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Table Of Contents Page
1.0 Level 1 Spell Function Keys . . . . . . . . . . . . . . . . 2
2.0 Level 2 Spell Function Keys . . . . . . . . . . . . . . . . 3
3.0 Level 3 Spell Function Keys . . . . . . . . . . . . . . . . 4
4.0 Level 4 Spell Function Keys . . . . . . . . . . . . . . . . 5
5.0 More Function Keys . . . . . . . . . . . . . . . . . . . . 6
6.0 Yet More Function Keys . . . . . . . . . . . . . . . . . . 7
7.0 Yet Even More Function Keys . . . . . . . . . . . . . . . . 8
8.0 Yet Even Some More Function Keys . . . . . . . . . . . . . 9
9.0 Dungeon Rune Symbols . . . . . . . . . . . . . . . . . . . 10
10.0 Additional Valuable Information . . . . . . . . . . . . . . 12
11.0 More Additional Valuable Information . . . . . . . . . . . 13
The DUNGEON v9.0 Documentation Page 1
1.0 Level 1 Spell Function Keys (F1 to F10)
--------------------------------
F1 -- The heal spell restores hit points to your player. The amount
restored is equal to your constitution.
F2 -- The protection from evil spell repells a monster's attacks for
one round. The number of hits repelled is equal to your dexterity.
F3 -- The magic missile spell causes a dartlike object to fly from
your player's hand. This missile hits the monster with exact accuracy
every time. The amount of damage normally done is doubled.
F4 -- The shield spell generates an invisible force field between your
player and the monster. Your player's total armor plus is increased by
one armor factor.
F5 -- The strength spell doubles your player's strength for the
duration of one round.
F6 -- The sleep spell binds the monster in a helpless state for the
duration of one round.
F7 -- The locate spell reveals nearby traps and pits. This spell works
only for the immediate vicinity and has no duration.
F8 -- The pyrotechnics spell causes a bolt of fire to fly from your
player's hands. The amount of damage done normally is doubled.
F9 -- The firestorm spell actuates a small blast of flames to engulf
the monster. The amount of damage normally done is doubled.
F10 -- The transmute spell restructures the surrounding air into gold.
This gold can then be picked up.
The DUNGEON v9.0 Documentation Page 2
2.0 Level 2 Spell Function Keys (Control-F1 to Control-F10)
--------------------------------
Control-F1 -- The restoration spell restores hit points to your
player. The amount restored is equal to double your constitution.
Control-F2 -- The scare spell will repell a monster's attacks for two
rounds. The amount of hits repelled is equal to your dexterity.
Control-F3 -- The fireball spell causes a fireball to fly from your
player's hands. The amount of damage normally done to the monster is
tripled.
Control-F4 -- The obscurement spell creates an opaque force field
between your player and the monster. Your player's total armor plus is
increased by two armor factors.
Control-F5 -- The power shield spell doubles your player's strength
for the duration of two rounds.
Control-F6 -- The wall of will spell renders the monster helpless for
the duration of two rounds.
Control-F7 -- The light spell illuminates an extended area around your
player. This spell has no duration.
Control-F8 -- The levitate spell causes your player to float above the
dungeon walls uncontrollably for the duration of two to five rounds.
Control-F9 -- The monster summon spell calls up one to four monsters
of the current monster level.
Control-F10 -- The finger of death spell instantly destroys the
monster. The monster's treasure remains intact.
The DUNGEON v9.0 Documentation Page 3
3.0 Level 3 Spell Function Keys (Shift-F1 to Shift-F10)
--------------------------------
Shift-F1 -- The regenerate spell restores hit points to your player.
The amount restored is equal to triple your constitution.
Shift-F2 -- The forget spell will repell a monster's attacks for three
rounds. The amount of hits repelled is equal to your dexterity.
Shift-F3 -- The lightning bolt spell causes bolts of electricity to
fly from your player's hands. The amount of damage normally done to
the monster is multiplied by four.
Shift-F4 -- The phantasmal force spell creates a solid wall between
your player and the monster. Your player's total armor plus is
increased by three armor factors.
