The Racketeers Present -------------------- ----- PHATASIE ----- - - -Cracked By: - - - - The Warezird - - - -Thanks To: - - - - The Timelord - -------------------- Object: defeat the Black Nights and destroy Nikademus the evil sorcerer. Adventures' characteristics -------------------------- Races ----- Humans - Good at all professions. Dwarves - Great Strength and Constitution. Elves - Higher than average dexterity and intelligence. Gnomes - Strong and Dexterious. Halflings - Great Mental Power and decent physical power. Moe - Named after a ancient creature called an APPLE REBEL. Good at sending warez yet not to intelligent though he can have his moments! Random Creatures: Gnolls - Strong Goblins - Dexterious Kobolds - High Dexterity and constitution. Lizard Men - Strong and good swimmers Ogres - Strongest though stupid Pixies - High dexterity and intelligence. Sprites - Great Dexterity though week. Good thieves. Trolls - Strong and Stupid Classes ------- FIGHTERS perform best in combat. Humans, dwarves, and random creatures make good fighters. MONKS are average in combat, but they know combat spells and have some thieving skills. Humans, elves, and hobbits do well. PRIESTS are fair in combat, but they have many defensive and healing spells. Humans and dwarves make good rangers. RANGERS are very good in combat, and they know some priestly spells. Humans and dwarves make good rangers. THIEVES are good with traps, locks, and hidden items; but they perform poorly in combat. Their fighting skills are helped by the fact that they can hit a monster no matter where it is, due to their stealth. Hobbits, gnomes, and some of the random creatures make excellent thieves. WIZARDS are chiefly spellcasters. While poor in hand-to-hand combat, they know many offensive spells and are extremely important in encounters with monsters. Humans and elves do the job best. Five attributes are generated by the program. The value of each attribute ranges from 3 to 22 and the average depends upon the characters race and class. Strength (STR) refers to physical strength, and it is crucial for hand-to-hand combat. Fighters need a lot of strength to wield high-level combat equipment. Intelligence (INT) is the mental prowess necessary for learning and casting spells. Wizards, priests, and monks must have a high intelligence. Dexterity (DEX) means physical agility in handling weapons and conjuring spells, and especially in dodging attacks from monsters. Each profession needs good dexterity, especially fighters and spell casters. Constitution (CON) refers to a character's endurance, and it affects the number of hit points a character can have. charisma (CHA) means having a charming personality and good looks. A character's charisma affects the price of training and spells (one further reason that many low-charisma random characters must pay more). A character's race and class affect the individual attributes. Each attribute can have a value ranging from 3 to 22. The charts below show, to some degree, how these characteristics interact with each other: --------------------------------------- Attribute Modifiers by Class - - fighter STR INT DEX CON CHA - Monk 12 8 11 10 9 - Priest 10 10 11 10 10 - Ranger 10 12 10 10 10 - Thief 8 10 12 10 9 - Wizard 6 13 8 10 11 - --------------------------------------- ------------------------------------ Maximum Value for attributes by races- - INT DEX CON CHA - - Human 18 18 18 18 18 - Dwarf 20 17 17 19 17 - Elf 17 19 19 17 18 - Gnomes 19 17 18 19 17 - Halfling 16 18 20 18 17 - Gnoll 20 13 17 21 11 - Goblin 17 14 18 17 11 - Kobold 17 15 19 19 13 - Lizard 19 14 17 18 13 - Minotaur 20 14 16 19 12 - Ogre 21 14 16 19 13 - Orc 19 16 17 18 14 - Pixie 16 18 21 16 17 - Sprite 16 18 22 16 17 - Troll 22 13 15 20 12 - ------------------------------------ There are 11 towns: Town Menu A) Armory G) Guild M) Mystic N) Inn B) ank L) Road out of town G)uild is where characters are generated and then formed into parties. As many as 37 characters can be generated, but a party can have no more than 6 adventures. Playing Hint: The following roster is recommended for a first-time party: 2 Spellcasters (wizards, monks) - humans or elves 1 Healer (priest, ranger) - Human or dwarf 1 Thiefly type (thief, monk) - Gnome, Halfling, or random creature 2 combatants (fighters,rangers) - humans, dwarves, or random creatures Playing Hint: Once generated, adventurers cannot get training in combat or spellcasting, nor can they leave the Guild for other parts of the