Arrowbridge II: The Guardians of Darkness


It has been five thousand years since the Orb of Tabian was reclaimed on behalf of the kingdom. During most of this period, the settlements thrived and the people rejoiced.

However, one hundred and fifty years ago, Zombre Bryan, the evil sorcerer reappeared. His ghostly figure commanded armies of black orcs and undead creatures that swarmed down upon the land. All the armies of the people, along with the castles, were destroyed by Zombre in his attempt to recover the Orb of Tabian.

The dark armies marched on to the land of Kraete, destroying all in their path. They finally reached the tower of the Wizard Merxon, the keeper of the Orb, high in the Kraete alps. Merxon fought using all of his magical power, but the invaders of darkness were too strong. In a last desperate attempt, Merxon was forced to break the mystical creation in seven pieces to prevent it from being captured. He commanded the great hawks of the land to hide these fragments so that the power of the Orb could never be used again.

Thy Quest

Recently, Zombre launched a new campaign to recover the seven Orb fragments. From within the depths of his fortress, he created seven creatures of darkness, Death Guardians, who now roam the new landscape searching for the fragments. His grand armies of orcs have been disbanded, but their remnants still remain on the mainland.

The Wizard Merxon has sent out a desperate plea to all adventurers to stand up against the orc armies and recover the Orb fragments for the good of all the people of Arrowbridge. If Zombre were to reconstruct the Orb, then darkness would surely reign on the land forever.

Character Classes

When thou first enters Arrowbridge, thou will choose a character class for thy self. It may be a difficult choice, but do not despair. An adventuring party may have up to four characters at any one time. Extra characters may be recruited from the taverns scattered throughout the land. These characters will be under thy complete control for all combat routines.

If thou drops a character from the party then he/she will return to the place where they were found, awaiting later recruitment. This character will surrender their possessions to the group before departing. They will retain all experience that they have earned.

Class: Knight

The knight is a powerful fighter. They are particularly adept at hand-to-hand (melee) combat and jousting. A knight will inflict 30% more damage than any other player and will possess the greatest amount of HP for a given level.

Best Equipment: 2-Handed Sword, Full Plate, God Shield, Heavy Crossbow

Knight Modifiers:
  • Melee Damage : +20%
  • Projectile Damage : +0%
  • Health Points : +30%
  • Jousting : +30%

  • Detect Secrets: N
  • Disarm Traps : N
  • Light Healing : N
  • Magic: N
  • Pick Locks: N

Class: Thief

The thief is an invaluable member to thy party, especially when exploring the underworld.

The thief is able to pick any locks provided that the level of the thief is greater or equal to the dungeon level.

Similarly, the thief will detect standard secret passages provided that the level of the thief is greater or equal to the dungeon level. Detected secret passages will be shown as a different color to that of the surrounding walls. One way secret passages will also be detected provided that the level of the thief is 1.5 times greater than the dungeon level. Due to the uneven nature of dungeon floors, trapdoors cannot be detected by a thief.

The thief is adept at stealing and can steal 10 times more gold from a fort or castle treasury than any other class and have a higher probability of success.

Thieves gain an extra turn per round when fighting with adventurers or monsters due to their enhanced agility. Keep in mind that higher level opponents also get bonus attack rounds as well.

Best Equipment: Shortsword, Ring Mail, Small Shield, Short Bow

Thief Modifiers:
  • Melee Damage : -30%
  • Projectile Damage : +0%
  • Health Points : -30%
  • Jousting : +0%

  • Detect Secrets: Y
  • Disarm Traps : Y
  • Light Healing : N
  • Magic: N
  • Pick Locks: Y

Class: Wizard

The wizard is a master of magic. Although a very poor melee fighter, a high level wizard can devastate an enemy with magic. The wizard possesses the most powerful projectile spell in the form of the Lightning Bolt.

Best Equipment: Cudgel, Hardened Leather, Wooden Shield, Sling

Wizard Modifiers:
  • Melee Damage : -40%
  • Projectile Damage : +0%
  • Health Points : -50%
  • Jousting : -20%

  • Detect Secrets: N
  • Disarm Traps : N
  • Light Healing : N
  • Magic: Y
  • Pick Locks: N

Class: Ranger

The ranger is best described as a master of nature. The ranger is a strong fighter, both with melee and projectile combat, but has the advantage of being able to heal light wounds and guide thy party through the wilderness.

A ranger can be instructed to heal any character in thy party. Using natural remedies, a ranger will heal a player 1 hp per 5 turns.

A ranger can also guide thy party through the forest, swamp and hills with a reduced turn penalty.