Shift-F5 -- The wall of force spell doubles your player's strength.
This spell has a duration of three rounds.
Shift-F6 -- The charm monster spell renders the monster helpless. This
spell has a duration of three rounds.
Shift-F7 -- The continual light spell illuminates an extended area
around your player. This spell has a duration of four rounds.
Shift-F8 -- The passwall spell allows your player to travel through
the dungeon walls. This spell will stay in effect while in a wall. It
has a duration of two to four rounds.
Shift-F9 -- The demon summon spell calls up one to three demons of
level twenty to fifty. Demons have been found to have vast amounts of
treasure.
Shift-F10 -- The doomkill spell instantly demolishes all monsters
surrounding you. The monster's treasures will remain. This spell has
no duration.
The DUNGEON v9.0 Documentation Page 4
4.0 Level 4 Spell Function Keys (Alt-F1 to Alt-F10)
--------------------------------
Alt-F1 -- The resurrection spell restores hit points to your player.
The amount restored is equal to four times your constitution.
Alt-F2 -- The fear spell will repell a monster's attacks for four
rounds. The amount of hits repelled is equal to your dexterity.
Alt-F3 -- The disintegrate spell causes energy to be drained from the
nearest attacking monster. The amount of damaged done normally is
multiplied by five.
Alt-F4 -- The blade barrier spell creates a rotating wall of swords
between your player and the monster. Your player's total armor plus is
increased by four armor factors.
Alt-F5 -- The enchanted weapon spell doubles your weapon plus. This
spell has a duration of three rounds.
Alt-F6 -- The hold monster spell renders the monster helpless. This
spell lasts up to four rounds.
Alt-F7 -- The teleport spell causes your player to reappear in another
area of the dungeon level. Your player has no control over
teleportation.
Alt-F8 -- The polymorph spell instantly devastates all monsters
within three squares of your player. This spell lasts for one round.
Alt-F9 -- The time stop spell nullifies all monster's attacks around
your player. This spell lasts for five rounds.
Alt-F10 -- The genocide spell annihilates all monsters within three
squares of your player. This spell's duration lasts for three rounds.
The DUNGEON v9.0 Documentation Page 5
5.0 More Function Keys (Keys 1, 2, .. 9)
-----------------------
Numeric Keypad -- If Numlock is turned on then the numeric keypad
entries for 1, 2, .. 9, etc. are used to move and play. Otherwise the
cursor keypad entries are used for Up, Down, etc. Both are listed
below.
(cursor keypad 1) or Page Down -- The fight key causes your player to
attack a monster. While fighting monsters, many factors are considered
such as your armor plus, your weapon plus, and other conditions
created by casted spells.
(cursor keypad 2) or Down -- This key moves your player to the south
one dungeon square. Occupied squares next to your player create
conditions such as opening chests, retreiving gold, and engaging
monsters in combat.
(cursor keypad 3) or End -- The cast key causes your player to cast a
spell chant. In order to cast spells chants, they must be collected
and memorized during the Adventure.
(cursor keypad 4) or Left -- This key moves your player to the west
one dungeon square. Moving on a square creates certain unknown
conditions such as triggering a trap, falling in a pit, and
discovering scrolls.
(cursor keypad 5) or Return -- The enter key on the numeric keypad is
used as an 'acceptance' key for various prompts such opening and
storing inventory from chests, and picking up treasure.
(cursor keypad 6) or Right -- This key moves your player to the east
one dungeon square. Your player can move to other parts of the dungeon
level with certain spells. Among these spells are levitate, passwall,
teleport.
(cursor keypad 7) or Page Up -- The evade key causes your player to
dodge the current monster (if your player is in combat) and move to an
adjacent square.
(cursor keypad 8) or Up -- This key moves your player to the north one
dungeon square. To change dungeon levels, move your player through the
upper and lower exits.
(cursor keypad 9) or Home -- The ignore key responds as a 'refuse' key
for some prompts. These prompts include opening and storing inventory
from chests and picking up treasure.
