next to the beginning one, or a room across the land
or continent, however you have your adventure set up.
4.43 Examine
-------------
Examining things in the Dnd Door is one of the most important actions
besides adventuring and attacking monsters. The examine command will
display information about monsters, treasure, and objects. Monsters
should always be examined after encountering them in a new room so you
will not be killed by a mega-monster. Brief information is displayed
for monsters, objects, containers , or treasure. Complete information
is available with the identify command.
4.44 Exit
----------
Exit is a direction equivalent to Out. If the room description has the
direction Out linked to another room you could type EXIT instead. If
the room you exit to has not been edited you will see the message
'Non-descrip room#xxx' and no directions. In this case you must pray
to the Ghods with the Appeal command to be teleported to the Clerical
Sanctuary resurrection room. You will then see the message 'Your right
there doesn't seem to be any way out!'.
4.45 Experience
----------------
Listing your experience is an information command (See also Health,
and Information). When you type this command your amount of Gold is
shown and the experience remaining to train for the next level. This
is an important figure because it indicates the amount of points
needed to subtract to zero before you can become the next level of
expertise (and a more powerful player!) Once it is zero you must
find your training area and type TRAIN.
4.46 Feint
-----------
The Feint command is a combat command. To feint is to thrust and then
deflect at the last moment putting the monster off guard. If the
feint is successful then the monster becomes inactive for a few rounds
buying you time to attack other monsters or cast a spell, or drink a
potion, etc. Of course, feinting allows the other monsters more hits
during the next round because you are not as well defended by the
weapon. Type FEINT MONSTER, for example, FEINT RAT.
The Dnd Door Documentation Page 21
4.47 Fire
----------
Devices like shotguns and crossbows must be loaded before they can be
fired. The level of the ammunition determines the bonus multiplier for
for hits on the monster. The command form is FIRE DEVICE MONSTER, for
example FIRE SHOTGUN GHOUL. First level monsters are usually no match
for these devices. Ammunition is sometimes scarce and can only be
found on other monsters, although the Blacksmith does sell these items
if your DM has him set up this way.
4.48 Fix
---------
If your weapon has been broken from heavy combat you can fix it with
this command. The form is FIX WEAPON. Only weapons plus 10 or less can
be fixed otherwise they must be repaired by the Blacksmith. There is a
chance that the weapon won't be fixed the first try. You may see the
message 'You didn't fix it!' if your statistics are too low. Then try
fixing it several times until it works. During this time you may want
to move to another room to avoid unnecessary attacks.
4.49 Fly
---------
This command lets the player enter rooms which are above ground. Some
rooms are underwater, or above ground so normal directions cannot be
used. The command is used with the direction to fly. For example:
FLY NORTH. Vehicles which have the same type of room attribute can
also allow the player to ride the vehicle through air or under water.
4.50 Fuel
----------
This command allows the player to fuel any treasure which has the
ability to be lit with the light command. You must have the item to
be fueled and the fuel itself. The item is then charged with all
charges from the fuel, and the fuel no longer can be used. Example:
FUEL LAMP and then use the light command.
4.51 Get
---------
All treasure can be picked up from the ground with the following
restrictions and conditions: You have enough room in your inventory,
you are strong enough to carry the treasure, and nothing prevents you
from getting the treasure (like a monster). Objects, on the other
hand, are normally 'permanent' meaning only the DM can get them. Of
course, any object could be made non-permanent (imagine taking a
dungeon door then entering it while you held it!) Most non-permanent
objects are trivial things like books, or altar candles, etc. The
command form and specifications are: GET OBJECT, GET OBJECT#X, and
GET OBJECT RECEPTACLE. Where X is the number of the object or treasure
if there are more than one of the same in a room.
The Dnd Door Documentation Page 22
4.52 Go
--------
Entering objects and portals are another way of moving from room to
room besides directions and teleportation. You actually have no real
way to know if an object can be a portal or not. Examining it will
show its description and attributes. For example, a ladder could be
just an object or it could be a portal. Some portals are trapped, some
are invisible and can be found with the Search command, some are
hidden and cannot be displayed with the Search command, some are
locked, some require keys, and on and on. The Out command normally
leads back to the original room the portal went to, for example, a hut
with one room inside, or a dungeon cell, etc.
4.53 Guard
-----------
The guard command is a defensive attack command. To guard yourself is
to place your weapon in front of your body with your shield in the
other hand. You must be holding a shield for this to work. The guard
command has no monster name to it because guarding works for the
currently attacked monster -- you must have attacked a monster first.
Your guard will remain effective against all attack until you activate
another attack command.
4.54 Health
------------
The Health command is an information command (See also Experience and
Information). This is intended to be a short display of info that is
used while in combat to determine statistics. For example, you are in
combat and you type Health to find your remaining Fatigue and Vitality
in case they are low. The display shows the following:
You are a level two Human Fighter
You are aligned Neutral CHaotic
Vitals: Fat 15/15 Vit 5/7 Mag 6/6 Psi 4/4
Stats: Str 17 Int 14 Wis 10 Dex 10 Con 8 Pie 9 Cha 10
Weapons: Blunt 0% Pole 0% Sharp 10% Thrusting 0%
Fat is abreviated for Fatigue, Vit is Vitality, Mag is Magic, and Psi
is Psionics. Then weapons proficiencies (percent plus to hit with that
weapon. Then Strength, Intelligence, Wisdom, Dexterity, Constitution,
Piety, and Charisma.