Best Equipment: Morning Star, Chain Mail, God Shield, Crossbow

Ranger Modifiers:
  • Melee Damage : +10%
  • Projectile Damage : +0%
  • Health Points : +0%
  • Jousting : +30%

  • Detect Secrets: N
  • Disarm Traps : N
  • Light Healing : Y
  • Magic: N
  • Pick Locks: N

Class: Cleric

The cleric is a master of magic. Unlike the wizard, the cleric spells tend to concentrate on the divinities, with spells such as healing, curing, and turning the dead. The cleric possesses the most lethal group spell in the form of an Earthquake. Additionally, the cleric is a solid melee fighter, but due to religious beliefs, clerics refuse to use weapons with blades. Instead they prefer weapons such as the mace and morning star.

Best Equipment: Morning Star, Chain Mail, Large Shield, Shortbow

Cleric Modifiers:
  • Melee Damage : +0%
  • Projectile Damage : +0%
  • Health Points : -10%
  • Jousting : -20%

  • Detect Secrets: N
  • Disarm Traps : N
  • Light Healing : N
  • Magic: Y
  • Pick Locks: N

Class: Archer

The archer is a master of projectiles. An archer will inflict twice the projectile damage on any target due to mastery of the projectile weapon.

Best Equipment: Sword, Scale Mail, Medium Shield, Heavy Crossbow

Archer Modifiers:
  • Melee Damage : -10%
  • Projectile Damage : +100%
  • Health Points : -10%
  • Jousting : +0%

  • Detect Secrets: N
  • Disarm Traps : N
  • Light Healing : N
  • Magic: N
  • Pick Locks: N

Traveling the Land


One turn is deducted for each move a party makes except in the following terrains where more turns will be deducted:

Terrain Party without
a Ranger
Party with
a Ranger
Forest 32
Hills 43
Swamp 32

Encumbrance will be calculated based on the number of characters in the party and the amount of equipment carried. Each character in the party will be able to carry more equipment based on their level. Higher level characters can carry much more than low level characters. Additionally, each piece of equipment has an associated encumbrance factor with bigger weapons and armor particularly heavy and cumbersome

If the encumbrance exceeds 100%, penalty turns will be deducted for movement.

Adventurer Encounters

Encountering other adventuring parties provides a forum for different types of interaction. The following rules apply for such encounters:
  • Both adventurers have an army

    If both adventurers have an army and if one of them has the other listed as an enemy, then an army battle will take place. If neither are listed as an enemy then the active player will have the option of leaving in peace or attacking.

  • One adventurer has an army

    If only one adventurer has an army then this player may attack the other party in melee combat, take all the gold and possessions (and orb fragments) or leave the non-army party in peace.

    If the army adventurer is controlled by the computer and this adventurer does not have the non-army party listed as an enemy then the non-army party will be left in peace, otherwise the non-army part will have their gold and orb fragments taken.

  • Neither adventurer has an army

    If neither adventuring party has an army then the active player will have the choice of attacking the party or leaving them in peace.

Wilderness / Dungeon Commands
  • [A]rrange Equipment

    Weapons, Armor, Shields and Projectiles are arranged using this command. Note that purchasing items does not automatically ensure their use, and this command must be used to allocate items to adventurers.

  • [B]uilding an Outpost

    An outpost may be constructed in any 3x3 patch of open country. The outpost cannot be build if it is within 20 moves of another outpost, fort or castle. The outpost can be upgraded to a fort and then a castle. Outposts can only be build by adventurers that are level 9 or greater. See the section on Housing an army for more information on outposts.

  • [C]ast a spell

    This command allows Wizards and Clerics to cast wilderness spells.

  • [D]eploying an Army

    This option allows thee to leave thy army at any location. Adventuring parties without armies will be able to sneak pass any deployed army without engaging in combat. Note that armies cannot be taken into settlements, lairs or dungeons.

  • [E]xamine Treasure Map

    This command will display the treasure map. Treasure maps can be purchased from travelling pirates. The map can be viewed when desired and only one map may be held at any time. When thou reaches the treasure location, hit 5 to look for the treasure.

  • [H]ealing Potions

    Healing potions are a valuable asset for an adventuring party, especially those that do not contain a Cleric. Healing potions cost 100 gp and they heal approximately 70hp and cure all poison. Make sure thy party carries many healing potions before embarking on an exploration mission.

  • [I]gnite Torch

    Torches may be ignited using this command. See Illumination in the dungeon section for more information on torches.

