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Title: For Elise
Author: Lancer-X
Genre: Dungeon, RPG
+--------------+
| Introduction |
+--------------+
The year is 2050 AD. Politics, culture,
the economy and the environment have all
continued to decline, and a sense of
impending doom hangs thick in the
atmosphere. One day, while at a crossroads
in your life, you took a wrong turn while
walking home. There was a sense of walking
for horribly long hours before your memory
was interrupted, and you found yourself
waking up on a rock-strewn floor. It felt
as though a very long time had passed
since you were last cognisant...
Tips and Tricks
---------------
* Don't panic! Enemies only move when you
you move, so you have all the time you
need to find your bearings.
* Touch an enemy to attack that enemy
with your equipped weapon.
* Whenever you fight an enemy or an enemy
attacks you, that enemy's vital stats
will be shown at the bottom of the
sidebar. Your own stats are shown
further up.
* Damage is calculated by taking the
attacker's ATK stat and subtracting the
defender's DEF stat. The resulting value
is dealt in damage to the defender if it
is positive. Hence you can see how much
damage enemies will do to you and vice
versa.
* Some enemies are just too tough for you
right now. You may need to just avoid
them until you become more powerful.
* Visits to the inn are important for
healing, magic recovery and levelling,
however they become more expensive the
higher your level is. Try to avoid
unnecessary inn visits.
* You can kill an enemy and take less
damage by letting the enemy come to you
rather than moving into its range. If
you are next to a wall you can waste
turns without moving by pressing in the
direction of that wall.
* There aren't enough keys to open every
door and there isn't enough money to
buy everything sold in town. It may be
best to avoid expending your resources
until you can no longer progress.
* If you accept a quest, you won't be
able to take another one until you
complete it. For this reason it is
usually better to take easier (lower
reward) quests first in case you aren't
able to complete a more difficult quest
yet.
* You can access the game's documentation
while playing by typing ?+h and pressing
enter.
Good luck, and be sure to check out the
rest of the help file or in-game
documentation for more information!
+----------------------+
| Gameplay information |
+----------------------+
Movement
--------
Use the arrow keys to move around the
dungeon. Each time you move, any enemies
that happen to be on the same floor of
the dungeon as you will get a chance to
move as well.
Touch an enemy to attack that enemy. This
will also consume a turn. In the same way,
if you end a turn adjacent to an enemy,
that enemy will have the chance to attack
you.
Combat
------
Touching an enemy will deal damage equal
to your ATK to that enemy. The damage will
then be reduced by that enemy's DEF, and
if the remaining value is positive, the
enemy's health will be reduced by that
amount.
If an enemy attacks you, in the same way,
your health will be reduced by the enemy's
ATK minus your DEF. As such, you have
nothing to worry from enemies with an ATK
that is lower than your DEF. At the same
time, you will be unable to do anything
to enemies with a higher DEF than your
ATK, unless you have a buff or attack
spell of some kind.
Note that certain enemies may have special
attacks that are capable of bypassing your
DEF entirely. In this case merely having
a high DEF may not be enough to protect
you.
Status
------
The sidebar contains your current location
in the dungeon, your status and the status
of the enemy you most recently interacted
with.
Health:
Your current endurance. Once this reaches
zero, you are dead. Your health will
decrease when you are attacked by enemies,
and increases when you rest at the inn
or use a healing spell.
The health of the enemy you most recently
interacted with is shown in the bottom
right corner. The exact value is not shown
so you will need to estimate based on the
rate at which that enemy's health is going
down.
ATK (Attack):
Represents your full potential for dealing
physical damage to enemies through combat.
This is calculated as your base ATK (which
increases when you level up) plus your
weapon's ATK (which can be increased by
buying a more powerful weapon), plus any
benefits you have from temporary buffs.
The ATK of the enemy you last interacted
with is shown at the bottom of the sidebar
which you can use to determine whether
it is in your best interests to fight this
enemy.
DEF (Defense):
Represents your ability to defend yourself
from damage from enemies. Damage you
receive will be reduced by your DEF, with
the exception of certain defense-nulling
special attacks.
