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Might and Magic by NEW WORLD COMPUTING, Inc.
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Complete documentations.....
Finally! sorry,... i've been real busy lately..... mm
All text files composed (painstakinly) by Mind Mechanic, and I take
full credit for mis-spellings, etc. Please understand....
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The Adventure Begins !
How to move....
Up arrow or Return ------ Moves forward
Down Arrow ------ Moves down
Left Arrow ------ Moves left
Right Arrow ------ Moves right
the ( <-- , --> ) keys move characters in 90 degree angles....
DOORS:
Locked- You can BASH or UNLOCK a locked door... when bashing, the party
moves forward trying to break the door, afterwards you move thru one
square, but have a high probability of setting off a trap. Unlock is
simple, press (U) and then choose who you wish to attempt to pick the
lock, a robber has the greatest chance of seceeding. Also capable of
setting off a trap if fails.
WALLS:
Most say (Solid, or impassible, etc.. ) if they can not be moved thru,
but there are secret passages and they can be found anywhere.
GAME COMMANDS WHILE MARCHING:
Movement - (above.^^)
[O] - Order -- Rearranges the order of the party. Hit ESC to abort.
[P] - Protect -- Displays currently active spells covering the entire
party.
[R] - Rest -- Rests party overnite in square currently occupied. Rest
restores all character's Hit Points and/or Spell Points, unless
inhibited by special conditions. Restr requires one food unit from each
character's food supply. All protection spells wear off during rest and
must be recast upon awakening.
[S] - Search -- Finds treasure or other items hidden in square occupied
by party. You should always search after defeating a monster and before
moving off the square in which an ecounter occured. However, you do not
need to search immediately after combat. You may want to rest, cure
wounds, etc. first.
[B] - Bash -- (Explained above ^^)
[U] - Unlock -- "" ""
[Q] - Quickref -- Displays a brief overview of all party members' Hit
POints, Spell points, Armour Class, and Condition. Press ESC to go back
to 3-D screen.
[#] - View character statistics:
(C) - Cast -- Casts a non-combat spell, providing character at that
level and has the required number os spell points and magical gems.
(D) - Discard -- Permantly removes item from character's backpack.
(E) - Equip -- Shifts item from charcters back pack so he can use it. A
maximum of 6 items may be equipped. Only one hand/hand weapon, one
armour, one shield, one missle weapon can be equipped at a time.
(G)- Gather -- Transfers all gold, gems and food carried by other party
members to that character, up to the maximum ammount of each item which
the character can carry.
(R) - Remove -- Shifts Item from equpied to the back pack,
(S) - Share -- Evenly distributes all gems, gold or food in the party's
possesion among all party memebers.
(T) - Trade -- Tranfers an ammount of gems, food, or particular item
from viewed character to another charcter.
(U) - Use -- Activates an item tat has special powers. Items may or may
not be equiped for use.
(V) - Volume -- Turns sound ON/OFF.
------------------------------------------------------------------------
Encounter
Defintion - (briefly) / you fight a group of monsters that are either
homogenous or mixed. There are hundreds of kinds of monsters at various
levels.
If the Monster(s) suprises your party, you go directly into combat. No
other options are available.
If your party suprises the monsters, you have the option to advance or
not. If you choose to avoid the monsters, nothing furthur occurs. The
encounter is over.
If neither party is suprised, you have several encounter options.
WAIT! thats coming....
ENCOUNTER COMMANDS:
[A] - Attack -- This takes you to combat.
[B] - Bribe -- Your party may attempt to buy off the monsters with
bribes. If the monsters refuse your attempt, combat will begin. If the
monsters accept your attempt, a prompt will tell you what they demand
(usually all of your gold/food/or gems)
[R] - Retreat -- Your party may attempt to flee fromthe invaders. If
retreat suceeds, the encounter is over and you find yourself in the
closet safe square.
