DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 1 DnDBBS(R) Version 2.7a Documentation Dungeons And Dragons Bulletin Board System Version 2.7a Documentation Written, Edited And Updated By Erik J. Oredson BASIC Program Source Code Written, Edited, Compiled, And Maintained By Erik J. Oredson 1215 South 9th Street Mpls. MN. 55404 DATA(612)375-9515 "That's not a bug.. It's a feature.." DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 2 TABLE OF CONTENTS PAGE 1.0 INTRODUCTION 1.1 The Game . . . . . . . . . . . . . . . . . . . . . . . 5 1.2 Non Player Characters . . . . . . . . . . . . . . . . 6 1.3 Player Characters . . . . . . . . . . . . . . . . . . 7 2.0 CREATING THE PLAYER CHARACTER 2.1 Rolling a new Character . . . . . . . . . . . . . . . 8 2.2 Restarting and Suicide . . . . . . . . . . . . . . . . 8 2.3 Logging on the System . . . . . . . . . . . . . . . . 8 3.0 THE CAMPAIGN 3.1 Combat . . . . . . . . . . . . . . . . . . . . . . . . 9 3.1.1 Encounters . . . . . . . . . . . . . . . . . . 9 3.1.2 Attacking . . . . . . . . . . . . . . . . . . . 9 3.1.3 Dying . . . . . . . . . . . . . . . . . . . . . 10 3.2 Spells . . . . . . . . . . . . . . . . . . . . . . . . 10 3.2.1 Casting . . . . . . . . . . . . . . . . . . . . 10 3.2.2 Scrolls . . . . . . . . . . . . . . . . . . . . 13 3.2.3 Magic Items . . . . . . . . . . . . . . . . . . 14 3.3 Treasure . . . . . . . . . . . . . . . . . . . . . . . 15 3.3.1 Weapons, Shields, And Armor . . . . . . . . . . 15 3.3.2 Potions, Coins, And Containers . . . . . . . . 16 3.3.3 Special Objects . . . . . . . . . . . . . . . . 17 4.0 SUMMARY OF COMMANDS 4.1 Alignment . . . . . . . . . . . . . . . . . . . . . . 18 4.2 Appeal . . . . . . . . . . . . . . . . . . . . . . . . 18 4.3 Attack . . . . . . . . . . . . . . . . . . . . . . . . 18 4.4 Backstab . . . . . . . . . . . . . . . . . . . . . . . 18 4.5 Bank . . . . . . . . . . . . . . . . . . . . . . . . . 19 4.6 Beguile . . . . . . . . . . . . . . . . . . . . . . . 20 4.7 Break . . . . . . . . . . . . . . . . . . . . . . . . 20 4.8 Bribe . . . . . . . . . . . . . . . . . . . . . . . . 21 4.9 Brief . . . . . . . . . . . . . . . . . . . . . . . . 21 4.10 Buy . . . . . . . . . . . . . . . . . . . . . . . . . 21 4.11 Bye . . . . . . . . . . . . . . . . . . . . . . . . . 21 4.12 Casino . . . . . . . . . . . . . . . . . . . . . . . 22 4.13 Cast . . . . . . . . . . . . . . . . . . . . . . . . 23 4.14 Catalog . . . . . . . . . . . . . . . . . . . . . . . 23 4.15 Charge . . . . . . . . . . . . . . . . . . . . . . . 23 4.16 Charm . . . . . . . . . . . . . . . . . . . . . . . . 23 4.17 Chat . . . . . . . . . . . . . . . . . . . . . . . . 23 4.18 Circle . . . . . . . . . . . . . . . . . . . . . . . 24 4.19 Climb . . . . . . . . . . . . . . . . . . . . . . . . 24 4.20 Clock . . . . . . . . . . . . . . . . . . . . . . . . 24 4.21 Close . . . . . . . . . . . . . . . . . . . . . . . . 24 4.22 Counter . . . . . . . . . . . . . . . . . . . . . . . 24 4.23 Date . . . . . . . . . . . . . . . . . . . . . . . . 25 4.24 Dayfile . . . . . . . . . . . . . . . . . . . . . . . 25 4.25 Dismount . . . . . . . . . . . . . . . . . . . . . . 25 4.26 Down . . . . . . . . . . . . . . . . . . . . . . . . 25 4.27 Draw . . . . . . . . . . . . . . . . . . . . . . . . 25 DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 3 TABLE OF CONTENTS (cont.) PAGE 4.0 SUMMARY OF COMMANDS (cont.) 4.28 Drink . . . . . . . . . . . . . . . . . . . . . . . . 26 4.29 Drop . . . . . . . . . . . . . . . . . . . . . . . . 26 4.30 East . . . . . . . . . . . . . . . . . . . . . . . . 26 4.31 Echo . . . . . . . . . . . . . . . . . . . . . . . . 26 4.32 End . . . . . . . . . . . . . . . . . . . . . . . . . 26 4.33 Enter . . . . . . . . . . . . . . . . . . . . . . . . 27 4.34 Examine . . . . . . . . . . . . . . . . . . . . . . . 27 4.35 Exit . . . . . . . . . . . . . . . . . . . . . . . . 27 4.36 Experience . . . . . . . . . . . . . . . . . . . . . 27 4.37 Feint . . . . . . . . . . . . . . . . . . . . . . . . 28 4.38 Fire . . . . . . . . . . . . . . . . . . . . . . . . 28 4.39 Fix . . . . . . . . . . . . . . . . . . . . . . . . . 28 4.40 Get . . . . . . . . . . . . . . . . . . . . . . . . . 28 4.41 Go . . . . . . . . . . . . . . . . . . . . . . . . . 29 4.42 Guard . . . . . . . . . . . . . . . . . . . . . . . . 29 4.43 Health . . . . . . . . . . . . . . . . . . . . . . . 29 4.44 Help . . . . . . . . . . . . . . . . . . . . . . . . 29 4.45 Hide . . . . . . . . . . . . . . . . . . . . . . . . 29 4.46 Hit . . . . . . . . . . . . . . . . . . . . . . . . . 30 4.47 Hold . . . . . . . . . . . . . . . . . . . . . . . . 30 4.48 Identify . . . . . . . . . . . . . . . . . . . . . . 30 4.49 Information . . . . . . . . . . . . . . . . . . . . . 30 4.50 Inventory . . . . . . . . . . . . . . . . . . . . . . 31 4.51 Kill . . . . . . . . . . . . . . . . . . . . . . . . 31 4.52 Leave . . . . . . . . . . . . . . . . . . . . . . . . 31 4.53 Linefeed . . . . . . . . . . . . . . . . . . . . . . 31 4.54 List . . . . . . . . . . . . . . . . . . . . . . . . 32 4.55 Load . . . . . . . . . . . . . . . . . . . . . . . . 32 4.56 Lock . . . . . . . . . . . . . . . . . . . . . . . . 32 4.57 Login . . . . . . . . . . . . . . . . . . . . . . . . 32 4.58 Look . . . . . . . . . . . . . . . . . . . . . . . . 33 4.59 Mail . . . . . . . . . . . . . . . . . . . . . . . . 33 4.60 Mount . . . . . . . . . . . . . . . . . . . . . . . . 34 4.61 North . . . . . . . . . . . . . . . . . . . . . . . . 34 4.62 Northeast . . . . . . . . . . . . . . . . . . . . . . 34 4.63 Northwest . . . . . . . . . . . . . . . . . . . . . . 34 4.64 Offer . . . . . . . . . . . . . . . . . . . . . . . . 34 4.65 Open . . . . . . . . . . . . . . . . . . . . . . . . 34 4.66 Out . . . . . . . . . . . . . . . . . . . . . . . . . 35 4.67 Panic . . . . . . . . . . . . . . . . . . . . . . . . 35 4.68 Parley . . . . . . . . . . . . . . . . . . . . . . . 35 4.69 Parry . . . . . . . . . . . . . . . . . . . . . . . . 35 4.70 Password . . . . . . . . . . . . . . . . . . . . . . 36 4.71 Pawn . . . . . . . . . . . . . . . . . . . . . . . . 36 4.72 Picklock . . . . . . . . . . . . . . . . . . . . . . 36 4.73 Psionic . . . . . . . . . . . . . . . . . . . . . . . 37 4.74 Put . . . . . . . . . . . . . . . . . . . . . . . . . 37 4.75 Quit . . . . . . . . . . . . . . . . . . . . . . . . 37 4.76 Read . . . . . . . . . . . . . . . . . . . . . . . . 38 4.77 Recharge . . . . . . . . . . . . . . . . . . . . . . 38 4.78 Relogin . . . . . . . . . . . . . . . . . . . . . . . 38 DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 4 TABLE OF CONTENTS (cont.) PAGE 4.0 SUMMARY OF COMMANDS (cont.) 4.79 Repair . . . . . . . . . . . . . . . . . . . . . . . 38 4.80 Return . . . . . . . . . . . . . . . . . . . . . . . 39 4.81 Ride . . . . . . . . . . . . . . . . . . . . . . . . 39 4.82 Run . . . . . . . . . . . . . . . . . . . . . . . . . 39 4.83 Save . . . . . . . . . . . . . . . . . . . . . . . . 