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During the course of your adventures, you will
encounter many types of vile creatures that try to stop you in your
path. By ridding the kingdom of them, you will earn valuable
experience points which help you
earn character level promotions;
and you will get to keep whatever gold or other items you find
amongst the fallen foe. |
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When you encounter some monsters, you will be
faced with a screen like the one to the left. The picture in the
top-left always shows the first (or closest) monster group in out
of all the monster groups you face. To the right of the
picture, all monster groups you face are listed, sorted by
distance. Notice that there are actually two groups of monsters
attacking you in this case. The first group is a lizard beast, 10
feet away, and the second group is a lizard summoner at 20
feet. |
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Combat Options: Combat works in
turns. When you encounter a set of monsters, you will be presented
with several choices. After you have selected a course of action, a
round of battle commences.
Each member of your party and each monster you face will get a
chance to attack, in turn, according to their dexterity. Faster
monsters and characters go into action before slower ones. If the
combat messages scroll by too slowly, you can speed them up by
pressing the up key. If they go by too quickly, slow them down by
pressing the down key. To replay the last round of combat messages,
go to the menu by pressing the "Menu" silkscreen key,
select the "Options" menu, and select "Last
Message". This menu option will only display the last round of
combat messages when you are in combat mode. Otherwise, it will
display the last popup text message your party encountered.
When the combat round completes, you will be presented with more
combat choices, like when the encounter began. Or, if you defeated
your enemies, you will be presented with a treasure screen that
displays the gold, experience, and objects you may have found on
the bodies of your fallen enemies.
When a new round of combat commences within an encounter, you
will always be presented with the following choices:
- Run - Attempt to run away from the all the monsters in
the encounter. This option is useful in cases where your party
is too weak to fight the monsters it faces. Note, however, that
running is not always the best plan. If you run away, you
abandon any experience you may have already earned during this
encounter. Also, your chances of successfully running are based
on levels of the characters in your party. If you are an even
match for the monsters you face, then your chances of
successfully running from them are about even. But if your
characters are of a lower level than the (highest level) monter
it faces, your chances of successfully running are reduced. If
your attempt to run is unsuccessful, you will be forced to
fight and will not have the opportunity to
advance.
- Fight - Fight the monsters you face. If you think you
can take them, choose this option to initiate combat against
the monsters. Selecting this option puts you into a menu where
each character in your party gets to choose a method of attack
(or defense) for the upcoming combat round (see below).
Depending on the distance of your party to the nearest monster
group, and the relevence of your last round of combat choices, you
may also have either of the following options.
- Advance - Advance your party closer to the monsters
you face. In cases where you face any group of monsters that
are out of melee range (farther than 10 feet away), you will
have the option to advance on them so that they will be in
range of your deadlier hand-to-hand combat weapons. This menu
option does not appear in cases where one or more groups of foe
are already within 10 feet of your party. Beware -- advancing
on a group of foes may also put you in range of their deadlier
hand-to-hand attacks. Also note that some character classes
have the ability to cast a "Near Foe" spell which
brings one group of monsters 10' closer without requiring you
to consume an entire round of your party's combat choices with
a single "Advance" instruction.
- Repeat - If you are fighting the same
group(s) of monsters you faced in the previous round, all at
the same distances, you may be given the option to repeat your
previous round's combat instructions. However, some types of
spells probably should not be cast twice in a row, and
sometimes commands you gave to your party in the last round
will not work again (e.g., because you don't have enough spell
points to cast the same spell this time). So if it is not
possible or desirable to repeat your last round of combat
commands, you will not be given the option.
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Fighting:
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If you chose to fight the monsters you face, or you attempted
but failed to run away from them, then combat proceeds by choosing
a set of commands for each character in your party for the upcoming
round of battle. Note that summoned creatures cannot be given
commands during combat. They will choose their own combat round.
All other characters may choose from the following four menu
options: |
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- Attack - Attacks a monster group with the currently equipped weapon. Use this option
only if you have already equipped the character with a weapon, or
wish to punch. (See the inventory
section of this document for information on equipping objects).
Note that in the case where your party faces more than one group of
monsters, each character will be prompted to specify which group of
monsters to target for their attack. In the case that your party
only faces one group of monsters, all attacks are assumed to target
that one group.
- Attacking with no weapons equipped
If no weapon is equipped, then selecting ATTACK will simply
punch at a monster in the target monster group.
- Attacking with an equipped hand weapon
If the currently selected character has a hand-to-hand combat
weapon such as a sword is equipped, then the character will use
that weapon to attack. But remember, that hand-to-hand weapons
can only reach monsters in melee range. Attacking with a
hand-to-hand weapon against monsters farther away will always
miss.
- Attacking with an equipped ranged or spell weapon
If the currently selected character has a spell or ranged
weapon (such as a bow) equipped, then that weapon will
automatically be used for the character's turn, during combat.
Note that attacking with a spell weapon in this fashion will
consume one charge if the weapon has a limited number of
charges (see the inventory section
of this document). Use of bows
(and items without a #charges after the item name), however, is
unlimited. Be careful not to equip a valuable spell weapon, and
quickly use up its charges by attacking with it for every round
of combat.