[S] - Surrender -- (Wimp!) no really, its usefull. Your party can
surrender. Giving the monsters whatever they want (Food/Gold/Gems), and
you are free. Some monsters take no prisoners and will attack.
COMBAT:
Divided into rounds, A (+) in front of a charcters number means that is
able to engage in hand to hand combat. With the exception of archers,
and characters who engage in hand to hand combat can't use missle
weapons.
Non-Combat Commands
[D] - Delay -- Allows you to set the duration of the on screen messages
to any number between 0-9. (0 is the shortest duration, 5 is default)
[P] - Protect -- Allows you to see all currently active spells which
cover your entire party.
[Q] - Quickref -- Displays the QUICKREF list of charcters.
[#] - Views charater -- thats right!
Handicap
The handicap prompt indicates whether monsters or party members have
been given a speed handicap for the current round of combat. If the
monsters have been given the handicap, a prompt will show MONSTER + the
number by which all party members' speed has been increased. If party
members have been given the handicap, the prompt will show PARTY+ the
number by which all party members' speed has been increased. If neither,
prompt will show EVEN.
Battle Options
[A] - Attack -- Character attacks monster in the A position, with
wahtever weapon he/she has equipped. If monster A dies, all other
monsters move up one position.
[F] - Fight -- Character attacks monster in a hand-to-hand battle
position, with whatever weapon equipped. A prompt will ask which
monster he wishes to fight.
[E] - Exchange -- Character changes battle positions with any other
member of the party. Press ESC to abort.
[R] - Retreat -- Character gives a general retrear command for the
netire party. Chance of success is slim.
[S] - Shoot -- Charater fires missle weapon at monster of choice. Only
available when character has missle weapon equipped and is in a non-hand
to hand situation.
[C] - Cast -- Character cast a combat spell. Only appears for spell
casters.
[U] - Use -- Character activates special power for an item in his
possesion.
[B] - Block -- Character increases his Armour Class for this round.
For Advanced Players
To speed up combat, hold down CTRL-A together. The character with combat
iniative will:
oAttack the monster is position A, if engaged in hand-to-hand combat.
oShoot the monster in position A, if not in hand-to-hand.
oBlock, if neither option is open.
Battle Over
Combat continues until one side is destroyed. If party wins, remember
to search.
GAME OVER
If you wnat to interrupt the game, but save the experience points and
other abilities gained by your characters during the most recent game
session, you must take your party to the inn in one of the five towns
and SIGN IN.
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Beginners Guide to Adventure
THE WORLD
The world is dved into five towns, underground caverns and dungeons,
open terrain, rivers and seas, and mountainous areas. In general, the
more dangerous the area is, the more treasure you can expect to find.
Towns are important because they contain:
o Shops where food, weapons, armour, and other equipment can be
purchased.
o Temples where sick or injured character may be healed.
o Training grounds where characters may advance to higher experience
levels, provided they have the required experience points.
o Inns where characters must be taken for safe harbour at the end of
each game session, if the game information is to be saved.
Underground caverns and dungeons contain multiple levels, with the
danger (and possible gains) increasing at each lower level.
Mountains and bodies of water frequently offer only one route of
passage, which may be heavily guarded by dangerous monsters.
Avalanches may cause montain passes o shift, and spring torrents may
flood river fords.
SPELLS
Only certain clases of characters may cast spells. There are 94
different spells, divided into CLERICAL and SORCEROR spells, with 7
SPELL LEVELS in each division.
Characters who may cast clerical spells may not cast sorceror spells,
and vice versa.
The level of spell which a character may cast is determined by his
experience level. When you first begin, concentrate on level one spells,
since these are the only ones you may cast.
All spells cost spell points. Higher level spells may also cost a number
of magical GEMS. Gems must be found along the way.
OK... well... this is the end of the docs.. Along with this file you
should obtain these others...
Might and Magic Clerical Spells
Might and Magic Sorceror Spells
Might and Magic Quick Spell List