ASSASSIN Docs PART 2 ( The Assassin ) Each assassin is a fighting machine, the goal is simply to become the most powerful and efficient one. The following sections describes the skills and abilities of the assassins, as well as weapons and fighting. EXPERIENCE The value on which all assassins are based is their experience. Experience is gained only through successful assassinations. It controls many factors in an assassin's life such as his/her prestige, infamy, knowledge, ability, etc... For every ten experience points an assassin achieves a new level of mastery. At each level of mastery, assassins become more and more advanced. Some of these enhancements are blending into the surroundings, striking with deadlier force, and skill with unusual and unknown weapons. SKILL POINTS and Training Sessions Skill is gained through battles. They can be gained if the assassin is successful, and even when he fails an attempt. For every ten skill points attained, a training session is given. Training sessions can be used at the training grounds to gain better offensive and defensive skills. Offensive Skills The following skills are related to the offensive ability of the assassin. These correlate to the various tools of destruction which are available to the assassin. LIGHT WEAPONS (Slashing) Light weapon skills relate to the dexterity of the individual. The ability is used to manipulate cutting weapons and items that weigh up to ten pounds. Light weapons are meant to be used to cut the opponent and try to sever a major vein. Weapons in the category of light weapon include daggers, stilettoes, and most types of swords. HEAVY WEAPONS (Bashing) Heavy weapon skills relates to the strength of the individual. The ability is used to manipulate bashing weapons and items up to twenty pounds efficiently. Heavier weapons are not meant to be used in the way of swords. Instead, they are be used to make a major impact upon the opponent and break them. Heavier weapons include clubs, maces, flails, morning stars and most axes. TWO-HANDED WEAPONS (Slice, Dice, and make Julienne fries) Two-handed weapon skills relate to the the ability to quickly manipulate larger sized items. These weapons are usually held with both hands, hence the name, two-handed weapons. When used, the weapon gives a superior edge both in defense and damage due to the concentrated effort. Two-handed weapons include staves, warhammers, halberds, and great weapons. Defensive Skills These skills relate to how well the assassin can defend his or herself in various situations. They also correlate to how they work against the various offensive skills. BLOCKING Blocking is a defensive skill in which the assassin uses an item to block oncoming attacks. This defense is used against light weapons by countering the force of the blow with an equal or better force. SLIPPING Slipping is the defensive skill used to maneuver out of the way of a blow, before it strikes. It is used primarily in dealing with heavy weapons, since heavy weapons are harder to block. ASSASSINATIONS The method of all assassins is assassination (isn't that obvious). It is done in two phases: the stalking and then the actual attack. The first phase is done in one of three ways. The first method is simply look around for a promising victim, one of the appropriate level and of the proper prestige. This method provides only a small amount of coins, and a weapon. * MAIN MENU OPTION: A) ASSASSINATE also * ALLEY OPTION: C) CHALLENGE and * PUB OPTION: K) KILL The second method is to be hired by someone. This usually provides a larger amount of coins, but the weapon must be given to the employer as proof of the slain opponent. * GUILD MENU OPTION: J) JOB OPPORTUNITY The third method is the full blown assassination. This method is employed against other assassins, and it is simply an attack on the opponent's henchmen until a final conflict is resolved between the two assassins. * GUILD MENU OPTION: P) PLAN. RAIDS Raids are used to gain wealth and fame, as well as prove you are better than other assassins. Usually raids are between guildmasters, however sometimes raids are against city banks. All raids require at least one third of a day. Raids against guilds are plain and simple. You group your assassin and henchmen against a guild then storm on in, wreaking as much havoc and damage as possible, then looting the remains. Raids against banks are just as simple with the exception that you are not trying to destroy the bank, but rather take it over temporarily so that you can steal as much as possible. However, raiding banks can prove more challenging and hazardous since all losses are paid through others' accounts. ACTUAL COMBAT During many periods of time you will be engaged in mortal combat. In all assassinations and even some raids you may find yourself locked into combat. To destroy or be destroyed, that is your goal. First you will get to ready one of your weapons, though some weapons may ready themselves. Status displays will be the next thing that you see. These give you an overall status of you and your opponent. The levels of status are: Healthy, Wounded, Heavily Wounded, Seriously Wounded, and finally Critical. At times you may notice an additional word (Stunned) as combat ensues. If you are stunned, you will not be able to do anything except wait until you revive. If your opponent is stunned you may wish to take advantage of the situation by getting in a few good swings or, if your opponent is too formidable, Fleeing. You will also notice a fatigue level. If you become too fatigued, you will not be able to fight until you gain enough stamina back. The rate of fatigue is in the approximate order of the commands, Berserk being the most fatiguing while a Defensive posture can help you regain energy. ATTACK OPTIONS All attack options have a chance to hit the opponent, hence the name Attack Options. All these will take up your turn in combat. B) BERSERK This options put your assassin in a totally uncontrollable rage, hacking and slashing until he/she finally finishes the opponent off, runs out of steam, or is knocked silly (STUNNED) by the opponent. Your defense will be decreased, while your chance to hit and damage inflicted will be increased significantly. This will quickly sap your stamina until you become somewhat helpless, in which case you will only be able to defend yourself. L) LUNGE This attack puts a concentrated effort at the target at the cost of some defense. Your chance to hit and damage inflicted will be increased, although your defense will decrease. This options will drain your energy after constant use. N) NORMAL This attack will put an equal effort to the best of your ability to strike the opponent as well as defend yourself. It offers no bonuses or penalties to your skills or the damage. After a long attack your character will tire with this option. P) PARRY This is a defensive stature taken to protect, recover, and even put a little offense against the opponent. It offers better defense but a lower chance to hit as well as less damage. You will slowly recover energy with this