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CONTENTS

Actions

Items

Combat

Monster Types

Special Monsters

Tables

 

ACTIONS

When it's your turn, you can first use up to one of each of the three scroll types: Haste, Leap, and Flame. You then take one of the following actions:

ACTION
DESCRIPTION
Move Move to an adjacent, empty floor tile.
Loot Chest Open an adjacent chest and remove the contents.
Sword Attack Attack an adjacent monster with your sword.
Bow Attack Use your bow to attack a monster that is either 2 or 3 tiles away. If the monster is 3 tiles away, there is -3 distance penalty.
Guard Take no immediate action. If you choose "Guard" you add +2 to your defense for the duration of the next round. You also get a free counterattack against any adjacent melee monster that misses you.

 

While Unseen

When first entering a room, you are unseen by the monsters and can keep taking action until you are spotted. The chance of being spotted depends on your action, as shown in the following table.

UNSEEN ACTION
CHANCE OF BEING SPOTTED
Move ("Sneak") There is a 90% chance of remainingunseen, minus 10% for each monster adjacent to you at the end of your move.
Loot Chest ("Pilfer Chest") There is a 70% chance of remaining unseen, minus 10% for each monster adjacent to you after you loot.
Sword Attack ("Surprise Attack") You will be spotted automatically, but you gain +3 to your attack for surprise.
Bow Attack You will be spotted automatically, but you gain +1 to your attack for surprise.
Guard You will be spotted automatically.

 

When you're spotted, the monsters will take their turn, and combat will proceed in a round-robin fashion.

NOTE: When using a scroll you will be spotted automatically, regardless of your subsequent action.

 

ITEMS

Your character can use the following items:

ITEM
DESCRIPTION
Sword You can attack an adjacent monster with your sword, adding your sword’s bonus to your attack roll. If you attack with your sword while unseen, you receive an additional +3 surprise bonus.
Shield Whenever you are attacked, your shield’s bonus is added to your defense rolls. Exception: If your last action was to use your bow, you gain no shield bonus.
Bow You can use your bow to attack a monster that is 2 or 3 tiles away, adding your bow's bonus to your attack roll. If the monster is 3 away, there is a distance penalty of -3. You cannot use your bow against monsters that are adjacent to you or are 4 away. After using your bow, you do not get a shield bonus until your next action.
Health Potion Finding a health potion increases your health. Each time you are hit, you lose 1 Health. The game ends with your defeat if you run out of Health.
Haste Scroll Use to immediately take an extra action.
Leap Scroll Use to move to an unoccupied tile 1 or 2 tiles away.
Flame Scroll Use to block one unoccupied tile for 5 rounds OR 2 adjacent unoccupied tiles for 4 rounds OR 3 adjacent unoccupied tiles (forming a triangle) for 3 rounds. Flames can also be used offensively against monsters that float.

Scrolls and health potions are found on the floor and are picked up by moving over them. The number of scrolls or amount of health will not be known until they are picked up.

Weapons are found in chests. If you are adjacent to a chest, you can obtain its contents by taking a turn to loot it. A standard weapon chest has an equal chance of containing a sword, shield, or bow. The bonus of the weapon is random, but the bonuses increase on lower dungeon levels. There are two golden chests in the game: one in the dragon lair and one with the Lich. One of the golden chests will contain an exceptional shield and the other will have an exceptional sword or bow. The chance of looting a golden chest without being spotted starts at 50% instead of 70%.

NOTE: You can hold an unlimited number of scrolls and health potions. You can only have one sword, shield, and bow at a time. Whenever you find a better one of these items, the new item automatically replaces and upgrades your older item.

 

COMBAT

IT'S HIT OR MISS

The attacker rolls a random # from 1-10 and adds its attack modifiers. Then the defender rolls 1-10 and adds its defense modifiers. If the attack total is as high or higher than the defense total, the attack is a hit. Otherwise, it's a miss. A hit removes one health from the target.

ATTACK/DEFENSE MODIFIERS

Your attack modifiers consist of the bonus from your sword or bow, plus any extra modifiers such as a surprise bonus or a distance penalty. Your defense modifiers consist of shield bonus (unless your last action was a bow attack), plus any extra modifiers such as a bonus for guarding. A monster's attack/defense modifiers are simply their attack/defense stats, but in some cases these stat can change - if the monster has been enlarged, for instance.

EXAMPLES

 

MONSTER TYPES

A list of all monsters by name is found here.

MELEE

Melee monsters can attack from 1 space away. If a melee monster is adjacent to you, it will attack. If it is not adjacent to you, it will advance along the shortest, unblocked path toward you.

[If there is no unblocked path, the monster will advance along the path it would take if all non-adjacent monsters were ignored. If ignoring non-adjacent monsters does not result in a path to you, the monster will wait and do nothing that turn. If there are multiple path options that are equidistant to you, the monster will eliminate any option that requires backtracking and, if still more than one choice remains, choose randomly which path to take.]

MISSILE

Missile monsters can attack from 2 away, or 3 way with an attack penalty. If a missile monster is:

Missile monsters take their turn before melee monsters.

SPELLCASTERS

Spellcasters have unlimited range, but it takes a turn for them to prepare a spell.

If the spellcasting monster does not have a spell prepared and can increase the distance from you with one move, it will do so (randomly choosing if there is more than one choice). If the spellcaster does not have a spell prepared and cannot increase the distance with one move, it will prepare a spell for use during the next turn. The results of spell preparation are:

If the spellcaster has a spell prepared, it will cast it. After casting, the spellcaster will no longer have a spell prepared.

