266 lines
12 KiB
Groff
266 lines
12 KiB
Groff
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Solving Plots:
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-------------
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Read this carefully, for enjoying Bronze Dragon to its fullest depends
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on your understanding of how to solve its many puzzles, which are called
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plots. The module, Seekers of the Storm, has an extremely intricate plot
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that may take months to solve.
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A plot consists mainly of a legend concerning an object or series of
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objects that you must recover. For a complete listing of these, check
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appendix 1. IMPORTANT: The King abd Overlord often want objects other
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than tge final object, so bring back as many goodies as you can. In
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plots where you need tge final object to start another adventure,
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they'll let you keep the final object.
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The four steps to solving a plot and gaining skill levels are listed
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below.
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1> Study the Ledgends: Dont't start on an adventure without any
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information! After you've picked your adventure, mingle in the pub. The
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people there will give you all sorts of information, although some of it
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might be false. Write down anything that seems important because it
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probably is. Later, when you're starting to explore the castle or
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module, a story about it will be shown that could prove helpful.
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2> Finding the Peices: In most plots, you must recover some minor object
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before you can get the "final" object, which is the one either Leopold
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or Usul will reward you for. How do you know when an object is needed to
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solve the plot and not just ordinary rubbish? The Wizard in Dragon
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Village may be able to help. Look for objects that the pub people or
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ledgends mention, also look for objects that are extremely unusual or
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inaccessible. If something is inaccessible, find out why and think about
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what you might need to get the object.
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3> Using the Objects: This is the act of putting the puzzle together.
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The two commands which are most ofter used for this are "use in room"
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and "use on your possessions." EXAMPLE: You find a glowing iron crown in
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a room, and you want to take it, but it's too hot to touch. Suddenly,
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you remember that bucket of ice water you passed over 12 rooms ago! If
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you get the ice water and use it (in room), it'll free the iron crown.
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Sometimes you might have to fit two plot objects together to form a new
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object. EXAMPLE: You want to take a dancing sword, but it's flying
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about the room just out of reach. You have two wands, a red and a blue
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one, but neither seems to stop the sword. By using (on possessions) the
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blue wand on the red wand, you form a bronze wand. When you use the
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bronze wand "in room," it stops the sword from spinning.
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4> Taking it Back: When you've recovered the "final" objectm it's time
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to go back to the King or Overlord for your reward. Either of them will
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greatly reward you if you give them the final object, unless the final
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object is used for some furture plot. In this case, they will take
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something else that you've picked up during the adventure and
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(hopefully) saved. EXAMPLE: The talisman in plot 3 must be kept in order
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to solve plot 4.
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Saving a game:
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Since it takes hours to complete an adventure, you probably wish to save
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the game in progress several times. All you have to do is press CTRL-Q
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during the first character's turn. If you wish to continue play at that
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point, answer "Y" to the prompt. Answering "N" will take you back to
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Dragon Village, but not your characters.
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To restart the game later, boot the Bronze Side abd hit number 6 on the
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Main Menu, "Go On An Adventure." You'll be back at the point you left
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off.
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You can also save the game by having your party return to Dragon
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Village. If you do this, however, you must gather the party again before
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you go back to the adventure.
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The Crossroads:
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After you've finished an adventure, your characters should go to The
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Crossroads (Option 7 on the Main Menu). From therem good characters go
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to King Leopold and evil characters go to Lord Usul to gain skill points
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and skill levels. Afterwards, you can sell any trinkats the rulers
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don't want to the merchants. The personalities (and quirks) of the two
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rulers are explained below.
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1> King Leopold: King Leopold is a benevolent ruler, a champion of truth
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and justice everywhere. He is an extremely pleasant man to deal with,
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althrough the some can't be said for his wife, Queen Putrid. He'll look
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over your possessions in hopes of finding valuable objects, which he'll
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want to have for himself. He desires the final object most of all,
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naturally. In return, Leopold will grant each character in the party
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skill points and (if anyone has enough skill points) skill levels. If
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he's in a good mood, the good King may even grant some extra ability
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points to favored characters. Incidentally, Leopold also heals
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characters who give objects to him.
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2> Lord Usul: Lord Usul is the evil counterpart of King Leopold. To say
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he's unpleasant is an incredible understatement - I hyst hope he doesn't
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see me writing about him like this/ If you bring anything to Lord Usul
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that interests him, say goodbye to it! He'll probably give you skill
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points and skill levels, but he's been known to take them away if he's
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in a real foul mood. The same goes for servants' (that's you) ability
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scores, they go up and down according to Usul's whim. Lord Usul does NOT
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heal characters, although he's been known to do the opposite.
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Unsucbstantiated rumors have it that Lord Usul becomes very friendly to
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high level servants, giving them many extra ability points.
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After you've increased your characters' might and prestige, it's time to
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go back to Dragon Village. If you've picked up anything you wish to
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sell, start haggling with the merchants. What next? The Provisioner's?
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The Healers? How about learning more spells from the wizard? Then you'll
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be ready for another adventure and.....
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Glossary:
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--------
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Ability scores: Ability scores are numbers which represent how strong,
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smart, agile, and hardy an individual character is. The "average" score
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is 10, anything above or below 10 may increase or decrease a character's
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power. Each character has five ability scores, the values of which are
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determined by race.