4.55 Help
----------
Information can be shown for every command in the Dnd Door. The file
containing the help text can be searched for any command, and many
topics. Help on a single command can be listed with the command. For
example, HELP NORTH.
The Dnd Door Documentation Page 23
4.56 Hide
----------
Monsters you encounter can and do attack on sight. The Hide command
should be used after first entering a room. You cannot hide once there
are monsters in the room. If you do try to hide then you will get the
message "You can't hide in front of something!" and the monsters will
attack you for that round. You can also hide an object in a room which
will become visible after searching. Use the form HIDE OBJECT or hide
an object in a container HIDE OBJECT RECEPTACLE.
4.57 Hint
----------
This command displays a sort file which gives instructions about some
parameter usage and other techniques for using commands. AN additional
help file can be listed with the command 'COMMANDS'.
4.58 Hit
---------
This is the equivalent of Attack. The attack formula used for hits on
monsters when you attack involves many factors including, your level,
your strength, your dexterity, your weapon plus, etc. Every attack
command, and spell casting also includes a bonus multiplier into which
some of the above are incremented by. If you are not holding a weapon
you will see the message "Punch!" before the hits are shown. Otherwise
three message could appear, "Double damage", "Triple damage", or
"Deathly damage". These are multipliers of 2, 3 or 4, respectively.
4.59 Hold
----------
This is the equivalent to the Draw command. Many things can happen to
the weapon you are holding. First, and most of all, you can and will
fumble it occasionally. The chance of fumbling your weapon is directly
proportional to your Dexterity. During the round that you fumble your
weapon (and/or shield) the monsters will attack. Second, your weapon
could break in half. Your weapon has a certain number of strikes which
are decremented for each successful hit. When they reach zero the
weapon is broken. In both cases above the weapon falls to the ground.
4.60 Identify
--------------
The command form for identify is IDENTIFY <OBJECT> where object is
treasure, monster, container , or object. This command can be used by
level 10 players or above only. It gives detailed information on most
items like monster hits and experience, weight and value of treasure
and full status of any item. Other information list commands include
experience, health, and user list commands like users and top.
The Dnd Door Documentation Page 24
4.61 Information
-----------------
Like the Health and Experience commands, this command displays info on
your character. This command displays your level, gold, inventory,
health, class and classname, and experience needed. One such output
might look like this:
Information: KING INORIC
You are a level ten Fighter.
You are aligned Neutral Chaotic.
Vitals: Str 18(+4) Int 17 Wis 18 Dex 15 Con 12 Pie 11 Cha 8
Stats: Fat 72/72(+6) Vit 32/32 Mag 48/48 Psi 18/18
Weapons: Blunt 15% Pole 0% Sharp 30% Thrusting 25%
You have 32700 Gold.
You are carrying 4 items weighing 35 pounds:
A shortsword, some plate armor, a banded shield, and a power globe.
You have 2000 gold.
You need 120 experience points to reach the next level.
You need 1024 gold to train for the next level.
The information command lists the complete player statistics online.
Other commands similar to the information command list less data,
like the health command or the experience command.
4.62 Inventory
---------------
Everything your player is carrying can be listed with the Inventory
command. The total weight of the treasure is displayed along with the
name of each treasure. Inventory is changed by taking and getting
objects, disintegrating scrolls, fumbling, and weapon breakage. You
can examine any object in your inventory. When there are more than
one of the same named object the second one can be examined by adding
#2 to the name. Add the number of the item to be examined. Remember
the monsters are matched for the name, then the ground, then lastly
your inventory.
4.63 Kill
----------
The main attack command is Kill because the single letter 'K' can be
typed without causing a 'unique command' error. For example, 'K B' is
the most abbreviated form for KILL BAT. When a monster attacks your
player then its own attack formula is calculated for each monster that
is active. Some monsters can be edited to cast offense spells, some
drain levels, poison, and regenerate hits. Monsters can be permanent,
normal groups (or in a class), or role-type (Broker, Alchemist). More
options include hit for fat or vit upon encounter, weapon breakage,
jail attacker, and immune to attacks unless magic.
The Dnd Door Documentation Page 25
4.64 Launch
------------
Treasure such as catapults or other weapons may have the ability to be
launched. The weapon must be loaded first with the LOAD command. The
command form for launching is LAUNCH DEVICE DIRECTION, for example:
LAUNCH CATAPULT NORTH. There will be a sixty-six percent chance the
projectile will launch into ajoining rooms. There is also a sixty-six
percent chance of smashing open any locked doors within its path.
Normal users cannot pick up launchable devices and the weapon will
launch any number of ammunition by the number of times the weapon is
loaded. Since a normal user cannot pick up this types of treasure the
MOVE command lets the user move them to another room.
4.65 Learn
-----------
When users cast a spell by typing in the spell chant then each word
uttered to cast the spell must be typed. With the learn command a user
can memorize a spell chant and only has to cast the spell name. The
command form for learning a spell is LEARN SPELLNAME, for example:
LEARN VIGOR. The user is then prompted for the spell chant, and if
the chant is typed correctly without mispronouncing it then the spell
is memorized. Then the user can cast the spell by typing the spell
name in response to the Chant? prompt.
4.66 Leave
-----------
Leave is the equivalent to the direction Out. It was implemented to
preserve compatibility with conditions arising from entering an object
like, for example, a straw hut. The commands Exit, Leave, and Out are
all linked to the same room direction but some are more appropriate in
certain circumstances.
