Welcome To the game module enviornment of John Dailey's Dungeon
Master, the incredible, one of a kind, online game adventure package.
This player guide will give you an overview of basic game play and
tips that you may apply to your character while in the world of a
Dungeon Master game module.
John Dailey's Dungeon Master is a unique online RPG (Roll-Playing
Game) that allows a sysop to "plug" in an almost unlimited number of
adventurers, or games known as game modules. In order to understand
this completly, think of the Dungeon Master game itself as a home game
entertainment system, with each game module being like a game
cartridge that you'd plug into the system to play. There is no limit
the the number of different adventures, graphic displays, or sounds
available to the system itself.
The Dungeon Master game environment is simple enough for new RPG game
players to understand, while at the same time, being challenging
enough for the more seasoned player.
In the world of Dungeon Master, you will become someone else, played
through a character active in the game. You will control this
characters actions entirely throughout the game, deciding where he or
she will walk, decisions that they make and determining how and when
they advance. As in other roll-playing environments, your character
has five basic attributes that signify his or her strengths and
weekneses:
- Strength (ST):
Your character's brute strength
- Intelligence (IQ):
Your character's mental prowess
- Constitution (CN):
Your character's physical health
- Dexterity (DX):
Your character's agility
- Luck (LK):
Your character's luck
These values range from 1 to 99, 99 being the best, and will change
during game play, either for better or for worse. You will "randomly"
assign these values to your new character when first entering a game
module.
As well as those five attributes, your character has many other
elements about him or her:
- Level (LVL):
The level of a character is a basic measurement of how advanced he
or she is. The higher the level, the more learned a player
(more often than not). As with any character attribute, this
values can change either in a positive or negative way.
- Spell Level (SPLVL):
The spell level of a character is the basic measurement of their
spell casting abilities. Usually, the higher a spell level a
player is, the more spells the know and can cast. There are seven
spell levels in the Dungeon Master world.
- Armor Class (AC):
The Armor Class, or AC, of a player is a numeric value that
summarizes their ability to avoid damage. The lower this value,
the better protection from an opponent hitting them. AC values
range from 10 being the worst armor class, and -10 (or "LO") is the
best armor class.
This value is affected by what armor your are wearing, if any
armor class bonus spells have been cast on you, or other special
events. It will fluctuate often during game play.
- Experience (EXP):
Experience is what speifies how well a player is learned.
Experience is granted to a player each time they defeat monsters,
find special items, or some other special event takes place.
Experience points are used to determine when and how far a player
can advance in level.
- Gold:
Gold is the basic unit of monetary value in the worlds of Dungeon
Master. Player's may store their gold on hand, or in a vault, if
one is available within the world the player is exploring.
- Hit Points (HITS):
A player's hit points is the total number of condition points that
a player may have. Hit and condition points describe the players
current health. The lower the values, the weaker the character
currently is.
- Condition (COND):
Condition marks your player's current health. When a character's
condition has dropped to or below zero, the player is considered
dead.
- Movement Points (MOV):
Move points are what determine the length of play each day that a
player has. To move around a city, dungeon, tower, etc. costs move
points. Certain things effect expendature of movement points.
Most of the time, one move takes one movement point. However, if
specific spells are cast, or a player is currently ailed with an
old age ailment, movement points are affected. Note that the use
of movement points is a configuration option by the sysop and you
may or may not use them in every game module you play.
- Spell Points (SPPT):
To cast a spell requires a certain number of spell points. When a
character's spell points have been used up, they cannot cast any
more spells. In general, the more powerful a spell, the more spell
points that are required.
- Attack Rate:
How many attacks a character gets per combat round. During combat,
this value determines how quickly your character can attack. The
higher the attack rate, the more attacks your character gets each
combat round.
- Resurrections:
Death is a fact of life, and Resurrections are potions purchased
from Magic Shoppes that may mean the difference between life and
death. If you are a level one character and you die, you will
start over with a new character the next day if you are NOT
carrying any resurrections. Level two and up are automatically
resurrected each day upon death. However, with level two and up
characters, if you do NOT have any resurrections, you may loose
gold and experience points.