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1) Strength: Strength is the might and power a character possesses
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and affects the amount of weight that can be carried. High strength
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can add bonus in accuracy and the ammount of dammage inflicted when
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fighting.
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2) Agility: Agility measures how quick and nimble characters are.
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Special traits such as leap and sneak are affected by agility; high
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agility can give "to hit" bonuses in fight.
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3) Intelligence: Secret doors and traps are easily detected if a
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character is intelligent. High intelligence can also give spell
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casters extra spell points.
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4) Constitution: This is how spirited and hardy a character is
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during rough situations. Constitution is closely related to
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endurance, but the two shouldn't be confused. Constitution is
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permanent score which determines how much is regained when a
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character rests.
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5> Endurance: Endurance, the measure of fatigue, is the only
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ability score that flucuates. Activities such as fighting and spell
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casting causes endurance to go down. If it reaches zero, you'd
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better rest or you'll lose hit points.
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Armor: Equipment which affects armor rand is called armor. If you
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possess armor, you're automatically wearing it. There are two obstacles
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that could prevent a character from wearing a certain piece of armor:
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1) The character's class is incompatible or
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2) The character is already wearing that "type" of armor. EXAMPLE:
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A wizard tries to pick up some chain mail. EXAMPLE 2: A character
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tries to take elven boots when she already has high boots. See
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appendix 3.
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Armor Rank: Armor rank, or AR, is a measure of how vulnerable a
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character is to physical attack. Low numbers are better than high ones
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in this case. A character with no armor has the armor rank of 10, which
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means an unlucky dart-throwing blind man could hit him from 500 beters!
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Beserk: A character in this state is slightly insane, but in a
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bloodthirsty kind of way. Berserk characters often behave normally one
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moment, and then try to hack their friends to pieces in the next moment.
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Luckily, it's a temporary condition.
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Beter: A unit of measurement. It's the length between the tip of King
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Leopold's nose and his outstretched hand. Really.
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Bilo: The weight of one bronze piece. See weight.
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Bronze Piece: Otherwise known as BP's or bronpies, bronze pieces are the
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basic unit of money in Bronze Dragon
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Castle: "Castle" is a generic term for a place where you adventure.
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Monsters, treasures, and all sorts of strange and wonderful objects are
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found in castles.
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Characters: A character is a persona that you, the player, assume. Up to
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5 characters can go on an adventure at once.
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Charges: The amount of uses a spell or magic item has is referred to as
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charges. Each time a spell or magic item is used, one more charge will
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be spent until none are left and the magic is gone.
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Class: This is the profession of a character. There are 5 classes:
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Knight, Assassin, Ninja, and Wizard. Each class has at least two
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specaial commands unique unto that class.
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Cursed Onjects: Cursed onjects are onjects you can't "get rid of." They
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usually perform poorly. EXAMPLE: A cursed weapon might be a broad sword
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that has a -5 penalty "to hit." The only way to get rid of a cursed item
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is by consulting the Wizard in Dragon Village or casting a remove curse
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spell. Cursed stuff doesn't reveal its true nature until it is put in
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hand. Of course by then, it's tooooo late!
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Damage: Anytime hit points are taken from a character or monster, damage
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has ocurred. Objects such as lanterns and dishes can be "damaged" when
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they're used as weapons. Characters can actually destroy onjects by
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using them this way in a fight.
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Difficulty: How tough a castle is survival-wise is difficulty. This is
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probably the most important part of designing a castle.
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Double Damage: If the number you get on the rolling randomizer is twice
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as much as the number you need to hit, you'll do twice as much damage.
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Eating: Ya gotta eat to live! Eating is done by putting food in hand,
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then hitting <use> and <use on creature>. Then it's simply a matter of
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picking who you wish to feed (it could be yerself). Going without food
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for a long period of time leads to unconciousness.
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Food: Eating good food will keep you from starving, but beware of the
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stuff you pick up off castle floors, because it may be poisonous. If you
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go withough food for 200 turns, you'll drop unconscious.
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Healing: Raising hit points now or hit points max is healing.
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Hit Points: This is a measure of how much "life" a character has. When a
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character is damaged, hit points are lost. When all hit points are lost,
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the character dies.
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Hit Points Max: His points max is the highest number of hit points a
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character can have. This maximum number is lowered when an elder uses
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innate healing.
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Hit Points Now: Hit points now is a character's current number of hit
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points.
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Level: The term level, not to be confused with skill level, means the
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floor or story of a castle. Negative levels are below ground level.
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Light: The contents of a room can only be seen if there is a good source
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of light. Incidentally, monster tend to fight better in dark rooms.
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Magic Items: Magical onjects often have special powers. Consulting the
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Wizard in Dragon Village about such items might reveal a clue to their
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use.
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Maze: An area where characters become confused about directions. Going
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left might make them go north, etc.
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Menu Window: The four-line information bot at the top of the screen
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during actual play is called the menu window.
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Module: The most complex and interesting adventures are called modules,
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although the castles your apple creates are pretty good too..
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Monster Levels: There are 10 different levels of monsters, level 1
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contains the weakest and level 10 the hardest.
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