Lightning crackles through the the stormy skies, as screams are heard
in the distance. War continues on between nobles, as they send their
soldiers and mercenaries to do their bidding, to gain more land and power.
The church watches quietly, patiently, waiting to take a chunk of the newly
won land. Death covers the land, as another age of darkness approaches.
Life is basically wretched for most. They are not fulfilled, or not
even given enough to survive, most being the latter. The standard of
life is worthless. Many take second jobs as highwaymen, stealing from others
so that they can survive. Others serve the war efforts, which proves only
slightly better, since most do not survive from skirmish to skirmish. The
few survivors gain living wages. A few elite warriors manage to make it
up the perilous ladder, only to lose their hard-won gains to a rival noble.
There is a possible hope coming, which is known as magic, but some
believe this same life-restoring power is part of the problem. A few smart
commoners have learned of another calling. There is indeed need of people
to eliminate problems such as rival nobles, and power hungry clergy members.
Instead of fighting forces of insurmountable odds, they fight for the one
cause. These wanted persons being Assassins...
ASSASSIN is an online role-playing game that takes place in a time
similar to the dark ages, where assassins work to make their fortune.
You, as a player, fight to gain experience, gold, and the control of
your own guild as you try to become the most powerful assassin in the city.
As the game progresses you will learn of other missions to complete.
This program is SHAREWARE. Therefore, if you enjoy it, compliment your
sysop on putting this game in their selection of door programs. If you
don't like it, try it a couple more times, it may grow on you.
The first screen after the Title screens looks like the following:
ASSASSIN V. 1.10
Scrolls and other Information
1> Introduction and Starting Info 2> Details about the Assassin
3> Places to go (and people to see) 4> Quick Help
N> News of the City S> Scores of Assassins
X> Exit to BBS
Press appropriate key or hit RETURN to Enter ASSASSIN:
Hit RETURN to play the game, or any of the other selections to get the
appropriate information.
As you enter the game a man will approach you and ask if you have
come to train.
Answering NO will return you to the BBS.
Answering YES will allow you to play the game, and go through the
character creation process.
If your sysop allows handles in game you will now be allowed to enter
one (maximum of 20 letters).
You will then be enrolled at the training grounds and given five
training sessions to spend on the following skills:
- Light Weapons, Heavy Weapons, Two Handed Weapons. These are offensive skills.
- Blocking, Slipping, Stealth. These are defensive skills.
- Endurance. This increases your capability to take punishment
All skills except stealth are usually used in combat situations,
while stealth is a skill used throughout the game.
New players to the game may wish to spend three sessions in ONE
weapon skill and put the remaining two sessions in the defensive
skills Slip and Block.
As you progress through the game, your character will gain more training
sessions in which to either hone the original or develop new skills.
Now you will enter the actual city.
Look around and explore, just be warned:
Don't try an assassination until you get yourself a weapon and armour.
Now here is where I shall leave you, to your own undoing... (Evil Grin)
Brief Summary of Main Menu Commands |
-
ASSASSINATE
This command puts your assassin in the position to watch for a
promising target, then strike. If you are successful, you will
gain experience, skill and money. If not, you maybe lucky to escape
with your life!!
- BANK
For your finacial needs the bank is here. You can take out a loan,
make a deposit to your account, check your current balances, as well
as a few other interesting things.
- GUILDS
Guilds provide a fairly safe place to stay overnight, as well as
opportunities to get paid for assassinations. You can even begin
recruiting the henchmen you will need later in the game.
Each guild has different fees, but most usually go by an initiation fee
which is paid to join, and a daily membership fee for all associated
members of the guild.
All new players are given a complimentary membership to the Master's
Tavern. This should be taken advantage of. One advantage is that
the job offerings provided give a good source of income rather than
random asassination of passers by as in option 'A' which provides
you with a rather small income.
- INN
After a hard day of assassinations and walking around the city, an
assassin tends to get tired and worn out. The Inn is here to serve
your full needs for protection and privacy. You can either nap to
regain some lost endurance or spend the night and be well protected.
Inns also provide a messenger service, along with the daily newspaper.
- JAIL
Take a look at all the Assassin's who've been caught in their illegal
activities. You can even BAIL them out!!