4.67 Light
-----------
This command lets the player illuminate any dark rooms with an object
whch can be fueled and lit. The item must first be fueled with the
fuel command before it can be lit. After the item is fueled and lit,
the item will illuminate any dark room for the number room rate of
prompts. After the item loses the fuel then the item will not light.
Example: LIGHT LAMP
The Dnd Door Documentation Page 26
4.68 List
----------
The Blacksmith sells items (weapons, shield, potions, etc.) in his
Shoppe. You are able to get a full listing of these items with the
List command. At the header of the list the message "Type BUY # to buy
for example 'BUY 12'" or somthing similiar. This means each item for
sale has its own accompanying number which you must type to buy. You
must also have sufficient Gold to afford it. The item will be auto-
matically added to your inventory if there is room. The List displays
output similiar to the following:
## Item wgt. gold +
-- ------------ ---- ---- -
#1 a sword 2 20 2
.
.
4.69 Load
----------
Ammunition is needed for Devices such as shotguns, crossbows, etc. The
Load command increases the number of charges on the weapon and the
ammunition dissappears (supposedly into the weapon). The ammunition
you are trying to load must have been made for the weapon. If it is
not you will see the message "That's not ammunition". The command form
is LOAD WEAPON, for example, LOAD SHOTGUN. Of course, the weapon you
are trying to load must itself be a loadable weapon. These weapons do
approximately the same damage as a spell, i.e. they have a bonus
multiplier which is constant. Unlike a sword which could hit for
double damage at one time or triple damage at another.
4.70 Lock
----------
All portals have the attribute for locking. For each combination of
lock, invisible, keys, etc. there is some action which will work with
the combined attributes (See the table in command Break). DMs and the
Sysop can actually lock a portal which had no lock to begin with. This
can be done without entering !Edit. Otherwise normal users can lock a
portal or container and it will then show "It is locked." when
examined or "[locked]" in the room description.
4.71 Login
-----------
The logon command brings the player through the logon procedure which
allows him to start the game over with a new codename. The player's
time limit stays in effect for each character he may use. When users
relogin, other values are checked, like ANSI, and hours the player is
allowed to be online.
The Dnd Door Documentation Page 27
4.72 Look
----------
Room descriptions are always output when your character first enters a
room. You can also output the room description by typing LOOK. Placing
a parameter to Look causes it to act as if you had used the examine
command, for example, LOOK MONSTER is the same as EXAMINE MONSTER.
The room description includes all directions, monsters, treasure, and
objects. The DM or Sysop will see the additional information in brief
mode after the one line description in the form RM|xxx MC|xxx where
RM is the room number and MC the monster class.
4.73 Lunge
-----------
This attack command is a passive maneuver. The multiplier is double
and returned damage is reduced. Your shield will be returned to use
this command. Using various attack command increases the probability
of killing monsters with little or no return hits. For example, you
could use the Beat and Attack commands, then switch to Thrust and
Punch commands, then finally using the Lunge and Dodge commands to
finish off the monster.
4.74 Mail
----------
Sending and receiving messages about the campaign, posting questions
and suggestions, and private mail is an important feature of Dnd Door.
Typing MAIL will bring the user to the Mail area where he or she can
read and post mail.
Type "E" to enter public or private mail. You will be prompted for the
user the mail is to. You can press enter to send the message to all
users, or enter a user name. If you enter a user name you can also
make the message private. You are then prompted for the subject. Then
you can enter the message. Messages can be up to 64 lines. Press enter
on a blank line to edit the message. The message editing utility can
abort, delete, edit, insert, list, store, or continue entering the
message. Your message will be added to the database when you are done.
Type "K" to delete old messages. You may only delete private messages
sent to you. Only the sysop can undelete messages. Deleting messages
allows the message area to be kept updated.
Type "L" to lock and unlock your mailbox. When your mailbox is locked
two things happen. First, no one can send you mail or transfer Gold to
your account (the system will act as if the username is not found in
the files). Second, you are not displayed in the Users or Top command.
The purpose of this is to allow users to be anonymous.
Type "N" to scan for new messages posted since the last number of the
message you have read since your previous logon. Your user file is
stored with the last message number used by the new command.
The Dnd Door Documentation Page 28
4.74 Mail (cont.)
------------------
Type "R" to read public or private messages. You will be prompted for
the message number to begin reading. If the message has been deleted,
or is private, then it is not displayed, and the next message is read.
After each message, a prompt is displayed with the following options:
Read more (y)es/(n)o/(r)eply/(t)hread, msg number?
Then the user can enter a new message number to begin reading with, or
enter a reply to the current message, or jump to a message in the
subject thread if one was replied to the one being displayed. Entering
yes or no either continues reading with the next message or quits.
When thread is selected, the previous message which was replied to can
be read by entering backward thread, or the next message in the thread
which was the reply can be read.
Each message is displayed with a header displaying message number, the
subject, who the message is from and to, if the message was received,
if the message is a reply, the number of times the message has been
read, the thread direction or number, and the statistics of the player
who posted the message.
4.75 Mount
-----------
This special purpose command allows your player to ride a vehicle. You
are then 'mounted' or you are riding it. The vehicle can take hits
from monsters. Once they reach zero the vehicle becomes damaged. (See
the section on special objects for more details). Your DM may opt to
create a stable and horses, or wagons in the town square.
4.76 Move
----------
This command allows a player to move load and launch device such as
catapults or missiles to another room. The command also moves the
player into that new room direction. The command form for moving is
MOVE <DEVICE> <DIRECTION>, for example: MOVE CATAPULT EAST. Devices
like catapults, or slingshots include devices which can be loaded and
fired, like shotguns, and darts.