The DUNGEON v9.0 Documentation Page 6
6.0 Yet More Function Keys (Keys 0, ., -, +)
---------------------------
(cursor keypad insert "0") or Insert -- This key displays the help
menu containing all the keys and their meanings. Your dungeon level is
stored to disk while you browse.
(cursor keypad period ".") or Delete -- The extended status key
displays your player character's attributes, armor pluses, and weapon
plus. The statistics and their abbreviations are as follows:
STR - Strength INT - Intelligence WIS - Wisdom
CON - Constitution DEX - Dexterity CHA - Charisma
WE - Weapon AR - Armor SH - Shield
CL - Cloak HE - Helmet BO - Boots
(cursor keypad grey plus "+") or Control-Right -- The info key
displays current monster hits and experience, average, maximum, and
minimum statistics for monsters at the current dungeon level, attack
formulas, and your total armor and weapon plus.
(cursor keypad grey minus "-") or Control-Page Down -- The chants key
displays all the spell chants your player has remembered. Your player
can read spell chants found on scrolls hidden in the dungeon.
The DUNGEON v9.0 Documentation Page 7
7.0 Yet Even More Function Keys (Keys \, =, ', /, ;)
--------------------------------
(cursor keypad "\") or Control-Home -- The trade key allows your
player to trade gold for statistics. Your remaining gold is displayed
along with the average cost per statistic. You can select the
statistic to purchase with the number keys 1-6.
(cursor keypad "=") or Control-End -- The level key lets you change
the dungeon level to another level. Your number of stored levels is
shown. You can select any level to continue play in.
(cursor keypad "'") or Control-Page Up -- The use key uses a charge
from a wand, potion, staff, or ring. You must first collect some of
these items in the dungeon. You must then enter the letter of the item
to use them.
(cursor keypad "/") or Control-Left -- The inventory key displays all
the wands, potions, staffs, and rings your player has collected. They
are used with the Use command or with the key combinations Alt- and
Control- listed below.
(cursor keypad ";") or Shift-Tab -- The buy key allows your player to
buy inventory. Your remaining gold is displayed along with the average
cost per inventory item. You can select the item to purchase with the
number keys 1-6.
The DUNGEON v9.0 Documentation Page 8
8.0 Yet Even Some More Function Keys (Extended Keys)
-------------------------------------
(Alt-A to Alt-J) -- These ten key combinations use up a charge from
one of the ten wands your player has collected in the dungeon. When
the wand is used then a spell is cast from the wand.
(Alt-Q to Alt-Z) -- These ten keys use a charge from a potion. The
potion casts the spell it has stored. You must first collect some
potions in the dungeon.
(Control-A to Control-J) -- These ten keys use a staff. When the staff
uses a charge from the spell it has stored then the spell is cast.
(Control-Q to Control-Z) -- These ten key combinations use one of the
ten rings your player has collected in the dungeon. Then the ring uses
a spell charge and casts the spell.
(Alt-0 to Alt-9) -- These ten keys release the Globe of Power spells.
This globe is found in a chest. There is only one globe per level and
your player can only have one globe. Each key casts one spell of the
ten powers of the globe. Once each spell is used then the globe is
depleted and you must find another one.
(cursor keypad "`") or Alt-= is the key to display current user lists
of all the players. The list contains player's statistics, dungeon
level, and other player values.
The DUNGEON v9.0 Documentation Page 9
9.0 Dungeon Rune Symbols (X, #, ~, $, ■, ^, o, *, !)
------------------------
The X is your player. Move your player with the numeric keypad cursor
keys. You will be prompted for an action when you move your player
next to a symbol. For example you move your player next to a scroll
and are asked to take or ignore it.
The # symbol is a monster. Monsters usually carry some treasure such
as gold, gems or chests. Monsters have statistics like your player
including experience, hit points and strength.
The ~ symbol is a scroll. Your player can read and memorize scrolls
for later use. In order to cast a spell chant learned from a scroll
use the '-' key.
The $ symbol is gold. Taking gold increases your hoard. Gold is needed
for reaching the next level of expertise.