39 4.84 Say . . . . . . . . . . . . . . . . . . . . . . . . . 39 4.85 Search . . . . . . . . . . . . . . . . . . . . . . . 40 4.86 Sell . . . . . . . . . . . . . . . . . . . . . . . . 40 4.87 Send . . . . . . . . . . . . . . . . . . . . . . . . 40 4.88 Shield . . . . . . . . . . . . . . . . . . . . . . . 40 4.89 Smash . . . . . . . . . . . . . . . . . . . . . . . . 40 4.90 South . . . . . . . . . . . . . . . . . . . . . . . . 40 4.91 Southeast . . . . . . . . . . . . . . . . . . . . . . 41 4.92 Southwest . . . . . . . . . . . . . . . . . . . . . . 41 4.93 Stop . . . . . . . . . . . . . . . . . . . . . . . . 41 4.94 Store . . . . . . . . . . . . . . . . . . . . . . . . 41 4.95 Strike . . . . . . . . . . . . . . . . . . . . . . . 41 4.96 Suicide . . . . . . . . . . . . . . . . . . . . . . . 41 4.97 Take . . . . . . . . . . . . . . . . . . . . . . . . 42 4.98 Talk . . . . . . . . . . . . . . . . . . . . . . . . 42 4.99 Thrust . . . . . . . . . . . . . . . . . . . . . . . 42 4.100 Time . . . . . . . . . . . . . . . . . . . . . . . . 42 4.101 Top . . . . . . . . . . . . . . . . . . . . . . . . . 42 4.102 Train . . . . . . . . . . . . . . . . . . . . . . . . 43 4.103 Turn . . . . . . . . . . . . . . . . . . . . . . . . 43 4.104 Unlock . . . . . . . . . . . . . . . . . . . . . . . 43 4.105 Up . . . . . . . . . . . . . . . . . . . . . . . . . 43 4.106 Use . . . . . . . . . . . . . . . . . . . . . . . . . 43 4.107 Users . . . . . . . . . . . . . . . . . . . . . . . . 44 4.108 Wear . . . . . . . . . . . . . . . . . . . . . . . . 44 4.109 West . . . . . . . . . . . . . . . . . . . . . . . . 44 4.110 Whisper . . . . . . . . . . . . . . . . . . . . . . . 44 4.111 Wield . . . . . . . . . . . . . . . . . . . . . . . . 44 4.112 Yell . . . . . . . . . . . . . . . . . . . . . . . . 44 5.0 DUNGEON MASTER COMMANDS 5.1 *EDIT . . . . . . . . . . . . . . . . . . . . . . . . 46 5.2 *STATUS . . . . . . . . . . . . . . . . . . . . . . . 46 5.3 *DISCARD . . . . . . . . . . . . . . . . . . . . . . . 46 5.4 *NM . . . . . . . . . . . . . . . . . . . . . . . . . 47 5.5 *CALL . . . . . . . . . . . . . . . . . . . . . . . . 47 5.6 *KILL . . . . . . . . . . . . . . . . . . . . . . . . 47 5.7 *TELEPORT . . . . . . . . . . . . . . . . . . . . . . 47 5.8 *INVISIBLE . . . . . . . . . . . . . . . . . . . . . . 47 5.9 *DROP . . . . . . . . . . . . . . . . . . . . . . . . 48 5.10 *LINK . . . . . . . . . . . . . . . . . . . . . . . . 48 5.11 *ABORT . . . . . . . . . . . . . . . . . . . . . . . . 48 5.12 *DEBUG . . . . . . . . . . . . . . . . . . . . . . . . 48 5.13 *CONFIG . . . . . . . . . . . . . . . . . . . . . . . 49 5.14 *BROADCAST . . . . . . . . . . . . . . . . . . . . . . 49 5.15 *NOID . . . . . . . . . . . . . . . . . . . . . . . . 49 5.16 *SHELL . . . . . . . . . . . . . . . . . . . . . . . . 49 5.17 *SYSED . . . . . . . . . . . . . . . . . . . . . . . . 49 5.18 Custom Equations . . . . . . . . . . . . . . . . . . . 50 DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 5 1.0 INTRODUCTION ================= 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. "Of course the ultimate reason and justification is a playable and interesting game, and how much rationalization can actually go into a fantasy game?" (quote from an unknown DM) 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 6 1.0 INTRODUCTION (cont.) ================= 1.2 Non Player Characters -------------------------- The Non Player Characters are categorized into three major types, the role type, the permanent type, and the non-permanent (normal monster). The role characters include the Pawn Fence, the Master Wizard, and the Weapons Master. Their activities in playing their roles are usually recognized as shoppe owners. The Pawn Fence owns the Pawn Shoppe, the Master Wizard owns or runs the Mages Guild, and the Weapons Master owns the Weapons Shoppe. Treasure is sold to the Fence, and he pays his evaluation of the price of the goods. He may decide to give nothing if the item is broken or discharged. The Fence also keeps track of the user bank accounts in his ledgers. Bank commands include deposit, withdrawal, transfer, and account balance. Magic items are recharged by the Master Wizard. 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 Master Wizard is also in charge of training Magic Users (MUs) and the production of all magic items of all sorts. Weapons and other low level items are purchased from the Weapons Master who also decides the cost of the order. The Weapons Master also repairs treasure such as swords and shields for a price. Another type of NPC is the permanent monster. This type of monster is found to inhabit the same room every time you enter. The permanent monster can follow a player and will then become permanent to that room. The capabilities of permanent monsters over normal monsters are teleportation, talk responses, and other features. Normal monsters are the type you will encounter most of the time. 1.3 Player Characters ---------------------- The Player Character (or user) is categorized into class, and level. Classes of players are Fighter, Thief, Cleric, MU, Ranger, Paladin, Druid, Lady, 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 running this DND system for any length of time). Much creativity is input from the Player in the form of suggesions and questions. The DM must take hold of this input and redirect it in the form of new monsters, additional rooms, and positive game playing. Roles of the Player character can range anywhere from Evil Player and Guildmaster to Mayor of a city and Citizens. Become aware that the user's role in the game can be quite interactive once he is given the chance. DMs should allow the campaign to be widely varied and as flexible as possible. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 7 2.0 CREATING THE PLAYER CHARACTER ================================== 2.1 Rolling a new Character ---------------------------- When a new user logs on to the DnDBBS he/she will provided with infor- mation contained in the PRELOG file immediately after the time/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 statistic 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 forced 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 affect 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. The alignment of your character determines your attack mode in the user fights. If you are aligned overall good to neutral then your player will not attack an online player when you are encountered. However if you are aligned good and you kill another good player then your alignment will change to worst! You can change your alignment back again if you accidentally kill an player. Last, the user is displayed extra statistics including room number, gold, experience, etc. You are finally prompted to begin the adventure and displayed the WELCOME and NOTICE files. 