  • [M]ap display

    A map of the local area can be displayed by viewing a map gem. Map gems are particularly rare and can only be found in dungeons. Gems are a single use item and will degenerate within minutes after being exposed to light. Gems require sunlight to operate. Consequently, gems cannot be used in dungeons or lairs.

  • [N]atural Healing

    An adventuring party with a ranger will be able to instruct the Ranger to heal a nominated member of thy party. The Ranger will use natural medicine to slowly heal the player back to full strength. Those parties with two rangers will heal any one character at twice the normal rate.

  • [O]pen items

    Armories and treasure chests must be opened so that their contents may be claimed.

  • [P]arty Fight Order

    This command allows the party combat order to be nominated.

  • [R]etire

    The retire function will allow thy party to make camp and sleep. Note that parties that sleep outdoors or in a dungeon/lair will be visible to other players and will often be encountered.

  • [S]end Online Message

    Other adventurers who are currently travelling through Arrowbridge II can be contacted by sending them an online message, carried by a pigeon.

  • [T]oggle Auto Gold Collect

    The auto gold collect function, when ON, will automatically collect gold when found in the wilderness or in a dungeon. When OFF, the adventurer will be asked to indicate how much gold should be collected.

  • [V]iew statistics

    The statistics of the adventuring party are displayed using this command.

  • [W]ho is in Arrowbridge II

    This command will list the current adventuring parties that are active in Arrowbridge II and show their current status (travelling, combat, settlement, dungeon).


Actions per Round

The number of actions per round depends upon several factors:
  1. If the level of the enemy is greater than the level of the main character in thy party then the enemy will receive bonus moves each round. The converse is true for party members.

  2. If the enemy is fleeing due to poor health then the adventuring party will receive bonus rounds due to the slowness of the damaged enemy. The converse is true for party members.

  3. If the enemy is a flying creature (eg. bat, eagle), a dragon, or a mammal (eg. dog, wolf, boar), then the creature will receive bonus moves.

Melee (Hand-to-Hand) Combat

The chance of hitting an opponent during melee combat depends upon thy weapon factor, thy level, the level of thy enemy and the armour factor of thy enemy. The higher the weapon factor and the higher thy level, the higher chance thou has of striking thy opponent.

The damage inflicted is proportional to the weapon factor, thy level and thy class.

Projectile Combat

The chance of hitting an opponent with a projectile weapon (other than magical spells) depends upon the distance the projectile will travel and the shield factor of thy enemy. The shorter the distance and the lower the shield factor of thy enemy, the higher chance thou has of striking thy opponent.

The damage inflicted is proportional to the weapon factor.

Weapon and Armor Life

Weapons and armor may shatter during combat, especially when high levels of damage are inflicted. The chance of an item breaking is reduced for the more expensive items. Note that magical items (+1, +2, +3 items) will never shatter.

Level Advancement

Level Experience Needed

  • [A]rmy

    Guards, Knights, Bowmen and Catapults may be purchased at any city by any adventurer level 9 or greater.

  • [B]ank

    A branch of Arrowbank can be found in any city. Each branch will allow thee to withdraw gold from thy own account, deposit gold to thy account, transfer gold to the account of another adventurer or apply for a loan.

    All funds that remain in the account will earn 0.5% interest per day. Borrowings will incur interest expenses of 2% per day.

  • [C]hurch

    Churches are found in all cities. They provide a place for characters to improve their virtues.

    • Donating gold to a church will have a positive effect on one's alignment. The increase in alignment is proportional to the amount of the donation and the main character's level, ie. one alignment point will require LV^3 gold pieces. Note: A level 10 character donating 50 gold will not result in any advancement of alignment!

    • Thy adventurer may pray for several turns in order to increase thy alignment.

    • The church offers curse removal to those unlucky enough to be struck by a magical curse.

    • Resurrection of dead party members can be performed at the churches. Such a service demands a serious contribution to the church funds.

  • [G]amble

    The roulette chamber is a popular place for adventurers to gather. New adventuring parties have been known to win small fortunes on the roulette table.

  • [H]ealing, Curing and Resurrection

    Healers can be found in all settlements and offer healing, poison curing, disease curing and healing potions. In Inter-BBS mode, healers can also be paid to cast Black Clouds on other systems. The black cloud will cover the system in a dark cloud for several days and will cause the monsters on that system to be more powerful. The black cloud will also take an additional turn for player movement. Zombre has been known to cast black clouds on thy system from time to time.

  • [I]nn

    Inns provide safe refuge for adventuring parties and are scattered throughout the land. The following commands are available at an Inn.