The ■ symbol is a chest. Chests can be opened, and usually contain
armor and weapons. It is said there was once a Globe of extreme power
locked in a chest. This Globe could unleash the immense power of the
past and allow the user to control whatever he desired.
The ^ symbol represents a trap. Traps are not visible until triggered
or located (with the locate spell). Traps in higher dungeon levels
cause more damage to your player. Traps block dungeon passages.
The o symbol is a pit. Pits become visible when your player has fallen
in. Pits in higher dungeon levels cause more damage to your player.
Some spells allow your player to move around pits, such as levitate,
passwall, and teleport.
The * symbol are gems. When you land on gems then your player picks
them up. They are converted to gold in your inventory. Gold is needed
to increase to the next level when you have enough experience.
The ! symbol is a teleporter. You can either land on a teleporter or
ignore it. Entering a teleporter can move your player to another
dungeon level or some place in the current level. Teleporters
disappear after they have been entered.
The DUNGEON v9.0 Documentation Page 10
9.0 Dungeon Rune Symbols (cont.) (?, >, <, &, |, @, %, ")
------------------------
The ? symbol is a temple. You can either pray at the temple, pillage
it or ignore it. Temples disappear after they are acted on. If you
pillage it you can be hit for damage or rewarded with treasure. If you
pray either nothing may happen or gold will appear.
The > symbol is a stair leading up. When you enter a stair up from
level one your player exits the dungeon. Stairs up from lower levels
lead to the next higher dungeon you were in.
The < symbol is a stair leading down. There is no limit to the
dungeon. Lower levels have more and more difficult monsters with more
treasure.
The & symbol are coins. When your player picks up some coins the
player's gold hoard is incremented by the number of coins in the
dungeon level by 100 peices of gold.
The | symbol is a wand. There are ten different types of wands in the
dungeon. Each one is charged with an attack spell. You can cast a
spell with a wand with the Use command. When the charges are used up
then the wand vanishes.
The @ symbol is a potion. There are ten different types of potions in
the dungeon. When you pick up a potion you can drink the contents with
the Use command. When the charges are used up the potion vanishes.
The % symbol is a staff. There are ten different staffs in the
dungeon. When you pick up a staff you can use the staff with the Use
command. When the charges are used up the staff vanishes.
The " symbol is a ring. There are ten different rings in the dungeon.
Your player can use a ring with the Use command. When the charges are
used up the ring vanishes.
The DUNGEON v9.0 Documentation Page 11
10.0 Additional Valuable Information
------------------------------------
While playing, type 0 for help, or Q for quit.
The 24th row status line displays the following information:
Dlvl is the dungeon level. Lvl is your player's level. Hp is your
player's hit points. Exp is your player's experience. Gold is the
amount of gold hoarded. Nm is the number of monsters remaining in the
dungeon level.
The 24th line status area can also display the player's spell points
if the length of the line permits. The display shows SP and four
numbers. These numbers are the remaining points which can be used for
using spell levels one to four.
The DUNGEON v9.0 Documentation Page 12
11.0 More Additional Valuable Information
-----------------------------------------
Calculations during game play are by the equations:
Mlvl=Int(Rnd*Dlvl+Dlvl/2+1)
Mhp=Int((Rnd*Dlvl*2+1)*Mlvl^2/2+Dlvl*2+Rnd*Mlvl*50)
Exp=Int(Hp/Mlvl)*Int(Dlvl/2+1)+Int(Rnd*Hp)
Mhits=Int(Rnd*(Mhp/Armor)+Mlvl)
Hits=Int(Rnd*Strength+Level/2)*Bonus+Weapon+Dlvl
Where Mlvl is the monster level, Dlvl is the dungeon level, Mhp is the
monster hit points, Exp is the monsters experience, Armor is your
combined armor plus, Weapon is your weapon plus, Strength is your
strength, Level is your expertise level, Hits is the number of points
damage your can do to a monster, and Mhits is the number of points
damage a monster can do to you. Int converts to integer. Rnd generates
random value from 0 to 1.
The DUNGEON v9.0 Documentation Page 13