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 8 2.0 CREATING THE PLAYER CHARACTER (cont.) ================================== 2.3 Logging on the System -------------------------- In order to get a modem connection you must be familiar with modem communications in general. This will not tutor you on this subject. Connections can be made from 300 baud to 9600 baud. If the Sysop has set configure for MNP Class 5 you can get better than 9600 baud. Once you have gotten a carrier then login begins as normal. Your terminal should be set for No Parity, 8 Data Bits, and 1 Stop Bit. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 9 3.0 THE CAMPAIGN ================= 3.1 Combat ----------- 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 5 rounds (Action prompts), so a player would hit [ENTER] until monsters appear and attack. Hitting [RETURN] 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 Pawn Fence, Master Wizard, and Weapons Master are permanent in the sense that they occupy the first three records of the monster file. They cannot be attacked by normal means, although magic items will cause them damage. They regenerate hits. 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 monster(s) 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). DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 10 3.0 THE CAMPAIGN (cont.) ================= 3.1 Combat (cont.) ----------- 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. Dying Death is not a pretty sight anyone will tell you. Will my soul go to heaven daddy? Well, in DND you can die a hundred times and not suffer a single scratch! Monster are slain at your hands and your player is instantly resurrected when you die. Think of it as a sense of being immortal and you will understand the excitement of role-playing games in the age of axe-murders, mass genocide, and world wars. When your player character dies, 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, it's 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 ----------- 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 11 3.0 THE CAMPAIGN (cont.) ================= 3.2 Spells (cont.) ----------- 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. It's much like plugging in a heater; the electrical outlet does not hold all of the electrical energy to cause the heater to function, but the wires leading from it, ultimately to the power station, bring the electricity to the desired location. 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 12 3.0 THE CAMPAIGN (cont.) ================= 3.2 Spells (cont.) ----------- 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 13 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 14 3.0 THE CAMPAIGN (cont.) ================= 3.2 Spells (cont.) ----------- 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 onto the item or the Master Wizard must recharge it. 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". DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 15 3.0 THE CAMPAIGN (cont.) ================= 3.3 Treasure ------------- 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 Weapons Master 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 Weapons Master must repair them. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 16 3.0 THE CAMPAIGN (cont.) ================= 3.3 Treasure (cont.) ------------- 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 10 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. If your player is lucky enough to find a container 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 a container is the container limit itself (usually about 10 - 50). 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 Fence but you can sell the contents. The Fence will add up the value of the entire contents and offer you a price. If the container is locked then the Fence will fumble and swear a bit before informing you that he can't open the thing. The command form for taking objects out of container 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. Dropping a container into itself results with the container completely disappearring! (DROP BAG BAG) Not recommended. Containers can contain other containers, for example, DROP BAG BOX, then DROP BOX BARREL, etc. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 17 3.0 THE CAMPAIGN (cont.) ================= 3.3 Treasure (cont.) ------------- Special Objects Among the many features of DnDBBS 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. 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 18 4.0 COMMANDS ============= 4.1 Alignment -------------- Your character's alignment is made up of two types combining into the overall classfication of your player. Alignment is currently used in determine your reaction in the online user fights (when your player is encountered by another user). 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. In the user fights, when you encounter another user, he may or may not attack you depending on similiarity of both your alignments. You can find out his alignment by looking at him with the identify command. It will display if he is helpful or dangerous. If you kill a player who had similiar alignment then your own alignment will change to worst. With the Alignment command you can re-enter your alignment preferences again! You will be prompted for the two alignment types. 4.2 Appeal ----------- Appealing to the Ghods themselves to take action on your behalf is known as divine intervention, assuming the Ghods respond. The percent chance that the Ghods recognize your plight is slim indeed. Normally your player character must be in dire straits to cause any attention at all to come to your aid. 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 under any circumstances change or 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). Then they see your plight as befallen like a bug in the system which needs clearing up. Of course the system can't have stranded characters now, can we? 4.3 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. (See also HIT, STRIKE, KILL) 4.4 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 19 4.0 COMMANDS (cont.) ============= 4.5 Bank --------- In his spare time The Fence is responsible for the keeping of the town's ledgers and the Banking facilities. Access to the Bank command is done through the Fence. You must be in the Pawn Shoppe to use the Bank. The Bank commands are: Deposit, Withdraw, Balance, Transfer, and Quit. When you first enter the Bank, the Fence prompts you: "Now what do ya want?". Type "?" for help or "Q" to quit. Type "B" to show your account balance. The Fence will fumble with his ledgers and display the amount you have on hand and the amount in the Bank. Deposits gain 6% interest compunded daily. Type "D" to deposit gold into your account. The Fence 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 Fence will respond with "You have no Gold to deposit!". If you enter an amount that is more than you are carrying the Fence will respond with "You don't have