option. D) DEFENSIVE With this option, you assume a completely defensive posture, thus lowering your opponents chance of hitting you, but you have little if any chance of hitting them. You will gain energy back at a fairly good rate when a defensive posture is used. OTHER OPTIONS These options will never generate a chance to hit the opponent. All with the exception of Z) STATS will take your turn in combat. F) FLEE To flee is to simply run away as fast as possible, before you are killed. However, before you get a chance to dissapear into the shadow, the opponent will take another swing at you, against which you are at an even weaker defense. R) READY Use this option if you have decided that the weapon you are using seems ineffective, or you just would prefer to use something else. Through this command, you will be able to exchange your current weapon for another (assuming you have the one). Q) QUAFF If the outcome of the battle is too close and you have a potion to spare, you may wish to drink it to hopefully recover an amount of endurance that might make the difference between life or death. Be it known that most potions effects will be delayed so be sure you can take a blow or two. U) USE Some items you find may be usuable in combat, but most aren't. So be careful, this will put you in a weak defense if the item is not usuable. Z) STATS This will give you a verbose description of your character including health, skill, items and gold. As mentioned it does not require a turn in combat so you may pick a choice afterwards. SPOILS From all successful assassinations and raids must come a reason other than the raw fun of slaughtering; that is why there are spoils. Spoils comes in many shapes and sizes, the basic forms are currency and items. CURRENCY Currency comes in two major forms - gems and coins. Currency's main advantage over items is that it is easily traded. Coinage is the standard; it comes in four main types - copper, silver, gold and platinum. Each one has ten times the value of the previous with the exception of copper copper it has the lowest value, most prices are based on copper though. Both copper and silver are common and are usually traded both ways. However gold and platinum are slightly different cases. Gold is uncommon, not too unusual but uncommon nonetheless, banks will usually change silver and copper to gold at an exchange rate between one and two percent. Platinum is rare by all terms and is also very different from the others. Platinum's value fluctuates from day to day however it does have a standard value of one thousand copper to most. Only a few banks have actual exchange to platinum. ITEMS Items is a basic term which encompasses many things ranging from jewelry to enchanted weapons. Some items can be used while others just sit there and collect dust or in some rare cases increase in value. The only method is through trial and error. Weapons are almost always found upon victims of assassins, some are endowed with magic powers while others carry a curse. It is nearly impossible to discern the mundane from the magical. It seems the only plausible way to determine magic from mundane is to have an enchanter examine it. GUILDS A promising assassin will eventually find his or her path leading here. A guild can be located from anywhere from a Tavern to a Hotel. Also the options vary greatly I may not fully explain them all. At first you must choose which guild to go to. Enter '0' for a list of the guilds. Once inside you will have options available depending on your status. Non-members may wish to send an application to join the guild. Each guild is either controlled by a player or the computer. The computer will always allow players to join it's guild, while applicants for player controlled guilds will have to wait for a response from the guild master. This option is for non-members only. A) Apply for Membership All assassins that wish to join a guild will start here with an application. You must have the initiation fee if you want your application to even be considered so be sure you have it. This option is for non-members and members but not the guild master. C) Challenge the Guild master Tired of your guild master? Want life to have more meaning? Be sure you have enough strength to handle the guild master for if you fail, the guild you belonged to will abandon you and you won't be getting your initiation fee back. The following options are available for any members and the master. E) Enter Message This will allow you to enter a message to any or all members of the guild. It is a maximum of five 80 character lines. H) Hire Henchmen Members and Masters will always need good reliable henchmen either to help them defend a guild or help them take over a guild. Each henchmen ranges from level 1 to level 5. Level 1 are apprentices while level 5 are well-established assassins. J) Job Opportunities Finally, what assassins were meant to do - be recompensed for killing people. It takes a turn to wait around for someone to notice you and possibly ask you to do them a favor. They will offer you a price which you may either accept or not. If you do not, they may offer a higher price or they just may leave you. If you accept, you must kill the opponent and bring back one of their possessions. At that point you will be paid for your service. L) List Guild Members This will give you a list of all current members including the master if he or she is a player. P) Plan a Raid or Assassination The Raid will enable you to raid another guild allowing you take some of it's hoard as well as damaging or even destroying the guild in the process. An Assassination will enable you to attack any assassin no matter where they are. No assassin can be protected from a planned assassination the only good defense for them is a strong offense. Each one of these options, the raid or the assassination will take at least one third of a day. Q) Quit the guild This will allow you to leave your current guild, minus your initiation fee. You will be asked if you are sure in case you have second thoughts or accidentally pressed Q. If you are the master, and have not transfered guild ownership, you will relinquish control to the computer. R) Read Guild Messages This will allow you to read any message from your fellow guildspeople. S) Stay here for the night You won't recover as much as you would as if you were in the inn but you are far safer in a guild then in the alleys. This option is for Guild Master's only M) Maintain the Guild This will bring the Guild master into his private room where he can do the menial things a guild master does. Transfering money, henchman, changing the guild's name and guild's fees. Most options should be self explanatory though I will briefly describe some of them. Some possibly confusing Guild Maintainance options. E) Expel a Member This get's rid of those unwanted assassins currently leaching off of your fine establishment. S) Guild status This give you the overall status report of your guild. T) Transfer ownership This will allow you to renounce your Guild to one of your well deserving guild members.