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DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 1


















DnDBBS(R) Version 2.7a Documentation







Dungeons And Dragons Bulletin Board System Version 2.7a




Documentation Written, Edited And Updated By

Erik J. Oredson

BASIC Program Source Code Written, Edited, Compiled, And Maintained By

Erik J. Oredson



1215 South 9th Street
Mpls. MN. 55404
DATA(612)375-9515


"That's not a bug.. It's a feature.."


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 2


TABLE OF CONTENTS

PAGE
1.0 INTRODUCTION
1.1 The Game . . . . . . . . . . . . . . . . . . . . . . . 5
1.2 Non Player Characters . . . . . . . . . . . . . . . . 6
1.3 Player Characters . . . . . . . . . . . . . . . . . . 7

2.0 CREATING THE PLAYER CHARACTER
2.1 Rolling a new Character . . . . . . . . . . . . . . . 8
2.2 Restarting and Suicide . . . . . . . . . . . . . . . . 8
2.3 Logging on the System . . . . . . . . . . . . . . . . 8

3.0 THE CAMPAIGN
3.1 Combat . . . . . . . . . . . . . . . . . . . . . . . . 9
3.1.1 Encounters . . . . . . . . . . . . . . . . . . 9
3.1.2 Attacking . . . . . . . . . . . . . . . . . . . 9
3.1.3 Dying . . . . . . . . . . . . . . . . . . . . . 10
3.2 Spells . . . . . . . . . . . . . . . . . . . . . . . . 10
3.2.1 Casting . . . . . . . . . . . . . . . . . . . . 10
3.2.2 Scrolls . . . . . . . . . . . . . . . . . . . . 13
3.2.3 Magic Items . . . . . . . . . . . . . . . . . . 14
3.3 Treasure . . . . . . . . . . . . . . . . . . . . . . . 15
3.3.1 Weapons, Shields, And Armor . . . . . . . . . . 15
3.3.2 Potions, Coins, And Containers . . . . . . . . 16
3.3.3 Special Objects . . . . . . . . . . . . . . . . 17

4.0 SUMMARY OF COMMANDS
4.1 Alignment . . . . . . . . . . . . . . . . . . . . . . 18
4.2 Appeal . . . . . . . . . . . . . . . . . . . . . . . . 18
4.3 Attack . . . . . . . . . . . . . . . . . . . . . . . . 18
4.4 Backstab . . . . . . . . . . . . . . . . . . . . . . . 18
4.5 Bank . . . . . . . . . . . . . . . . . . . . . . . . . 19
4.6 Beguile . . . . . . . . . . . . . . . . . . . . . . . 20
4.7 Break . . . . . . . . . . . . . . . . . . . . . . . . 20
4.8 Bribe . . . . . . . . . . . . . . . . . . . . . . . . 21
4.9 Brief . . . . . . . . . . . . . . . . . . . . . . . . 21
4.10 Buy . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.11 Bye . . . . . . . . . . . . . . . . . . . . . . . . . 21
4.12 Casino . . . . . . . . . . . . . . . . . . . . . . . 22
4.13 Cast . . . . . . . . . . . . . . . . . . . . . . . . 23
4.14 Catalog . . . . . . . . . . . . . . . . . . . . . . . 23
4.15 Charge . . . . . . . . . . . . . . . . . . . . . . . 23
4.16 Charm . . . . . . . . . . . . . . . . . . . . . . . . 23
4.17 Chat . . . . . . . . . . . . . . . . . . . . . . . . 23
4.18 Circle . . . . . . . . . . . . . . . . . . . . . . . 24
4.19 Climb . . . . . . . . . . . . . . . . . . . . . . . . 24
4.20 Clock . . . . . . . . . . . . . . . . . . . . . . . . 24
4.21 Close . . . . . . . . . . . . . . . . . . . . . . . . 24
4.22 Counter . . . . . . . . . . . . . . . . . . . . . . . 24
4.23 Date . . . . . . . . . . . . . . . . . . . . . . . . 25
4.24 Dayfile . . . . . . . . . . . . . . . . . . . . . . . 25
4.25 Dismount . . . . . . . . . . . . . . . . . . . . . . 25
4.26 Down . . . . . . . . . . . . . . . . . . . . . . . . 25
4.27 Draw . . . . . . . . . . . . . . . . . . . . . . . . 25


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 3


TABLE OF CONTENTS (cont.)

PAGE
4.0 SUMMARY OF COMMANDS (cont.)
4.28 Drink . . . . . . . . . . . . . . . . . . . . . . . . 26
4.29 Drop . . . . . . . . . . . . . . . . . . . . . . . . 26
4.30 East . . . . . . . . . . . . . . . . . . . . . . . . 26
4.31 Echo . . . . . . . . . . . . . . . . . . . . . . . . 26
4.32 End . . . . . . . . . . . . . . . . . . . . . . . . . 26
4.33 Enter . . . . . . . . . . . . . . . . . . . . . . . . 27
4.34 Examine . . . . . . . . . . . . . . . . . . . . . . . 27
4.35 Exit . . . . . . . . . . . . . . . . . . . . . . . . 27
4.36 Experience . . . . . . . . . . . . . . . . . . . . . 27
4.37 Feint . . . . . . . . . . . . . . . . . . . . . . . . 28
4.38 Fire . . . . . . . . . . . . . . . . . . . . . . . . 28
4.39 Fix . . . . . . . . . . . . . . . . . . . . . . . . . 28
4.40 Get . . . . . . . . . . . . . . . . . . . . . . . . . 28
4.41 Go . . . . . . . . . . . . . . . . . . . . . . . . . 29
4.42 Guard . . . . . . . . . . . . . . . . . . . . . . . . 29
4.43 Health . . . . . . . . . . . . . . . . . . . . . . . 29
4.44 Help . . . . . . . . . . . . . . . . . . . . . . . . 29
4.45 Hide . . . . . . . . . . . . . . . . . . . . . . . . 29
4.46 Hit . . . . . . . . . . . . . . . . . . . . . . . . . 30
4.47 Hold . . . . . . . . . . . . . . . . . . . . . . . . 30
4.48 Identify . . . . . . . . . . . . . . . . . . . . . . 30
4.49 Information . . . . . . . . . . . . . . . . . . . . . 30
4.50 Inventory . . . . . . . . . . . . . . . . . . . . . . 31
4.51 Kill . . . . . . . . . . . . . . . . . . . . . . . . 31
4.52 Leave . . . . . . . . . . . . . . . . . . . . . . . . 31
4.53 Linefeed . . . . . . . . . . . . . . . . . . . . . . 31
4.54 List . . . . . . . . . . . . . . . . . . . . . . . . 32
4.55 Load . . . . . . . . . . . . . . . . . . . . . . . . 32
4.56 Lock . . . . . . . . . . . . . . . . . . . . . . . . 32
4.57 Login . . . . . . . . . . . . . . . . . . . . . . . . 32
4.58 Look . . . . . . . . . . . . . . . . . . . . . . . . 33
4.59 Mail . . . . . . . . . . . . . . . . . . . . . . . . 33
4.60 Mount . . . . . . . . . . . . . . . . . . . . . . . . 34
4.61 North . . . . . . . . . . . . . . . . . . . . . . . . 34
4.62 Northeast . . . . . . . . . . . . . . . . . . . . . . 34
4.63 Northwest . . . . . . . . . . . . . . . . . . . . . . 34
4.64 Offer . . . . . . . . . . . . . . . . . . . . . . . . 34
4.65 Open . . . . . . . . . . . . . . . . . . . . . . . . 34
4.66 Out . . . . . . . . . . . . . . . . . . . . . . . . . 35
4.67 Panic . . . . . . . . . . . . . . . . . . . . . . . . 35
4.68 Parley . . . . . . . . . . . . . . . . . . . . . . . 35
4.69 Parry . . . . . . . . . . . . . . . . . . . . . . . . 35
4.70 Password . . . . . . . . . . . . . . . . . . . . . . 36
4.71 Pawn . . . . . . . . . . . . . . . . . . . . . . . . 36
4.72 Picklock . . . . . . . . . . . . . . . . . . . . . . 36
4.73 Psionic . . . . . . . . . . . . . . . . . . . . . . . 37
4.74 Put . . . . . . . . . . . . . . . . . . . . . . . . . 37
4.75 Quit . . . . . . . . . . . . . . . . . . . . . . . . 37
4.76 Read . . . . . . . . . . . . . . . . . . . . . . . . 38
4.77 Recharge . . . . . . . . . . . . . . . . . . . . . . 38
4.78 Relogin . . . . . . . . . . . . . . . . . . . . . . . 38


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 4


TABLE OF CONTENTS (cont.)

PAGE
4.0 SUMMARY OF COMMANDS (cont.)
4.79 Repair . . . . . . . . . . . . . . . . . . . . . . . 38
4.80 Return . . . . . . . . . . . . . . . . . . . . . . . 39
4.81 Ride . . . . . . . . . . . . . . . . . . . . . . . . 39
4.82 Run . . . . . . . . . . . . . . . . . . . . . . . . . 39
4.83 Save . . . . . . . . . . . . . . . . . . . . . . . . 39
4.84 Say . . . . . . . . . . . . . . . . . . . . . . . . . 39
4.85 Search . . . . . . . . . . . . . . . . . . . . . . . 40
4.86 Sell . . . . . . . . . . . . . . . . . . . . . . . . 40
4.87 Send . . . . . . . . . . . . . . . . . . . . . . . . 40
4.88 Shield . . . . . . . . . . . . . . . . . . . . . . . 40
4.89 Smash . . . . . . . . . . . . . . . . . . . . . . . . 40
4.90 South . . . . . . . . . . . . . . . . . . . . . . . . 40
4.91 Southeast . . . . . . . . . . . . . . . . . . . . . . 41
4.92 Southwest . . . . . . . . . . . . . . . . . . . . . . 41
4.93 Stop . . . . . . . . . . . . . . . . . . . . . . . . 41
4.94 Store . . . . . . . . . . . . . . . . . . . . . . . . 41
4.95 Strike . . . . . . . . . . . . . . . . . . . . . . . 41
4.96 Suicide . . . . . . . . . . . . . . . . . . . . . . . 41
4.97 Take . . . . . . . . . . . . . . . . . . . . . . . . 42
4.98 Talk . . . . . . . . . . . . . . . . . . . . . . . . 42
4.99 Thrust . . . . . . . . . . . . . . . . . . . . . . . 42
4.100 Time . . . . . . . . . . . . . . . . . . . . . . . . 42
4.101 Top . . . . . . . . . . . . . . . . . . . . . . . . . 42
4.102 Train . . . . . . . . . . . . . . . . . . . . . . . . 43
4.103 Turn . . . . . . . . . . . . . . . . . . . . . . . . 43
4.104 Unlock . . . . . . . . . . . . . . . . . . . . . . . 43
4.105 Up . . . . . . . . . . . . . . . . . . . . . . . . . 43
4.106 Use . . . . . . . . . . . . . . . . . . . . . . . . . 43
4.107 Users . . . . . . . . . . . . . . . . . . . . . . . . 44
4.108 Wear . . . . . . . . . . . . . . . . . . . . . . . . 44
4.109 West . . . . . . . . . . . . . . . . . . . . . . . . 44
4.110 Whisper . . . . . . . . . . . . . . . . . . . . . . . 44
4.111 Wield . . . . . . . . . . . . . . . . . . . . . . . . 44
4.112 Yell . . . . . . . . . . . . . . . . . . . . . . . . 44

5.0 DUNGEON MASTER COMMANDS
5.1 *EDIT . . . . . . . . . . . . . . . . . . . . . . . . 46
5.2 *STATUS . . . . . . . . . . . . . . . . . . . . . . . 46
5.3 *DISCARD . . . . . . . . . . . . . . . . . . . . . . . 46
5.4 *NM . . . . . . . . . . . . . . . . . . . . . . . . . 47
5.5 *CALL . . . . . . . . . . . . . . . . . . . . . . . . 47
5.6 *KILL . . . . . . . . . . . . . . . . . . . . . . . . 47
5.7 *TELEPORT . . . . . . . . . . . . . . . . . . . . . . 47
5.8 *INVISIBLE . . . . . . . . . . . . . . . . . . . . . . 47
5.9 *DROP . . . . . . . . . . . . . . . . . . . . . . . . 48
5.10 *LINK . . . . . . . . . . . . . . . . . . . . . . . . 48
5.11 *ABORT . . . . . . . . . . . . . . . . . . . . . . . . 48
5.12 *DEBUG . . . . . . . . . . . . . . . . . . . . . . . . 48
5.13 *CONFIG . . . . . . . . . . . . . . . . . . . . . . . 49
5.14 *BROADCAST . . . . . . . . . . . . . . . . . . . . . . 49
5.15 *NOID . . . . . . . . . . . . . . . . . . . . . . . . 49
5.16 *SHELL . . . . . . . . . . . . . . . . . . . . . . . . 49
5.17 *SYSED . . . . . . . . . . . . . . . . . . . . . . . . 49
5.18 Custom Equations . . . . . . . . . . . . . . . . . . . 50


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 5

1.0 INTRODUCTION
=================

1.1 The Game
-------------
A few brief words are necessary to insure that the reader has actually
obtained a game form which he or she desires. Of the two approaches to
hobby games today, one is best defined as the realism-simulation
school and the other as the game school. D&D is assuredly an adherent
of the latter school. It does not stress realism (in the author's
opinion on absurd effort at best considering the topic!). It does
little to attempt to simulate anything either. D&D is first and fore-
most a game for the fun and enjoyment of those who seek to use
imagination and creativity. This is not to say that where it does not
interfere with the flow of the game that the highest degree of realism
hasn't been attempted, but neither is a serious approach to play dis-
couraged. In all cases, however, the reader should understand that D&D
is designed to be an amusing and diverting pastime, something which
can fill a few hours or consume endless days, as the participants
desire, but in no case to be taken too seriously. For fun, excitement,
and captivating fantasy, D&D is unsurpassed. As a realistic simulation
of things from the realm of make-believe, or even as a reflection of
medieval or ancient warfare or culture or society, it can be deemed
only a dismal failure. Readers who seek the latter must search else-
where. Those who desire to create and populate imaginary worlds with
larger-than-life heroes and villians, who seek relaxation with a
fascinating game, and who generally believe games should be fun, not
work, will hopefully find this system to their taste.