that much Gold!". After a successful transaction the message "You hand him the Gold.." is displayed. Type "W" to withdraw Gold from your account. The Fence will state: "You have nothing to withdraw!" if your account is zero. Otherwise the Fence will prompt you for the amount "How much(0-xxx)?". Attempting to withdraw more Gold than you have in the account causes the Fence to to say "You don't have that much Gold!". A successful withdrawal dis- plays the message "The Fence hands you the Gold.." Type "T" to transfer Gold to another user. If you try to transfer from a zero account the Fence will say "You have nothing in your account to transfer!". If you have Gold in your account the Fence will prompt: "Transfer to what person?" and you would enter the user's codename. The codename must be on file or else the Fence will tell you "There's none in my ledgers with that name!". A successful transfer is indicated when the Fence fumbles with his ledgers and says "xxx transfered to his acount.." Type "R" to rob the bank. Be forewarned that the Fence can catch you! If he does, you may be hit for fatigue, vitality, or worse you may be killed! If you do sneak by the Fence then you can rob a few Gold.. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 20 4.0 COMMANDS (cont.) ============= 4.6 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. (See also CHARM) 4.7 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. Following is a chart of what of commands can be used to open, unlock, and break what portals. 'Y' in the chart stands for Yes and 'N' for No. Note: if a portal is already unlocked it can be opened and closed so the chart would indicate Y for all open/close. Notice also that a portal with a key is indicated Y for lock/unlock assuming the user has the matching key. (See also SMASH) C O M M A N D | Open/ | Lock/ | Break/ | Picklock/ | | Close | Unlock | Smash | Passdoor | ------------------------------------------------- P Normal | Y | N | N | N | ------------------------------------------------- O Locked | Y | Y | Y | Y | ------------------------------------------------- R Invisible | Y | N | N | N | ------------------------------------------------- T Hidden | Y | N | N | N | ------------------------------------------------- A Invisible+| | | | | Locked | Y | Y | Y | Y | L ------------------------------------------------- Hidden+ | | | | | Locked | Y | Y | N | Y | T ------------------------------------------------- Normal+ | | | | | Y Key# | Y | Y | Y | Y | ------------------------------------------------- P Invisible+| | | | | Key# | Y | Y | N | Y | E ------------------------------------------------- Hidden+ | | | | Picklock N| Key# | Y | Y | N | Passdoor Y| ------------------------------------------------- DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 21 4.0 COMMANDS (cont.) ============= 4.8 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 configured to jail 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! (See also OFFER) 4.9 Brief ---------- The DnDBBS is verbose in most prompts and displays. Advanced users may want to shorten the output. Typing BRIEF will display one line room description and change the Action? prompt to Do?. 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. 4.10 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 Weapons Master 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. 4.11 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. (See also QUIT, STOP, END) DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 22 4.0 COMMANDS (cont.) ============= 4.12 Casino ------------ There is another role NPC called the Game Master. He resides in the Cathouse (also known as Whorehouse) and is in charge of the Casino. The Casino Games are Craps, Slots, Poison Bottles, and Russian Roulette. Enter the Cathouse and type Casino to play these games. The Game Master will inform you of your Gold on hand and the prompt "Casino>" will be displayed. If you have no Gold on hand the Game Master will tell you that you have no account with him. Type "?" for help or "Q" to quit. Type "S" to play the slots. You will be prompted to place your bet from 1 to 10,000 Gold. If you enter more than you have on hand the Game Master will tell you that you do not have that kind of Gold. The slot machine has three wheels with seven types of monster per wheel. They are Ghost, Ghoul, Ghast, Devil, Demon, Satan, and Death. If Death appears on any wheel the bet is lost instantly. The payoff is: Two of a Kind / Payoff Three of a Kind / Payoff Ghost 2 - 1 Ghost 10 - 1 Ghast 3 - 1 Ghast 15 - 1 Ghoul 5 - 1 Ghoul 20 - 1 Devil 7 - 1 Devil 50 - 1 Demon 9 - 1 Demon 75 - 1 Satan 10 - 1 Satan 100 - 1 Type "C" to shoot craps. You can bet 1 to 5000 Gold. Craps is played as follows. You shoot two dice. If the first roll is 2, 3, or 12 then you lose instantly. If the first roll is 7 or 11 you win your wager. Otherwise the first roll is your 'point' and you must re-roll until you get your point again, then you win your wager times the number of rolls. If, during these rolls, you roll a 7 then you lose. Type "P" to bet against the poison bottles. You will bet which bottle is not poison and drink it. If you drink a poison bottle then you die and lose all your Gold! The farther from the poison bottle from the one you drink which is not poison increases your win. For example, you pick bottle 2 and number 4 was poison, that's 2 bottles difference. However if you has picked bottle 7 that would be three bottles away and you would win more. Type "R" to play russian roulette. This game is the toughest of all. A six chamber pistol is placed against your head and the chamber spun each time before pulling the trigger. If you manage to survive ten blanks you will win a large amount of Gold. You will see either a '-click-' or '*bang*' meaning you survived or died that round. After each round you will be prompted to continue or not. Type "H" to play the hazard dice game. This game rolls three dice. You can bet on doubles, triples, or hazard for the total of the three dice if you dare. Betting on the totals can be very rewarding! DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 23 4.0 COMMANDS (cont.) ============= 4.13 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. 4.14 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. 4.15 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). 4.16 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. (See also BEGUILE) 4.17 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 [SPACE] to quit or the Sysop hits [ESC] 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 24 4.0 COMMANDS (cont.) ============= 4.18 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. 4.19 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. 4.20 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. (See also DATE, TIME) 4.21 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. 