    • Bribe the Inn Keeper - The Inn Keeper may be bribed to provide the key of a party sleeping in a compact room. The keeper will only supply the key if the owner of the settlement deems the status of those sleeping is that of neutral. All those sleeping in solitary inns, towns or cities are considered neutral as there is no official owner of these settlements. If a sleeping party is attacked during the night, and they are successful in defeating their attackers, then the party that attacked them will not be given the key again for a second attempt. This is usually the result when the sleeping party confronts the Inn Keeper, often with a cutlass to his throat, inquiring as to how the attacking party managed to get the key to their room!

    • Compact Room - This type of room is cheaper to rent, but prone to having people break in while thy party sleeps, unless thou art a friend, alliance or partner of the owner of the fort/castle.

    • Secure Room - Although they cost a ten times more, this room cannot be broken into by any other party. The only exception to this is if thou art sleeping in a fort/castle and the ruler decides to pay thee a visit.

  • [J]ousts & Duels

    • Jousts

      The jousting arena permits adventurers to enter into combat in a friendly environment.

      • Buy/Sell a Horse and Lance

        Before one can joust, a horse and lance must be purchased. The better the horse and lance, the more chance of striking thy opponent. Quality lances will inflict more damage on thy opponent.

      • Choose Representative

        Any member of thy party may joust. However, Knights and Rangers are particularly adept at jousting. High level players are also known to out-perform their lower level counterparts.

      • Joust an opponent

        Thou may joust a set amount of different opponents per day. Common law states that thou must be no more than 4 levels higher than the main character of the jousting opponent.

        During competition, thou may aim at thy opponent's:

        • Head - More difficult to hit, but seriously reduces thy opponent's stamina when successful (best attempted when losing the competition)

        • Chest - East to hit, but moderately reduces the stamina of thy opponent

        The gold prize that is made available is dependant upon spectator numbers, which in turn, depends on the level of the jousting representatives.

      • View jousting statistics

        This function shows thy current jousting record

    • Duels

      The stadium provides an audience for duels. Thou may fight any player in a 1-on-1 battle to the death. Potions have been banned in duel competition. However, great amounts of gold can be won when thou art successful. If thou art unlucky enough to be slain, thy corpse will be revived by the stadium priests for free. Thou may duel opponents on other systems where Inter-BBS operation is available.

  • [L]ibrary

    The library provides the following functions:

    • About Arrowbridge II - This provides a list of all new features that have been added to Arrowbridge II.

    • Bounties - Other adventurers may be offering large quantities of gold to those that kill a nominated player. This function shows the current bounty offerings and allows a player to add to the bounties. Bounties will also be claimed by thee if thy assassin kills a player with a bounty on their head. Large bounties will also attract high level bounty hunters, often in groups with bounties over 500000gp featuring groups of up to 5 bounty hunters. The average level of the bounty hunters increases with the amount of the bounty, up to 1 million gp.

      • Enemies and Allies - An adventurer may set thy status with all other players. The following describes each status level:

      • Enemy - Players will not be able to heal or sleep at the fort/castle where they have an enemy status. Additionally, enemies that are encountered in the wilderness will automatically engage for combat.

      • Neutral - Neutral players have no advantages. This is the default setting for all adventuring parties.

      • Friend - Players will be able to sleep in complete safety in any castle at which they have been granted friend status. When encountering a player in the wilderness that has thou set as a friend, they will not engage in combat.

      • Alliance - Players will be able to heal, cure, resurrect and sleep for free in any fort/castle where they have alliance status. Allies encountered in the wilderness will not engage in combat.

      • Partner - Partnerships are very powerful indeed. A partner has all of the abilities of those with an alliance status, but can also change the defending army, construct defences, send henchmen, change the name & flag and access the treasury at any outpost/fort/castle owned by a partner. This status should only be given to those most trusted companions.

      When operating in Inter-BBS mode, the system leader may set the status of other systems in the league. The following describes each status level:

      • Enemy - Players of a system with an enemy status will not be able to heal or sleep at a fort/castle owned by a local player.

      • Neutral - Neutral players have no advantages. This is the default setting for all systems.

      • Friend - Players of a system with a friend status will be able to sleep in complete safety in any castle which is owned by a local player. Tax collectors and patrols will not hinder players on systems with Friend status.

      • Alliance - Players of a system with an alliance status will be able to heal, cure, resurrect and sleep for free in any fort/castle which is owned by a local player. Tax collectors and patrols will not hinder players on systems with Alliance status.

    • Game Configuration - This feature shows the number of turns, maximum time, jousts/duels permitted per day and the minimum distance between castles. It also shows the current location of the seven Orb fragments.

