
                   WIZARD'S ARENA -- RELEASE 1.37
             (C) Copyright 1991,1992 by Douglas Summers

                        PLAYER DOCUMENTATION



INTRODUCTION

The basic idea behind the game is that of wizards locked in more-or-
less mortal combat.  The setting is a series of storerooms and crypts
beneath a college of wizards (a la Pratchett's Unseen University),
tentatively named Arcane University.

This document is just a brief overview of the game -- the basic
mechanics of the game are reasonably straightforward.  Experimentation
will quickly teach you what works and what doesn't.



YOUR CHARACTER

You can choose almost any name for your character, and a pair of
letters/punctuation marks to represent him on the mapboard.  All
your other characteristics are preset (everyone starts equally).


	PHYSIQUE
	
	Determines how many Hit Points he has, and the speed
	at which he heals; and how much damage he does in Hand-
	To-Hand Combat.

	AGILITY
	
	Determines the character's Action Point allotment, and
	therefore, how much you can do in a day.  It
	also has value defending against physical attacks.

	INTELLECT
	
	Determines how well the character can Study on  his own, how
	effective Spell Training is and also helps him defend against
	certain spells.

	HIT POINTS
	
	How much damage you can take.  When they fall to zero,
	your character dies.  Hit Points are recovered daily,
	at a rate determined by your Physique.

	ACTION POINTS
	
	How much your character can do in a day.  It isn't
	a bad idea to leave 1 or 2 left over at the end of
	a day; your character will automatically use them to
	dodge if he is attacked.  APs don;t carry over from
	day to day.

	FATIGUE
	
	Another limitation on what your character can do --
	this is affected mostly by spells and by combat.
	FP are similar to HP -- they are recovered at a
	regular rate.  Dropping to zero just means you
	can't do anything -- it doesn't cause death.


Probably the most important (at first, anyway) is Agility.  In
particular, a high Agility will allow your character a greater number
of attacks per day, more movement, and so on.  IT IS STRONGLY
RECOMMENDED THAT YOU USE AT LEAST HALF YOUR INITIAL TRAINING TO
INCREASE AGILITY.  Sitting ducks probably won't last long.


SPELL PROFICIENCIES

Spell-casting is exacting work, and isn't possible at all unless
your character is well-versed in the intricacies of the particular
spell involved.

Your acquire proficiency with each spell seperately -- knowing
DART perfectly (a 100% spell proficiency) won't help you at all
with BUCKLER.

Basically, your proficiency is your character's ability to cast
a spell successfully.  Unsuccessful spells have no effect, but
cost AP and FP to cast, anyway!

You can increase spell proficiency by Training (see below).



STARTING YOUR CHARACTER

Initially, your character is a bit of  nebbish.  He doesn't even know
any spells.

But he does have the accumulated wisdom of almost a whole quarter as
an undergraduate at Arcane University!

Your character begins with a certain number of experience points,
and can acquire more by combat (killing other players or creatures)
or by study.  Studying is slow, and depends on your Intellect;
combat is the quicker route.

Any time you end a combat, you should see how much experience you
have (using the Status command).  If you have 100 or more EXP, you
can Train your character.  Training is the means to increase your
characteristics and spell proficiencies.

(Actually, this figure of 100 EXP can be varied by the sysop.  He
can even make successive trainings cost more and more each time.)

There's no point in storing up your Experience -- it just makes you
a more profitable target.  As soon as you have it, use it.

You should go into the '.' submenu and set your page-length and
your NUMLOCK status.  If you have extra lines on the screen, expanding
your page-length will let you see more text in the text area of the
screen.  If you have an IBM (or similar machine) you can use the
keypad's arrow keys if you have the NUMLOCK on (i.e., if they look
like numeric keys).  This changes some of the game commands, so
you may need to re-familiarize yourself.