"Of course the ultimate reason and justification is a playable and
interesting game, and how much rationalization can actually go into a
fantasy game?" (quote from an unknown DM)

The term "monster" is used throughout this work in two manners. Its
first, and most important, meaning is to designate any creature
encountered -- hostile or otherwise, human, humanoid, or beast. Until
the encountering party determines what they have come upon, it is a
monster. The secondary usage of the term is in the usual sense: a
horrible or wicked creature of some sort. Thus, a "monster" is
encountered during the course of a dungeon expedition, and it is
discovered to be an evil high priest, who just might turn out to be a
monster in the other sense as well. Note, however, that despite this
terminology, humans (and such kin as dwarves, elves, gnomes, half-
elves, and haflings) always use the matrix for humans when attacking,
even if such humans were encountered as "monsters" in the course of
an adventure.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 6

1.0 INTRODUCTION (cont.)
=================

1.2 Non Player Characters
--------------------------
The Non Player Characters are categorized into three major types, the
role type, the permanent type, and the non-permanent (normal monster).
The role characters include the Pawn Fence, the Master Wizard, and the
Weapons Master. Their activities in playing their roles are usually
recognized as shoppe owners. The Pawn Fence owns the Pawn Shoppe, the
Master Wizard owns or runs the Mages Guild, and the Weapons Master
owns the Weapons Shoppe. Treasure is sold to the Fence, and he pays
his evaluation of the price of the goods. He may decide to give
nothing if the item is broken or discharged. The Fence also keeps
track of the user bank accounts in his ledgers. Bank commands include
deposit, withdrawal, transfer, and account balance. Magic items are
recharged by the Master Wizard. He will decide the price of recharging
and if he will even recharge it at all (such as a Wand of Wishing,
which should not be recharged). The Master Wizard is also in charge of
training Magic Users (MUs) and the production of all magic items of
all sorts. Weapons and other low level items are purchased from the
Weapons Master who also decides the cost of the order. The Weapons
Master also repairs treasure such as swords and shields for a price.
Another type of NPC is the permanent monster. This type of monster is
found to inhabit the same room every time you enter. The permanent
monster can follow a player and will then become permanent to that
room. The capabilities of permanent monsters over normal monsters are
teleportation, talk responses, and other features. Normal monsters are
the type you will encounter most of the time.

1.3 Player Characters
----------------------
The Player Character (or user) is categorized into class, and level.
Classes of players are Fighter, Thief, Cleric, MU, Ranger, Paladin,
Druid, Lady, and Dungeon Master (DM). Each class has special abilities
and statistics. The DM is a special class which can be created from
the console during logon or by another DM in user edit. Suffice it to
say that the Player is the driving force in the game and the DM the
driver. How successful a campaign becomes is fully dependent on the
Player as well as the DM, because the Player has control of the actual
play of the game (DMs may notice this in their mail area if they have
been running this DND system for any length of time). Much creativity
is input from the Player in the form of suggesions and questions. The
DM must take hold of this input and redirect it in the form of new
monsters, additional rooms, and positive game playing. Roles of the
Player character can range anywhere from Evil Player and Guildmaster
to Mayor of a city and Citizens. Become aware that the user's role in
the game can be quite interactive once he is given the chance. DMs
should allow the campaign to be widely varied and as flexible as
possible.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 7

2.0 CREATING THE PLAYER CHARACTER
==================================

2.1 Rolling a new Character
----------------------------
When a new user logs on to the DnDBBS he/she will provided with infor-
mation contained in the PRELOG file immediately after the time/date
then prompted for Codename and Password. First he will be asked to hit
[ENTER] to roll his character, then to select his character class. The
classes are Fighter, Thief, Magic User, Cleric, Paladin, Ranger, Lady,
and Druid. Additionally, if the user is the Sysop logging on from the
console, he will see another class: Dungeon Master. Each class has its
own special statistic and abilities. The Fighter has higher Fatigue
than the other classes. The Thief can pick locks. The Magic User can
cast spells. The Cleric can turn undead. The Paladin, Ranger and Druid
have different statistics in Fatigue similiar to the Fighter. Each
class trains in a different area or room with the exception of the
Paladin and Druid, they train in the Fighter's area. Second, the user
will be asked to enter numbers for the statistics of his character.
Each number should range from 8 to 18 and the average of all numbers
must be 12 or less. If one number is not within range, or the average
above 12, the user will be forced to start from the beginning of the
statistic entering routine. The statistics are Strength, Intelligence,
Wisdom, Dexterity, Constitution, Piety, and Charisma. Each of these
stats are used in one way or another somewhere in the game to affect
some command. Of course, a Fighter would pick the highest Strength and
Dexterity and MUs would score high on Intelligence. Third, the user is
prompted for weapon proficiency from Blunt, Sharp, Pole, or Thrusting.
This is weapon type in which the player will gain 10% plus to hit.
When a monster is killed using that weapon type his proficiency
increases by 10% of the difference between the monster level and the
user level (or 5% if he was not using a weapon in his proficiency.)
Fourth, you are prompted for two alignment types from Good, Neutral,
Evil and Lawful, Neutral, Chaotic. The alignment of your character
determines your attack mode in the user fights. If you are aligned
overall good to neutral then your player will not attack an online
player when you are encountered. However if you are aligned good and
you kill another good player then your alignment will change to worst!
You can change your alignment back again if you accidentally kill an
player. Last, the user is displayed extra statistics including room
number, gold, experience, etc. You are finally prompted to begin the
adventure and displayed the WELCOME and NOTICE files. The player then
appears in the resurrection room (normally the Clerical Sanctuary),
and the game begins.

2.2 Restarting and Suicide
---------------------------
The user may decide to quit the game and return to the BBS from the
door, or to his computer by logging off. Use the QUIT command. Some-
times you may want to also continue with another character in the same
session. Then use RELOGIN. Alternatively, maybe your character has
suffered greatly and his piety is sub-normal, then you can have it
deleted. Type SUICIDE then your player is erased from the users file.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 8

2.0 CREATING THE PLAYER CHARACTER (cont.)
==================================

2.3 Logging on the System
--------------------------
In order to get a modem connection you must be familiar with modem
communications in general. This will not tutor you on this subject.
Connections can be made from 300 baud to 9600 baud. If the Sysop has
set configure for MNP Class 5 you can get better than 9600 baud. Once
you have gotten a carrier then login begins as normal. Your terminal
should be set for No Parity, 8 Data Bits, and 1 Stop Bit.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 9

3.0 THE CAMPAIGN
=================

3.1 Combat
-----------
Encounters

When a player enters a room one of many things may happen. First the
action file is checked for weapon breakage, shield or armor crumbling,
fumble, and hits for Fatigue or Vitality. Second, once a player has
entered the room successfully, he may be teleported or hit for Fatigue
or Vitality when he casts a certain spell, talks to a certain monster,
or encounters or attacks a certain monster number. Normally a monster
is encountered every 5 rounds (Action prompts), so a player would
hit [ENTER] until monsters appear and attack. Hitting [RETURN] is also
used for increasing statistics Fatigue, Vitality, and Magic Points.
Vitality is decreased instead if the player is poisoned. If the room
has a permanent monster class then the player will encounter that
particular monster immediately and will not have to wait. Monsters
such as the Pawn Fence, Master Wizard, and Weapons Master are
permanent in the sense that they occupy the first three records of the
monster file. They cannot be attacked by normal means, although magic
items will cause them damage. They regenerate hits.


Attacking

One of the objects to the DND adventure is the killing of monsters.
(The other goals, adventuring, exploring rooms, and discovering hidden
treasure, include combat itself, so that is the topic of concern).
Combat is normally attained by the actions of attacking by sword,
spells, and turning undead. Attacking by weapon and hand involve many
commands, including: attack (kill, hit, attack, and strike), parry,
feint, thrust, turn, circle, and charge. These commands are used in
conjunction with one another. For example, a player might hide when
entering a room, encounter various monsters, and circle each one to
cause them to be confused. Then he would attack one until the monster
is near death, then thrust the final damage to slay it. Or he may
fight two or three monsters simultaneously (if his level and fatigue
are high enough to absorb the damage to his character) using feint
and parry for less return damage. During this period of attack and
return attack, the monster(s) can inflict damage on a player
character's Fatigue and Vitality, the former being decreased until
it reaches zero, then the Vitality decreased until zero (and player's
death).


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 10

3.0 THE CAMPAIGN (cont.)
=================

3.1 Combat (cont.)
-----------
Attacking (cont.)

The player may decide to leave the room if his position is not good
health-wise and cast cures or use cure devices or he might cast these
spells during combat because the monster's hits will remain lower for
further combat. Also during combat a player will be taking treasure
found on the monsters, dropping broken weapons and discharged magic
items, loading and firing missile weapons, and examining weapons and
and monsters for remaining charges and hits. During combat monster may
drain levels from a player (very dangerous), poison or cast spells on
the player character.

Dying

Death is not a pretty sight anyone will tell you. Will my soul go to
heaven daddy? Well, in DND you can die a hundred times and not suffer
a single scratch! Monster are slain at your hands and your player is
instantly resurrected when you die. Think of it as a sense of being
immortal and you will understand the excitement of role-playing games
in the age of axe-murders, mass genocide, and world wars. When your
player character dies, he will always be resurrected by the high
priests in the clerical sanctuary. Whether or not you remain in the
game for this to happen depends on your constitution and piety
statistics. Normally your player will only suffer the decrease of one
level of expertise. Conversely, if your player has low piety or con-
stitution, then you will be reduced in levels by half. In any case
your constitution and one random statistic are lowered by one point
point and your Fatigue, Vitality, and Magic Points zeroed. You also
lose all gold and inventory. The high priest will mercifully give you
some gold, and if you are lucky enough, your treasure will still be in
the room you died in. When a monster dies, it is removed from the
combat room, it's treasure falls to the ground, and you gain the
experience it had. Note that if the room is full of treasure then the
monster's treasure rolls away, this is also true for your player's
treasure when it dies. Once you have killed enough monsters to train,
your experience will become zero, and you can increase one level at
your designated training area. Monsters which flee at the hands of
hits more than 75% of the monster's points give only half experience.

3.2 Spells
-----------
Casting

All magic and cleric spells are similiar in that the word sounds, when
combined into whatever patterns are applicable, are charged with
energy from the Positive or Negative Material Plane. When uttered,
these sounds cause the release of this energy, which in turn triggers
a set reaction. The release of the energy contained in these words is
what causes the spell to be forgotten or the writing to dissappear
from the surface upon which it is written.