- ALCHEMIST'S LABORATORY
The lab is here for those that wish a speedy recovery after a
long, grueling battle. They currently are working on potions that
will cause your system to heal quickly. If you purchase a potion,
you can either drink it there or take it along until you may really
need it. Be warned though, not all potions are beneficial. Some can
even be harmful.
- OTHER ASSASSINS
This will give you a list of all the living assassins that currently
make their stay in the city and that you may encounter in the future.
- PUB
When you are hungry or thirsty, stop by the pub, it aims to please.
You may also wish to indulge in listening to the rumors or by
spreading a few of them. For the really adventurous souls, try
the All-night drinking challenge, definitely not for lightweights.
- ROB SOMEONE
If you need some money or weapons, you may prefer to steal it rather
than fight for it or buy it. Your methods are simple:
Waylay an opponent, or Pick it from your opponent's holdings.
Waylaying usually yields more than picking, but picking is far less
dangerous.
- SHOPPES
More than likely you will visit here a good few times. There are many
places to shop, to satisfy many needs. Window shopping is acceptable
however stealing is quite punishable.
- TRAINING GROUNDS
Here's where you begin and should visit often during the game. The
training grounds offer courses in offensive and defensive skills by
using your accumulated skill points for training sessions.
- ALLEY
The alley is where you will find other assassins that may wish or
are forced to stay overnight. You can challenge anyone that is
there, and success usually yields the money they happen to carried
with them.
- STATUS
This will give you a list of your assassin's attributes including
money, experience, skills, armour, weapons, and items.
- EXIT THE GAME
This is a quick way to exit the game instead of going to where you
wish to stay the night. This will leave you in the alley until you
get back to the game.
Each assassin is a fighting machine, the goal is simply to become
the most powerful and efficient one. The following sections describes the
skills and abilities of the assassins, as well as weapons and fighting.
Experience
The value on which all assassins are based is their experience.
Experience is gained only through successful assassinations. It
controls many factors in an assassin's life such as prestige, infamy,
knowledge, ability, etc...
For every ten experience points, an assassin achieves a new level of
mastery. At each level of mastery, assassins become more and more
advanced. Some of these enhancements are blending into the surroundings,
striking with deadlier force, and skill with unusual and unknown weapons.
Skill Points and Training Sessions
Skill is gained through battles. They can be gained if the assassin
is successful, and even when he fails an attempt. For every ten skill points
attained, a training session is given. Training sessions can be used at
the training grounds to gain better offensive and defensive skills.
Offensive Skills
The following skills are related to the offensive ability of the
assassin. These correlate to the various tools of destruction which
are available to the assassin.
- LIGHT WEAPONS (Slashing)
Light weapon skills relate to the dexterity of the individual. The
ability is used to manipulate cutting weapons and items that weigh up to
ten pounds. Light weapons are meant to be used to cut the opponent and
try to sever a major vein. Weapons in the category of light weapon include
daggers, stilettoes, and most types of swords.
- HEAVY WEAPONS (Bashing)
Heavy weapon skills relates to the strength of the individual. The
ability is used to manipulate bashing weapons and items up to twenty pounds
efficiently. Heavier weapons are not meant to be used in the way of swords.
Instead, they are be used to make a major impact upon the opponent and break
them. Heavier weapons include clubs, maces, flails, morning stars and
most axes.
- TWO-HANDED WEAPONS (Slice, Dice, and make Julienne fries)
Two-handed weapon skills relate to the the ability to quickly
manipulate larger sized items. These weapons are usually held with both
hands, hence the name, two-handed weapons. When used, the weapon gives a
superior edge both in defense and damage due to the concentrated effort.
Two-handed weapons include staves, warhammers, halberds, and great weapons.
Defensive Skills
These skills relate to how well the assassin can defend his or herself
in various situations. They also correlate to how they work against the
various offensive skills.
- BLOCKING
Blocking is a defensive skill in which the assassin uses an item to
block oncoming attacks. This defense is used against light weapons by
countering the force of the blow with an equal or better force.
- SLIPPING
Slipping is the defensive skill used to maneuver out of the way of a
blow, before it strikes. It is used primarily in dealing with heavy weapons,
since heavy weapons are harder to block.