The Dnd Door Documentation Page 29
4.77 North
-----------
Traveling in the adventure is done with directions and very few other
methods. North is one of the seven directions along with South, East,
West, Up, Down, and Out (or Exit and Leave). Unless there are many
teleportation scrolls and devices, and you know which room each one
sends you to, you are stuck with moving one room at a time. One loop-
hole is in the Appeal command. For example, you purposefully get hit
by monsters while constantly monitoring your Fat and Vit, then once
they are low enough you type Appeal and get teleported to the Clerical
Sanctuary.
4.78 Northeast
---------------
Type "NE" or Northeast and you move northeast. When you move to a new
room the status line on the Sysop's display screen is updated with the
current statistics. The console DM can constantly monitor your health.
4.79 Northwest
---------------
Type "NW" or Northwest to move northwest. The room directions are also
searched for when you use the Panic command. Panicing moves you to the
first available direction that is not blocked by a level restrition.
4.80 Offer
-----------
Monsters can be offered small amount of Gold or low level treasure to
get them to leave the room. It would be foolish to try to offer a
level 10 monster (you probably couldn't afford them anyhow!) because
what would be the use of level 10 monsters if you won't fight them?
The purpose of the Offer command is to allow the player the option of
getting rid of unwanted monsters such as maidens who jail attacker so
the users won't accidentally attack the wrong monster. For example:
OFFER 1000 TO SHRIEKER, or OFFER SHIELD TO BANDIT.
4.81 Open
----------
Many portals you adventure across will be either locked or closed. The
Open command simply opens the door once it is unlocked. This command
always works in this case. Of course if the portal is still locked
then you will unable to open it. And if it is already open or cannot
be locked then you will not be able to open it. Containers and other
treasure can also be opened and closed. Normally portals are real-
world things like windows, gates, doors, etc.
The Dnd Door Documentation Page 30
4.82 Out
---------
The basic exit from most rooms is linked with the Out direction. For
example, you enter the Weapons Shoppe, buy some item, and go Out. You
are then back to the first room before entering. Every time you exit a
room or enter a new one, the treasure on the ground is removed. This
does not include items such as vehicles, permanent objects, and items
which were hidden with the HIDE command.
4.83 Panic
-----------
Pushing the panic button is halfway between combat and non-combat
activity. The last resort is, of course, to Appeal before you die. The
next to last is Panicing. You're caught up in an onslaught of monsters
and can just visualize your Fat and Vit going, at the last minute you
type Panic and the message appears "You run away like a madman!". Your
direction is picked at random, your weapon and shield falls to the
ground, and you run screaming into the night.
4.84 Parley
------------
Parley with monsters usually gets no response. However some monsters
are equipped with text messages. Mostly though, you will either get
attacked or teleported elsewhere if there is any response at all.
Remember these monsters are dangerous, hostile beings whose only
purpose in Dnd Door is to attack and ultimately kill you! Any monster
that would not do so would not be part of the game.
4.85 Parry
-----------
Variety of combat commands make up a good adventure. To Parry is
placing your weapon across your chest in a defensive maneuver. Even
though it is a combat command, no damage is accomplished by Parrying.
This command causes less hits on your player's character for the next
round of monster attacks. Monsters themselves use combinations of the
combat commands but they don't display the actual equations going
through the program.
4.86 Password
--------------
Each user has his own unique password to identify his account. Under
most circumstances you will not need to change this password if it is
complex enough. Someone could, however, obtain your password and post
unrespectful messages on the board or suicide your character. Take
steps to insure your password is long enough so it can't be cracked.
You will be prompted "Change password(y/n)?" then "New password?" and
either "Password changed" if you type in something or "Password not
changed" if you hit <enter>.
The Dnd Door Documentation Page 31
4.87 Pawn
----------
The Broker (a medieval term for the owner of a Shoppe for the sale and
re-sale of belongings) is a role-player. He always exists in his
permanent Shoppe and takes care of the Bank and Pawn Shoppe (See also
the BANK command). Type PAWN ITEM, for example, PAWN SWORD. The Broker
will then make his evaluation of the goods and offer you some amount
of Gold. Other nonplayers include the Blacksmith and the Alchemist.
4.88 Picklock
--------------
One of the major features of being a Thief is the ability to picklock
doors. Thieves can picklock almost any portal invisible or keyed. (See
the table in the Break command). The adventure would not be complete
without Thieves. They complete their part by being the only class able
to use this special ability. The DM should work their class into the
adventure by placing locked and/or keyed doors in certain areas of the
room file in such a way that Thieves will be required to operate the
campaign. The command form is PICKLOCK DOOR with the portal name.
4.89 Psionic
-------------
The psionic command has dual purpose. With the Attack parameter it
allows the user to cast a psi spell on the current monster being
attacked (i.e. you must attack a monster befoer using psionics on it).
The Defense parameter allows the user to select a psi defense from
monsters using psionics. For example:
PSIONIC ATTACK or
PSIONIC DEFENSE
You will then be prompted for the psi spell. The attack spells are
spell chants specified as psionic spells. Your psi points will be
decremented by the level of the psi spell. Psi points increase by one
point during health rate updates.
4.90 Pummel
------------
This combat command is a fist fighting action. Pummeling the opponent
is a violent outburst of attacking the monster with your fists. The
weapons used by the user are not included in this combat command.
