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Murkon's Vengeance

Instructions

Glossary of Terms


AC
Armor Class. When referring to a piece of equipment, it indicates how well it will protect its wearer from physical attacks. When referring to Murkon or an adventurer, it indicates how well that character is protected from physical attacks. An AC of 0 means that the character is not protected by armor at all; the higher the AC, the more protected the character is. Adventurers become invulnerable to physical attacks at an AC of 65 or more. Murkon, unfortunately, can still get hit at an AC of 65, but high AC still helps. See also: WC.

checkpoint
A point in the labyrinth, represented by an orange flag, where Murkon may save his progress. If Murkon dies, time is rewound, and the state of the game reverts to what it was when Murkon reached the last checkpoint. Checkpoints disappear after you hit them, so players are strongly cautioned to space out usage of checkpoints so that they are not all consumed at once. Also note that hitting a checkpoint causes any parties partially wounded from a prior encounter to have a chance to restore themselves to full health, so use your judgment about using a checkpoint if there are partially wounded parties around.

class
A character's profession (knight, rogue, sorcerer, wizard, druid, or assassin). Not to be confused with "armor class" (AC) or "weapon class" (WC).

fear
The likelihood that Murkon will freeze up during battle and be unable to act. A positive value indicates that this may occur; when this value is zero or below, there is no danger of this at all, unless opponents in combat cast a magic spell to raise this value above 0. Monsters also have fear attributes; although you can't directly see what the value is for each monster, their behavior in combat makes it apparent what the situation is.

hit points
An indication of how much damage a character or monster can take before dying from injuries. Every time a character is hurt, hit points are lost. When a character's hit points reach 0, he dies. Murkon's hit points are recovered after each battle.

level
1. Of a character, how far advanced that character is in his profession. New characters start at level 0 and work their way up, becoming more powerful as they gain levels.
2. A floor or story in the labyrinth. The labyrinth consists of ten levels, the topmost being level 1 and the bottommost level 10.

magic/spell points
An indication of how much magic Murkon (or an adventurer) can cast. For Murkon, casting attack spells and breathing elemental breath uses up magic points that can only be restored by bathing in the right kind of magical pool. For characters, each spell they know requires a certain number of spell points to cast; if a character uses up his spell points, he cannot cast any more spells.

party
The group of adventurers you encounter together, usually. Occasionally this may also refer to Murkon and the monsters travelling with him.

summoning portal
A semi-frequent fixture of the labyrinth from which Murkon can summon new monsters to accompany him. Different portals allow different numbers and types of monsters.

WC
Weapon Class. When referring to a weapon, it indicates how effective a weapon it is. A character's weapon class is usually the same as the weapon class of the weapon he is currently wielding. Assassins, however, have the special ability to gain WC as they advance. See also: AC.

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