The bread and butter of all assassins is assassination (isn't that
obvious). It is done in two phases: the stalking and then the actual attack.
The first phase is done in one of three ways.
The first method is simply look around for a promising victim, one of
the appropriate level and of the proper prestige. This method provides only
a small amount of coins, and a weapon.
The second method is to be hired by someone. This usually provides a
larger amount of coins, but the weapon must be given to the employer as
proof of the slain opponent.
The third method is the full blown assassination. This method is
employed against other assassins, and it is simply a battle first against
the opponent's henchmen hopefully followed by a final conflict between the
two assassins.
Raids are used to gain wealth and fame, as well as prove you are better
than other assassins. Usually raids are between guildmasters, however
sometimes raids are against city banks. All raids require at least one
third of a day.
Raids against guilds are plain and simple. You group your assassin and
henchmen against a guild then storm on in, wreaking as much havoc and damage
as possible, then looting the remains.
Raids against banks are just as simple with the exception that you are
not trying to destroy the bank, but rather take it over temporarily so that
you can steal as much as possible. However, raiding banks can prove more
challenging and hazardous since all losses are paid through others' accounts.
In all assassinations and even some raids you may find yourself locked
into mortal combat. To destroy or be destroyed, that is your goal. First,
you will get to ready one of your weapons, though some weapons may ready
themselves.
Status displays will be the next thing that you see. These give you
an overall status of you and your opponent. The levels of status are:
Healthy, Wounded, Heavily Wounded, Seriously Wounded, and finally Critical.
At times you may notice an additional word (Stunned) as combat ensues.
If you are stunned, you will not be able to do anything except wait until
you revive. If your opponent is stunned you may wish to take advantage
of the situation by getting in a few good swings or, if your opponent is
too formidable, Fleeing.
You will also notice a fatigue level. If you become too fatigued,
you will not be able to fight until you gain stamina back. The rate
of fatigue is in the approximate order of the commands, Berserk being
the most fatiguing while a Defensive posture can help you regain.
All attack options have a chance to hit the opponent, hence the name
Attack Options. All these will take up your turn in combat.
- BERSERK
This options put your assassin in a totally uncontrollable rage,
hacking and slashing until he/she finally finishes the opponent off,
runs out of steam, or is knocked silly (STUNNED) by the opponent.
Your defense will be decreased, while your chance to hit and damage
inflicted will be increased significantly. This will quickly sap your
stamina until you become somewhat helpless, in which case you will only be
able to defend yourself.
- LUNGE
This attack puts a concentrated effort at the target at the cost of
some defense. Your chance to hit and damage inflicted will be increased,
although your defense will decrease. This options will drain your energy
after constant use.
- NORMAL
This attack will put an equal effort to the best of your ability to
strike the opponent as well as defend yourself. It offers no bonuses or
penalties to your skills or the damage. After a long attack your character
will tire with this option.
- PARRY
This is a defensive stature taken to protect, recover, and even put a
little offense against the opponent. It offers better defense but a lower
chance to hit as well as less damage. You will slowly recover energy with
this option.
- DEFENSIVE
With this option, you assume a completely defensive posture, thus
lowering your opponents chance of hitting you, but you have little if any
chance of hitting them. You will gain energy back at a fairly good rate
when a defensive posture is used.
These options will never generate a chance to hit the opponent.
All with the exception of Z) STATS will take your turn in combat.
- FLEE
To flee is to simply run away as fast as possible, before you are killed.
However, before you get a chance to dissapear into the shadow, the opponent
will take another swing at you, against which you are at an even weaker
defense.
- QUAFF
If the outcome of the battle is too close and you have a potion to
spare, you may wish to drink it to hopefully recover an amount of
endurance that might make the difference between life or death. Be it known
that most potions effects will be delayed so be sure you can take a blow or
two.
- READY
Use this option if you have decided that the weapon you are using seems
ineffective, or you just would prefer to use something else. Through this
command, you will be able to exchange your current weapon for another
(assuming you have one).
- USE
Some items you find may be usuable in combat, but most aren't. So be
careful, this will put you in a weak defense if the item is not usuable.