Pummeling uses the double damage bonus multiplier and has no attack
decrements by the monster in the next round.
The Dnd Door Documentation Page 32
4.91 Punch
-----------
This attack command uses double damage and returns your weapon. Return
damage is increased. You should several types of attack commands while
fighting. For example you could use the charge command with the parry
command for different hits back, then use the punch or beat command,
and finally finish off the monster with a pummel or kill command.
4.92 Put
---------
The PUT command removes an item of the player's inventory to the
ground. You may have some object like a broken sword which is no
longer useful. Type PUT SWORD and the offending item will be placed
on the ground. Or a discharged magic item. You can also put objects
into containers with the put command. To put some armor into a box
you would type PUT ARMOR BOX. If you have two armor you can put the
second one with the # (pound sign) and the next item number. For
example: PUT ARMOR#2 BOX.
4.93 Quit
----------
Typing "Q" is the standard method of exiting the Dnd Door system and
returning to your terminal package. The modem carrier is disconnected.
This also happens when your player dies and is not resurrected. Then
you will see the following messages output: "You have just died!",
"You were just killed by a monster-name", "You were not resurrected.."
There is no way out of this predicament once it has begun. Your file
is updated before the messages appear.
4.94 Read
----------
The following items can be read (examined): treasure, objects, room
description, container contents, and monsters. Each have particular
statistics and attributes. Type READ ITEM, for example, READ SCROLL.
Typing READ with no parameters displays the current room description.
Any item can be examined including hidden objects which do not show up
in the room description. There may be a hidden door that will not even
be displayed with the Search command but when you type READ DOOR you
see the door description.
The Dnd Door Documentation Page 33
4.95 Recharge
--------------
The Alchemist resides in the Mages Guild. He trains MUs to higher
levels of expertise. He also recharges magic items for a fee. Take
your discharged item to the Mages Guild and type RECHARGE ITEM with
the name of the item. The Alchemist will estimate the price and prompt
you "Well, it'll cost you xxx Gold." and "Ok(y/n)?", you then reply
"Y" for yes or "N" for no. If you decide if it is worth recharging
the item and select YES then the Alchemist will cast an enchant spell
and the item will have full charges. These are certain magic items
which you cannot recharge. One is a magic item with wish charges.
Others include items not made by the Alchemist and weapons that are
not magical.
4.96 Relogin
-------------
This command allows the player to restart a new character. It brings
him back to the login sequence. He may then decide to roll another
character or continue with another. The player's old character is
stored to disk, and his time limit remains intact.
4.97 Repair
------------
The Blacksmith is responsible for the sale of weapons and other items.
He also repairs broken weapons. Enter the Weapons Shoppe and type
REPAIR WEAPON, for example, REPAIR BATTLEAXE. He will estimate the
cost for repair and prompt you Yes/No to fix the item. If you decide
to pay the charge your Gold will be automatically deducted and your
weapon fixed to full strikes. Remember the only weapons that can be
repaired are those forged in the Weapons Shoppe. Other strange and
exotic items can only be fixed by the original creator.
4.98 Reroll
------------
This command can only used by a player once per character. The command
allows the player to go through the actual original logon character
generation. Then the player can reroll all his statistics, classtype,
and race, etc. This command should be used after a player's character
gets too low stats or needs altering.
4.99 Resist
------------
This combat command is a defense command. When a player uses the
resist command the monster's attack multiplier is decremented by one.
Resisting is similar to the GUARD and SHIELD commands. Resisting has
no requirement to holding a shield. The command form for resist is
RESIST MONSTER, for example: RESIST FIREBOG.
The Dnd Door Documentation Page 34
4.100 Return
-------------
The Return command causes your character to place his weapon back into
its sheath or holding recepticle. If you are not holding any weapon
you will see the message "You are not holding that!". Returning your
weapon should be done when entering the NPC Shoppes or to avoid
confrontation or during combat.
4.101 Ride
-----------
This special purpose commmand is for vehicle control. Once you have
mounted a vehicle you must have some way to direct it. The Ride
command allows you to enter portals and travel directions on your
vehicle. Type RIDE DIRECTION, for example, RIDE NORTH. Traveling in a
direction without the Ride command automatically dismounts your
vehicle, moves you in that direction, and leaves the vehicle in the
previous room.
4.102 Run
----------
Most times during a monster onslaught your character can travel north
or some direction to avoid death. However you may see the message "The
monster blocks your way!" and you take more hits. Then you might
consider the Run command. Type RUN and your player drops his weapon
and shield, runs to a random direction, and escapes certain death.
4.103 Save
-----------
"Store your player's statistics to disk frequently!" is the most
important thing a DM could say to users with call-waiting. You should
also use this command immediately after training. All attributes,
statistics, and conditions of your player character are written to
disk and the message "Player File Updated" displayed. If you have
call-waiting and your carrier is lost from another call then your
player character will reflect the last time your file was updated.
4.104 Search
-------------
There will occasionally be hidden or invisible objects in the rooms.
Typing SEARCH will display the invisible objects. This will not show
any hidden objects. That is the difference between the two types. One
can be Searched for, the other cannot. Normally hidden objects are
hinted at by the room description or some clue is given to its where-
abouts in Mail or in another room description. Type SEARCH and if
there are any invisible objects then the message "You find object-
name [invisible]" or else your will see "You find nothing.." or search
a container by typing SEARCH RECEPTACLE (with the container name).
