Welcome to DND, a computer fantasy role playing game inspired by Dungeons and Dragons. This game is not for everyone. As Gary Gygax explained in the foreward of the original edition of Dungeons and Dragons, those... "... who lack imagination, those who don't care for Burroughs' Martian adventures where John Carter is groping through black pits, who feel no thrill upon reading Howard's Conan saga, who do not enjoy the deCamp and Pratt fantasies or Fritz Leiber's Fafhrd and the Gray Mouser pitting their swords against evil sorceries will not be likely to find Dungeons and Dragons to their taste. But those whose imaginations know no bounds will find that these rules are the answer to their prayers. With this last bit of advice we invite you to read on and enjoy a 'world' where the fantastic is fact and magic really works." ^ If you dare, I will take you to such a world, but beware! You will find that this is somewhat more than just a clever computer game, that the characters you create may contain a tiny bit of yourself, and that the urge to return and explore just one more level down, if not carefully controlled, can begin to take precedence over work, family, eating, sleeping... If you still wish to go on, I will help you create a character who will bear your weapons and armor and accompany you into a labyrinthine dungeon filled with fearsome monsters, fabulous treasure and frightful perils. If you are patient and skillfull, your character will live to grow in power and wealth, and will be able to explore deeper and deeper into uncharted regions from which few return. But be warned! If you are too bold or too greedy, you won't survive long. As long as it remains alive, your character will remain in the DND character file, waiting for you to return and bring it to life. ^ Characters have these attributes: Type Strength Level Intelligence Experience Wisdom Gold Constitution Hit points Dexterity Spells Charisma Dungeon Magic possessions Most of these attributes are displayed during your expedition. It is often quite important to watch them, as you will see. TYPE There are three character types: fighter, magician, and cleric. Each has some advantages and disadvantages. Fighters are much better in combat and harder to kill, but magicians and clerics can cast spells. ^ LEVEL Level is a general indicator of your character's overall power. It is determined by experience and determines hit points and spells. There is essentially no limit to the level a character can attain. EXPERIENCE Experience is gained by killing monsters (immediate) and gathering treasure (cumulative). In order to advance a level, you must double your experience. This total is updated continually during your expedition, therefore you may advance a level at any time. GOLD Each treasure you find is worth some amount of gold. A temporary running total is kept during your expedition and added to your permanent total when you leave the dungeon. A portion of your temporary total also is added to your experience. Your permanent gold total is used to buy weapons, transportation between dungeons, etc. ^ HIT POINTS Hit points represent the number of wounds you can absorb in combat. Each time you advance a level, they increase. You should watch this number very carefully in combat as you don't want to let it fall within range of a fatal blow. If you are lucky enough to find a magic ring, it will recover some lost hit points for you each time you move. SPELLS Four levels of six spells each are available to magicians and clerics. Also, fighters can find magic wands which can give the finder the ability to cast spells. Spells can be cast at any time. Each time your character gains a level you will be granted more and higher level spells. To see a list, type C (cast) and respond to LEVEL: with 0. DUNGEON There are currently five dungeons in the DND data base: Telengard, Shvenk's Lair, Lamorte, the Warren, and the Cavern. Transportation between dungeons is available in the store. ^ STRENGTH Strength is of great importance to fighters as it partially determines how well they can fight. Magicians and clerics, however, do tend to run out of spells every now and then... INTELLIGENCE Intelligence is critical for magicians. It determines the power of spells. WISDOM Wisdom means to clerics what intelligence does to magicians. CONSTITUTION Of all the initial attributes, constitution is the most important to all as it determines hit points. ^ DEXTERITY Dexterity is also very important as it determines the probability of blows landing, spells working, and the ability to avoid falling in pits, etc. CHARISMA Charisma controls the ability to cast some spells. MAGIC POSSESSIONS Previous adventurers who were not fortunate enough to return alive have left all sorts of valuable possessions in the dungeon. You may find weapons, armor, shields or even elven boots and cloaks. All of these things will help you but none so much as a magic ring of regeneration, which recovers some lost hit points each time you move, allowing you to wander far from the safety of the entrance. ^ When you enter the dungeon for the first time, stay near the entrance and by no means, fight dragons or anything else higher than level 1. If you lose more than a couple of hit points, evade if you can and run! If you reach the door, your hit points and spells will be returned. I can't tell you too much more about what you will find in those dark and slimy passages. I am not stupid, er, brave enough go inside myself, but of those who have ventured within and returned alive, some have muttered of being suddenly transported to another room nearby, or of finding magnificent thrones with magic runes, and colored fountains which may grant great favor or great harm. Many creatures have inhabited these caverns since their creation, somewhere in the mists of time, and most of them were quite evil or disgusting. One old story tells of an order of demented monks who built altars which still exist, although partly in this world and partly in theirs. Another tells of dwarves who made secret doors which may be seen only if you happen to stand in the right spot. ^ But the legend that holds the most interest for fools, I mean adventurers such as yourself is that of the orb, an enormous eye-shaped gem which, if gazed into, grants its finder immortality. They say it was created and hidden by a mad wizard long, long ago and still waits deep in the musty tunnels and dank caverns, guarded by enormous dragons and, er, well, never mind. The last and best advice I can give you is to use the keypad with one hand and map your route with the other. Some have found a pad of graph paper useful. If you don't make a map, you will surely become lost and die. I have warned uncounted novice adventurers in the past, most rooms and passages look the same in the dark. But they never listen ... If you need help during your expedition, type L or H. ^ When you get the "Move>" prompt the following keys are meaningful: W=North 7=Evade 8=North 9=Up -=Cast A=West S=Stay D=East 4=West 5=Stay 6=East X=South 1=Fight 2=South 3=Down += 0=Help .= Other keys: H=Help .= += C=Cast a spell (0=Help) Q=Quit your adventure P=Pray to the nameless God K=Kill yourself ?=Redraw the screen ^