town, until AFTER they have joined a party. Playing Hint: The last three characters - Fire, Water, and Earth - are the elementals that spellcasters may call into combat, using the Summon Elemental spell. They live in a non-material plane of existence. Be sure to make a note of each character's Guild number since the program will require the number, not name, when he or she is added to a party and when a game is continued. Playing Hint: If you plan to use the Summon Elemental spell during your next adventure, you should add the elementals to the party while you're still at the Guild. S) pells tells you which new spells can be learned by the character and how much they will cost. The spell will be identified by its number, not its name. If there are no number after POSSIBLE SPELLS; then no new spells can be learned at that time. T) raining is the most effective way for a character to go up a level. When you enter the training arena, you will be told how many experience points are required and how much the training will cost. Playing Hint: Characters must be carrying gold piece to pay for learning new spells and for training. With new party members, this means going to the bank and making a withdrawl then returning to the guild. A Party can carry up to 65000 gold pieces. A bank acount can hold up to 65000 gold pieces. A)rmory - figure it out(duh!). M)ystic gives an overalls score for the party. In)n is where characters can have their hit points and magic restored to their maximum limit. Inns located in towns are free, and each stay lasts about tow weeks. In addition, independent inns are located throughout the Isle of Geinor, an they cost 250 gps(plus tax) per stay. Age starts affecting character's attributes as they reach their declining years. Each race has a different lifespan: elves live about 3000 years; dwarves and gnomes about 200 years; humans, about 80 years; and the others; about 40 to 50 years. HP) self explanatory Magic show points available for spellcasting. Skills are done in a percentage..Attack 48 means a 48% chance of hitting a monster. Adventures ---------- Key Result C Cast a spell H Display health of each party member I Inspect the party and each member U Allow a party member to use a potion T Alter melee speed and toggles sound 3 North N North E East S South W West Fighting -------- Key Result 1 Thrust with weapon 2 Attack with weapon 3 Slash with weapon 4 Lunge with weapon 5 Cast combat spell 6 Parry with shield 7 Redo options Attack - Two normal swings. Thrust - One hard sold swing which is more likely to hit and do 1 to 2 more damage. Slash - 3 or 4 quick swings. Less damage and hit possibility. Lung - take one swing at a monster in Rank 2 Due to stealth, thieves can thrust, attack, or slash monsters in any rank. Magic ----- Spell Magic Name Type # Pts. 1 1 Healing E 1-9 hp. 2 2 E 1-27 hp. 3 3 E 1-57 hp. 4 4 E 1-99 hp. ------------------------------------ 5 1 FIREFLASH C/A 1-10 dmg. 6 2 C/A 1-30 dmg. 7 3 C/A 1-60 dmg. 8 4 C/A 1-100 dmg. ------------------------------------ 9 1 QUICKNESS C/P 10% increase. 10 2 C/P 25% inc. 11 3 C/P 45% inc. 12 4 C/P 70% inc. ------------------------------------ 13 1 STRENGTH C/P 1-2 extra dmg. 14 2 C/P 1-4 extra dmg. 15 3 C/P 1-7 extra dmg. 16 4 C/P 1-11 extra dmg. ------------------------------------ 17 1 PROTECTION C/P +1 pt. 18 2 C/P +3 pt. 19 3 C/P +6 pt. 20 4 C/P +10 pt. ------------------------------------ 21 1 CONFUSION C/A 22 2 C/A 23 3 C/A 24 4 C/A ------------------------------------ 25 1 WEAKNESS C/A 26 2 C/A 27 3 C/A 28 4 C/A ----------------------------------- 29 1 BINDING C/A 30 2 C/A 31 3 C/A 32 4 C/A ----------------------------------- 33 1 MINDBLAST C/A 1-5 dmg. 34 2 C/A 1-11 dmg. 35 3 C/A 1-44 dmg. 36 4 C/A 1-81 dmg. ----------------------------------- 37 1 FLAMEBOLT C/A 1-7 dmg. 38 2 C/A 1-31 dmg. 39 3 C/A 1-57 dmg. 40 4 C/A 1-66 dmg. ----------------------------------- 41 1 CHARM C/A 42 2 SLEEP C/A 43 3 TELEPORTATION C/A 44 4 RESURRECTION E 45 1 NINJA 2 C/P 46 2 FEAR C/A 47 3 DISSOLVE C/A 48 4 SUMMON ELEMENTAL C/P 49 1 DISPELL UNDEAD C/A 50 2 NINJA 1 C/P 51 3 AWAKEN C/A 52 4 MONSTER EVALUATION N/WD 53 1 VISION N/W 54 2 TRANSPORTATION N/T E = Everywhere C/P = Combat, passive(not cumalative) C/A = combat, active(cumulative) N/WD = Non-combat, wilderness or dungeon N/W = Non-combat, wilderness only; N/T = Non-combat, town only Awaken (#51) rouses all sleeping party members. Binding (#29-#32) inhibits the movements of opponents. Progressive(binding 3 more