The Dnd Door Documentation Page 35
4.105 Sell
-----------
The Pawn Shoppe is where you can sell your treasure for Gold. The
Broker is a level 10 monster with 32,767 hits and 20,000 experience.
This may seem too much but the role-monsters have to be powerful so
the average user won't kill them. They are also protected from non-
magic. Of course the DM can edit these monsters.
4.106 Shield
-------------
The shield command is a defensive attack mode. To shield yourself is
to place your weapon in front of your shield with your shield in the
other hand. The shielding effect decreases hits from the currently
attacked monster -- you must have attacked a monster first. You must
also be holding a shield for this to work.
4.107 Smash
------------
Your player will encounter locked portals which he cannot open. Try
the Smash command, for example, SMASH DOOR. Your Strength is the major
factor involved when determining if the portal breaks open. Complete
information about which portals can be smashed and picklocked is
listed in the Break command. When you smash a portal you will see one
of two messages: "You smash it open!" or "You didn't smash it open!"
4.108 Sort
-----------
This command lets the player have his inventory sorted by treasure
charges remaining. This way the inventory will be sorted so that the
treasure items with the highest amount of charges or strikes left will
be displayed first and the least charges or strikes will be displayed
last. Now a player can Hold or Wield or Wear the shields or armor with
the maximum amount of protection first.
4.109 South
------------
Typing "S" moves your character south to another room. Each new room
you enter contains its own encounter rate (normally 5) and its own
health refresh rate (normally 3) although these values can be edited
to the action file. The default rates can be editede. The rate means
it updates some values every number of rounds (or command prompts).
The health rate updates Fatigue, Vitality, and Magic Points. Vitality
is decreased if your player is poisoned. The encounter rate checks
for monsters from the room's monsters class every number of rounds.
The Dnd Door Documentation Page 36
4.110 Southeast
----------------
Type "SE" or Southeast and you move southeast. The direction commands
can all be shortened to one or two letters. You can also use the GO
command with the direction after it to move. For example: GO SE
4.111 Southwest
----------------
Type "SW" or Southwest to move southwest. The direction commands can
be used while operating a vehicle with the Ride command. For example:
RIDE SW. When you attempt to mvoe in a particular direction the room
actions are checked for level restrictions. This way your player can
be prevented from entering areas until you reach a certain level.
4.112 Steal
------------
This command lets you steal an item of inventory from monsters. You
can first find what items the monster has with the identify command.
For example: Steal Sword Aboleth. If the item is stolen successfully
then your inventory is added with the item you stole.
4.113 Stop
-----------
This is yet another Quit command. Type STOP and the game session is
discontinued until your next call. Your player's file is updated. At
this time the Broker checks your bank balance for accrued interest.
If you stayed on past midnight then it is compounded by 6 percent.
4.114 Store
------------
The store command interrupts the game to save the player's character
to disk. The USERS file is updated with the player status. Anybody who
has call-waiting should use this command frequently so that his player
character data is not lost if the connection is broken. The store
command should also be used before a top ten user list is displayed so
your players complete statistics are included in the report.
4.115 Strike
-------------
The Strike command is another compatible command equal to Kill. Enter
STRIKE followed by the monster name to attack. Parameters like monster
name, treasure name, and object name, added to a command instruct the
system what to act on. For example, Take and Drop use parameters. So
do Kill and Examine. Most of the names used for parameters are known
to the system as 'identifiers' meaning they are one word names to
describe the actual displayable name. There may be A Shortsword, and
A Two-Handed Sword. Do not type in "GET TWO-HANDED SWORD" because the
identifier in both cases is "SWORD".
The Dnd Door Documentation Page 37
4.116 Suicide
--------------
Player death is something each character tries to avoid. So why would
we want to suicide your character? One good reason is low statistics.
Maybe your Piety or Constitution is below 8 and every time you die you
never get resurrected. Maybe your Charisma is so low that every
monster you encounter attacks you on sight. Whatever the reason, bad
statistics or you are tired of your player, the Suicide command will
delete your user record and log you off the system. When you suicide
your player the following messages will be displayed:
Your character falls into a deep sleep..
The Ghods take your player to another world..
Then, after your player's statistics are erased from the user file,
the program recycles to allow the next user online.
4.117 Swim
-----------
This command is used to allow the player to enter rooms which have
attributes making them underwater. The command must be used with the
direction. For example: SWIM NORTH. Vehicles which have the same room
type for going underwater will also let the player enter these rooms.
4.118 Take
-----------
Most objects you find in the adventure will be either permanent or
be some treasure you find from killing a monster. There may, at times,
according to how your DM has the system set up, be miscellaneous
treasure placed in some rooms to be discovered. These items might or
might not be found on monsters. Or they may be unique items such as
A Staff of Disintegration or A Wand of Seven Wishes. Whatever the case
may be you will have a need to take treasure so you can sell it later
to the Broker or use it in combat.
4.119 Talk
-----------
This command allows you to talk to monsters. Type TALK MONSTER, for
example, TALK FIREBAT. If the monster number matchs the action file
monster number, and it is activated, there could be several responses.
Besides attacking or text messages the monster could teleport you or
worse! You might meet some permanent monster like a Monster Zombie and
you try to talk to the monster. Suddenly you see the message "You have
been teleported elsewhere!" you are now in a new room.
The Dnd Door Documentation Page 38
4.120 Throw
------------
This allows a Thief throw a weapon at a monster. The Thief must be
holding the weapon. The weapon becomes part of the floor inventory
after thrown at the target. The weapon plus is used for the attack
multiplier. For example: Throw Dagger Zombie.