The spell effects are as follows:

SPELL
DESCRIPTION
Enlarge A random monster in the room gets enlarged, thus increasing its attack and defense stats by 2. The monster stays enlarged until the spellcaster is killed. A monster can be enlarged up to 3 times. If nothing in the room can be enlarged, the spell will fizzle.
Fireball The fireball results in an attack (the spellcaster's Attack stat plus 1-10) against you and any monster next to you. Fireballs automatically hit gas spores and ghosts. Fireballs do not harm the caster.
Summon A random monster is added to the room. (Spellcasters in the Mines cannot summon monsters that are found only in the Ruins.) If the room doesn't have any empty spaces, the spell will fizzle.

 

Spellcasters take their turn before missile and melee monsters.

 

SPECIAL MONSTERS

The monsters below have special properties. Unless otherwise noted, they behave according the rules for their monster type (described above).

DRAGONS

There are 5 types of dragons:

 

DRAGON
STATS
White Attack +5 Defense +6
Black Attack +6 Defense +6
Green Attack +7 Defense +6
Blue Attack +8 Defense +6
Red Attack +9 Defense +6

 

CAVERN CRAWLER

Each round, there is a 3% chance that the cavern crawler will enter the cavern you are in. The crawler will take a direct path to one of the exits it did not enter from. If your or a monster is next to the crawler, it will stop to attack (preferring you over monsters).

FIREBUGS

Firebugs turn to flame when hit, resulting in the tile they are on being blocked for three rounds. They will also ignite if next to a flame or explosion. Firebugs are most common in the Caverns, but can be found in the Mines and Ruins as well.

GAS SPORES

Gas Spores explode when hit, resulting in an attack (the spore's attack stat plus 1-10) against everything adjacent to it. Gas Spores float, so they can move over pits, and you can put a flame under them. They automatically explode if within the range of another explosion or if next to a flame. Each room in the Mines or Ruins has a chance of having gas spore in addition to the other monsters.

ROPERS

Ropers cannot move, but they can attack a target 1, 2 or 3 tiles away, with no distance penalty. A roper will not attack if next to a flame. Each room in the Mines has a 10% chance of containing a Roper.

PURPLE WORM

Purple worms lurk beneath the Mines. When something alive is next a pit in the Mines, there's a 1% chance per round a purple worm will emerge and attack it. After the worm's initial attack, it will attack the hero if possible, otherwise a random adjacent monster. If you hit the worm, or if it has nothing to attack, it will withdraw back into the depths. Worms will not emerge if you are not yet spotted.

 

MONSTERS FOUND ONLY IN THE RUINS

REAPERS

Each time you kill a monster in the Ruins, there is a 5% chance that a Reaper will appear somewhere in that room. If you leave the reaper behind in a room, then the next time you kill a monster in another room, the reaper will appear.

THE SPECTER

The Specter can only be seen if it is adjacent to you or to a Flame. Specters float and can move over pits. If you put a flame under a specter, it becomes engulfed and cannot take any action. There will always be one specter somewhere in the Ruins.

WRAITHS

Wraiths fear fire and suffer -3 to their attack and defense if they are adjacent to a flame.

MUMMIES

Mummies emanate despair, causing you to suffer a -2 attack penalty for each mummy adjacent to you (it's cumulative).

SKELETONS

Skeletons are bony creatures, causing you to suffer a -3 penalty to your bow attacks against them.

GHOULS

If a ghoul hits you, you become stunned and are unable to take an action the next round.

GHOSTS

Ghosts cannot be permanently killed. If hit, a ghost will go away, but for each round that you are in the room, there is a 10% chance it will return (to a random space in the room) and immediately take an action. Ghosts can move over pits and are automatically hit by flame or an adjacent gas spore or fireball explosion.

GARGOYLES

Gargoyles turn to stone whenever attacked. They can't do anything while in this petrified condition. There is a 30% chance each round that the Gargoyle will return to flesh.

THE LICH

The Lich occupies the far room in the Ruins. The Lich is a skeleton spellcaster that guards a golden chest while remaining on her throne at the back of the room. She will automatically spot you if you sneak next to her. The Lich's throne room will also contain a random set of Ruins monsters.

TABLES

The following tables show the item counts used when generating rooms for each level.

Potions

Roll12345678910
default0000111112
newbie0011111111
lairAlways 2

Weapon Chests

Roll12345678910
default0000011111
newbie0011111111
lairAlways 2

Scroll Cases

Roll12345678910
default0000111112
newbie0000001112
lairAlways 2

Exterior Pits

Roll12345678910
default0000111111
mines0001111111
lairAlways 1

Interior Pits

Roll12345678910
default0112223334
mines0122333344
lairAlways 2

Gas Spores

Roll12345678910
mines000000001E
ruins000000001E

Exceptional Gas Spores

Roll12345678910
default2222333445

To Hit Matrix

D+0D+1D+2D+3D+4D+5D+6D+7D+8D+9
A+055%45%36%28%21%15%10%6%3%1%
A+164%55%45%36%28%21%15%10%6%3%
A+272%64%55%45%36%28%21%15%10%6%
A+379%72%64%55%45%36%28%21%15%10%
A+485%79%72%64%55%45%36%28%21%15%
A+590%85%79%72%64%55%45%36%28%21%
A+694%90%85%79%72%64%55%45%36%28%
A+797%94%90%85%79%72%64%55%45%36%
A+899%97%94%90%85%79%72%64%55%45%
A+9100%99%97%94%90%85%79%72%64%55%