- STATS
This will give you a verbose description of your character including
health, skill, items and gold. As mentioned it does not require a turn
in combat so you may pick a choice afterwards.
From all successful assassinations and raids must come something other
than the simple fun of slaughtering; that is why there are spoils. Spoils
come in many shapes and sizes, the basic forms are currency and items.
Currency comes in two major forms - gems and coins. Currency's
main advantage over items is that it is easily traded. Coinage is the
standard; it comes in four main types - copper, silver, gold and platinum.
Each one has ten times the value of the previous with one copper equal to
the base of all currency.
Both copper and silver are common and are usually traded both ways.
However gold and platinum are slightly different cases. Gold is uncommon,
not too unusual but uncommon nonetheless, banks will usually change silver
and copper to gold at an exchange rate between one and two percent.
Platinum is rare by all terms and is also very different from the others.
Platinum's value fluctuates from day to day however it does have a standard
value of one thousand copper to most. Only a few banks actually exchange
to platinum.
Items is a basic term which encompasses many things, ranging from
jewelry to enchanted weapons. Some items can be used while others just sit
there and collect dust. The only method of determining which is which is
through trial and error.
Weapons are almost always found upon victims of assassins, some are
endowed with magic powers while others carry a curse. It is nearly
impossible to discern the mundane from the magical. It seems the only
plausible way to determine magic from mundane is to have an enchanter
examine it.
A promising assassin will eventually find his or her path leading here.
A guild can be located from anywhere from a Tavern to a Hotel. At first you
must choose which guild to go to. A list of the available guilds will be
displayed from which to choose.
Once inside, you will have options available depending on your status.
Non-members may wish to send an application to join the guild. Each guild
is either controlled by a player or the computer. The computer will always
allow players to join, while applicants to player controlled guilds will
have to wait for a response from the Guild Master.
Guild Options...
- Apply for Membership
All assassins that wish to join a guild will start here with an
application. You must have the initiation fee if you want your
application to even be considered so be sure you have it.
- Challenge the Guild Master
Tired of your current guild master? Want life to have more
meaning? Be sure you have enough strength to handle the guild master
for if you fail, the guild you belonged to will abandon you and you
won't be getting your initiation fee back.
- Buy a Drink
Here you can get something to drink. There are many varieties to
choose from, some having alcohol some not. Though when you are thirsty
you best drink up as it is quite easy to get dehydrated in a days
action.
- Enter Message
This will allow you to enter a message to any or all members of
the guild. It is a maximum of five 80 character lines.
- Hire Henchmen
Members and Masters will always need good reliable henchmen to
help them in their activities. Each henchmen ranges from a level 1
to level 5. Level 1 are apprentices while level 5 are well-established
assassins.
- Job Opportunities
Finally, what assassins were meant to do - be recompensed for
killing people. It takes a turn to wait around for someone to notice
you and possibly ask you to do them a favor. They will offer you a
price which you may either accept or not. If you do not, they may offer
a higher price or they just may leave you. If you accept, you must kill
the opponent and bring back one of their possessions. At that point
you will be paid for your service.
- List Guild Members
This will give you a list of all current members, including the
master if he or she is a player.
- Plan a Raid or Assassination
The Raid will enable you to raid another guild allowing you take
some of it's hoard as well as damaging or even destroying the guild in
the process.
An Assassination will enable you to attack any assassin in most
locations. No assassin can be protected from a planned assassination.
The only good defense for them is a strong offense.
Each one of these options, the raid or the assassination will take
at least one third of a day.
- Read Guild Messages
This will allow you to read any message from your fellow
guildspeople.
- Transfer Items
This option will allow you to help out thy fellow guild members
with a loan of either Copper or Henchmen.
- Quit the guild
This will allow you to leave your current guild, minus your
initiation fee. You will be asked if you are sure, in case you
have second thoughts or accidentally pressed Q. If you are the master,
and have not transfered guild ownership, you will relinquish control to
the computer.
- Stay here for the night
You won't recover as much as you would as if you were in the Inn,
but you are far safer in a guild than in the alleys.
The following options are for Guild Masters only.