This is calculated as your base DEF (which
increases when you level up) plus your
shield's DEF (which can be increased by
buying a stronger shield), plus any
temporary buffs you have up.
The DEF of the last enemy you interacted
with is shown at the bottom of the sidebar
which you can use to work out how much
damage you will deal to this enemy.
EXP (Experience):
This represents the amount of experience
you have gained through combat and
completing quests. When this becomes high
enough, you can level up by resting at
the inn in town.
Level:
This value represents how much you have
developed as an adventurer. When your
level increases, your maximum health,
base ATK and DEF, as well as the number
of spells you can cast will increase.
In addition, more quests are available to
adventurers at higher levels.
Spells:
The number of spells you can cast. Your
spells can be replenished by resting at
the inn, and the maximum number of spells
you can have can be increased by gaining
experience levels.
Spellcasting
------------
You can have up to three spells in your
repertoire. If you find a new spell in
the dungeon and you already have three
spells, you will be unable to learn it
until you free up some space.
You can store the spells you've learned
at the magic shop in town, as well as swap
between sets of spells and purchase new
spells.
To cast a spell, type ?+s followed by
enter, then select the spell you want to
cast. In order to cast a spell you must
have a spell charge remaining (shown as
"Spells" on the status bar). These can be
replenished by resting at the inn.
+------------+
| Town Guide |
+------------+
The town is located on the third floor of
the dungeon and is home to many services
to help you on your journey. This is a
guide to the vendors found in town.
Pawnbroker
----------
Throughout the dungeon are artifacts that
you can collect. Only one artifact can be
carried at a time. These artifacts can be
sold in town by talking to the pawnbroker.
Inn
---
To regain your health, you can stay at the
inn. Talk to the innkeeper to learn the
current price, then use the door to stay.
Staying at the inn will restore your
health and spells to their maximum. In
addition, if you have enough EXP
(experience), you will level up and your
maximum health, ATK, DEF and spell charges
will increase.
+----+-------+------+----+----+-----+
| Lvl|XP for |Health|ATK |DEF |Spell+-+
| |next lv| | | | #s | |
+----+-------+------+----+----+-----+ |
| 1 | 100 | 50 | 0 | 0 | 0 | |
+----+-------+------+----+----+-----+ |
| 2 | 200 | 100 | 5 | 5 | 1 | |
+----+-------+------+----+----+-----+ |
| 3 | 400 | 150 | 10 | 10 | 2 | |
+----+-------+------+----+----+-----+ |
| 4 | 800 | 200 | 15 | 15 | 3 | |
+----+-------+------+----+----+-----+ |
| 5 | 1600 | 250 | 20 | 20 | 3 | |
+----+-------+------+----+----+-----+ |
| 6 | 3200 | 300 | 25 | 25 | 4 | |
+----+-------+------+----+----+-----+ |
| 7 | 6400 | 350 | 30 | 30 | 4 | |
+----+-------+------+----+----+-----+ |
| 8 | 12800 | 400 | 35 | 35 | 5 | |
+----+-------+------+----+----+-----+ |
| 9 | 25600 | 450 | 40 | 40 | 5 | |
+----+-------+------+----+----+-----+ |
| 10 | N/A | 500 | 45 | 45 | 6 | |
+-+--+-------+------+----+----+-----+ |
+-----------------------------------+
Smithy
------
The smithy sells weapons and shields,
allowing you to deal more damage and shrug
off more damage respectively. Talk to the
swordsmith or shieldsmith to find the
price and power of the current sale item,
then touch it to buy it.
Magic Shop
----------
The magic shop serves two purposes- one is
to allow you to record the spells you've
learned (so that you can learn new spells
and not lose the old ones) and switch your
current spell configuration to a different
set of three spells. The other is to allow
you to buy new spells.
Each time you enter the magic shop, your
current spells are recorded into the
memory crystal walls around the room. Each
spell recorded in the crystal is
represented by a blinking symbol. The
spells with a yellow cross in front of
them are the spells currently in your
repertoire. You can touch a spell's symbol
on the memory glass to add it to your
repertoire. If you already have three
spells selected, you will need to deselect
your current spells by touching the gem in
the middle of the room. Then you will be
able to select three new spells.