    • Leave an item - Any item that has been purchased or discovered in a dungeon or any Orb Fragment may be left for another party using this command. This feature also facilitates trading. Items gained on special missions cannot be traded.

    • Network List - The list of all players is available when operating in the Inter-BBS mode.

    • Obituaries - This shows a list of deaths and how the unfortunate souls were slain.

    • Post a message - Post a message to a one adventurer or all adventurers. Thou can post messages to entire systems when operating in Inter-BBS mode.

    • Show Outstanding Attacks - This shows a list of the attacks that you have sent to other systems and which have not yet reached their destination. These attacks will be returned to thee after a 14 day period has elapsed. (Inter-BBS mode only)

    • Top Adventurers - This shows a list of the top adventurers throughout the history of the game.

    • Vote for Leader - This allow thee to set thy preference for leader of the system. (Inter-BBS mode only)

  • [M]arine Equipment

    Ketches (10000gp), frigates (50000gp) and sextants may be purchased from selected seaside settlements. Ketches are smaller and cheaper versions of a frigate. Ketches have a weaker hull and they will certainly sink if they strike a reef whereas a frigate has a 2 in 3 chance of surviving a reef crossing. Also ketches, due to their smaller size, cannot carry any form of army.

  • [R]uler Commands

    See the section on armies, outposts, forts and castles for information on the ruler commands.

  • [S]tore

    Weapons, armor, shields, projectiles and torches may be purchased from the store.

  • [T]ravel

    In any city, thou can arrange travel to another city for 1000 gold. This feature is only available in the cities of the land.

  • [W]izard's Portal

    In order to remove all evidence of law and order, Zombre Bryan banished the Wizard Merxon to a parallel plane of existence. Recently, loyal followers have set up portals in all major cities so that the Wizard may be contacted.

    An adventurer should contact the Wizard regularly to be granted any special missions that Merxon may offer.

  • [Y]e Old Tavern

    The tavern is a major source of important information. Those that visit the tavern may get the chance to converse with the locals, even possibly encouraging members to join their adventuring party. Tipping the barman 1 or 2 gold can also yield valuable information.

    Assassins and destructors can be hired in the taverns of the major cities of the land. Assassins can be sent to assassinate any player. Assassins will attack their target one-on-one. Destructors are available for Inter-BBS operation and will attack all players on a given system. Assassins and destructors use poison on all their weapons. Assassins level 10 or greater have mastered advanced poison which can paralyse their target for several rounds.

Dungeons and Lairs

There are nine dungeons scattered throughout the land and several lairs. The dungeons and lairs have been classified according to their complexity. A Class 1 dungeon is fairly simple, with few, if any, secret passages. A Class 6 dungeon will feature hundreds of secret passages, one-way secret passages and trapdoors. Such dungeons are for the experienced adventurer only.

Dungeons and lairs are the primary source of collecting gold. All new adventurers are best served if they enter a dungeon immediately.

Each dungeon or lair may feature the following:
  • Altars - Enscribed on the altar of the dungeon is one of the nine secret runes. These runes are the key to unlocking Zombre's fortress. In order to protect them, Zombre has placed evil beasts at each altar. Note that only dungeons contain altars that are inscribed with runes.

  • Armories - Armories contain weapons, armor, shields, projectiles, gems, potions and torches. It has been reported that some lucky adventurers have found magical items in armories, found in the bottom of dungeons/lairs.

  • Fountains - Fountains found in dungeons and lairs are very beneficial to a party of adventurers. These fountains are always pure as poisons quickly fade in the darkness.

  • Illumination - Dungeons and lairs are places of damp and darkness. In order to explore these evil places, an adventuring party needs to provide their own source of illumination. The most popular form comes from torches, which can be purchased at any settlement for 10gp.

    If thy party has a wizard, then light can be provided using the torchlight spell. However, it is still recommended to always carry spare torches in case the wizard perishes in battle.

    Additionally, Orb fragment 3 will provide constant illumination when it is in thy possession.

  • Locked Doors - Locked doors can be opened either by using a key or using a thief to pick the lock. Thieves can pick locked doors provided that their level is greater than or equal to the dungeon level.

  • Secret Passages - Secret passages may take the form of one-way and two-way secret passages. A thief is the only player that can detect secret passages. Other adventurers may find secret passages by attempting to walk-through walls.

  • Trapdoors - Trapdoors are hidden in the floor of dungeons. When a trapdoor is crossed by thy party, thou will be dropped to a lower floor in the dungeon.