THE MAP

Your character will be randomly placed in the Arena -- if you're lucky, it won't be between two feuding fraternities.  The area around you will be shown
(as if in an overhead view).  Players (such as yourself) are in
red; creatures are (usually) blue, and other objects are in a variety
of colors.



PHYSICAL COMBAT

Sometimes a blunt, physical approach to problems is more practical than
magic.  Weapons are available, and armor -- you begin with only a
dagger.

Please note that when you attack a player, he WILL find out.  Even
if you fail miserably, he will receive the news next time he logs on.

	OFFENSE
	
	Bigger weapons do more damage than smaller weapons, but can be
	more tiring to use.  Enchanted weapons are available (but very,
	very rare) -- indeed, the players can make their own, once they
	become powerful enough.

	Attacking with a weapon involves 2 stages: hitting the target, and
	penetrating his defenses.

	Your chance of hitting any adjacent creature is based on your
	character's agility.  The target's agility may come into play if
	he dodges (see DEFENSE, below).

	Once you have hit the target, its armor and protective spells
	get a chance to deflect all or part of the blow.  Only the
	damage remaining afterward actually affects the target.


	DEFENSE
	
	There are three basic types of defense -- Dodging, Armor and Spells.

	Dodging happens automatically if the defender has AP and FP
	remaining.  It gives the target a chance of simply avoiding the
	blow altogether.  IT IS THEREFORE A PRETTY GOOD IDEA TO LEAVE A
	FEW AP/FP UNUSED AT THE END OF THE DAY -- A GOOD DODGE MAY SAVE
	YOUR LIFE.  The effectiveness of dodging is proportional to
	the defender's agility.

	If the blow lands, Armor comes into play.  If the defender is
	carrying a shield, it may absorb part of the blow.  If the
	defender has a suit of armor, it also absorbs some damage.
	Only one shield is effective for the defender, and only one
	suit of armor (the first in his CARRIED list).

	If the blow penetrates the target's armor, the various defensive
	spells can ward off all or some of the blow.  See the section on
	Defense Spells, below.



SPELLS

Magic is generally more potent than whacking at someone with a
chunk of sharpened steel.  The game has more than thirty
different spells.
 
	DEFENSIVE SPELLS
	
	All defensive spells for four days, or until dispelled.  Each
	is cumulative with the others (i.e., Blur and Shield together
	provide more protection than either seperately).  However,
	multiple castings of the same spell increases the DURATION of
	that spell, not its EFFICACY.  (Two Buckler spells will last 8
	days, but provide less protection than a Buckler and a Shield
	which each last 4 days.)
 
	Most defensive spells may be cast on oneself or on any adjacent
	living creature.

  	[ 1] BUCKLER  	Provides 1 die of protection, against physical or
					magical attacks.
					Prerequisite: None
					Duration	: 4 days
					FP Cost		: 2 FP

	[ 6] SHIELD		Like BUCKLER, but provides 2 dice of protection
					Prerequisite: BUCKLER
					Duration	: 4 days
					FP Cost	 	: 4 FP

	[14] ARMOR	 	Like SHIELD, but provides 3 dice of protection
					Prerequisite: SHIELD
					Duration	: 4 days
					FP Cost	 	: 6 FP
 
	[ 8] BLUR		Makes the target harder to hit, but does NOT help
					it absorb damage.  The target will be roughly TWICE
					as hard to hit than he would be otherwise.
					Prerequisite: None
					Duration	: 4 days
					FP Cost	 	: 4 FP
 
	[16] CONCEAL	Makes a person or object invisible -- but only
					until it moves, is bumped, or attacks. (Does not
					automatically expire in 4 days).
					Prerequisite: BLUR
					Duration	: Until broken
					FP Cost	 	: 6 FP
 
	[20] INVISIBLE	Like CONCEAL, but allows the target to move while
					remaining invisible.
					Prerequisite: CONCEAL
					Duration	: Until broken
					FP Cost	  	: 6 FP
  
	[21] PEACE 	 	Unique in that it provides absolute invulnerability to
					most attacks.  It renders the target, however, unable
					to LAUNCH attacks, either.  The 'spell-ee' can cancel
					the spell at any time.  It can be set to last a certain
					number of days.
					Prerequisite: None
					Duration	: Variable
					FP Cost	  	: 3 FP + user discretion


	VISUAL/DETECTION SPELLS
	
	The Visual/Detection spells allows the recipient to gain more
	information about his surroundings.
  