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3.0 THE CAMPAIGN (cont.)
=================

3.2 Spells (cont.)
-----------
Casting (cont.)

The triggering action draws power from some plane of the multiverse.
Whether the spell is an abjuration, conjuration, alteration,
enchantment, or whatever, there is a flow of energy -- first from the
spell caster, then from some plane to the area magicked or enspelled
by the caster. The energy flow is not from the caster per se, it is
from the utterance of the sounds, each of which is charged with energy
which is loosed when the proper formula and/or ritual is completed
with their utterance. This power then taps the desired plane (whether
or not the caster has any idea of what or where it is) to cause the
spell to function. It's much like plugging in a heater; the electrical
outlet does not hold all of the electrical energy to cause the heater
to function, but the wires leading from it, ultimately to the power
station, bring the electricity to the desired location.

The most powerful player in the DND game, aside from the Fighter, is
the Magic User. Although all the other character classes can cast
cure spells (Vigor, Heal, Enchant, and Curepoison), the MU has many
more spell types at his disposal. First, the basic spells for cure are
Vigor to increase Fatigue, Heal to increase Vitality, Enchant to
restore Magic Points, and Curepoison for poisoning. Each of these
spells restores partial points to statistics. The additional spells
available to the MU are Bless, Befuddle, Teleport, Wish, Passdoor,
Turn, Conjure, Poison, and Drain. The other character classes can also
cast the offense spell as discharged from a magic item.

When a Magic User casts a spell it must have a target. There are three
types of targets -- monsters, the player, and a magic item. The player
is assumed to be the target if none is specified after the cast
command. The three types of commands then are: "CAST", "CAST MONSTER",
and "CAST ITEM". The MU is immediately prompted for the spell chant
after the cast command is issued and the spell file is searched for
the matching spell chant, and if not found, the MU sees displayed the
message "You mispronounced the spell chant!". The only spells which
can be cast on the player itself are cures and bless (to increase
piety). Any offense spell can be cast onto a monster and only enchant
can be cast on a magic item. Casting onto magic items can only be
accomplished by MUs, level 10 players, and DMs. This special method
of spell casting is used to recharge a magic item. Maybe you have a
fireball wand that is discharged so you cast an enchant spell onto it
and it then becomes usable once again.


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3.0 THE CAMPAIGN (cont.)
=================

3.2 Spells (cont.)
-----------
Casting (cont.)

The other spells are special purpose, some being classified as combat,
and the others are useful only in certain circumstances. Teleport is,
of course, used to move the player to another room. Conjure can be a
dangerous spell. It calls up a monster from the class of the level of
the player. Passdoor is extremely handy, it unlocks any door in the
room of the MU (he hears a 'click' afer it is cast). Wish is the most
interesting of all, it allows the player to call upon the Ghods them-
selves for a request of some treasure. If there are more than one of
that particular treasure name (i.e. a sword) place the pound sign (#)
and the number of the treasure after the name, for example A SWORD#3.
The rest are combat spells. Turn, Befuddle, Poison and Drain all have
special purposes. The Turn spell destroys undead like zombies. Undead
are those monsters who can drain levels. When you cast the Befuddle
spell and it works, the monster it is cast upon becomes inactive as if
you had circled it. The Poison spell drains monster hits for up to
five rounds according to the player's level. The Drain spell decreases
the monster one level, it then attacks at that lower level, or dies if
it becomes level zero.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 13

Scrolls

Scrolls store energy in the form of a spell chant inscribed with magic
hieroglyphics on the parchment. In order for a player to read this
writing he must read the scroll with the examine command. When scrolls
are examined their spell chant is dislayed and they disintegrate.
The process of adventuring for scrolls to discover the spells chants
encourages the game play and is suggested instead of giving out the
spell chants. Once a player knows what a certain scroll does, for
example a black scroll, he also knows the spell chant and can use the
scroll instead of examine it. Scrolls can be used in three different
forms: "USE SCROLL", "USE SCROLL MONSTER", and "USE SCROLL ITEM". Each
time a scroll is used your player's magic points are decreased by the
level of the spell. If the target is not specified then it is assumed
the player is the target and the spell is cure, bless, or teleport.
If the target is a monster then the scroll must be an offense spell.
The spell level is then used as a bonus multiplier in the combat
equations. In all of the above cases the scroll always disintegrates.
Scrolls can be used to recharge other magic items if the scroll is an
enchant scroll, for example, "USE SCROLL WAND" where the wand is a
discharged fireball device.


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3.0 THE CAMPAIGN (cont.)
=================

3.2 Spells (cont.)
-----------
Magic Items

Storage of many spells of one type is done through the creation of
magic items such as A Staff of Disintegration, A Wand of Wishing,
Some Black Gems, etc. The number of times a magic item can be used is
the number of charges it contains. When you examine a magic item you
will see displayed its number of charges, spell level (or plus), and
its spell name (also included are weight, value, and others). Your
player can use magic items in three forms (like scrolls), they are:
"USE ITEM", "USE ITEM MONSTER", and "USE ITEM ITEM". The player is
assumed to be the target if none is specified. The spells which can be
discharged onto a player are Cures, Bless, and Teleport. Using a magic
item on a monster discharges that spell in combat. Each time it is
used it decreases one charge until there are zero charges. Then an
enchant spell must be cast onto the item or the Master Wizard must
recharge it. Some monsters can only be attacked with magic and if your
player is not a Magic User he must then use a magic item. You can use
a magic item to recharge a magic item. The first must have enchant
charges and the second one must be discharged.

A few notes on the examine command. In case your player has more than
one of the same item and he needs to specify the second or third one
he would place the pound sign # with the number of the item after it,
for example "USE ITEM#2 MONSTER". He can also specify which monster
(if more than one of the same name are in the room), for example
"USE ITEM#3 MONSTER#4". Counting of items in this manner starts with
the ground then your inventory. There could be two swords on the
ground which you have dropped because they were broken and you have
three more swords in your inventory you are carrying. If you type
"EXAMINE SWORD" you will see displayed the statistics of the sword on
the ground. So to display your first sword you are carrying you would
type "EXAMINE SWORD#3" (one more than the number on the ground). If
If you are holding some object which has first letters similiar to a
monster name (a battle-axe and a bat, you specify "EXAMINE BAT") note
that the monster array is checked first before the ground, then your
inventory. So there could be two bats in the room, three broken
battle-axes, and you want to examine your fifth battle-axe you are
holding. You would type "EXAMINE BA#10".


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3.0 THE CAMPAIGN (cont.)
=================

3.3 Treasure
-------------
Weapons, Shields, And Armor

The majority of the monster's attack will be absorbed by your armor
and shield. Your weapon will do the most damage on the monster with
the exception of using magic. Beginning players can buy starting
weapons and armor at the Weapons Shoppe. The Weapons Master forges and
sells these and other starting items such as vigor potions and cure-
poison scrolls. Most treasure is found on dead monsters and increase
in power and level as the monster's level increase. Your weapon must
have positive strikes (you can find out the number of strikes
remaining in a weapon with the identify command) and be in your
inventory for you to use it. The command for using a weapon is HOLD or
WIELD. Each time your weapon successfully hits a monster it will
decrease its strikes by one until they are zero, then the weapon
breaks in half and falls to the ground. Weapon plus is directly added
to your Strength (seen as a "(+xx)" in the information and health
commands) and figures into the combat equation. Armor and shields are
used with the WEAR and HOLD commands. They also have strikes which are
decreased with each monster attack on your character. If your player's
dexterity is low the more chance you will fumble your weapon and
shield leading to lost game play momentum and extra monster hits. When
a weapon, armor, or shield breaks or crumbles, they can be restored to
full power with the FIX command if they are +10 or below, otherwise
the Weapons Master must repair them.


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3.0 THE CAMPAIGN (cont.)
=================

3.3 Treasure (cont.)
-------------
Potions, Coins, And Containers

More treasure worth noting, and more frequently found, are coins and
potions. Potions being by far the more important of the two. The Drink
command enables your player character to quaff a potion. This normally
results in vigor, heal, enchant, or curepoison. The potion is then
discharged and may be recharged or discarded. Dropping treasure in the
room which is used up allows you to pick up more (because the
inventory limit is 20 objects) and changes your weight (your player
can only carry 10 times your Strength in pounds). When your player
leaves the room by any means (teleportation, death, or moving in a
direction) all treasure is erased! The only exceptions are containers
and riding devices. Most monsters carry some booty of coins for their
own expenses. They are usually plundered from the Dungeon or Castle
other wasteland and not worth much. Your player can carry any amount
of gold but taking coins checks your weight and encumbrance first
before adding to your gold. Coins successfully picked up then become
part of your gold not your inventory.

If your player is lucky enough to find a container such as A Magic Bag
of Holding or A Treasure Chest you will be able to carry more.
Containers themselves weigh something in pounds but the treasure they
contain does not increase your weight or number of inventory. The only
limit to the number of objects you can carry when you have a container
is the container limit itself (usually about 10 - 50). Containers have
the additional features of being able to be locked with or without a
key. If a container is locked with a key you must have the matching
key number. Then when you unlock it the system will search your
inventory for you to find the matching key. You can find the key
number of a container by examining it. Containers cannot be smashed
open. You cannot sell the actual container to the Fence but you can
sell the contents. The Fence will add up the value of the entire
contents and offer you a price. If the container is locked then the
Fence will fumble and swear a bit before informing you that he can't
open the thing.

The command form for taking objects out of container and dropping them
in are the same form as the GET and TAKE command with the additional
parameter of the container name. For example, GET SWORD#5 BARREL, or
DROP GEM BARREL. Dropping a container into itself results with the
container completely disappearring! (DROP BAG BAG) Not recommended.
Containers can contain other containers, for example, DROP BAG BOX,
then DROP BOX BARREL, etc.


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3.0 THE CAMPAIGN (cont.)
=================

3.3 Treasure (cont.)
-------------
Special Objects

Among the many features of DnDBBS are included the following special
purpose treasure items: Loadable Devices, Vehicles, and Rings. Devices
which can be loaded and fired come under the category of missile or
projectiles. For example, a cross bow and bolts, a sling and stones,
a shotgun and shells, or anything practical to the adventure. Once you
have a device (take shotguns for example) you can examine it and find
that the description includes "It is loaded." or not loaded as the
case may be. You must locate the correct ammunition (described in the
examine command as being such) and load the device with the LOAD
command. Once the device is loaded it can be discharged with the FIRE
command. For example, LOAD SHOTGUN, then FIRE SHOTGUN ELF. Devices can
be loaded any number of times with no upper limit. The device can do
three things: hit the monster, discharge harmlessly, or blow up in
your face and you take damage. Your inventory is checked by the system
for the proper ammunition.

Vehicles could encompass any thing used for travel: Horses, Wagons,
Carts, Bulls, etc. Vehicles (take a Horse for example) have hits like
any NPC and can absorb that number of hits until they reach zero. Then
the Horse is 'damaged' and cannot be mounted. Casting a vigor spell on
the Horse cures it and restores the hits. The Mount command causes
your player character to be able to ride the Horse. Then he can Ride
in any direction with the Ride command. For example, MOUNT HORSE, then
RIDE WEST. Your Horse also enter portals with you such as stairs and
ladders. Dismounting happens when you go in a direction without the
Ride command. Horses become permanent to the room they rode into.

There are three ring types to protect you from certain monster attack:
antipoison, antidrain, and antispell. The ring will absorb the number
of hits equal to the monster level. The antidrain ring being the most
useful for attacks by the undead who can drain your character by a
complete level each random round. The antispell ring only protects
against generic offense spells such as fireball or lightning and the
antipoison ring only protects against the poison spell.


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4.0 COMMANDS
=============

4.1 Alignment
--------------
Your character's alignment is made up of two types combining into the
overall classfication of your player. Alignment is currently used in
determine your reaction in the online user fights (when your player is
encountered by another user). The first type is Good, Neutral, and
Evil and the second type Lawful, Neutral, and Chaotic. When you first
logon and roll your character you can choose these types of alignment.
In the user fights, when you encounter another user, he may or may not
attack you depending on similiarity of both your alignments. You can
find out his alignment by looking at him with the identify command. It
will display if he is helpful or dangerous. If you kill a player who
had similiar alignment then your own alignment will change to worst.
With the Alignment command you can re-enter your alignment preferences
again! You will be prompted for the two alignment types.