  • Treasure Chests - Treasure chests provide adventuring parties with precious gold. However, around 15% of all chests feature traps that will cause instant damage to the adventurer opening the chest and minor damage to the party. Only two methods will overcome these hazards:

    1. Thieves will automatically disarm traps provided that their level is greater than the current dungeon level or

    2. Wizards that cast an Open Chest spell will not activate the trap

Armies, Outposts, Forts and Castles

Building Armies

Armies can be purchased from any city. Three types of men and projectiles can be purchased:
  • Guards - Guards make up the bulk of an army.

  • Knights (1 Knight is equal to 6 Guards when attacking and 3 Guards when defending) - Knights are very effective when laying siege to a fortress or when attacking another army.

  • Bowmen (1 Bowman is equal to 2 Guards when attacking, 2 Guards when defending and 6 Guards when defending an outpost, fort or castle) - Bowmen provide a very effective defence. Bowmen will remain at the rear of the battle, firing on the enemy. Bowmen are not well suited when attacking another army or fortress.

  • Catapults - Catapults are only used when laying siege to an outpost, fort or castle. The catapults fire on the structure, causing structural damage and destroying walls and cannon turrets. The defending army bonus decreases as the structure damage increases. Catapults can be controlled during a battle and can be either actively engaged or unused. Due to their cumbersome size, 1 extra turn will be deducted for each catapult when travelling the wilderness. Catapults have no value in attacking an army.

Army battles

Army battles occur when two armies meet in the wilderness or when laying siege to a castle.

Housing an army

An outpost, fort or castle makes an effective place to house thy army due to the defence bonus. An outpost may be constructed in any 3x3 patch of open country. The outpost cannot be constructed within a certain distance from another outpost, fort or castle. This distance is shown as the Distance Between Castles in the [G]ame configuration in the [L]ibrary.

Outposts that are constructed in Inter-BBS mode must be granted building approval from the co-ordinating system (BBS #1). In such an event, it may take several days before construction will be approved and completed.

The outpost can then be upgraded to a fort and eventually a castle.

The following shows the services available at each:

Service Outpost Fort Castle
Army Bonus+10% +20%+30%
HealerNo YesYes
InnYes YesYes
StoreNo NoYes
TreasuryYes YesYes
HenchmenNo NoYes
PatrolsNo NoYes
TavernNo NoYes
Tax RevenueNone 1-2k2-5k

The army bonus is only valid for a structure with no damage. This bonus will reduce proportionally to 0 when the structure is 100% damaged. When 100% damaged is reached, the structure will be destroyed. Damage is repaired automatically at a rate of 10% per day.

Armies will cost 0.2 gold per man per day to be fed and housed in an outpost, fort or castle. This will be deducted from the treasury. If there are insufficient funds in the treasury then approximately 5% of the army per day will abandon their post.

Plagues may affect some outposts, forts or castles. Plagues will be carried into the castle at random and will cause a percentage of men to perish. Nothing can be done to prevent plagues.

Castle Commands
  • [B]attle Adviser

    A battle adviser is available for castle owners. The adviser will allow battles to be simulated prior to committing thy troops.

  • [C]onstructions

    The following facilities can be constructed:

    • Wall - A wall increases the defence factor of a castle by 5%

    • Moat - A moat increases the defence factor of a castle by 10%

    • Cannon Turrets - Cannon turrets fire on armies that are laying siege to thy castle. Cannons are very effective defence mechanisms and thy enemy will suffer heavy losses. Cannons will first fire on the catapults of thy enemy, then on the bowmen and finally on the guards. (Castles Only)

    • Barracks - Barracks will automatically train peasants to be Guards, Knights and Bowmen for thy castle army. (Castles Only)

    • Patrols - A Patrol Centre will allow groups of guards to patrol the immediate area around thy castle. Any adventurer that enters within a given distance from the castle may encounter the patrol. The size of the patrol will be determined by the [P]atrol centre settings. If the patrol encounters an adventurer without an army, and if the adventurer is not a friend, alliance or partner, then the adventurer will have all of their gold taken as a tribute. If the patrol encounters an unfriendly army then they will immediately engage the army. (Castles Only)

  • [D]efending Army

    The defending army is the army that will defend when the fortress is attacked.

    Note that any party with a partner status can remove men from the defending army.

  • [E]vent Log

    The event log shows castle army costs, treasury interest, taxation, training results and a list of adventurers that have visited thy castle.

  • [F]lag design

    The flag design of the fortress can be changed at any time using this command. Note that any party with a partner status can change the flag design.