- Cast Spell - Choosing this option will allow the currently
selected character to select a spell to cast during his or her turn
in the upcoming round of combat. There are many types of spells
available during combat. See the spell
table for details on the types and requirements for using
particular spells. Refer to the spell
casting documentation section of this document pertaining to
casting spells for information on using the Dragon Bane II spell
casting interface.
- Defend - Selecting this option will cause the currently
selected character to defend him or herself during the upcoming
round of combat. By defending, a character effectively lowers his
or her armor class by two points
during the upcoming round (note: thieves hide better when
defending, see Character Classes section). Use
this option only when a character doesn't have any other more
useful options available for the upcoming round of combat.
- Use Item - The character
will attempt to use an item in his or her inventory during the
upcoming round of combat. Although each of your characters probably
only carries one good hand-to-hand combat weapon, they may choose
to carry other weapons with special uses for special circumstances.
For this reason, the default equipped weapon or device can be
overriden by selecting any other object (even if that object is not
equipped) .
If you attempt to use a weapon or spell-weapon that requires a
target (for example the Wand of Aid requires you to target one of
your own characters), then you will be prompted to select the
appropriate character or monster target.
Confirm Combat Commands:
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When you have entered a command for each member of your party
(except for a summoned creature, if you have one), you will be
prompted to confirm the use of your given commands before the
combat round proceeds. If you accidentally entered the wrong combat
command for a certain character, or you change your mind about a
combat command, this is your chance to start over and assign new
commands for the upcoming round. |
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Computation of hit and damage:
The chance for an attack to hit (whether it be a monster attacking
your characters or your characters attacking a monster) is computed
using the attacker's level and the target's armor class. Higher level
attackers have a better chance to hit, and targets with lower armor
class have a better chance to defend against an attack.
Attacker's Level |
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Defender's Armor Class |
-10 |
-9 |
-8 |
-7 |
-6 |
-5 |
-4 |
-3 |
-2 |
-1 |
0 |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
1 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
2 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
3 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
4 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
5 |
0 |
0 |
0 |
0 |
0 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
6 |
0 |
0 |
0 |
0 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
7 |
0 |
0 |
0 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
8 |
0 |
0 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
9 |
0 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
10 |
0 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
11 |
5 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
12 |
10 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
100 |
13 |
15 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
100 |
100 |
14 |
20 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
100 |
100 |
100 |
15 |
25 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
100 |
100 |
100 |
100 |
16 |
30 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
17 |
35 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
18 |
40 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
19 |
45 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
20 |
50 |
55 |
60 |
65 |
70 |
75 |
80 |
85 |
90 |
95 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
100 |
After the chance to hit is computed from the table above, a small 5%
random factor is taken into account, and then the chance to hit is
reduced by the accuracy factor of
the attacker's weapon. If the attacker is 100% proficient at using the
given weapon, the raw chance to hit from the table is used. However, if
the attacker is only accurate 50% of the time using the current weapon,
the chance to hit is reduced accordingly.
If a hit is successful, damage inflicted is computed using the
damage of the attack against the resistances of the target. All
offensive weapons' and spells' damage is described as a triplet of
(physical base /fire damage /magic damage). Likewise, all
armor' defense is described as a triplet of (AC / fire resistance % /
magic resistance %). Damage is then computed as the sum of three
values:
- Physical Damage: Some random value between half and full
physical base damage of the attacker's weapon plus a factor for
the attacking character's strength.
- Fire Damage: The attacker's fire damage is reduced by the
defender's fire resistance percentage. For example, if the defender
has a fire resistance of 20%, then the
defender only receives 80% of the attacker's fire damage.
- Magic Damage: The attacker's magic damage is reduced by the
defender's magic resistance percentage. For example, if the defender
has a magic resistance of 20%, then
the defender only receives 80% of the attacker's magic damage.
Fire and magic resistances max out at 99. At that point, your
character will be immune to all fire or magic based damage.
It is a good idea to study the characteristics of your offensive
weapons and spells and see how their effect varies against different
monsters. Obviously, it is not a good idea to use a fireball spell
against a fire elemental, because you would expect that creature to be
mostly
immune to the fire attacks. Likewise, it would be prudent to save
objects with fire resistant properties for use when fighting fire
breathing dragons or other strong monsters that use fire attacks.
Tactics:
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Advanced spell casters (and certain monsters)
learn the ability to take advantage of special combat measures and
counter-measures during combat. With a little experience, a good
player will be prepared to defend against certain monsters, and
become adept at taking advantage of other monsters'
weaknesses. For example, summoned creatures: Some monsters can
summon other monsters to join its ranks, but in many cases, you may
be able to dispell a summoned foe. Likewise, your wizard or
necromancer may summon creatures,
but some monsters will be able to disbelieve in them, causing them
to vanish.
As another example, there are spells that inflict temporary
damage on the brain of their target. Learn to use the confuse or daze spells to cause
monsters to lose a turn during combat or even attack other monsters
in its party. But beware, some monster can do the same to you, so
it is a good idea to have a sorcerer or spell weapon to alleviate
such temporary disorders. |
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