4.2 Appeal
-----------
Appealing to the Ghods themselves to take action on your behalf is
known as divine intervention, assuming the Ghods respond. The percent
chance that the Ghods recognize your plight is slim indeed. Normally
your player character must be in dire straits to cause any attention
at all to come to your aid. One instance in which the Ghods will
intervene is a near death state of your player, i.e. your statistics
while fighting in combat have fallen to 15% or less of full power. In
this case the Ghods may step in and teleport you to the Clerical
Sanctuary resurrection room where you can start adventuring more. Note
however that the Ghods will not under any circumstances change or
increase your statistics, they will only transport you. The only other
instance when the Ghods will intervene is when the room description
allows no exits (directions or portals). Then they see your plight as
befallen like a bug in the system which needs clearing up. Of course
the system can't have stranded characters now, can we?

4.3 Attack
-----------
The Attack command causes your player character to begin combat. If he
was previously hiding in the shadows he will no longer be hidden and
all monsters with first strike capabilities will attack him. Monsters
normally attack on sight, however, some do not have first strike set.
If your player's piety is subnormal all monsters will attack on sight.
When first entering a room it is good practice to hide then circle all
monsters as you encounter them. This way you won't have a mass attack
when you begin your first strike.
(See also HIT, STRIKE, KILL)

4.4 Backstab
-------------
One way of causing double damage every time on a monster is during the
time you are hidden after entering a room. The Backstab command allows
you to catch a monster unawares and Attack from your hiding place.
This does more damage than Attack or Thrust but about the same as
Charge. It is the equivalent of CIRCLE MONSTER, CHARGE MONSTER.


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4.0 COMMANDS (cont.)
=============

4.5 Bank
---------
In his spare time The Fence is responsible for the keeping of the
town's ledgers and the Banking facilities. Access to the Bank command
is done through the Fence. You must be in the Pawn Shoppe to use the
Bank. The Bank commands are: Deposit, Withdraw, Balance, Transfer,
and Quit. When you first enter the Bank, the Fence prompts you: "Now
what do ya want?". Type "?" for help or "Q" to quit.

Type "B" to show your account balance. The Fence will fumble with his
ledgers and display the amount you have on hand and the amount in the
Bank. Deposits gain 6% interest compunded daily.

Type "D" to deposit gold into your account. The Fence will prompt you
for the amount: "How much(0-xxx)?". You can then enter the amount to
deposit. If you have no gold to deposit the Fence will respond with
"You have no Gold to deposit!". If you enter an amount that is more
than you are carrying the Fence will respond with "You don't have that
much Gold!". After a successful transaction the message "You hand him
the Gold.." is displayed.

Type "W" to withdraw Gold from your account. The Fence will state:
"You have nothing to withdraw!" if your account is zero. Otherwise the
Fence will prompt you for the amount "How much(0-xxx)?". Attempting to
withdraw more Gold than you have in the account causes the Fence to
to say "You don't have that much Gold!". A successful withdrawal dis-
plays the message "The Fence hands you the Gold.."

Type "T" to transfer Gold to another user. If you try to transfer from
a zero account the Fence will say "You have nothing in your account to
transfer!". If you have Gold in your account the Fence will prompt:
"Transfer to what person?" and you would enter the user's codename.
The codename must be on file or else the Fence will tell you "There's
none in my ledgers with that name!". A successful transfer is
indicated when the Fence fumbles with his ledgers and says "xxx
transfered to his acount.."

Type "R" to rob the bank. Be forewarned that the Fence can catch you!
If he does, you may be hit for fatigue, vitality, or worse you may be
killed! If you do sneak by the Fence then you can rob a few Gold..

DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 20

4.0 COMMANDS (cont.)
=============


4.6 Beguile
------------
This command is designed for the Lady character class. When the user
types beguille the monster last attacked will be diverted from its
path of destruction causing it to flee from the room. The Lady then
gets half the experience from the monster. The Lady must first have
already attacked the monster by other means in order to beguile it.
(See also CHARM)

4.7 Break
----------
There is more than one way to open up a door, gate, portal, or what-
ever. The Break command uses brute force to get through a portal.
(Portal is a generic term for an object to enter). You will find that
in order to enter some portals they must be unlocked first. Some may
even have to be broken into. Break through a locked portal with the
command BREAK PORTAL. Following is a chart of what of commands can be
used to open, unlock, and break what portals. 'Y' in the chart stands
for Yes and 'N' for No. Note: if a portal is already unlocked it can
be opened and closed so the chart would indicate Y for all open/close.
Notice also that a portal with a key is indicated Y for lock/unlock
assuming the user has the matching key.
(See also SMASH)

C O M M A N D

| Open/ | Lock/ | Break/ | Picklock/ |
| Close | Unlock | Smash | Passdoor |
-------------------------------------------------
P Normal | Y | N | N | N |
-------------------------------------------------
O Locked | Y | Y | Y | Y |
-------------------------------------------------
R Invisible | Y | N | N | N |
-------------------------------------------------
T Hidden | Y | N | N | N |
-------------------------------------------------
A Invisible+| | | | |
Locked | Y | Y | Y | Y |
L -------------------------------------------------
Hidden+ | | | | |
Locked | Y | Y | N | Y |
T -------------------------------------------------
Normal+ | | | | |
Y Key# | Y | Y | Y | Y |
-------------------------------------------------
P Invisible+| | | | |
Key# | Y | Y | N | Y |
E -------------------------------------------------
Hidden+ | | | | Picklock N|
Key# | Y | Y | N | Passdoor Y|
-------------------------------------------------


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4.0 COMMANDS (cont.)
=============

4.8 Bribe
----------
Often you may encounter so many monsters at one time that you would
like some to leave. Mass monster attacks can be hazardous to your
player's health. Or maybe you have encountered some monsters which
has been configured to jail attacker. In either case the Bribe command
will do just fine. Offer the monster some gold or some armor. If the
offer is good enough for the level of the monster he will take it and
leave. For example, you encounter a maiden and you know if you attack
her you will be thrown in jail so instead you type BRIBE MAIDEN 1000
and she takes your offer and leaves the room!
(See also OFFER)

4.9 Brief
----------
The DnDBBS is verbose in most prompts and displays. Advanced users may
want to shorten the output. Typing BRIEF will display one line room
description and change the Action? prompt to Do?. With the brief mode
toggled ON your player will spend more time typing than watching the
screen. Be warned however that the long room description may sometimes
contain information about a room which is not in the short description
which means you may pass through a room with hidden objects.

4.10 Buy
---------
Beginning players will need to purchase basic equipment such as swords
and shields. Other players might need a quick curepoison potion for
their character. The Weapons Master stocks these items in his Shoppe.
You must be in the Weapons Shoppe to use the Buy command. The form of
the Buy command is BUY # (the word BUY followed with the number of the
item in the list). If you have enough Gold to afford the item then
your inventory will automatically be adjusted with the new item, your
Gold decreased, and the message "Ok" will be displayed. Type LIST
while in the Weapons Shoppe to get a list of items for sale.

4.11 Bye
---------
When you are finished with your Adventure session it is best to use
the logoff commands instead of hanging up suddenly. Strange things can
happen to characters who hang up without warning. For example, your
player is in combat and you are about to die, you see the message
"You have just died!" and you quickly hang up thinking you can escape
the death sentence and the system won't be quick enough to update the
file. Instead the file is updated and your inventory isn't in the room
you died in! You lost all your treasure.
(See also QUIT, STOP, END)


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 22

4.0 COMMANDS (cont.)
=============

4.12 Casino
------------
There is another role NPC called the Game Master. He resides in the
Cathouse (also known as Whorehouse) and is in charge of the Casino.
The Casino Games are Craps, Slots, Poison Bottles, and Russian
Roulette. Enter the Cathouse and type Casino to play these games.
The Game Master will inform you of your Gold on hand and the prompt
"Casino>" will be displayed. If you have no Gold on hand the Game
Master will tell you that you have no account with him. Type "?" for
help or "Q" to quit.

Type "S" to play the slots. You will be prompted to place your bet
from 1 to 10,000 Gold. If you enter more than you have on hand the
Game Master will tell you that you do not have that kind of Gold. The
slot machine has three wheels with seven types of monster per wheel.
They are Ghost, Ghoul, Ghast, Devil, Demon, Satan, and Death. If Death
appears on any wheel the bet is lost instantly. The payoff is:

Two of a Kind / Payoff Three of a Kind / Payoff
Ghost 2 - 1 Ghost 10 - 1
Ghast 3 - 1 Ghast 15 - 1
Ghoul 5 - 1 Ghoul 20 - 1
Devil 7 - 1 Devil 50 - 1
Demon 9 - 1 Demon 75 - 1
Satan 10 - 1 Satan 100 - 1

Type "C" to shoot craps. You can bet 1 to 5000 Gold. Craps is played
as follows. You shoot two dice. If the first roll is 2, 3, or 12 then
you lose instantly. If the first roll is 7 or 11 you win your wager.
Otherwise the first roll is your 'point' and you must re-roll until
you get your point again, then you win your wager times the number of
rolls. If, during these rolls, you roll a 7 then you lose.

Type "P" to bet against the poison bottles. You will bet which bottle
is not poison and drink it. If you drink a poison bottle then you die
and lose all your Gold! The farther from the poison bottle from the
one you drink which is not poison increases your win. For example, you
pick bottle 2 and number 4 was poison, that's 2 bottles difference.
However if you has picked bottle 7 that would be three bottles away
and you would win more.

Type "R" to play russian roulette. This game is the toughest of all. A
six chamber pistol is placed against your head and the chamber spun
each time before pulling the trigger. If you manage to survive ten
blanks you will win a large amount of Gold. You will see either a
'-click-' or '*bang*' meaning you survived or died that round. After
each round you will be prompted to continue or not.

Type "H" to play the hazard dice game. This game rolls three dice. You
can bet on doubles, triples, or hazard for the total of the three dice
if you dare. Betting on the totals can be very rewarding!


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4.0 COMMANDS (cont.)
=============

4.13 Cast
----------
Only Magic Users can use this command. The general forms are CAST,
CAST MONSTER, and CAST ITEM. Each spell has its own level, chant, and
type. There are offense spells, special purpose spells, and cure
spells. When you type Cast you are prompted "Chant?" for the spell
chant. It may be entered in upper or lower case and should match
the actual chant exactly or it will not work. See section 3.2.1 for
more details about the Cast command.

4.14 Catalog
-------------
This command displays the entire list of over 100 comands available to
the user. This list is displayed in column format, alphabetized from
the actual data statements used by the system. This way the user will
always see the most recent commands added.

4.15 Charge
------------
This is a combat command. Charging your opponent consists of a bodily
lunge forward with your weapon thrusting ahead of you. This action
does maximum damage to the monster. Charging leaves your character
prone to more hits from the return attack of the monster because you
become vulnerable from moving ahead instead of just standing while
thrusting and blocking. This form of combat is normally used to apply
the finishing touchs to the death of a monster. Sometimes high level
users can do this to first level monsters in their way (kills them in
one blow).

4.16 Charm
-----------
This command is for Ladies. It allows them to use their powers of
charisma to charm the current monster being attacked into inactivity.
You must first attack a monster to charm it. If your charisma is low
or the charm formula fails you then the monster will continue to
attack. Charmed monsters become inactive until attacked again.
(See also BEGUILE)

4.17 Chat
----------
The Sysop can initiate Chat Mode at any time during the game. The user
can also request to chat. Typing Chat beeps the console once a second
until either the user hits [SPACE] to quit or the Sysop hits [ESC] to
chat. The Chat Mode is used for speaking to the Sysop should some
emergency arise or if you just want to say HI. Always think of what
you plan to say in Chat Mode before starting. Don't just type Chat and
say "I dunno" or something foolish.


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4.0 COMMANDS (cont.)
=============

4.18 Circle
------------
This is a passive combat command. The most common use of this command
is while your character is in hiding and encountering monsters. You
should circle a few nastier monsters so they won't attack all at once.
On the other hand circling is also used while in combat with one or
more monsters. For example, you are fighting a bat and an ankhheg. You
then encounter a bandit but you dont want to have to handle all three
so you take the time to Circle the bandit. The chances are high that
circling will be successful, however the message 'Didn't work!' can
appear on occasion.

4.19 Climb
-----------
Climb is the equivalent of the Up command. Climbing is more like a
direction than it is entering a portal since there is no parameter to
the Climb command. The Climb command was installed to preserve
compatibility wih users who insist on using Zork-like sentences. For
example, some users will type MOVE ROCK when they see the word rock
in a room description. Remember that the objects in the room do not
always coincide with the words in the room description.