  • [H]enchman

    A henchman can be sent after any player for 20000gp. This henchman is equivalent to a level 13 assassin. Note that any party with a partner status can send a henchman from thy castle.

  • [N]ame

    The fortress name can be changed using this command. Note that any party with a partner status can change the name of the fortress.

  • [P]atrol Centre

    The size and number of guards assigned to patrols can be changed using this command. Guards need to be added to the patrol pool before the patrols will be activated. Note that any party with a partner status can change the patrols.

  • [S]teal from treasury

    Any party may attempt to steal from a castle treasury. The maximum amount of gold that can be stolen successfully is LV^2 * 10. A thief can steal 10 times this amount. Each attempt to steal will take 50 turns.

    The success of the stealing depends upon the type of creature that has been employed by the owner to protect the treasury. See Treasury Guard below.

    Note that any attempt to steal greater than this amount or to try to steal more than the contents of the treasury will result in guaranteed imprisonment for 500 turns. After spending time in the dungeon, the thieving party will be kicked out of the castle into the wilderness. The castle owner will also be notified of thy failed attempt to steal.

  • [T]reasury

    The treasury provides 1% interest on all funds invested. The treasury capacity is limited to 1 million gold pieces. Note that any adventurer with a partner status can add/remove gold from the treasury.

    • Treasury Guard - There are several treasury guards (listed below) that can be posted to protect the treasury from thieves. These guards will not attack any adventurer attempting to steal, but will notify the castle guard. Adventurers caught stealing will lose 500 turns.

      Guard Detection Chance (Probability of Failure)
      Normal L10 Thief L20 Thief
      None5% 0%0%
      Troll20% 0%0%
      Elf40% 0%0%
      Wolf60% 20%0%
      Gargoyle80% 60%40%
      Baby Dragon95% 90%85%

    • Tax Rate - A tax collector may be hired at forts and castles to collect funds from both the peasants of the land and other adventurers. The tax income from the peasants will be proportional to the type of structure that has been constructed and credited to the treasury on a daily basis. Tax will be collected from any adventurer that stumbles within the domain of thy fort or castle and will be taxed at the rate set by the ruler. If the tax rate is 20% then the adventurers will be asked to pay 20% of the gold that they are carrying at the time. If the adventurer pays, then this income will be credited to the treasury. If the adventurer chooses to fight then the tax collector and his six treasury guards will engage in combat. It is recommended to keep the tax rate to 15%-20% since folk will often pay taxes at this rate rather than killing thy collector. Tax collectors will not collect gold from those that are friends, allies or partners of the ruler, nor will they attempt to collect gold from adventurers over level 13. However, there is a slight chance that an adventurer of high level may stumble across a tax collector engaged in the tax collection of peasants.

      Note that any adventurer with a partner status can hire tax collectors and set tax rates.

  • [W]here's thy castle?

    This function lists all outposts, forts and castles owned by thee. It also lists their type, coordinates, current tax rate and patrol pool.

  • [*] Give Away Structure

    This function allows the Outpost, Fort or Castle to be given to any other player. Note that any adventurer with a partner status can hire tax collectors and set tax rates.


Wizard Spells
  • Torchlight / MP: 5 / Wilderness

    The torchlight spell provides a convenient way of illuminating the dungeons and lairs.

  • Open Chest / MP: 7 / Wilderness

    The open chest spell will shield the party from any chest trap.

  • Magic Missile / MP: 7 / Combat

    The magic missile is the Wizard's main combat spell. It is inexpensive to cast and never misses. The damage incurred by a magic missile spell is proportional to the Wizard's level.

  • Sleep / MP: 8 / Combat

    The sleep spell, fired as a projectile, will bind thy enemy in slumber. Thy enemy has a 1 in (thy level - enemy level + 2) chance to break the sleep spell per round. This spell is very useful for 1-on-1 combat, especially during duels.

  • Fireflash / MP: 50 / Combat

    The fireflash spell is a group spell which will damage all enemies in the combat area. This spell is particularly effective against high numbers of lower level monsters.

  • Lightning Bolt / MP: 50 / Combat

    The lightning bolt is the most powerful projectile in the land. When cast, it will cause significant damage to the recipient.

  • Mystic Shield / MP: 70 / Combat

    The Mystic Shield will double the effectiveness of thy defense against melee attack. The Mystic Shield can only be cast on thy self.

  • Disease / MP: 100 / Wilderness

    The disease spell, when cast on thy opponent, will reduce the maximum health points of each party member by 30%. The disease can be cured by a Dispel Magic or by the healers located in settlements. A potion will not cure any diseased character.