4.22 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 DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 25 4.0 COMMANDS (cont.) ============= 4.23 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 BBS 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 3 calls to allow more users on the system. (See also CLOCK, TIME) 4.24 Dayfile ------------- The Dayfile command reads and displays the file DNDBBS.DAY. This file contains the daily activity of users logging on and off of the system. Lines of text recorded are "logged on", "logged off", "time limit exceeded", and "dropped carrier". The date of the dayfile is checked when the next user logs on, and deleted if older than on day. 4.25 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. 4.26 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!" 4.27 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. (See also WIELD, HOLD) DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 26 4.0 COMMANDS (cont.) ============= 4.28 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 Master Wizard. MUs can also recharge potions with an enchant device or spell. 4.29 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 disappears. You can optionally drop an item into a container with the command form DROP ITEM CONTAINER, for example, DROP SWORD BAG. The container may either be in your inventory or on the ground. (See also PUT) 4.30 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. 4.31 Echo ---------- This command turns off multinode messages from being repeated on the users screen. For example, the user types 'say hi' then this message is sent back to him. Echo off will display no message, but may inform the user that 'Nobody else hears you.' if no one else is online. 4.32 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. (See also BYE, QUIT, STOP) 4.33 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. (See also GO) DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 27 4.0 COMMANDS (cont.) ============= 4.34 Examine ------------- Examining things in the BBS 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. (See also LOOK) 4.35 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!'. (See also LEAVE, OUT) 4.36 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. 4.37 Feint ----------- No it doesn't mean "faint" like in fall to the ground. 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 28 4.0 COMMANDS (cont.) ============= 4.38 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 Weapons Master does sell these items if your DM has him set up this way. 4.39 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 Weapons Master. 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. 4.40 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#XX, and GET OBJECT CONTAINER. Where XX is the number of the object or treasure if there are more than one of the same in a room. (See also TAKE) 4.41 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. (See also ENTER) DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 29 4.0 COMMANDS (cont.) ============= 4.42 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. 4.43 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 Fat 15/15 Vit 5/7 Mag 6/6 Psi 4/4 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. 4.44 Help ---------- Information can be obtained for every command in the DnDBBS. The file containing these help files is DNDBBS.DOC. If a user types some incorrect command or a command not in the system or forgets the para- meter on a command, he will see the following message displayed: I don't understand! Type HELP for help or CATALOG for a list of commands. Typing HELP displays the menu from DNDBBS.DOC, and help can be listed for each command. Help on a single command can be listed with the command HELP replaced by the command needed. 4.45 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 CONTAINER. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 30 4.0 COMMANDS (cont.) ============= 4.46 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. (See also ATTACK, STRIKE, KILL) 4.47 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. (See also DRAW, WIELD) 4.48 Identify -------------- The command form for identify is IDENTIFY where object is treasure, monster, container, or object. This command can only be used by level 10 players or above. It gives detailed information on most items like monster hits and experience, weight and value of treasure and full status of any item. 4.49 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: GANDALF You are a level four Magic User Str 16(+4) Int 18 Wis 17 Dex 13 Con 10 Pie 9 Cha 10 Fat 24/24(+6) Vit 20/20 Mag 35/35 Psi 9/9 Weapons: Blunt 5% Pole 0% Sharp 20% Thrusting 5% You have 200 Gold. You are carrying 6 lbs. of treasure: A shortsword, some plate armor, and a purple potion. You need 180 experience points to reach the next level. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 31 4.0 COMMANDS (cont.) ============= 4.50 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. 4.51 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 are configured to cast offense spells, some drain levels, poison, and regenerate hits. Monsters can be permanent, normal groups (or in a class), or role-type (Fence, Wizard). More options include hit for fat or vit upon encounter, weapon breakage, jail attacker, and immune to attacks unless magic. (See also ATTACK, HIT, STRIKE) 4.52 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. (See also EXIT, OUT) 4.53 Linefeed -------------- Some users' terminals cannot support insertion of their own linefeeds into the display from their communications package. This command toggles the linefeed character at the end of the line ON or OFF. The character is ASCII 10 and most terminals will see no effect when this command is used. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 32 4.0 COMMANDS (cont.) ============= 4.54 List ---------- The Weapons Master 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 4.55 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. 4.56 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. 