4.121 Thrust
-------------
This is a combat command. To thrust is to lunge forward with your
weapon in front of you. Doing this is similiar to Charge but without
stepping forward. Type THRUST MONSTER with the monster name after the
command. Thrusting does more damage than Kill (the bonus multiplier is
set to triple damage). Beware that the monster's return attack will
hit you for more damage after a Thrust.
4.122 Time
-----------
The time is displayed in the format; first line is the year, month,
and day; second line is amount of time online since carrier connect;
then third the amount of time before your call is terminated:
It is now Sep 14 1994, 7:15 pm.
You have been on for 20 minutes and 15 seconds.
You have 20 minutes and 45 seconds remaining.
4.123 Top
----------
The top ten users according to Level are displayed with this command.
First the user file is scanned for users above level 1 and written to
a sort work file. The file is sorted and the top ten output. Then the
sort file deleted. Each name is shown with Level and Classname. Users
who have their mailboxes locked are not output in the Top command. The
top ten also includes a point ranking based on his total kills, level,
gold and experience, and other factors.
The Dnd Door Documentation Page 39
4.124 Train
------------
Training is one important part of the Dnd Door. For your player to get
to the next level of expertise he must reduce his experience to zero
by killing monsters and train at his assigned training area. Mostly
the Fighters, Paladins, and Druids train in the Fighter's Arena. The
Magic Users train in the Mages Guild. The Clerics in the Clerical
Sanctuary. The Thieves in the Thieves Guild. Rangers have some hidden
spot to train somewhere in a park or the woods. All these training
areas should be near the start room or in the Castle. Once you have
found your area, type TRAIN and the message "After many weeks of
training and meditation.." and information is displayed. Your player's
statistics are incremented for Fat, Vit, and Mag and the Level by one.
Experience and gold required for training beyond level 15 are only
incremented by one million points per level above 15.
4.125 Turn
-----------
Only Clerics can use the Turn command. Its purpose is to destroy
undead monsters such as Zombies and Ghouls. Type TURN MONSTER with the
monster name. Either the message "That's not undead!", "Didn't work!",
or "You damned the monster!" will be shown. If the Turn was successful
then the monster will die and you will gain the experience.
4.126 Unlock
-------------
Some doors must be unlocked (and opened) before you can enter them.
Sometimes you may run across a door which requires a key number. Your
inventory is searched for the matching key number. If one is not found
you will be unable to unlock it. You should then consider Smash or
Picklock. The key you are holding will have five digits in the number.
Any one of these digits being zero (0) will match ALL lock numbers for
the digit. For example, the lock is keyed number 28881 and your key
number is 20881 then your key would open lock numbers 21881, 22881, to
to 29881.
4.127 Up
---------
The Up direction should be used in conditions such as mountains,
hills, or walls. Normally objects travel up such as ladders or stair-
cases. The DM could also edit the long room description with text
indicating that you see a staircase. The direction Up could then be
used instead of creating an object (staircase).
The Dnd Door Documentation Page 40
4.128 Use
----------
Magic items will only discharge a spell with the Use command. The
command forms are: "USE ITEM", "USE ITEM MONSTER", "USE ITEM ITEM".
A magic item can contain cure, offense, teleport, wish or other
spells. Every time you use a magic item its charges are decremented
until zero. Then it becomes discharged and must be recharged by the
Alchemist or by an MU. The first command form discharged a magic item
spell on the player. The second form discharges on a monster. The
third discharges on another item. In the third case the first item
must be an enchant device and the second item must be an empty or
discharged magic item.
4.129 Users
------------
Listing of all players in the Dnd Door can be obtained with the Users
command. Each user file record is output if the user has not suicided,
or locked his mailbox. Type USERS and the message "Press Control-K
to discontinue.." will be displayed followed by the user codenames,
levels, and classname. Users is one list of the players online, there
is also the top command.
4.130 Wear
-----------
Your player character can hold a weapon, hold a shield, and wear some
armor all at once. Type WEAR ARMOR and the message "Ok" will output if
you have that treasure in your inventory. The armor and shield plus
combine to your Fatigue (shown in the information command). They are
subtracted from the monster hits during combat. Armor has strikes
which are decremented for each successful hit until zero then they
crumble. After that the armor must be repaired by the Blacksmith.
4.131 West
-----------
Travel occurs in one of the four compass directions (N, E, S, W) and
Up (or Climb), Down, and Out (or Exit, Leave). You will use these
directions and the Enter command to get to any room in the game.
If the room does not have any links then teleportation is required.
One of the main system features is the rooms where you can adventure
into and find unknown realms.
4.132 Wield
------------
In order to cause more damage to monsters in combat you must find a
weapon such as A Sword, or A Battle-Axe. Use the Wield command to
ready your weapon for battle. For example, WIELD SWORD. The weapon
plus is directly added to your Strength (seen in the information
command) and used in the attack formulas. Each time your weapon hits
the monster its strikes are decreased by one.
The Dnd Door Documentation Page 41
5.0 DM Help
------------
The Dungeon Master (DM) orchestrates the entire campaign. His purpose
is to insure a well-balanced game, to promote the adventure, and to
guide the players through their sessions. The other classtypes which
also help run the campaign are the Assistant DMs, the Town Mayor, the
Guild Master, and The Governor. They help develope the rooms and
assist the users. No DM can handle the entire system alone unless
that DM is skilled in all the forms of communication, supervision,
and responsibility. The DMs have their own set of commands. Each one
of the commands is preceded by the "!" prefix. These commands include
file editing and various utilities. It is a good idea to get familiar
with these commands. Experiment with them until you have complete
control of the adventure.