- Maintain the Guild
This will bring the Guild master into his private room where he
can do the menial things a guild master does. Transfering money,
henchman, changing the guild's name and guild's fees. Most options
should be self explanatory though I will briefly describe them.
Guild Maintainance Options...
- Transfer Copper
This will allowyou to put some of your money in the Guild's coffers,
or to take some of the Fee money for your own purposes.
- Expel a Member
This get's rid of those unwanted assassins currently leaching
off of your fine establishment.
- Change fees
This option allows updating of the Guild's Initiation and daily fees
- Transfer Henchmen
This will allow you post some of your henchmen on Guard Duty for the
Guild, or take them with you if needed for other duties.
- Edit Guild Messages
Don't like what some of your Members say around the Guild? Well here
you can go to clean up the messages or Delete them.
- Change Guild Name
Tired of the Guild's Name from the Last owner and what to change it?
Here is where you do it.
- Process Applications
Probably the most important option, here is where you can review the
hopefulls who want to be members of your Guild. Accept, and you get the
Initiation Fee, plus more money each day. Reject them, and they might
come back with a Grudge.
- Reinforce the Guild
Want to make the Guild stronger against Raids from your Rivals? Here
you can call in the Contractor (no license required here) to Pump Up the
defences.
- Guild status
This give you the overall status report of your guild.
- Transfer ownership
This will allow you to renounce your Guild to one of your well
deserving guild members.
The following section describes the various locations in the cities.
They include the rugged alleys, mystic labs, pricey shoppes, fine inns
as well as many other known and unknown.
ALLEYS
Here is where you can find the toughest, possibly most dangerous
assassins around, or perhaps ones that don't have a place to shelter
overnight. It is an Arena where only the strongest survive and even then
sometimes they don't live to see the next day. The city will also pay
anyone who sticks here overnight.
- Back Door
This is where you will have the opportunity to do some Street
Gambling. Be careful which game you choose to play. Some are FATAL!
- Challenge an assassin
This option will allow you to face someone in the alley. You will
engage yourself in combat very much like assassinating a computer
opponent. No frills, no henchmen to get in the way, etc.
- List other assassins in the alley
This will give you a list of assassins in the alley just waiting
for a fight or stuck out here for the night.
- Remain here overnight
Basically is another way to quit out of the game. It will
leave you in the alley 'til you return much like the Main Menu's
Exit command.
- Exit to the main street
This will return you to the main menu.
BANKS
Banks provide financial services for all sorts, including the larcenous
assassin. You may wish to start an account with them, get a loan, or go
straight in and try to rob it of all its assets.
- Check thy credit rating
This will notify you of all the money you currently have including
amount being carried, the amount on deposit, the amount on a loan, and
the maximum amount that is available to you for a loan.
- Deposit into an account
If you have some extra cash and would prefer not getting it
stolen by someone else, then you may wish to open an account with one
of the banks. Each bank will give varying rates of interest as long
as you have the minimum deposit needed.
Currently this version offers two to four percent daily, when
you have one thousand copper in your account.
- Take out a Loan
If you are in need of some money, whether for arms, armour,
potions, equipment, guild fee's etc., you may want to get a loan
from the bank. They will be happy to assist you. Each bank will
have it's own interest rate, and be sure to pay them back.
Currently, the bank charges two percent to the loan immediately.
Thereafter the amount due will increase at a rate of eight percent daily.
- Pay back a Loan
Eventually you will wish to payback a loan (won't you?),
but payments do require some time to process.
- Rob the bank
This option will do a straight out bank robbery, so have your
henchmen ready because you are going need them. Banks don't take
kindly to someone attempting a robbery. A successful robbery means
you will take a large sum of money from the bank, a failure surely
means you will be arrested and fined, if not imprisoned.
- Withdraw from account
This process will allow you to take out money that you have
previously deposited. Just enter the amount and you are off, with
almost instant service. There are no penalties for early withdrawals,
unless they are at knife-point.
- Exit the bank
This will return you to the main menu (the city options).
INN
The best place to rest and recover from a hard day of battling
everything. The inn offers a place to nap and kill a few hours or stay
the night and really do some recuperating. No one can attack you in the Inn.