4.20 Clock
-----------
Date and time is displayed when you first log on to the system before
the prelog file and codename/password enter routine. This command will
display the current date/time and your time remaining. Your time
remaining is constantly monitored by the system. When you reach your
time limit the system saves your character to disk, displays the
logoff file, and disconnects the modem carrier. Then it recycles for
the next user.
(See also DATE, TIME)

4.21 Close
-----------
Both objects and treasure can be closed. There are certain conditions
to an object or treasure before it has the capability to be closed (or
opened). First it must be lockable and unlocked. For example a dungeon
door which, when you examine it, shows the word '[locked]' after its
description. It has the ability to be open or closed, but it is locked
at the time. Once it has been unlocked it can be closed like any other
object or treasure. Normally only portals can be opened or closed.
Containers can also be closed if they were created with a key. Beware
of locking a container if you do not have the key -- you will not be
able to unlock it! Some portals lock behind you after you have entered
them. This means other users will have to picklock it or smash it open
all over again.

4.22 Counter
-------------
Counter is short for Counterattack. To counterattack your opponent is
to sweep your weapon in a wide semi-circle in a thrusting action. This
increases your bonus to hit by one and additional hits according to
your dexterity. To use the counter command, type the monster name with
it. For example: COUNTER PEDIPALP


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4.0 COMMANDS (cont.)
=============

4.23 Date
----------
Date/time can be displayed with this command. You will also see your
time remaining on the system displayed. When you first logon to the
BBS your time limit in minutes is calculated. DMs have 60 minutes time
limit. First level users are granted 15 minutes and all others 30
minutes. There is also a daily call limit of 3 calls to allow more
users on the system.
(See also CLOCK, TIME)

4.24 Dayfile
-------------
The Dayfile command reads and displays the file DNDBBS.DAY. This file
contains the daily activity of users logging on and off of the system.
Lines of text recorded are "logged on", "logged off", "time limit
exceeded", and "dropped carrier". The date of the dayfile is checked
when the next user logs on, and deleted if older than on day.

4.25 Dismount
--------------
Once you are riding a vehicle there are two ways to dismount. The
standard way is to go in a direction without using the Ride command.
If you don't want to leave the room to dismount then type DISMOUNT and
you will no longer be riding the vehicle. Since your vehicle can take
hit points of damage you would automatically be dismounted if the
vehicle took enouch hits to disable it. Then the vehicle is 'damaged'
(displayed by the examine command) and cannot be mounted until it is
repaired with vigor.

4.26 Down
----------
One of the seven directions is Down. The directions from a room are
displayed with the room description. You will see the phrase "The
exits are down up" unless you are in brief mode then only the
directions are displayed. Rooms are usually linked from one direction
to each other. For example, you go north then south and you would
return to the first room. If you type a direction which does not exist
in the room you will see the message "You can't go in that direction!"

4.27 Draw
----------
In order to attack monsters with a weapon you must be holding it
first. Type DRAW WEAPON with the proper name of your weapon. The
weapon plus is added directly to your Strength. Taking an Information
will display '(+xx)' after your Strength indicating the plus to your
ability. Your weapon plus is then added in to the attack formula and
increases hits on monsters.
(See also WIELD, HOLD)


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4.0 COMMANDS (cont.)
=============

4.28 Drink
-----------
The only way to quaff a potion is with the Drink command. Potions can
contain cures like Vigor, Heal, Enchant, and Curepoison. Once you
drink a potion it becomes discharged (empty) and should either be
thrown away or recharged by the Master Wizard. MUs can also recharge
potions with an enchant device or spell.

4.29 Drop
----------
The Drop command removes some item or treasure from your player's
inventory to the ground. You would type DROP ITEM, for example, DROP
SWORD. This is usually done either to get rid of broken/discharged
treasure, or to make room for greater treaure to be picked up. If the
ground is full of objects then the item rolls away and disappears.
You can optionally drop an item into a container with the command
form DROP ITEM CONTAINER, for example, DROP SWORD BAG. The container
may either be in your inventory or on the ground.
(See also PUT)

4.30 East
----------
Travel commands allow your player character to enter new rooms (beside
the Go, Enter, and Exit commands). Typing EAST causes your player to
move to the room linked by the direction east. Sometimes monsters will
follow you into the new room. This is a fifty percent chance. They
will follow with their old hits remaining and complete statistics
unchanged. If the monster which is following is categorized permanent
then it will become permanent to the new room.

4.31 Echo
----------
This command turns off multinode messages from being repeated on the
users screen. For example, the user types 'say hi' then this message
is sent back to him. Echo off will display no message, but may inform
the user that 'Nobody else hears you.' if no one else is online.

4.32 End
---------
Finishing the game play with the end command (standard is command
Quit) ends the session and logs you off the system. Before you log off
the logoff file is displayed with whatever may have been placed in it.
Normally it is practical to put in advertisements about other BBSes
and a message 'Thanks for calling...' Your call limit is updated also.
The user has a limit of three calls per day per character.
(See also BYE, QUIT, STOP)

4.33 Enter
-----------
Some objects created by the DM serve as portals to other rooms as an
alternative to directions. For example, a door, a hidden door, a hut,
a black portal, etc. Portals can be locked, keyed, hidden, invisible,
or any number of attributes specified for a portal. Portals can lead
to a room right next to the beginning one, or a room across the land
or continent, however you have your adventure set up.
(See also GO)


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4.0 COMMANDS (cont.)
=============

4.34 Examine
-------------
Examining things in the BBS is one of the most important actions
besides adventuring and attacking monsters. The examine command will
display information about monsters, treasure, and objects. Monsters
should always be examined after encountering them in a new room so you
will not be killed by a mega-monster. Brief information is displayed
for monsters, objects, containers, or treasure. Complete information
is available with the identify command.
(See also LOOK)

4.35 Exit
----------
Exit is a direction equivalent to Out. If the room description has the
direction Out linked to another room you could type EXIT instead. If
the room you exit to has not been edited you will see the message
'Non-descrip room#xxx' and no directions. In this case you must pray
to the Ghods with the Appeal command to be teleported to the Clerical
Sanctuary resurrection room. You will then see the message 'Your right
there doesn't seem to be any way out!'.
(See also LEAVE, OUT)

4.36 Experience
----------------
Listing your experience is an information command (See also Health,
and Information). When you type this command your amount of Gold is
shown and the experience remaining to train for the next level. This
is an important figure because it indicates the amount of points
needed to subtract to zero before you can become the next level of
expertise (and a more powerful player!) Once it is zero you must
find your training area and type TRAIN.

4.37 Feint
-----------
No it doesn't mean "faint" like in fall to the ground. The Feint
command is a combat command. To feint is to thrust and then deflect at
the last moment putting the monster off guard. If the feint is
successful then the monster becomes inactive for a few rounds buying
you time to attack other monsters or cast a spell, or drink a potion,
etc. Of course, feinting allows the other monsters more hits during
the next round because you are not as well defended by the weapon.
Type FEINT MONSTER, for example, FEINT RAT.


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4.0 COMMANDS (cont.)
=============

4.38 Fire
----------
Devices like shotguns and crossbows must be loaded before they can be
fired. The level of the ammunition determines the bonus multiplier for
for hits on the monster. The command form is FIRE DEVICE MONSTER, for
example FIRE SHOTGUN GHOUL. First level monsters are usually no match
for these devices. Ammunition is sometimes scarce and can only be
found on other monsters, although the Weapons Master does sell these
items if your DM has him set up this way.

4.39 Fix
---------
If your weapon has been broken from heavy combat you can fix it with
this command. The form is FIX WEAPON. Only weapons plus 10 or less can
be fixed otherwise they must be repaired by the Weapons Master. There
is a chance that the weapon won't be fixed the first try. You may see
the message 'You didn't fix it!' if your statistics are too low. Then
try fixing it several times until it works. During this time you may
want to move to another room to avoid unnecessary attacks.

4.40 Get
---------
All treasure can be picked up from the ground with the following
restrictions and conditions: You have enough room in your inventory,
you are strong enough to carry the treasure, and nothing prevents you
from getting the treasure (like a monster). Objects, on the other
hand, are normally 'permanent' meaning only the DM can get them. Of
course, any object could be made non-permanent (imagine taking a
dungeon door then entering it while you held it!) Most non-permanent
objects are trivial things like books, or altar candles, etc. The
command form and specifications are: GET OBJECT, GET OBJECT#XX, and
GET OBJECT CONTAINER. Where XX is the number of the object or treasure
if there are more than one of the same in a room.
(See also TAKE)

4.41 Go
--------
Entering objects and portals are another way of moving from room to
room besides directions and teleportation. You actually have no real
way to know if an object can be a portal or not. Examining it will
show its description and attributes. For example, a ladder could be
just an object or it could be a portal. Some portals are trapped, some
are invisible and can be found with the Search command, some are
hidden and cannot be displayed with the Search command, some are
locked, some require keys, and on and on. The Out command normally
leads back to the original room the portal went to, for example, a hut
with one room inside, or a dungeon cell, etc.
(See also ENTER)


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4.0 COMMANDS (cont.)
=============

4.42 Guard
-----------
The guard command is a defensive attack command. To guard yourself is
to place your weapon in front of your body with your shield in the
other hand. You must be holding a shield for this to work. The guard
command has no monster name to it because guarding works for the
currently attacked monster -- you must have attacked a monster first.
Your guard will remain effective against all attack until you activate
another attack command.

4.43 Health
------------
The Health command is an information command (See also Experience and
Information). This is intended to be a short display of info that is
used while in combat to determine statistics. For example, you are in
combat and you type Health to find your remaining Fatigue and Vitality
in case they are low. The display shows the following:

You are a level two Human Fighter
Fat 15/15 Vit 5/7 Mag 6/6 Psi 4/4
Str 17 Int 14 Wis 10 Dex 10 Con 8 Pie 9 Cha 10
Weapons: Blunt 0% Pole 0% Sharp 10% Thrusting 0%

Fat is abreviated for Fatigue, Vit is Vitality, Mag is Magic, and Psi
is Psionics. Then weapons proficiencies (percent plus to hit with that
weapon. Then Strength, Intelligence, Wisdom, Dexterity, Constitution,
Piety, and Charisma.

4.44 Help
----------
Information can be obtained for every command in the DnDBBS. The file
containing these help files is DNDBBS.DOC. If a user types some
incorrect command or a command not in the system or forgets the para-
meter on a command, he will see the following message displayed:

I don't understand! Type HELP for help or CATALOG for a list of commands.

Typing HELP displays the menu from DNDBBS.DOC, and help can be listed
for each command. Help on a single command can be listed with the
command HELP replaced by the command needed.

4.45 Hide
----------
Monsters you encounter can and do attack on sight. The Hide command
should be used after first entering a room. You cannot hide once there
are monsters in the room. If you do try to hide then you will get the
message "You can't hide in front of something!" and the monsters will
attack you for that round. You can also hide an object in a room which
will become visible after searching. Use the form HIDE OBJECT or hide
an object in a container HIDE OBJECT CONTAINER.


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4.0 COMMANDS (cont.)
=============

4.46 Hit
---------
This is the equivalent of Attack. The attack formula used for hits on
monsters when you attack involves many factors including, your level,
your strength, your dexterity, your weapon plus, etc. Every attack
command, and spell casting also includes a bonus multiplier into which
some of the above are incremented by. If you are not holding a weapon
you will see the message "Punch!" before the hits are shown. Otherwise
three message could appear, "Double damage", "Triple damage", or
"Deathly damage". These are multipliers of 2, 3 or 4, respectively.
(See also ATTACK, STRIKE, KILL)

4.47 Hold
----------
This is the equivalent to the Draw command. Many things can happen to
the weapon you are holding. First, and most of all, you can and will
fumble it occasionally. The chance of fumbling your weapon is directly
proportional to your Dexterity. During the round that you fumble your
weapon (and/or shield) the monsters will attack. Second, your weapon
could break in half. Your weapon has a certain number of strikes which
are decremented for each successful hit. When they reach zero the
weapon is broken. In both cases above the weapon falls to the ground.
(See also DRAW, WIELD)

4.48 Identify
--------------
The command form for identify is IDENTIFY where object is
treasure, monster, container, or object. This command can only be used
by level 10 players or above. It gives detailed information on most
items like monster hits and experience, weight and value of treasure
and full status of any item.

4.49 Information
-----------------
Like the Health and Experience commands, this command displays info on
your character. This command displays your level, gold, inventory,
health, class and classname, and experience needed. One such output
might look like this:

Information: GANDALF
You are a level four Magic User
Str 16(+4) Int 18 Wis 17 Dex 13 Con 10 Pie 9 Cha 10
Fat 24/24(+6) Vit 20/20 Mag 35/35 Psi 9/9
Weapons: Blunt 5% Pole 0% Sharp 20% Thrusting 5%
You have 200 Gold.
You are carrying 6 lbs. of treasure:
A shortsword, some plate armor, and a purple potion.
You need 180 experience points to reach the next level.