  • Dispel Magic / MP: 130 / Wilderness

    The Dispel Magic will remove all curses and diseases cast on thy party members.

  • Wizard's Eye / MP: 160 / Wilderness

    The wizard's eye spell provides a map of the surrounding area in the same way a map gem does. The wizard's eye spell uses most of the magical power of the wizard as he/she is required to leave their own body and make an ghostly transition to survey the surrounding areas.

Cleric Spells
  • Cure / MP: 5 / Wilderness

    The cure spell removes all traces of poison from the body of an adventurer.

  • Awaken / MP: 8 / Combat

    The awaken spell will immediately revive those that have fallen asleep due to magic. The awaken spell will not cure paralysis.

  • Heal / MP: 30 / Wilderness&Combat

    The heal spell will regenerate the health points of any character in thy party.

  • Turn Dead / MP: 10 / Combat

    The turn dead spell, when cast on any undead creatures, will cause them damage and make them flee in terror. The spell is most effective on those monsters that are of lower level than the caster. Damage done is proportional to the level of the caster. Undead creatures include skeletons, zombies, ghouls, banshees, wights, wraiths, vampires and liches.

  • Holy Blast / MP: 16 / Combat

    The Holy Blast is the only projectile spell of the Cleric. It is inexpensive to cast and never misses. The damage incurred by a Holy Blast is proportional to the level of the caster.

  • Earthquake / MP: 70 / Combat

    The earthquake spell is the most powerful of all offensive spells. It causes huge rifts to open in the ground and swallow up thy enemy.

  • Curse / MP: 120 / Wilderness

    The curse, when cast on thy opponent, will reduce the melee attack defence and damage inflicted by 30% and will affect each party member. The curse can be removed by a Dispel Magic or by the priests in the churches.

  • Dispel Magic / MP: 130 / Wilderness

    The Dispel Magic will remove all curses and diseases cast on thy party members.

  • Resurrect / MP: 140 / Wilderness

    The resurrect spell will summon the powers of the gods to revive the life of a fallen comrade. This spell drains most of the magical energy from the cleric due to the intense power required to summon the deities.

Orb Fragments

Each fragment of the Orb of Tabian has magical powers as discussed below. There is only one of each Orb fragment in the land. The status of each Orb Fragment can be seen in the [G]ame Configuration menu of the [L]ibrary. Lost Orb Fragments can be found scattered across the land. If a particular fragment is owned by another character then they must be slain to obtain it. If thy party is slain, thy orb fragment will be randomly scattered.

Additionally, any party carrying an Orb fragment will be hunted down by the Guardians of Darkness. These foul undead creatures tend to strike when thy party sleeps, beware!
  • Fragment 1 gives thy party more strength. This will result in all party members inflicting 50% more damage on an enemy.

  • Fragment 2 gives thy party 30% more protection. This will result in all party members being more difficult to strike.

  • Fragment 3 gives thy party extra perception. This will lead to all party members awaking instantly if placed in slumber during combat. This fragment will also emit a faint glow in the darkness making the need for torches and illumination magic unnecessary.

  • Fragment 4 gives thy party 30% extra dexterity. This enables party members to strike thy enemy more often and avoid projectiles. It also assists thieves in picking locks provided that their level+3 is greater than or equal to the dungeon level.

  • Fragment 5 assists the magic regeneration of the magic users in thy party. Magic points will regenerate at twice the normal rate.

  • Fragment 6 increases the effectiveness of thy army by 20%.

  • Fragment 7 provides natural healing for all party members. Members that have been injured will gradually heal back to full health as thy party travels.

The Fortress of Zombre Bryan

The Fortress of Zombre Bryan is usually heavily guarded by his black orc armies. These beasts must be defeated before entry into the fortress is permitted. Zombre's orc armies can also be found scouring the land. Any player slaying a group of orcs or an orc army will receive 20gp per orc from the local sheriff. The Orc armies may attack castles of adventurers. Those adventurers that have attacked Zombre or his armies will be prime targets.

The fortress, once owned by King Tabian, has been heavily fortified by Zombre during his occupation. Zombre has ensured that entry into the fortress will be impossible. However, Merxon is aware of a secret back-door which used by the Knights of the old King. This door may be unlocked using the nine secret runes and the Moonstone.

The nine secret runes can be found in the altars of the nine dungeons. The great Abyss is believed to be the final resting place for the Moonstone. This artefact is the final key to the fortress. The location of the Abyss is uncertain, but it is believed to be located in the mountains of the land. The wizard Merxon will alert thee when the Abyss opens.