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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