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4.0 COMMANDS (cont.)
=============

4.50 Inventory
---------------
Everything your player is carrying can be listed with the Inventory
command. The total weight of the treasure is displayed along with the
name of each treasure. Inventory is changed by taking and getting
objects, disintegrating scrolls, fumbling, and weapon breakage. You
can examine any object in your inventory. When there are more than
one of the same named object the second one can be examined by adding
#2 to the name. Add the number of the item to be examined. Remember
the monsters are matched for the name, then the ground, then lastly
your inventory.

4.51 Kill
----------
The main attack command is Kill because the single letter 'K' can be
typed without causing a 'unique command' error. For example, 'K B' is
the most abbreviated form for KILL BAT. When a monster attacks your
player then its own attack formula is calculated for each monster that
is active. Some monsters are configured to cast offense spells, some
drain levels, poison, and regenerate hits. Monsters can be permanent,
normal groups (or in a class), or role-type (Fence, Wizard). More
options include hit for fat or vit upon encounter, weapon breakage,
jail attacker, and immune to attacks unless magic.
(See also ATTACK, HIT, STRIKE)

4.52 Leave
-----------
Leave is the equivalent to the direction Out. It was implemented to
preserve compatibility with conditions arising from entering an object
like, for example, a straw hut. The commands Exit, Leave, and Out are
all linked to the same room direction but some are more appropriate in
certain circumstances.
(See also EXIT, OUT)

4.53 Linefeed
--------------
Some users' terminals cannot support insertion of their own linefeeds
into the display from their communications package. This command
toggles the linefeed character at the end of the line ON or OFF. The
character is ASCII 10 and most terminals will see no effect when this
command is used.


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4.0 COMMANDS (cont.)
=============

4.54 List
----------
The Weapons Master sells items (weapons, shield, potions, etc.) in his
Shoppe. You are able to get a full listing of these items with the
List command. At the header of the list the message "Type BUY # to buy
for example 'BUY 12'" or somthing similiar. This means each item for
sale has its own accompanying number which you must type to buy. You
must also have sufficient Gold to afford it. The item will be auto-
matically added to your inventory if there is room. The List displays
output similiar to the following:

## Item wgt. gold +
-- ------------ ---- ---- -
#1 a sword 2 20 2

4.55 Load
----------
Ammunition is needed for Devices such as shotguns, crossbows, etc. The
Load command increases the number of charges on the weapon and the
ammunition dissappears (supposedly into the weapon). The ammunition
you are trying to load must have been made for the weapon. If it is
not you will see the message "That's not ammunition". The command form
is LOAD WEAPON, for example, LOAD SHOTGUN. Of course, the weapon you
are trying to load must itself be a loadable weapon. These weapons do
approximately the same damage as a spell, i.e. they have a bonus
multiplier which is constant. Unlike a sword which could hit for
double damage at one time or triple damage at another.

4.56 Lock
----------
All portals have the attribute for locking. For each combination of
lock, invisible, keys, etc. there is some action which will work with
the combined attributes (See the table in command Break). DMs and the
Sysop can actually lock a portal which had no lock to begin with. This
can be done without entering *EDIT. Otherwise normal users can lock a
portal or container and it will then show "It is locked." when
examined or "[locked]" in the room description.

4.57 Login
-----------
The logon command brings the player through the logon procedure which
allows him to start the game over with a new codename. The player's
time limit stays in effect for each character he may use.
(See also RELOGIN)


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4.0 COMMANDS (cont.)
=============

4.58 Look
----------
Room descriptions are always output when your character first enters a
room. You can also output the room description by typing LOOK. Placing
a parameter to Look causes it to act as if you had used the examine
command, for example, LOOK MONSTER is the same as EXAMINE MONSTER.
The room description includes all directions, monsters, treasure, and
objects. The DM or Sysop will see the additional information in brief
mode after the one line description in the form RM|xxx MC|xxx where
RM is the room number and MC the monster class.
(See also EXAMINE)

4.59 Mail
----------
Sending and receiving messages about the campaign, posting questions
and suggestions, and private mail is one important feature of DnDBBS.
Typing MAIL will bring the user to the Mail area where he or she can
read and post mail. The user is then presented with a short menu which
can be re-displayed by typing ? at any time. The Sysop will see the
status line change to the user's name, and status of mailbox.

Type "R" to read the public messages. You will be prompted for the
message number '#/y/n/?' or something similiar depending on your
version. You can then enter the message number, type "N" or "Y" to
continue or not or "K" to kill the message (if you entered it). Each
message is output with the date/time stamp, user who posted, and sub-
ject. During the output you can hit [SPACE] to stop listing.

Type "P" to read your private messages. You will know if you have any
from the message when you enter mail either "You have mail waiting!"
or "Sorry, no mail.." Private mail is output like public mail with
the exception that the private mail uses different files.

Type "E" to enter some mail. The message file is incremented with the
new message when you are finished. You will be prompted for the sub-
ject and then displayed the message "/X to edit, /S to save.". You can
then start to enter your message of up to 19 lines.

Type "/X" while entering a message brings you to the message edit
routine. There you can delete single lines, edit out words, insert,
list, etc. Typing "S" to save your message or "C" to coninue entering
the message once you are done editing.

Type "S" to send private mail. This is similiar to entering a public
message, however you will be asked for the username to send to. If the
username is not found in the files you cannot enter that message.

Type "U" or "L" to unlock and lock your mailbox. When your mailbox is
locked several things happen. First, no one can send you mail or
transfer Gold to your account (the system will act as if the username
is not found in the files). Second, you are not displayed in the Users
or Top command. The purpose of this is to allow users to be anonymous.


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4.0 COMMANDS (cont.)
=============

4.60 Mount
-----------
This special purpose command allows your player to ride a vehicle. You
are then 'mounted' or you are riding it. The vehicle can take hits
from monsters. Once they reach zero the vehicle becomes damaged. (See
section 3.3.3 for more details). Your DM may opt to create a stable
and horses, or wagons in the town square.

4.61 North
-----------
Traveling in the adventure is done with directions and very few other
methods. North is one of the seven directions along with South, East,
West, Up, Down, and Out (or Exit and Leave). Unless there are many
teleportation scrolls and devices, and you know which room each one
sends you to, you are stuck with moving one room at a time. One loop-
hole is in the Appeal command. For example, you purposefully get hit
by monsters while constantly monitoring your Fat and Vit, then once
they are low enough you type Appeal and get teleported to the Clerical
Sanctuary.

4.62 Northeast
---------------
Type "NE" or Northeast and you move northeast. When you move to a new
room the status line on the sysop's display screen is updated with the
current statistics. The console DM can constantly monitor your health.

4.63 Northwest
---------------
Type "NW" or Northwest to move northwest. The room directions are also
searched for when you use the Panic command. Panicing moves you to the
first available direction that is not blocked by a level restrition.

4.64 Offer
-----------
Monsters can be offered small amount of Gold or low level treasure to
get them to leave the room. It would be foolish to try to offer a
level 10 monster (you probably couldn't afford them anyhow!) because
what would be the use of level 10 monsters if you won't fight them?
The purpose of the Offer command is to allow the player the option of
getting rid of unwanted monsters such as maidens who jail attacker so
the users won't accidentally attack the wrong monster.

4.65 Open
----------
Many portals you adventure across will be either locked or closed. The
Open command simply opens the door once it is unlocked. This command
always works in this case. Of course if the portal is still locked
then you will unable to open it. And if it is already open or cannot
be locked then you will not be able to open it. Containers and other
treasure can also be opened and closed. Normally portals are real-
world things like windows, gates, doors, etc.


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4.0 COMMANDS (cont.)
=============

4.66 Out
---------
The basic exit from most rooms is linked with the Out direction. For
example, you enter the Weapons Shoppe, buy some item, and go Out. You
are then back to the first room before entering. Every time you exit a
room or enter a new one, the treasure on the ground is removed. This
does not include containers, vehicles (the only permanent treasure) or
objects (treasure and objects are two different things).
(See also EXIT, LEAVE)

4.67 Panic
-----------
Pushing the panic button is halfway between combat and non-combat
activity. The last resort is, of course, to Appeal before you die. The
next to last is Panicing. You're caught up in an onslaught of monsters
and can just visualize your Fat and Vit going, at the last minute you
type Panic and the message appears "You run away like a madman!". Your
direction is picked at random, your weapon and shield falls to the
ground, and you run screaming into the night.
(See also RUN)

4.68 Parley
------------
Parley with monsters usually gets no response. However some monsters
are equipped with text messages. Mostly though, you will either get
attacked or teleported elsewhere if there is any response at all.
Remember these monsters are dangerous, hostile beings whose only
purpose in DnDBBS is to attack and ultimately kill you! Any monster
that would not do so would not be part of the game.
(See also TALK)

4.69 Parry
-----------
Variety of combat commands make up a good adventure. To Parry is
placing your weapon across your chest in a defensive maneuver. Even
though it is a combat command, no damage is accomplished by Parrying.
This command causes less hits on your player's character for the next
round of monster attacks. Monsters themselves use combinations of the
combat commands but they don't display the actual equations going
through the program.


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4.0 COMMANDS (cont.)
=============

4.70 Password
--------------
Each user has his own unique password to identify his account. Under
most circumstances you will not need to change this password if it is
complex enough. Someone could, however, obtain your password and post
unrespectful messages on the board or suicide your character. Take
steps to insure your password is long enough so it can't be cracked.
You will be prompted "Change password(y/n)?" then "New password?" and
either "Password changed" if you type in something or "Password not
changed" if you hit [ENTER]

4.71 Pawn
----------
The Fence (a medieval term for the owner of a Shoppe for the sale and
re-sale of belongings) is a role-player. He always exists in his
permanent Shoppe and takes care of the Bank and Pawn Shoppe (See also
the BANK command). Type PAWN ITEM, for example, PAWN SWORD. The Fence
will then make his evaluation of the goods and offer you some amount
of Gold.
(See also SELL)

4.72 Picklock
--------------
One of the major features of being a Thief is the ability to picklock
doors. Thieves can picklock almost any portal invisible or keyed. (See
the table in the Break command). The adventure would not be complete
without Thieves. They complete their part by being the only class able
to use this special ability. The DM should work their class into the
adventure by placing locked and/or keyed doors in certain areas of the
room file in such a way that Thieves will be required to operate the
campaign. The command form is PICKLOCK DOOR with the portal name.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 37


4.0 COMMANDS (cont.)
=============

4.73 Psionic
-------------
The psionic command has dual purpose. With the Attack parameter it
allows the user to cast a psi spell on the current monster being
attacked (i.e. you must attack a monster befoer using psionics on it).
The Defense parameter allows the user to select a psi defense from
monsters using psionics. For example:

PSIONIC ATTACK or PSIONIC DEFENSE

You will then be prompted for the psi spell. The attack spells are
spell chants specified as psionic spells. Your psi points will be
decremented by the level of the psi spell. Psi points increase by one
point during health rate updates.

4.74 Put
---------
The PUT command removes an item of the player's inventory to the
ground. You may have some object like a broken sword which is no
longer useful. Type PUT SWORD and the offending item will be placed
on the ground. Or a discharged magic item. You can also put objects
into containers with the put command. To put some armor into a box
you would type PUT ARMOR BOX. If you have two armor you can put the
second one with the # (pound sign) and the next item number. For
example: PUT ARMOR#2 BOX.

4.75 Quit
----------
Typing "Q" is the standard method of exiting the DnDBBS system and
returning to your terminal package. The modem carrier is disconnected.
This also happens when your player dies and is not resurrected. Then
you will see the following messages output: "You have just died!",
"You were just killed by a monster-name", "You were not resurrected.."
There is no way out of this predicament once it has begun. Your file
is updated before the messages appear.
(See also BYE, END, STOP)


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 38

4.0 COMMANDS (cont.)
=============

4.76 Read
----------
The following items can be read (examined): treasure, objects, room
description, container contents, and monsters. Each have particular
statistics and attributes. Type READ ITEM, for example, READ SCROLL.
Typing READ with no parameters displays the current room description.
Any item can be examined including hidden objects which do not show up
in the room description. There may be a hidden door that will not even
be displayed with the Search command but when you type READ DOOR you
see the door description.
(See also EXAMINE)

4.77 Recharge
--------------
The Master Wizard resides in the Mages Guild. He trains MUs to higher
levels of expertise. He also recharges magic items for a fee. Take
your discharged item to the Mages Guild and type RECHARGE ITEM with
the name of the item. The Wizard will estimate the price and prompt
you "Well, it'll cost you xxx Gold." and "Ok(y/n)?", you then reply
"Y" for yes or "N" for no. If you decide if it is worth recharging
the item and select YES then the Wizard will cast an enchant spell and
the item will have full charges. These are certain magic items which
you cannot recharge. One is a magic item with wish charges. Others
include items not made by the Wizard and weapons that are not magical.