- Kills:
Simply enough, this number specifies how many opponents you have
defeated in combat.
During game play, you may use any of the following key combinations to
perform various functions:
- Cast Spell (C):
Allows your character to cast spell that he or she knows. View
your spell book to see what spells you know.
- Inventory/Stats (I):
Brings up information about your characeter. An image of you will
appear in the view window (and may reflect your health status),
followed with character attribute information, and finally a list
of items you are carrying. From this secondary menu, items may be
viewed, dropped, equipped and unequipped.
- Map (M):
While exploring the 3-D worlds in John Dailey's Dungeon Master your
character automatically sketches maps for your reference. You may
view maps for any area you've explored simply by pressing this key.
- Quit Game (Q):
Obviously, this option allows you to quit the game and return to
the BBS.
- Suicide/Start Over (S):
If you get stuck, or don't know what to do, you may want to start
over with a new character. Use this key to do so. Be warned,
however, that you will forfeit your turns until the next day.
- Use Item (U):
Items in your inventory that are equipped may be used at nearly any
time. For example, if you've got a wand that teleports you to
safety, you would "Use" it with this option.
- CONTROL + D:
Allows you to download the Dungeon Master and or module player
guide if available.
- Tab/CONTROL + I:
When you first start playing a Dungeon Master game module, you may
want to use this option to bring up context sensitive help about
the game module information.
For example, if you are currently engaged in combat and don't know
what to do, simply hit this key and help will be displayed
pertaining to combat, explaining the input (if any) that Dungeon
Master is expecting.
- CONTROL + R:
Redraws the game play display. Useful for line-noise ridden
connections.
- CONTROL + S:
Toggles ANSI Music/Sound on and off. When ANSI music is turned
off, no sound will be heard. Toggling ANSI music back on will play
a short little "blip."
- CONTROL + V:
Use this key command to view your spell book, which contains a
listing of spells that you currently know. Each spell is listed
with vital information about it, usually including a description of
what the spell actually does.
That's all there is to it! Explore, have fun! There's a lot more to
the game module enviornment that what I've listed here, but in all
actually, most is only important to the game software itself. Refer
to the software documentation for a more-than-complete description of
all player data and more.
While creating the Dungeon Master game module environment, I've
compiled a brief listing of some tips related to game play that you
may be able to use for your advantage.
Spell points regenerate at a rate of 1 point per 6 rounds in
daylight (maps that are outside and don't require illumination)
only.
Old age decreases your condition at a rate of 1 hit point every 10
rounds, decreases damage done during combat by half, and doubles
damage done by monsters. In addition, old age causes attack rate
to be half that of their actual values.
Poisoning decreases your condition at a rate of 1 hit point per
level per round.
Possession makes your player less controllable during combat.
Insanity makes your player more difficult to control while
traveling.
You cannot run from encounters if inflicted with the monster
attraction ailment.
Disease decreases both hit points and condition one point per
round. Hit points are reduced PERMANENTLY and will not fall below
one.
Items cannot be found on any "outside" map levels - those levels
not requiring light spells to see.
When advancing levels from the review board, keep these items in mind:
- Spell points increase by 1-4. In addition +1 per point of IQ
over 14.
- Movement points increase by 2-10. In addition, +1 per point
of dexterity over 14.
- Every two advancements, attack rates increase by 1 for a
maximum of 7.
- Every three advancements, AC decreases by 1 to a minimum of
-10 or LO, and your save throw bonus increases by one to a
maximum of 19.
- Hit points increase by 2-8. In addition, +1 per point of
constitution over 14.
- One character attribute (st, dex, iq, etc.) is increased by
1-5 points.
Player ranking is based on the following attributes of your character:
experience points, total opponent victories, gold on hand, gold in
vault, spell level, and player level.
High dexterity, strength and luck values, as well as a LO armor class
are all vital to successfull saving throws. Saving throws are used if
your player encounters a sudden burst of damage that has the potential
to kill them, or do large amounts of damage.