	[ 5] SIGHT			Extends the range of the caster's vision.  This
						effectively gives him an extended spell range,
						since ranged spells work out to the limits of
						vision.
						Prerequisite: None
						Duration	: 4 days
						FP Cost	 	: 2 FP
 
	[13] FARSIGHT		Like SIGHT, but even better.
						Prerequisite: SIGHT
						Duration	: 4 days
						FP Cost		: 4 FP
 
	[26] XRAY VISION	The user will be able to see through walls,
						columns and similar objects.  Does NOT allow
						user to shoot through them.
						Prerequisite: SIGHT
						Duration	: 4 days
						FP Cost		: 4 FP
 
	[23] SENSE MAGIC	Allows the user to detect magic in the area or
						on a specific object.
						Prerequisite: None
						Duration	: Instant
						FP Cost	 	: 2 FP
 
	[24] DISCERN MAGIC	Like Sense Magic, but the information is more
						exact.
						Prerequisite: SENSE MAGIC
						Duration	: Instant
						FP Cost		: 4 FP
 
	MISSILE SPELLS
	
	These spells are the simplest attack spells -- they simply
	inflict physical damage on the target.  The range is limited
	only by sight, but is blocked by physical obstacles.
  

	[ 2] DART			An attack roughly equivalent to a dagger stroke.
						Prerequisite: None
						Duration	: 0
						FP Cost	 	: 2 FP
 
	[ 6] BOLT			Like DART, but heavier damage -- roughly equivalent
						to a sword-stroke.
						Prerequisite: DART
						Duration	: 0
						FP Cost	 	: 4 FP

	[15] LIGHTNING   	Predictably, like DART and BOLT, but even heavier
						damage.
						Prerequisite: BOLT
						Duration	: 0
						FP Cost	 	: 6 FP

	[33] FLAMEBURST  	An area-attack spell; the burst travels from the
						wizard until it strikes some object (or dissipates
						when it leaves his line-of-sight).  There it bursts,
						attacking the target and every adjacent creature.
						If the wizard has a high proficiency, he can set a
						range for the burst to go off at, whether or not it
						strikes something.
						Prerequisite: LIGHTNING
						Duration	: 0
						FP Cost	 	: 8 FP
  
	[34] FIREBALL		Like FLAME BURST, but the area of effect is greater
						(a radius of 2 squares, or at high proficiency, 3
						squares).
						Prerequisite: FLAMEBURST
						Duration	: 0
						FP Cost	 	: 16 FP


	HEALING SPELLS
	
	These spells are used to recover Hit Points.  They can be varied in
	strength -- for every AP and FP expended, you can gain either 1 or 2
	Hit Points back.  Casting either spell costs 1 AP and 1 FP; to
	actually do any healing requires additional AP and FP.
  
	[ 3] RECOVER   		Gives the target 1 HP for every FP and AP spent.
						Prerequisite: None
						Duration	: Not meaningful
						FP Cost	 	: Varies

	[ 9] HEAL	 		Gives the target 2 HP for every FP and AP spent.
						Prerequisite: RECOVER
						Duration	: Not meaningful
						FP Cost	 	: Varies
 
  
	ITEM SPELLS
	
	These spells are used to create physical objects of varying sizes,
	or to prepare those objects to receive spells, or to empower
	weapons to do greater damage or to hit more surely.
  