4.57 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. (See also RELOGIN) DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 33 4.0 COMMANDS (cont.) ============= 4.58 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. (See also EXAMINE) 4.59 Mail ---------- Sending and receiving messages about the campaign, posting questions and suggestions, and private mail is one important feature of DnDBBS. Typing MAIL will bring the user to the Mail area where he or she can read and post mail. The user is then presented with a short menu which can be re-displayed by typing ? at any time. The Sysop will see the status line change to the user's name, and status of mailbox. Type "R" to read the public messages. You will be prompted for the message number '#/y/n/?' or something similiar depending on your version. You can then enter the message number, type "N" or "Y" to continue or not or "K" to kill the message (if you entered it). Each message is output with the date/time stamp, user who posted, and sub- ject. During the output you can hit [SPACE] to stop listing. Type "P" to read your private messages. You will know if you have any from the message when you enter mail either "You have mail waiting!" or "Sorry, no mail.." Private mail is output like public mail with the exception that the private mail uses different files. Type "E" to enter some mail. The message file is incremented with the new message when you are finished. You will be prompted for the sub- ject and then displayed the message "/X to edit, /S to save.". You can then start to enter your message of up to 19 lines. Type "/X" while entering a message brings you to the message edit routine. There you can delete single lines, edit out words, insert, list, etc. Typing "S" to save your message or "C" to coninue entering the message once you are done editing. Type "S" to send private mail. This is similiar to entering a public message, however you will be asked for the username to send to. If the username is not found in the files you cannot enter that message. Type "U" or "L" to unlock and lock your mailbox. When your mailbox is locked several 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 34 4.0 COMMANDS (cont.) ============= 4.60 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 section 3.3.3 for more details). Your DM may opt to create a stable and horses, or wagons in the town square. 4.61 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. 4.62 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. 4.63 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. 4.64 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. 4.65 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 35 4.0 COMMANDS (cont.) ============= 4.66 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 containers, vehicles (the only permanent treasure) or objects (treasure and objects are two different things). (See also EXIT, LEAVE) 4.67 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. (See also RUN) 4.68 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 DnDBBS is to attack and ultimately kill you! Any monster that would not do so would not be part of the game. (See also TALK) 4.69 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 36 4.0 COMMANDS (cont.) ============= 4.70 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] 4.71 Pawn ---------- The Fence (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 Fence will then make his evaluation of the goods and offer you some amount of Gold. (See also SELL) 4.72 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 37 4.0 COMMANDS (cont.) ============= 4.73 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. 4.74 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. 4.75 Quit ---------- Typing "Q" is the standard method of exiting the DnDBBS 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. (See also BYE, END, STOP) DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 38 4.0 COMMANDS (cont.) ============= 4.76 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. (See also EXAMINE) 4.77 Recharge -------------- The Master Wizard 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 Wizard 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 Wizard 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 Wizard and weapons that are not magical. 4.78 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. (See also LOGIN) 4.79 Repair ------------ The Weapons Master 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 39 4.0 COMMANDS (cont.) ============= 4.80 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 Masters Shoppes to avoid confrontation or during combat (this doesn't seem logical, however, there are some times when it is useful). 4.81 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. 4.82 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. (See also PANIC) 4.83 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 (or something similiar according to your DnDBBS version). 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. (See also STORE) 4.84 Say --------- The say command allows you to talk to another user online a multi- partition or networking system in the same room as your player. The command form is: SAY MESSAGE, for example: SAY HELLO! the user must be in the same room in order for him to hear you. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 40 4.0 COMMANDS (cont.) ============= 4.85 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 CONTAINER (with the container name). 4.86 Sell ---------- The Pawn Shoppe is where you can sell your treasure for Gold. The Pawn Fence is a level 15 monster with 20,000 hits and 32,767 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. (See also PAWN) 4.87 Send ---------- The Send command allows a user online another node in a multipartition or netowkring system to send a message to all other users. The command form is SEND USERNAME MESSAGE, for example: SEND CHARON HELLO! You can send to one particular user by typing just the username, for example: SEND CHARON you will then be prompted to Enter text: of your message. 4.88 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. 4.89 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!" (See also BREAK) 4.90 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 are configurable. The rate means it updates some values every number of rounds (or action 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 41 4.0 COMMANDS (cont.) ============= 4.91 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 4.92 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. 4.93 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 Fence checks your bank balance for accrued interest. If you stayed on past midnight then it is compounded by 6 percent. The interest is also checked during a Save command and logon. (See also BYE, END, QUIT) 4.94 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 character data is not lost if the connection is broken. (See also SAVE) 4.95 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". (See also ATTACK, HIT, KILL) 4.96 Suicide ------------- Player death is something each character tries to avoid. So why would we want to suicicde our 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.. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 42 4.0 COMMANDS (cont.) ============= 4.97 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 Fence or use it in combat. (See also GET) 4.98 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. (See also PARLEY) 4.99 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. 4.100 Time ----------- The time is displayed in the format: 88 Jan 1, 12:00 am Year first, month next, day and time of day. The next line displayed: You have been on for xx minutes and xx seconds. This is the amount of time you have been online since carrier connect. You have xx minutes remaining. The amount of time before your call is terminated. 