It is a safe place to stay. Also at the Inn you can take a look through
the daily news scroll provided by Blephin Inc. There is a messenger service
for those that want to contact other assassins in the city.
- Check the Registry
This will give a list of all assassins that are currently resting
at the inn.
- Look at the News
For those of you that missed the newspaper or just want to view it
again here is where you can do it. The news usually covers any new
arrivals in the city, new guild members, new masters, court cases and
many other things.
- Take a Nap
Want some recovery for a fairly low price, prefer nature to
trusting the alchemist's lab. If so it will cost you fifty coppers
but you are free to rest as long as you want.
- Rest Overnight
This is a bit on the costly side but it allows for a lot of
recovery. However, any remaining turns will be gone and you will
not be able to return until the next day, but you are safe within
the inn.
- Read thy messages
Here is where you can read all of the messages that you have
received. This is a free service.
- Send a private message
Each message cost you a mere 10 copper pieces, which basically
covers the cost for delivery. All messages can only be five lines long
and eighty characters wide. Hopefully that will be enough.
LAB
The Alchemist's Laboratory is for those looking for a quick way to
recover endurance. Most potions will allow you to recover, some can totally
restore you while others can be useless or even harmful. You will just have
to take your chances.
The lab is also experimenting with new potions that will probably be
seen later, but right now the experimental healing potions cost seventy
five copper pieces and takes a turn to create.
Special Note: Yes, there are other potions and believe it or not even the UNREGISTERED
version has them. The alchemists will gladly explain them to you when you
ask about them.
PUBS
Pubs are notorious for the action they have, whether for the gambling
sensation of a drink off to the rumours and gossip that fill them. Plus
they also provide a pleasant place to dine at or drink your woes aways.
- Challenge
This option will allow you to drink with someone who feels like
spending a night at the pub whether to wake up with a hangover or find
themself a few gold coins richer.
- Buy a Drink
Here you can get something to drink. There are many varieties to
choose from, some having alcohol some not. Though when you are thirsty
you best drink up as it is quite easy to get dehydrated in a days
action.
- Buy some Food
Just as thirst is to drink, food is to hunger. Even though you
probably won't starve in a day, hunger can weaken to you. The cost of
foods vary as well as how they will satiate one's hunger.
- Kill an Assassin
No one said pubs are a safe place to stay. Some mean assassins
love to start a barroom brawl. Of course the pubs has bouncers to deal
with such, but they do not always stop it in time.
- Listen to Rumors
This is how you can hear all of the rumors that were spread here.
Rumors will last about three days.
- Start a Rumor
Have a message you want to tell to everybody? Well here is the
place to do it. Anyone who wants to listen will hear it.
- Wait the Night
Here is your chance to spend the night drinking and carousing.
If you want to join the All-Night Drinkoff, this is how you do it.
SHOPPES
Here in the city there are many types of shoppes, though each one is
as convenient as another. You just have to figure out which one to go to
for what you want.
- Buy
You will be shown a list of goods for each shop, and the price of
each of these goods. If you wish to purchase, enter the number of your
choice, and if you have enouigh copper, its yours.
- Sell
Will give a list of any items you possess in which the shop keeper
may be interested. If you do wish to sell, enter its number. You will
then be offered a price. If you don't like it then don't sell it.
Special Note on Weapons:
If you are carrying three weapons you may wish to sell one since you can
only hold three at any one time.
- Exit the shoppe
This returns you to the city's main options.
TRAINING GROUNDS
This place should be visited often by the assassin that wishes to
succeed.
Here you can turn your skill points into actual skills. A training
sessions is given for every ten skill points.
Most of the time, training sessions will require you to use some of your
turns to increase skills, however at the beginning of the day you will not
be charged turns to increase skills.
The skills you are permitted to increase are as follows:
- Blocking
This is your ability to block light weapons and also defend partially
against two handed weapons. This skill relates to your defensive strength.
- Endurance
This is a way to increase your hardiness, so you will be able to take
more damage in combat and still keep on fighting.
- Heavy Weapons
This is a skill that measures your ability with heavy weapons. They
are the club, the mace, the flail, the morning star, and the battle axe.
This skill helps in determining your offensive strength.