	[10] MINOR CREATE	Allows the caster to create certain small objects.
				   		Prerequiste: None
						Duration   : Not meaningful
						FP cost	   : 6 FP
 
	[18] MAJOR CREATE	Allows the caster to create almost any weapon,
						armor or item; also allows him create corpses.
						Prerequisite: MINOR CREATION
						Duration	: Not meaningful
						FP Cost	 	: 9
 
	[ 4] INVEST			Invest is used to prepare an item to accept
						spells, or, if the item is already prepared,
						to put spells into it.  See the section on
						ENCHANTED ITEMS, below.
						Prerequiste: None
						Duration   : Not meaningful
						FP cost	   : 2 FP
 
	[11] RETRY			Cast on a weapon, it allows that weapon to try
						again when it misses.  The spell lasts for four
						days. Multiple castings extend the duration,
						not the effect.
						Prerequisite: Invest
						Duration	: Until used
						FP Cost	 	: 6
 
	[19] SHARPEN	  	A weapon with SHARPEN cast on it will do more
						damage on the next blow it lands.  Multiple
						SHARPENs on a weapon will let it increase its
						damage on more than one blow.
						Prerequisite: Invest
						Duration	: Until used
						FP Cost	 	: 4
 
	[22] VORPALIZE		Like SHARPEN, but the damage is increased by
						even more.
						Prerequisite: SHARPEN
						Duration	: Until used
						FP Cost	 	: 6
 
	[30] ANIMATE CORPSE	The caster can animate a corpse, making a zombie
						under his own control.  He must be adjacent to the
						corpse to do so.
						Prerequisite: None
						Duration	: Not meaningful
						FP Cost	 	: 4

 
	SUMMONING SPELLS
	
	These spells allow the summoning of living creatures.  Such creatures
	will initially be under the control of the player who summoned them.
	See the section on CREATURES for more detail.
  
	[10] SUMMON WIMP	The human summoned is pretty nebbishy, and
					   	completely unarmed.
						Prerequisite: None
						Duration	: Not meaningful
						FP Cost	 	: 6
 
	[17] SUMMON FIGHTER	The Fighter is substantially more powerful
						than the Wimp.
						Prerequisite: Summon Wimp
						Duration	: Not meaningful
						FP Cost	 	: 10
 							 	
	[21] SUMMON HERO   	The Hero is more powerful yet, and comes well-
					  	armed.
					   	Prerequisite: Summon Fighter
						Duration	: Not meaningful
						FP Cost	 	: 15
 
	[30] SUMMON OGRE   	The Ogre is big and stupid and carries a massive
						cudgel.
						Prerequisite: Summon Hero
						Duration	: Not meaningful
						FP Cost	 	: 20

	[35] WIZARD'S EYE	The Eye is a small, hovering creatre that is very
						weak, but very fast.  It is used to spy out 
						interesting areas.
						Prerequisite: None
						Duration	: Not meaningful
						FP Cost	 	: 10

 
	MISCELLANEOUS SPELLS
	
  
	[24] DISPEL MAGIC	Allows the user to disrupt the spells on a
						person, a held object, or (less effectively)
						in his immediate area.
						Prerequisite: DISCERN MAGIC
						Duration	: Not meaningful
						FP Cost	 	: 6
 
	[27] LOCATE			Allows the user to find the relative location of
						ome wizard or (invested) item.  Doesn't work
						on 'generic' items.
						Prerequisite: None
						Duration	: Not meaningful
						FP Cost	 	: 2
 
	[28] CONTROL 	  	Allows the caster to control another creature.
						The probability of success depends on the
						intellect of the caster, as compared to that
						of the target.
						Prerequisite: None
						Duration	: Not meaningful
						FP Cost	 	: 3
 
	[29] OGRE STRENGTH	Amplifies the physique of the recipient to the
						same level as an Ogre (50).  Won't weaken creatures
						already stronger than this.  Lasts 4 days.
						Prerequisite: None
						Duration	: 4 days
						FP Cost	 	: 6
 
 

CREATURES

Besides the wizards, there are other creatures wandering around the
game.  Some have been summoned, and are under the control of a
wizard; others are just wandering around for no readily discernable
reason.