4.101 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 highest point ranking you can attain is *infinity* (double precision overflow beyond 10*10^308). DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 43 4.0 COMMANDS (cont.) ============= 4.102 Train ------------ Training is one important part of the DnDBBS. 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. 4.103 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 (similiar messages could appear according to your version number). If the Turn was successful then the monster will die and you will gain the experience. 4.104 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 38881 and your key number is 30881 then your key would open lock numbers 31881, 32881, to to 39881. 4.105 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 configure the room description with text indicating that you see a staircase. The direction Up could then be used instead of creating an object (staircase). 4.106 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 Wizard or a Magic User. 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 44 4.0 COMMANDS (cont.) ============= 4.107 Users ------------ Listing of all players in the DnDBBS 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 "Hit [SPACE] to stop.." will be displayed followed by the user codenames, levels, and classname. 4.108 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 Weapons Master. 4.109 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. 4.110 Whisper -------------- The whisper command allows a user to send a private message to another user online a multipartition or networking system in the same room. The command form is: WHISPER USERNAME MESSAGE. 4.111 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. (See also DRAW, HOLD) 4.112 Yell ----------- The yell command allows a user to send a message to users on a mutli- partition or networking system in nearby rooms. The command form is: YELL MESSAGE DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 45 5.0 DM COMMANDS ================ 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. He will find that the most useful tool is the Mail area. His other tools are the Assistant DMs. They help develope the rooms and assist in the Mail area. No DM can handle the entire system alone unless that DM is very skilled in all the forms of communication, supervision, and responsibility. Besides the Mail area DMs have their own set of commands. Each one of these commands is preceded by an asterick "*" (or splat). 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 | |*EDIT |*CONF | +-------------+ | F3 | F4 | |*DIS |*NM | +-------------+ | F5 | F6 | |*CALL |*KILL | +-------------+ | F7 | F8 | |*TELE |*INV | +-------------+ | F9 | F0 | |*DROP |*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: GANDALF THE WIZARD MU Fat 25 Vit 30 Mag 45 Psi 5 lvl:5 255 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 F0. 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 46 5.0 DM COMMANDS (cont.) ================ 5.1 *EDIT ---------- The Editor combines addition, change, listing, and printing of all DnDBBS files. Editing includes objects, treasure, spells, monsters, users, actions, and events. Editing can be done in remote, console, or interactive mode (while a user is on-line). The Sysop can press F1 at the console to initiate Edit Mode. Typing "*EDIT " will allow you to edit the room description of that room number. You can edit short and long descriptions. You can enter the editor remotely if you are a DM with the *edit command. At the console the sysop can enter from the opening screen by pressing F4, or from the game if he is a DM by pressing F1 or by typing *edit. The entire editor is menu driven. It is basically self- explanatory. Future revisions of this documentation will include more information for *edit. 5.2 *STATUS ------------ The DM Status command prints a memory usage chart. Four lines are displayed: Free Dynamic Data and Array Space(Heap in Bytes): xxxxxx Free Data Segment and String Space(Bytes): xxxxx Free Stack Space: xxxx Total Free Memory(K): xxx The dynamic space is all existing memory left by DOS after the DnDBBS boots up. It is used for numeric arrays reallocated by the program when playing (for monsters, inventory, and room treasure). This gives literally hundreds of kilobytes for DnDBBS to use when the player encounters more monsters than the program can handle. The data segment and string space is the fixed amount of variables and strings used by DnDBBS. This amount gets smaller as the program is modified and grows. The stack is primarily for storing referneces to subroutine calls and recursive routines. The equation parser is a recursive routine. 5.3 *DISCARD ------------- This DM command is used to remove an unwanted object from the room of from the user's inventory. For example, you are editing an object, then you exit *EDIT and see that the object has a mistake. You could pick it up and type *DISCARD OBJECT (with the correct object name). You will see the message "Ok" and "It was discarded.." Or maybe a player has a weapon which would throw off the game balance. Something like a +99 Sword. You could press F3 and enter the treasure name. It will be discarded from his inventory without informing the user. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 47 5.0 DM COMMANDS (cont.) ================ 5.4 *NM -------- NM stands for Number of Monsters. This DM command reduces the number of monsters in the room. It can be used in local mode or interactive mode. Typing *NM 0 will remove all monsters from the room. This DM command was installed for DMs who did not want a bunch of monsters attacking them while they moved from *EDIT to game and room to room. The number of monsters can only be reduced, not incremented. If you type a number greater than the number of monsters in the room it will be ignored. 5.5 *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. Typing *CALL xxx with the monster number calls up that monster. If the room does not enough space for the additional monster then the arrays will be expanded into the heap and you will see the message "You encounter a ...". 5.6 *KILL ---------- *KILL was also installed for DMs who did not want unnecessary monsters in the room. Additionaly it was installed to allow a DM to kill any monster instantly to check for proper treasure and to generally debug the system. 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. 