4.78 Relogin
-------------
This command allows the player to restart a new character. It brings
him back to the login sequence. He may then decide to roll another
character or continue with another. The player's old character is
stored to disk, and his time limit remains intact.
(See also LOGIN)

4.79 Repair
------------
The Weapons Master is responsible for the sale of weapons and other
items. He also repairs broken weapons. Enter the Weapons Shoppe and
type REPAIR WEAPON, for example, REPAIR BATTLEAXE. He will estimate
the cost for repair and prompt you Yes/No to fix the item. If you
decide to pay the charge your Gold will be automatically deducted and
your weapon fixed to full strikes. Remember the only weapons that can
be repaired are those forged in the Weapons Shoppe. Other strange and
exotic items can only be fixed by the original creator.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 39

4.0 COMMANDS (cont.)
=============

4.80 Return
------------
The Return command causes your character to place his weapon back into
its sheath or holding recepticle. If you are not holding any weapon
you will see the message "You are not holding that!". Returning your
weapon should be done when entering the Masters Shoppes to avoid
confrontation or during combat (this doesn't seem logical, however,
there are some times when it is useful).

4.81 Ride
----------
This special purpose commmand is for vehicle control. Once you have
mounted a vehicle you must have some way to direct it. The Ride
command allows you to enter portals and travel directions on your
vehicle. Type RIDE DIRECTION, for example, RIDE NORTH. Traveling in a
direction without the Ride command automatically dismounts your
vehicle, moves you in that direction, and leaves the vehicle in the
previous room.

4.82 Run
---------
Most times during a monster onslaught your character can travel north
or some direction to avoid death. However you may see the message "The
monster blocks your way!" and you take more hits. Then you might
consider the Run command. Type RUN and your player drops his weapon
and shield, runs to a random direction, and escapes certain death.
(See also PANIC)

4.83 Save
----------
"Store your player's statistics to disk frequently!" is the most
important thing a DM could say to users with call-waiting. You should
also use this command immediately after training. All attributes,
statistics, and conditions of your player character are written to
disk and the message "Player File Updated" displayed (or something
similiar according to your DnDBBS version). If you have call-waiting
and your carrier is lost from another call then your player character
will reflect the last time your file was updated.
(See also STORE)

4.84 Say
---------
The say command allows you to talk to another user online a multi-
partition or networking system in the same room as your player. The
command form is: SAY MESSAGE, for example: SAY HELLO! the user must be
in the same room in order for him to hear you.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 40

4.0 COMMANDS (cont.)
=============

4.85 Search
------------
There will occasionally be hidden or invisible objects in the rooms.
Typing SEARCH will display the invisible objects. This will not show
any hidden objects. That is the difference between the two types. One
can be Searched for, the other cannot. Normally hidden objects are
hinted at by the room description or some clue is given to its where-
abouts in Mail or in another room description. Type SEARCH and if
there are any invisible objects then the message "You find object-
name [invisible]" or else your will see "You find nothing.." or search
a container by typing SEARCH CONTAINER (with the container name).

4.86 Sell
----------
The Pawn Shoppe is where you can sell your treasure for Gold. The
Pawn Fence is a level 15 monster with 20,000 hits and 32,767
experience. This may seem too much but the role-monsters have to be
powerful so the average user won't kill them. They are also protected
from non-magic. Of course the DM can Edit these monsters.
(See also PAWN)

4.87 Send
----------
The Send command allows a user online another node in a multipartition
or netowkring system to send a message to all other users. The command
form is SEND USERNAME MESSAGE, for example: SEND CHARON HELLO! You can
send to one particular user by typing just the username, for example:
SEND CHARON you will then be prompted to Enter text: of your message.

4.88 Shield
------------
The shield command is a defensive attack mode. To shield yourself is
to place your weapon in front of your shield with your shield in the
other hand. The shielding effect decreases hits from the currently
attacked monster -- you must have attacked a monster first. You must
also be holding a shield for this to work.

4.89 Smash
-----------
Your player will encounter locked portals which he cannot open. Try
the Smash command, for example, SMASH DOOR. Your Strength is the major
factor involved when determining if the portal breaks open. Complete
information about which portals can be smashed and picklocked is
listed in the Break command. When you smash a portal you will see one
of two messages: "You smash it open!" or "You didn't smash it open!"
(See also BREAK)

4.90 South
-----------
Typing "S" moves your character south to another room. Each new room
you enter contains its own encounter rate (normally 5) and its own
health refresh rate (normally 3) although these values can be edited
to the action file. The default rates are configurable. The rate means
it updates some values every number of rounds (or action prompts).
The health rate updates Fatigue, Vitality, and Magic Points. Vitality
is decreased if your player is poisoned. The encounter rate checks
for monsters from the room's monsters class every number of rounds.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 41

4.0 COMMANDS (cont.)
=============

4.91 Southeast
---------------
Type "SE" or Southeast and you move southeast. The direction commands
can all be shortened to one or two letters. You can also use the GO
command with the direction after it to move. For example: GO SE

4.92 Southwest
---------------
Type "SW" or Southwest to move southwest. The direction commands can
be used while operating a vehicle with the Ride command. For example:
RIDE SW. When you attempt to mvoe in a particular direction the room
actions are checked for level restrictions. This way your player can
be prevented from entering areas until you reach a certain level.

4.93 Stop
----------
This is yet another Quit command. Type STOP and the game session is
discontinued until your next call. Your player's file is updated. At
this time the Fence checks your bank balance for accrued interest.
If you stayed on past midnight then it is compounded by 6 percent.
The interest is also checked during a Save command and logon.
(See also BYE, END, QUIT)

4.94 Store
-----------
The store command interrupts the game to save the player's character
to disk. The USERS file is updated with the player status. Anybody
who has call-waiting should use this command frequently so that his
character data is not lost if the connection is broken.
(See also SAVE)

4.95 Strike
------------
The Strike command is another compatible command equal to Kill. Enter
STRIKE followed by the monster name to attack. Parameters like monster
name, treasure name, and object name, added to a command instruct the
system what to act on. For example, Take and Drop use parameters. So
do Kill and Examine. Most of the names used for parameters are known
to the system as 'identifiers' meaning they are one word names to
describe the actual displayable name. There may be A Shortsword, and
A Two-Handed Sword. Do not type in "GET TWO-HANDED SWORD" because the
identifier in both cases is "SWORD".
(See also ATTACK, HIT, KILL)

4.96 Suicide
-------------
Player death is something each character tries to avoid. So why would
we want to suicicde our character? One good reason is low statistics.
Maybe your Piety or Constitution is below 8 and every time you die you
never get resurrected. Maybe your Charisma is so low that every
monster you encounter attacks you on sight. Whatever the reason, bad
statistics or you are tired of your player, the Suicide command will
delete your user record and log you off the system. When you suicide
your player the following messages will be displayed:

Your character falls into a deep sleep..
The Ghods take your player to another world..


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 42

4.0 COMMANDS (cont.)
=============

4.97 Take
----------
Most objects you find in the adventure will be either permanent or
be some treasure you find from killing a monster. There may, at times,
according to how your DM has the system set up, be miscellaneous
treasure placed in some rooms to be discovered. These items might or
might not be found on monsters. Or they may be unique items such as
A Staff of Disintegration or A Wand of Seven Wishes. Whatever the case
may be you will have a need to take treasure so you can sell it later
to the Fence or use it in combat.
(See also GET)

4.98 Talk
----------
This command allows you to talk to monsters. Type TALK MONSTER, for
example, TALK FIREBAT. If the monster number matchs the action file
monster number, and it is activated, there could be several responses.
Besides attacking or text messages the monster could teleport you or
worse! You might meet some permanent monster like a Monster Zombie and
you try to talk to the monster. Suddenly you see the message "You have
been teleported elsewhere!" you are now in a new room.
(See also PARLEY)

4.99 Thrust
------------
This is a combat command. To thrust is to lunge forward with your
weapon in front of you. Doing this is similiar to Charge but without
stepping forward. Type THRUST MONSTER with the monster name after the
command. Thrusting does more damage than Kill (the bonus multiplier is
set to triple damage). Beware that the monster's return attack will
hit you for more damage after a Thrust.

4.100 Time
-----------
The time is displayed in the format: 88 Jan 1, 12:00 am
Year first, month next, day and time of day. The next line displayed:
You have been on for xx minutes and xx seconds.
This is the amount of time you have been online since carrier connect.
You have xx minutes remaining.
The amount of time before your call is terminated.

4.101 Top
----------
The top ten users according to Level are displayed with this command.
First the user file is scanned for users above level 1 and written to
a sort work file. The file is sorted and the top ten output. Then the
sort file deleted. Each name is shown with Level and Classname. Users
who have their mailboxes locked are not output in the Top command. The
top ten also includes a point ranking based on his total kills, level,
gold and experience, and other factors. The highest point ranking you
can attain is *infinity* (double precision overflow beyond 10*10^308).


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4.0 COMMANDS (cont.)
=============

4.102 Train
------------
Training is one important part of the DnDBBS. For your player to get
to the next level of expertise he must reduce his experience to zero
by killing monsters and train at his assigned training area. Mostly
the Fighters, Paladins, and Druids train in the Fighter's Arena. The
Magic Users train in the Mages Guild. The Clerics in the Clerical
Sanctuary. The Thieves in the Thieves Guild. Rangers have some hidden
spot to train somewhere in a park or the woods. All these training
areas should be near the start room or in the Castle. Once you have
found your area, type TRAIN and the message "After many weeks of
training and meditation.." and information is displayed. Your player's
statistics are incremented for Fat, Vit, and Mag and the Level by one.

4.103 Turn
-----------
Only Clerics can use the Turn command. Its purpose is to destroy
undead monsters such as Zombies and Ghouls. Type TURN MONSTER with the
monster name. Either the message "That's not undead!", "Didn't work!",
or "You damned the monster!" will be shown (similiar messages could
appear according to your version number). If the Turn was successful
then the monster will die and you will gain the experience.

4.104 Unlock
-------------
Some doors must be unlocked (and opened) before you can enter them.
Sometimes you may run across a door which requires a key number. Your
inventory is searched for the matching key number. If one is not found
you will be unable to unlock it. You should then consider Smash or
Picklock. The key you are holding will have five digits in the number.
Any one of these digits being zero (0) will match ALL lock numbers for
the digit. For example, the lock is keyed number 38881 and your key
number is 30881 then your key would open lock numbers 31881, 32881, to
to 39881.

4.105 Up
---------
The Up direction should be used in conditions such as mountains,
hills, or walls. Normally objects travel up such as ladders or stair-
cases. The DM could also configure the room description with text
indicating that you see a staircase. The direction Up could then be
used instead of creating an object (staircase).

4.106 Use
----------
Magic items will only discharge a spell with the Use command. The
command forms are: "USE ITEM", "USE ITEM MONSTER", "USE ITEM ITEM".
A magic item can contain cure, offense, teleport, wish or other
spells. Every time you use a magic item its charges are decremented
until zero. Then it becomes discharged and must be recharged by the
Wizard or a Magic User. The first command form discharged a magic item
spell on the player. The second form discharges on a monster. The
third discharges on another item. In the third case the first item
must be an enchant device and the second item must be an empty or
discharged magic item.


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4.0 COMMANDS (cont.)
=============

4.107 Users
------------
Listing of all players in the DnDBBS can be obtained with the Users
command. Each user file record is output if the user has not suicided,
or locked his mailbox. Type USERS and the message "Hit [SPACE] to
stop.." will be displayed followed by the user codenames, levels, and
classname.

4.108 Wear
-----------
Your player character can hold a weapon, hold a shield, and wear some
armor all at once. Type WEAR ARMOR and the message "Ok" will output if
you have that treasure in your inventory. The armor and shield plus
combine to your Fatigue (shown in the information command). They are
subtracted from the monster hits during combat. Armor has strikes
which are decremented for each successful hit until zero then they
crumble. After that the armor must be repaired by the Weapons Master.