powerful than binding 2). effective against flying creatures and difficult to see monsters. Charm (#41) makes monsters forget they are in combat. confusion(#21 - #24) makes it difficult for monsters to use magic. Progressive. Confusion 4 is so effective it's victims can't cast at all. Ninja (45 & 30) transforms the spellcaster into a fighter of superhuman ability. Ninja 2 is more powerful. Summon Elemental (#48) calls up Earth, Fire, or Water to fight for the arty. The elemental will only serve a party of six adventures. What's more, elementals must be added to your party while you are at the adventurer's Guild in one of the towns. Transportation (#53) transports the party from one town to another. Vision (#53) gives the spellcaster the ability to see in all directions for hundreds of miles. It is particularly useful for mapping vast unknown areas. Spells Available at different levels by class 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 Wizard 5 13 6 7 21 25 8 34 11 35 15 36 12 16 47 9 41 10 14 54 33 37 45 38 39 48 40 50 46 51 --------------------------------------------------------------------- Priest 1 21 2 25 3 18 23 4 7 8 31 24 32 20 48 51 29 17 42 22 30 26 43 19 37 34 27 39 28 53 49 44 ---------------------------------------------------------------------- Rangers 1 17 25 2 29 3 18 4 6 30 26 22 33 37 23 5 49 52 51 21 42 44 ---------------------------------------------------------------------- Monk 5 50 6 45 53 7 13 8 33 9 34 14 35 10 36 54 48 ---------------------------------------------------------------------- Fighter 52 9 13 11 15 ---------------------------------------------------------------------- Thief 41 42 18 8 ---------------------------------------------------------------------- treasures & Equipment --------------------- Item Point Strength # Value Req'd Type 1 1 1 Glove 2 2 2 Wooden Shield 3 3 3 Wooden Shield +1 4 4 4 Small Shield 5 5 5 Small Shield +1 6 6 6 " " +2 7 7 7 " " +3 8 8 8 Medium Shield 9 9 9 " " +1 10 10 10 " " +2 11 11 11 " " +3 12 12 12 Large Shield 13 13 13 " " +1 14 14 14 " " +2 15 15 15 " " +3 16 16 16 Giant shield 17 17 17 " " +1 18 18 18 " " +2 19 19 19 " " +3 20 20 20 God Shield (magic) 21 1 2 Clothing 22 2 4 Robes 23 3 6 Leather 24 4 8 Hard Leather 25 5 10 Ring Mail 26 6 12 Scale Mail 27 7 14 Chain mail 28 8 16 Slint mail 29 9 18 Banded mail 30 10 20 Plate mail 31 2 0 Cloth +1 32 3 0 robes +1 33 4 2 Leather +1 34 5 4 leather +2 35 6 6 Ring Mail +1 36 7 8 Ring Mail +2 37 8 10 Chain Mail +1 38 9 12 Chain Mail +2 39 10 14 God robes (magic) 40 11 16 god armor (magic) Attributes = STR * 2 + DEX Item Point Attributes # Value Req'd Type 41 0 2 Stick 42 1 4 Knife 43 1 6 Small club 44 2 8 Small staff 45 2 10 Small mace 46 3 12 Dagger 47 3 14 Small flail 48 4 16 Club 49 4 18 Mace 50 5 20 Small hammer 51 5 22 Small axe 52 6 24 Staff 53 6 26 Short Sword 54 7 28 Flail 55 7 30 Hammer 56 8 32 Pitch Fork 57 8 34 Spear 58 9 36 Axe 59 9 38 Sword 60 10 40 Heavy Mace 61 10 42 Maul 62 11 44 Trident 63 11 46 Large spear 64 12 48 Large axe 65 12 50 Morning Star 66 13 52 Pike 67 13 54 Long sword 68 14 56 Spectrum 69 14 58 Bardiche 70 15 60 Halbred 71 3 2 Small mace +1 72 4 4 Dagger +1 73 4 6 Small mace +2 74 5 8 Dagger +2 75 6 10 Dagger +3 76 7 12 Staff +1 77 7 14 Dagger +4 78 8 16 Flail +1 79 9 18 Spear +1 80 10 20 Axe +1 81 10 22 Sword +1 82 11 24 " " +2 83 12 26 " " +3 84 13 28 Large Axe +1 85 13 30 Sword +4 86 14 32 " " +5 87 15 34 " " +6 88 16 36 Halbred +12 89 16 38 Sword _7 90 17 40 Halbred +2 91 18 42 " " +3 92 19 44 Sword +10 93 19 46 Halbred +4 94 20 48 " " +5 95 21 50 " " +6 96 22 52 " " +7 97 22 54 God knife (magic) 98 23 56 God mace (magic) 99 24 58 God axe (magic) 100 25 60 God sword (magic) Healing Potions (101 - 110). Progressive. Magic potions. Restore magic points. Progressive. (11-120) Scrolls. A secret society has recorded important events concerning the Isle of Gelmor and its demise. The 20 scrolls have been scattered throughout the land - some hidden, some left in the care of trusted citizens (many of whom have met with foul play). Scrolls are the key to solving the game. Scrolls can only be read in towns. Rings and wands according to rumors are described in several scrolls and they are significant to the plight of Geinor. ---------------------------------------------------------------------------- Sorry for these docs are so messy. Had to get them done in a hour or two and there was a big job. Any questions leave me feedback on my board: The Proving Grounds 415/526-0889 The TimeLord Racks