Creatures are important:  controlled creatures provide information
and options to their controllers.  Wandering creatures are a good
source of experience, if you can kill them; sometimes they even have
items of interest.

A summoned creature begins under the control of his summoner, but
under certain circumstances will become independent or fall under
the control of someone else.  If you have controlled creatures,
use the 'V' command to move them about the map;  they won't do
anything if you don't.

Wandering creatures work their way around the dungeon, attacking
the players, grabbing items and generally living out the pre-
ordained role of NPCs everywhere.

The CONTROL spell can be used to seize control of a creature.  This
is cheaper than summoning them, but you're limited by the availability
of strong, stupid creatures (Heros, Fighters, Ghouls and the like).

Creatures (controlled and otherwise) have a mode of attack that
players do not: the Counter-Attack.  Any non-player creature will
automatically Counter-Attack whenever he is attacked, if he is
adjacent to his tormentor.  Taking on Heroes hand-to-hand is pretty
foolish -- they'll make chutney out of even the strongest wizards.
Spells, however, are a different matter.

You cannot attack a creature that is under your control.



ENCHANTED ITEMS

Item-related magic takes two forms.  Spells can be cast ON an object,
or IN it.

Spells on an object affect it immediately.  CONCEAL, cast on
an amulet is a good example:  the amulet becomes concealed immediately;
the spell will expire in the natural course of things (four days
later).

Spells cast IN objects are different.  They are waiting to be released,
and have no effect on the game until they are. CONCEAL, cast INTO an
amulet, doesn't	actually conceal it.  But the spell is quickly and
easily available to whomever holds the amulet.

Putting a spell in an item is a simple matter of INVESTing the
item a second time.  You will be asked which spell to place in
the item -- and you must have FP/AP enough to cast it.

Using the spell afterwards is a simple matter of using the item --
select its number as the action to be performed when you're prompted
for your command.  Thereafter (if you're successful), you'll
be able to cast the spell out of the item quickly and easily.

An item may become disenchanted, reverting to an ordinary,
everyday object.  There's a chance of this happening if there are
no spells in or on the object.  (This happens in order to free up
space in the database -- there's no well thought-out justification
for it).



FRATERNITIES

Players can form groups called 'fraternities'.  A player who is not
already a member of a fraternity can join any of them, and can quit
at any time.  A player may also start up a new fraternity, giving it
any name he likes.  (The game limits the number of fraternities
to 16).

Each fraternity has a 'captain'.  The founder of a frat is always
the captain, unless he is slain; in that sad event, the most
powerful surviving member of the frat becomes captain.  The only
privilege captains have is that they can expel members at any time.

The benefits of being in a frat are these:

	Players who are members of the same fraternity cannot attack each
   	other directly.  There is an exception:  the captain of a frat can
   	attack, and be attacked by, members of his own frat.  This is
   	to encourage a healthy turn-over in frat leadership.

   	If a frat brother is slain, he has the option of 'reincarnating'
   	as a member of the frat.  If he chooses this option, he will
   	come back with more experience points than usual -- the exact
   	bonus depends on the AVERAGE power of his frat-brothers.  It
   	is therefore necessary for captains to 'cull the ranks' of
   	weaker members, so that the full weight of this benefit is
   	enjoyed by the remaining members.

The disadvantage is that the 'reincarnation' feature costs all
members of a fraternity a certain number of FP;  and this can
get VERY expensive if two or three members reincarnate on a
given day.

Fraternities are only available if the sysop has registered the
game.

If you are in a fraternity, your frat-brothers' symbols on the
display will be shown in bright cyan, rather than in red.