4.109 West
-----------
Travel occurs in one of the four compass directions (N, E, S, W) and
Up (or Climb), Down, and Out (or Exit, Leave). You will use these
directions and the Enter command to get to any room in the game.
If the room does not have any links then teleportation is required.
One of the main system features is the rooms where you can adventure
into and find unknown realms.

4.110 Whisper
--------------
The whisper command allows a user to send a private message to another
user online a multipartition or networking system in the same room.
The command form is: WHISPER USERNAME MESSAGE.

4.111 Wield
------------
In order to cause more damage to monsters in combat you must find a
weapon such as A Sword, or A Battle-Axe. Use the Wield command to
ready your weapon for battle. For example, WIELD SWORD. The weapon
plus is directly added to your Strength (seen in the information
command) and used in the attack formulas. Each time your weapon hits
the monster its strikes are decreased by one.
(See also DRAW, HOLD)

4.112 Yell
-----------
The yell command allows a user to send a message to users on a mutli-
partition or networking system in nearby rooms. The command form is:
YELL MESSAGE


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 45

5.0 DM COMMANDS
================

The Dungeon Master (DM) orchestrates the entire campaign. His purpose
is to insure a well-balanced game, to promote the adventure, and to
guide the players through their sessions. He will find that the most
useful tool is the Mail area. His other tools are the Assistant DMs.
They help develope the rooms and assist in the Mail area. No DM can
handle the entire system alone unless that DM is very skilled in all
the forms of communication, supervision, and responsibility. Besides
the Mail area DMs have their own set of commands. Each one of these
commands is preceded by an asterick "*" (or splat). These commands
include file editing and various utilities. It is a good idea to get
familiar with these commands. Experiment with them until you have
complete control of the adventure.

Console Function Keys
+-------------+
| F1 | F2 |
|*EDIT |*CONF |
+-------------+
| F3 | F4 |
|*DIS |*NM |
+-------------+
| F5 | F6 |
|*CALL |*KILL |
+-------------+
| F7 | F8 |
|*TELE |*INV |
+-------------+
| F9 | F0 |
|*DROP |*LINK |
+-------------+

The Sysop will see these keys listed on the 25th status line. The
status line can be toggled to User Information with the [ESC] key.
The User information will look similiar to the following:

GANDALF THE WIZARD MU Fat 25 Vit 30 Mag 45 Psi 5 lvl:5 255

From left to right the status is: Codename, Classname, statistics for
fatigue, vitality, magic, and psionics. The character's level might
not be displayed depending on the length of the other stats. And the
room number.

When the user status line is not displayed the sysop function keys are
displayed for F1 to F0. The Home key initiates chat mode. Press the
escape key to exit chat mode when you are done. And the End key
terminates the user session. It effectively saves the user record file
and hangs up the phone for the next user.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 46

5.0 DM COMMANDS (cont.)
================

5.1 *EDIT
----------
The Editor combines addition, change, listing, and printing of all
DnDBBS files. Editing includes objects, treasure, spells, monsters,
users, actions, and events. Editing can be done in remote, console, or
interactive mode (while a user is on-line). The Sysop can press F1 at
the console to initiate Edit Mode. Typing "*EDIT " will
allow you to edit the room description of that room number. You can
edit short and long descriptions.

You can enter the editor remotely if you are a DM with the *edit
command. At the console the sysop can enter from the opening screen
by pressing F4, or from the game if he is a DM by pressing F1 or by
typing *edit. The entire editor is menu driven. It is basically self-
explanatory. Future revisions of this documentation will include more
information for *edit.

5.2 *STATUS
------------
The DM Status command prints a memory usage chart. Four lines are
displayed:

Free Dynamic Data and Array Space(Heap in Bytes): xxxxxx
Free Data Segment and String Space(Bytes): xxxxx
Free Stack Space: xxxx
Total Free Memory(K): xxx

The dynamic space is all existing memory left by DOS after the DnDBBS
boots up. It is used for numeric arrays reallocated by the program
when playing (for monsters, inventory, and room treasure). This gives
literally hundreds of kilobytes for DnDBBS to use when the player
encounters more monsters than the program can handle. The data segment
and string space is the fixed amount of variables and strings used by
DnDBBS. This amount gets smaller as the program is modified and grows.
The stack is primarily for storing referneces to subroutine calls and
recursive routines. The equation parser is a recursive routine.

5.3 *DISCARD
-------------
This DM command is used to remove an unwanted object from the room of
from the user's inventory. For example, you are editing an object,
then you exit *EDIT and see that the object has a mistake. You could
pick it up and type *DISCARD OBJECT (with the correct object name).
You will see the message "Ok" and "It was discarded.." Or maybe a
player has a weapon which would throw off the game balance. Something
like a +99 Sword. You could press F3 and enter the treasure name. It
will be discarded from his inventory without informing the user.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 47

5.0 DM COMMANDS (cont.)
================

5.4 *NM
--------
NM stands for Number of Monsters. This DM command reduces the number
of monsters in the room. It can be used in local mode or interactive
mode. Typing *NM 0 will remove all monsters from the room. This DM
command was installed for DMs who did not want a bunch of monsters
attacking them while they moved from *EDIT to game and room to room.
The number of monsters can only be reduced, not incremented. If you
type a number greater than the number of monsters in the room it will
be ignored.

5.5 *CALL
----------
This DM command calls up any particular monster or one from the
current monster class. Type *CALL without parameters calls up a random
monster from the current room. Typing *CALL xxx with the monster
number calls up that monster. If the room does not enough space for
the additional monster then the arrays will be expanded into the heap
and you will see the message "You encounter a ...".

5.6 *KILL
----------
*KILL was also installed for DMs who did not want unnecessary monsters
in the room. Additionaly it was installed to allow a DM to kill any
monster instantly to check for proper treasure and to generally debug
the system. Typing *KILL and the monster name, for example, *KILL RAT
will loose forth a thunderbolt from the sky and destroy the named
monster. This can be used interactively also.

5.7 *TELEPORT
--------------
Users can be teleported to any room with this DM command while they
are on-line. It can also be used by remote DMs and local Sysops to
get them to any room instantly. Type *TELEPORT xxx with the room
number, or hit the F7 key. Any monster that was in the room you left
may teleport with you.

5.8 *INVISIBLE
---------------
Another DM utility command which developed into a game command. Most
DM commands were installed for *EDIT reasons but became useful later
on in the campaign. Type *INVISIBLE or hit F8 and your player or
the user on-line will become invisible (as stated in the information
command) and completely invulnerable to all monster attacks. For
normal players invisibility only lasts until the end of the call. Then
it is set back to regular.


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 48

5.0 DM COMMANDS (cont.)
================

5.9 *DROP
----------
The *DROP command causes one item from the object or treasure file to
fall from the sky (as if a Ghod had thrown it down). This can be used
by DMs to drop doors and such for the room file or to give users
treasure. Type *DROP ITEM with the correct item name. If found the
following messages are displayed.

A Bolt Of Lightning Strikes...
An Object Falls From The Sky...

This routine is also used by the Wish spell. The restrictions are that
the player cannot wish for another Wish item or a container.

5.10 *LINK
-----------
This DM command allows you to change or add room links. You are
prompted if you want to "R" remove or "A" add a room link. Next you
are asked for the room number from and to. Then if you want to link
back. For example, you need to link north and south between rooms 23
and 24. You would type "A" to add a link, enter 23, enter 24, the
direction (one letter) "N" for north, then enter "Y" to link back.

5.11 *ABORT
------------
The abort command stops all processing, closes all files, and quits
the program. To restart you must type DnDBBS at the DOS prompt. The
command was installed as an option to rebooting.

5.12 *DEBUG
------------
This command toggles the error messaging off and on. Runtime errors
are normally printed to the DNDBBS.ERR file for later inspection. The
DEBUG toggle will allow these to be printed to the console during game
play so the author can determine exactly when the error occurs. DEBUG
can also be specified on the command line. For example:
DNDBBS 1 LOCAL DEBUG


DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 49

5.0 DM COMMANDS (cont.)
================

5.13 *CONFIG
-------------
The Configuration command is a useful tool for customizing your
adventure. Enter "*CONFIG" and you will be brought to the Dndcnfg
program screen:

Logon Variables Command Variables
Processing Variables Modem Variables
File Variables Custom Equations
Rooms Variables Quit Configure

Type Control-D to load the config default values. The defaults are
stored in the dndcnfg program. Rooms default to proper values for the
data files, weapons shoppe list is set to 25 items (the first 25 in
the treasure list), custom equations set to default, etc. When dndcnfg
first loads, all values are zero/null. You must load load the defaults
or a config file (explained next).

Type Control-R to read an already-existing config file. You will be
prompted to enter a node number or press enter for no node number. The
node number is used to name the actual config file, i.e. DNDBBS.CFG
for no node (for running local, or a standalone BBS), or DNDBBS1.CFG,
DNDBBS2.CFG, etc. (for multipartition systems, or DOORs to RBBS, etc.)

Type Control-W to write the config file. Again, you will be prompted
for the node number or to press enter. Remember, the file will not be
written to disk if you just exit dndcnfg! Dndcnfg writes the config
file in the default directory, or the directory pointed to by the
environment string DNDBBS (see SYSOP.DOC for further details).

From the main dndcnfg screen choose the config option with the cursor
keypad and select it with the enter screen. The parameters for that
selection will be displayed on a new screen and a prompt on the last
line asking for your selection. Type in the option number, then fill
in the next prompt for the data for that option. The screen will be
updated to the new values. When you are done with that screen, press
an empty return to exit to the main screen.

5.14 *BROADCAST
----------------
The *broadcast allows a DM or Sysop to send a message to all users
online a multinode system. The command will prompt you to Enter text:
then the message is sent with no username descriptor like this:
### Anyone who wants some +30 armor meet in the town square.

5.15 *NOID
-----------
The *Noid command is short for No Identification message send. The DM
or Sysop can send a message to all users in a multinode system without
username descriptor or other message identifiers. You will be prompted
to Enter text: and the message could look like this:
You hear a volcano erupt in the distance..

5.16 *SHELL
------------
The *Shell command lets the local sysop exit to DOS while the game is
memory resident. This command only works for the local console when
the system operator is online. Shelling to DOS can also be done while
users are online with an AT keyboard. The function is attached to F11.

DnDBBS(R) v2.7a DOCUMENTATION (C) 1988-1990 ERIK J. OREDSON Page 50

5.0 DM COMMANDS (cont.)
================

5.17 *SYSED
------------
This command lets the Dungeon Master enter the Sysop Editor. The
editor can only be entered from the local console. This command can be
typed with the command or by pressing F12 on AT compatible keyboards.
Sysop editor can also be accessed while a user is online.

5.18 Custom Equations
----------------------
Configuration allows you the maximum flexibility by allowing you to
enter custom equations to modify and balance your game play. Page 7
of config has almost a dozen of the program's internal equations and
formulas. Some of these configure options are formulas. An equation
is interpreted as having a resulting value of true or false. To return
this value, the equation parser must see an equality symbol in the
equation (an <, >, or =). This separates formulas from equations.
Formulas evaluate to a resulting positive value above zero. Both
equations and formulas can contain the following additional symbols
(-, +, *, /, ^). They may also contain any number value, real, integer
or unary operator (for example: 350 or 1.244 or -23). Further, they
can also contain variables which are replaced by the program values
for such things as vitality, monster's hits, etc. The variables are:

STR - Strength WP1 - Blunt Proficiency
INT - Intelligence WP2 - Pole Proficienecy
WIS - Wisdom WP3 - Sharp Proficiency
DEX - Dexterity WP4 - Thrusting Proficiency
CON - Constitution MHP - Monster Hit Points
PIE - Piety MLVL - Monster Level
CHA - Charisma MEXP - Monster Experience
FAT - Fatigue XX - Bonus Multiplier
VIT - Vitality RND - Random Number from 0 to 1
MAG - Magic Points LF - User Level
EXP - Experience XP - User Experience
LVL - Level FT - User Fatigue
WE - Weapon Plus VT - User Vitality
AR - Armor Plus MG - User Magic Points
SH - Shield Plus ST - User Strength
RG - Ring Charges IN - User Intelligence
BR - Brief Flag WI - User Wisdom
WT - Weight of Inventory DX - User Dexterity
GD - Gold Amount CO - User Constitution
PSIA - Psionic attack level PI - User Piety
PSID - Psionic defense level CH - User Charisma
MPSI - Monster psi attack level

The statistics in the right column labeled as "User..." are used for
user fights only. Their values are active for determining the hit
points for an offline user encountered in user fights. These values
cannot be used with any certainty in any other case except the user
fight hit points formula.

========== END OF DOCUMENTATION =========