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INSTRUCT.DOC
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1997-05-18
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Sorcery vx.xx
Player's Instructions
Written by Chris Reiter
Last Update: 5/18/1997
You are a Sorcerer. Your mission, should you choose to accept it,
is to kill your enemy spellcaster, using several means that are at your
disposal. You can cast spells, and summon protection in the form of
monsters. They will defend you until death, or attack your enemy if you
find it necessary.
Your options at the Main Menu Prompt:
A -- Attack Enemy - You may use the creatures you have summoned to
protect you. They can attack your enemy's monsters, and if
you have killed all of them, you can attack your enemy with
your creatures directly. However you MUST destroy ALL of his
creatures before attacking him directly. The way this works, is:
Your creature and his creature attack each other simultaneously.
Each monster does damage to the other by the amount of their
own strength. The damage is subtracted from their health, and
if they go to 0 or below health, they die.
C -- Cast Spell - You can cast spells on yourself, your enemy and
your enemy's creatures. The spells and their definitions are
listed:
1 -- Summon Protection - This spell is the heart of the game,
and the most important part. You summon protection in the
form of monsters. They can defend you against attacks from
your enemy and HIS creatures. You can also attack him and
his creatures with yours.
COST = (Monster's Strength + Monster's Health) / 2 SP
2 -- Disintegrate - The best part about this spell, is that
it costs the same amount of spellpoints to disintegrate a
a monster with 1 health as it does 6 health. All you do is
cast it, and POOF! The creature is gone.
3 -- Morph Creature - This spell increases the strength and
health of one of your creatures by 1.
4 -- Aura of Protection - The spell Fireball is the only
spell that can be cast that can directly damage you or
your enemy. Every time you cast this spell, you gain one
point of defense protection versus spells. As you
continue casting it, it costs more SP to raise your
defense higher and higher.
5 -- Etherial Boost - This spell increases your total
amount of SP by one. That way, next round, you have
one more SP to cast spells with.
6 -- Weaken - This is the opposite of Morph Creature.
It weakens one of your enemy's creatures by lowering
its strength and health by one.
7 -- Memory Loss - This is the opposite of Etherial Boost.
You can make your enemy lose one of his TOTAL number of
spellpoints. Next round, it will be tougher for him to
cast spells.
8 -- Fireball - Hit your enemy with a giant flaming ball.
Your enemy can prevent being hit with fireball by
summoning creatures to protect him. He can reduce the
damage done to himself, by casting Aura of Protection,
which raises his defense by one.
9 -- Unholy Terror - This spell destroys ALL of your enemy's
creatures. However, it has an abnormally high SP cost.
COST = ALL of your SP TOTAL.
P -- Pass Turn - Pass your turn, and depending on who went
first, your enemy may go next. At the end of each round,
spellpoints will be restored to their total, and a number
of other round-related factors will be reset.
Q -- Quit Game - If you quit, then you lose the game. The
only benefit of quitting a game, rather than losing, is
that the log file says your Forfeited the game, instead
of saying that you lost to your enemy.
V -- View Monsters - It is important to know the strength
and health of yours and your enemy's creatures. Then you
can decide to either Weaken, Disintegrate, or Attack your
enemy's creatures.
-------------------------------------------------------
*** REGISTRATION BENEFITS
These options are unlocked when the game has been registered:
You are always free to edit/add to/remove monsters from the
MONSTERS.DAT and EMONSTER.DAT files. However, until SORCERY is
registered, no creature with a strength or health of greater than
6 will be allowed in the game. Once registered, you may put monsters
of whatever stats you want to. But remember, users don't want to
play a game in which they are dead after one round!
-------------------------------------------------------
Internet: Hark@Clubmet.Metrobbs.Com
FIDONET : Chris Reiter, 1:280/205
As most Sysops find themselves moving at some point or another, I
cannot guarantee these will always be the best ways to contact me.
I will try to stay on FIDOnet, and if you are having trouble finding
me, just check the nodelist or ask a FIDOnet Sysop for my node number
and phone number from the nodelist.