- Light Weapons
This is a skill that measures your ability to use light weapons. They
are the dagger, stiletto, short sword, broad sword and long sword. This
skills helps in determining your offensive agility.
- Slipping
This is your ability to slip away from heavy weapon it also provide the
other half of defense against two handed weapons. This skill relates
to your defensive agility.
- Two-Handed Weapons
These are very special but quite costly this skill measures your
ability with two handed weapons. They are the staff, the war hammer,
the halberd, the great axe and the great sword.
What makes these weapons special is they do twice as much damage as
there predecessors light and heavy and they provide a defense since all
efforts are concentrate upon them. This skill helps in determining your
balance.
- Stealth
This is the ability to hide in shadows, to escape when being
pursued and generally disappear when the tough needs to get going.
- Show Stats
Once more this will display your current status.
- Exit the Training Grounds
This will return you to the Main Menu of Commands.
For those who are impatient, lazy, or just plain tired of reading the
26k worth instructions for Assassin, this list has been compiled for you.
This shouldn't take more then five to ten minutes to read.
KNOW THYSELF
From most menus you can hit Z) Stats to view your character in full,
verbose, over-rated, details. This includes skills, weapons, gold,
guilds, henchmen, etc.
TRAINING
To increase your skills (Which happen to be Light Weapons, Heavy
Weapons, Two-Handed Weapons, Blocking, Slipping, Stealth and Endurance)
from the MAIN MENU, press 'T' go to T) Training Grounds then choose the
skill you wish to increase. When asked how many training sessions to use,
choose what you feel is appropriate. The more sessions you use, the more
that skill will increase.
SHOPPING
From the MAIN MENU go to S) Shoppes then choose the store you wish to
go to (The Armoury for Armour, The General Store for items of General use,
Magical Realms for items of Magic, Thieves Guild for thieving tools, and
of course Weapons 'R Us for weapons.
Once in a shoppe you may choose to B) Buy or S) Sell items.
Of course selling will almost always yield a lower value then the purchase
value (wear and tear, you know).
BANKING
For simple use, it is basically reccomended that you deposit any
money you have. To deposit enter the BANK from the MAIN MENU and hit D
to Deposit. If If you have money in the account you may wish to withdraw
just click W to Withdraw money. Loans can also be taken out, but should
be repaid.
INNS
For leaving private messages, stop by here. It also makes a
fine place to crash for the night with a good recovery ratio, or if you
need to rest for a few turns to build up some strength by N) Napping.
PUBS
When you are HUNGRY or THIRSTY stop by and buy some grub or a
drink. Also, if you wish to stay to play the drinking game, you will need
yourself a silver piece. See the barkeeper for details.
LAB
If you are severely wounded, a potion of healing from here may be a
good quick cure. These potions can also be carried with you to be used at
a later time, but may deteriorate and cause strange effects.
GUILD
When you first begin you will be a member of the Master's Tavern.
The option you should take advantage is the J) Job Opportunities, it
provides a good amount of income for eliminating rogues, beggars which are
fairly easy opponents.
FIGHTING
Fighting can be activated through many options, but the most
common are:
- ASSASSINATE (from MAIN MENU) or
- Job Opportunities (from GUILD).
Once in combat you can attack to try and strike your opponent:
- BERSERK: Attack savagely leaving little defense but more damage
until you are TIRED.
- LUNGE: An attack heavy on the offense with a reasonable defense.
- NORMAL: A standard attack with a good defense.
- PARRY: A defensive stature which is weaker on the offense power.
- DEFENSIVE: A fully defensive posture used to recover stamina.
You can also do something else:
- FLEE: Run away leaving you with a weak defense.
- READY: Enable you to change weapon when in combat.
- QUAFF: Drink a potion which you are carrying however the effects
may be delayed.
- USE: Use an item.
- STATS: KNOW THYSELF
With the exceptions of Z) STATS all options take a combat turn. When
and if you succeed in eliminating your opponent you will take any money
left over. If the assassination was not as a job you may wish to keep the
weapon you find, but be warned, some weapons are cursed.
Thats all there is to it. For further more intricate details relating
to the commands please read the other instruction files.
Farewell and good journeys.