5.7 *TELEPORT -------------- Users can be teleported to any room with this DM command while they are on-line. It can also be used by remote DMs and local Sysops to get them to any room instantly. Type *TELEPORT xxx with the room number, or hit the F7 key. Any monster that was in the room you left may teleport with you. 5.8 *INVISIBLE --------------- Another DM utility command which developed into a game command. Most DM commands were installed for *EDIT reasons but became useful later on in the campaign. Type *INVISIBLE or hit F8 and your player or the user on-line 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. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 48 5.0 DM COMMANDS (cont.) ================ 5.9 *DROP ---------- The *DROP 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 *DROP 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. 5.10 *LINK ----------- This DM command allows you to change or add room links. You are prompted if you want to "R" remove or "A" add a room link. Next you are asked for the room number from and to. Then if you want to link back. For example, you need to link north and south between rooms 23 and 24. You would type "A" to add a link, enter 23, enter 24, the direction (one letter) "N" for north, then enter "Y" to link back. 5.11 *ABORT ------------ The abort command stops all processing, closes all files, and quits the program. To restart you must type DnDBBS at the DOS prompt. The command was installed as an option to rebooting. 5.12 *DEBUG ------------ This command toggles the error messaging off and on. Runtime errors are normally printed to the DNDBBS.ERR file for later inspection. The DEBUG toggle will allow these to be printed to the console during game play so the author can determine exactly when the error occurs. DEBUG can also be specified on the command line. For example: DNDBBS 1 LOCAL DEBUG DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 49 5.0 DM COMMANDS (cont.) ================ 5.13 *CONFIG ------------- The Configuration command is a useful tool for customizing your adventure. Enter "*CONFIG" and you will be brought to the Dndcnfg program screen: Logon Variables Command Variables Processing Variables Modem Variables File Variables Custom Equations Rooms Variables Quit Configure Type Control-D to load the config default values. The defaults are stored in the dndcnfg program. Rooms default to proper values for the data files, weapons shoppe list is set to 25 items (the first 25 in the treasure list), custom equations set to default, etc. When dndcnfg first loads, all values are zero/null. You must load load the defaults or a config file (explained next). Type Control-R to read an already-existing config file. You will be prompted to enter a node number or press enter for no node number. The node number is used to name the actual config file, i.e. DNDBBS.CFG for no node (for running local, or a standalone BBS), or DNDBBS1.CFG, DNDBBS2.CFG, etc. (for multipartition systems, or DOORs to RBBS, etc.) Type Control-W to write the config file. Again, you will be prompted for the node number or to press enter. Remember, the file will not be written to disk if you just exit dndcnfg! Dndcnfg writes the config file in the default directory, or the directory pointed to by the environment string DNDBBS (see SYSOP.DOC for further details). From the main dndcnfg screen choose the config option with the cursor keypad and select it with the enter screen. The parameters for that selection will be displayed on a new screen and a prompt on the last line asking for your selection. Type in the option number, then fill in the next prompt for the data for that option. The screen will be updated to the new values. When you are done with that screen, press an empty return to exit to the main screen. 5.14 *BROADCAST ---------------- The *broadcast allows a DM or Sysop to send a message to all users online a multinode system. The command will prompt you to Enter text: then the message is sent with no username descriptor like this: ### Anyone who wants some +30 armor meet in the town square. 5.15 *NOID ----------- The *Noid command is short for No Identification message send. The DM or Sysop can send a message to all users in a multinode system without username descriptor or other message identifiers. You will be prompted to Enter text: and the message could look like this: You hear a volcano erupt in the distance.. 5.16 *SHELL ------------ The *Shell command lets the local sysop exit to DOS while the game is memory resident. This command only works for the local console when the system operator is online. Shelling to DOS can also be done while users are online with an AT keyboard. The function is attached to F11. DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 50 5.0 DM COMMANDS (cont.) ================ 5.17 *SYSED ------------ This command lets the Dungeon Master enter the Sysop Editor. The editor can only be entered from the local console. This command can be typed with the command or by pressing F12 on AT compatible keyboards. Sysop editor can also be accessed while a user is online. 5.18 Custom Equations ---------------------- Configuration allows you the maximum flexibility by allowing you to enter custom equations to modify and balance your game play. Page 7 of config has almost a dozen of the program's internal equations and formulas. Some of these configure options are formulas. An equation is interpreted as having a resulting value of true or false. To return this value, the equation parser must see an equality symbol in the equation (an <, >, or =). This separates formulas from equations. Formulas evaluate to a resulting positive value above zero. Both equations and formulas can contain the following additional symbols (-, +, *, /, ^). They may also contain any number value, real, integer or unary operator (for example: 350 or 1.244 or -23). Further, they can also contain variables which are replaced by the program values for such things as vitality, monster's hits, etc. The variables are: STR - Strength WP1 - Blunt Proficiency INT - Intelligence WP2 - Pole Proficienecy WIS - Wisdom WP3 - Sharp Proficiency DEX - Dexterity WP4 - Thrusting Proficiency CON - Constitution MHP - Monster Hit Points PIE - Piety MLVL - Monster Level CHA - Charisma MEXP - Monster Experience FAT - Fatigue XX - Bonus Multiplier VIT - Vitality RND - Random Number from 0 to 1 MAG - Magic Points LF - User Level EXP - Experience XP - User Experience LVL - Level FT - User Fatigue WE - Weapon Plus VT - User Vitality AR - Armor Plus MG - User Magic Points SH - Shield Plus ST - User Strength RG - Ring Charges IN - User Intelligence BR - Brief Flag WI - User Wisdom WT - Weight of Inventory DX - User Dexterity GD - Gold Amount CO - User Constitution PSIA - Psionic attack level PI - User Piety PSID - Psionic defense level CH - User Charisma MPSI - Monster psi attack level The statistics in the right column labeled as "User..." are used for user fights only. Their values are active for determining the hit points for an offline user encountered in user fights. These values cannot be used with any certainty in any other case except the user fight hit points formula. ========== END OF DOCUMENTATION =========