Console Function Keys
+------+------+------+------+------+------+------+------+------+-----+
| F1 | F2 | F3 | F4 | F5 | F6 | F7 | F8 | F9 | F10 |
|!EDIT |!STA |!DIS |!REDU |!CALL |!KILL |!TELE |!INV |!GET |!LINK|
+------+------+------+------+------+------+------+------+------+-----+
The Sysop will see these keys listed on the 25th status line. The
status line can be toggled to User Information with the <esc> key.
The User Information will look similiar to the following:
KING ICORACK Fighter Fat:72 Vit:48 Mag:32 Psi:12 Lvl:10 Rm:29
From left to right the status is: Codename, Classname, statistics for
fatigue, vitality, magic, and psionics. The character's level might
not be displayed depending on the length of the other stats. And the
room number.
When the user status line is not displayed the Sysop function keys are
displayed for F1 to F10. The Home key initiates chat mode. Press the
Escape key to exit chat mode when you are done. And the End key
terminates the user session. It effectively saves the user record file
and hangs up the phone for the next user.
The Dnd Door Documentation Page 42
5.1 !Abort
-----------
The abort command quits the program without displaying the logoff
files, top ten, or time used.
5.2 !Call
----------
This DM command calls up any particular monster or one from the
current monster class. Type !Call without parameters calls up a random
monster from the current room monster class. Typing !Call <monster>
with the monster number or name calls up that monster. For example,
!Call 10, or !Call Aboleth.
5.3 !Discard
-------------
This DM command is used to remove an unwanted object from the room of
from the user's inventory. For example, if there is a sword of extreme
value in the room, which could throw off the game balance, the DM
could pick it up and type !Discard Sword. You will see the message
"You discard a longsword!". Or maybe a player has a weapon like a +99
Sword, then the console could press F3 and enter the treasure name.
It would then be discarded from the online user inventory.
5.4 !Edit
----------
The editor allows the DM or Sysop to add, change, and list the data
files. Any game item can be edited; actions, monsters, nonplayers,
objects, rooms, spells, treasure, and users. Editing can be remote,
from the console, or while a player is online. Typing !Edit calls the
editor. Entering a room number will allow the DM to edit the long and
short description of that room number. For example, !Edit 120.
The Dnd Door Documentation Page 43
5.5 !Get
---------
The !Get command causes one item from the object or treasure file to
fall from the sky (as if a Ghod had thrown it down). This can be used
by DMs to drop doors and such for the room file or to give users
treasure. Type !Get Item with the correct item name. If found the
following messages are displayed.
A Bolt Of Lightning Strikes...
An Object Falls From The Sky...
This routine is also used by the Wish spell. The restrictions are that
the player cannot wish for another Wish item or a container.
5.6 !Help
----------
Help for each Dungeon Master ! command can be listed with the !Help.
Enter the DM command, for example: !Help !Teleport. The text file from
the dmhelp data file will be displayed.
5.7 !Invisible
---------------
Type !Invisible or press F8 and your player, or the user online will
become invisible (as stated in the information command) and completely
invulnerable to all monster attacks. For normal players invisibility
only lasts until the end of the call. Then it is set back to regular.
5.8 !Kill
----------
Typing !Kill and the monster name, for example, !Kill RAT will loose
forth a thunderbolt from the sky and destroy the named monster. This
can be used interactively also. You will see the message:
Evil Laughter Sounds From Above...
A Bolt Of Lightning Strikes...
The Rat Was Just Struck Dead!
The Dnd Door Documentation Page 44
5.9 !Link
----------
This DM command allows you to change or add room links. You are
prompted with a menu as the following:
Room link options:
[A]dd
[D]elete
[L]ist
Enter room link option(q to quit)? A
To add a room you are prompted with the following example:
Enter room(1-600)? 10
Enter link room(1-600)? 100
Enter direction(N/E/S/W/O/U/D/NE/SE/SW/NW)? S
Room 10 link added to room 100.
Link room 100 back to 10(y/n)? Y
Room 100 link added back to room 10.
To delete a room link, use the following example:
Enter room(1-100)? 10
Enter direction(N/E/S/W/O/U/NE/SE/SW/NW)? NW
Room 10 link removed.
Listing room links prompt for a range of room numbers, then displays
the room links to the rooms in the format:
Room number 10:
N 11 E 0 S 12 W 0 O 0 U 0 D 0
NE 0 SE 0 SW 0 NW 0
5.10 !Reduce
-------------
This DM command reduces the number of monsters in the room. It can be
used in local mode or interactive mode. Typing !Reduce 0 will remove
all the monsters from the room. The number of monsters can only be
reduced, not increased.
The Dnd Door Documentation Page 45
5.11 !Status
-------------
The DM Status command displays memory usage in four lines:
Free Dynamic Data and Array Space(Heap in Bytes): 65536
Free Data Segment and String Space(Bytes): 4096
Free Stack Space: 1024
Total Free Memory(K): 69
5.12 !Teleport
---------------
Players can be teleported to another room with this command while they
are online with the F7 key from the local keyboard. Dungeon Masters
can also use the teleport command to move to another room. Enter the
command !Teleport <room number>, for example: !Teleport 120.
The Dnd Door Documentation Page 46