Some spells are already available from the
magic shop; access to their symbols will
be blocked by a $. You can touch the $
once to see what the spell is and how much
it will cost to unlock, and touch it twice
to spend the money and unlock the spell.
Once a spell has been unlocked, you can
select and deselect it free of charge.
Adventurers' Guild
------------------
The adventurers' guild is where you go to
receive quests, the rewards of which are
money and EXP. Quests are posted to the
notice board and new quests can appear.
Touch a quest on the notice board to take
it and read the job description. If you
want to accept the quest, go up to the
counter and talk to the guild steward.
Once you have accepted a quest, you can
return and talk to the steward to get more
information about the quest. Once you have
completed the task described, return to
the guild and report your completion to at
the counter to get your reward.
+-----------+
| Spellbook |
+-----------+
HEAL
----
Restores 100 points of the caster's
health. This cannot exceed the caster's
natural health capacity.
HARM
----
Inflicts 100 points of damage to all
enemies immediately surrounding the caster
in all four cardinal directions.
SLOW
----
Temporarily reduces the speed of all
enemies on the same floor. Enemies will
move one pace for every two paces the
caster moves while this spell is in
effect.
BEAM
----
Piercing beams of light deal 100 points of
damage to enemies either vertically or
horizontally aligned with the caster
irrespective of any obstacles between the
caster and those enemies.
SAFE
----
Creates a protective shell around the
caster, increasing the caster's defense
by 40 points for the duration of the
spell.
ACID
----
Splashes of deadly acid inflict 200
points of damage to enemies that are
immediately adjacent to the caster.
GROW
----
Temporarily strengthens the caster's
muscles, increasing the caster's attack by
40 points for the spell's duration.
FIRE
----
A blazing inferno consumes the floor,
damaging everything other than the caster
for 100 points of damage.
TOWN
----
Instantaneously transports the caster to
the nearest town.
BOMB
----
Launches fire and particles with explosive
force from the caster in all four cardinal
directions inflicting 200 points of damage
to all enemies horizontally or vertically
aligned with the caster ignoring any
obstacles in the way.
LIFE
----
Restores the caster back to full health.
KILL
----
Emits a short range killing miasma from
the caster's location, inflicting 300
points of damage to all immediately
adjacent enemies.
WALL
----
Temporarily protects the caster with an
invisible force field, effectively
increasing the caster's defenses by 80 for
the duration of the spell.
STOP
----
Halts the movement of all enemies on the
same floor as the caster for a short
period of time.
HELL
----
Engulfs the entire floor where the caster
is standing in the fires of Hell, dealing
200 points of damage to everything other
than the caster.
POW
---
Temporarily enchants the caster's blade
with a potent aura, allowing it to inflict
significantly more lethal wounds,
increasing the caster's attack by 80
points for the duration of the spell.
OPEN
----
A caster with this handy spell need never
hunt for keys again. This spell will
immediately open every locked door on the
same floor as the caster.
HOLY
----
When a caster uses this spell, potent
beams of purifying light will lance out in
all four cardinal directions, dealing 300
points of damage to all foes horizontally
and vertically aligned with the caster.
HERO
----
Enchants the caster with a brilliant aura,
increasing the caster's attack and defense
ratings by 80 points apiece for the
duration of the spell.
NUKE
----
Unleashes a thermonuclear explosion
centred on the caster, who is mercifully
protected from the blast. Everything else
on the same floor sustains 300 points of
damage, and may God help their souls.
+---------+
| Credits |
+---------+
Game Development
----------------
Lancer-X
Music
-----
Lachesis
Beta Testing
------------
KKairos
Lisolet
Zeta
----
asiekierka
File Format Help
----------------
Kevin Vance
Saxxon
..and others
Various ZZT Tips and Tricks
---------------------------
Alexis Janson
zzo38
Chronos30
Nanobot
Inter-Board Music Trick
-----------------------
bitbot
Stolen SFX
----------
Alexis Janson
And of course
-------------
You
... and Tim Sweeney too I guess.
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