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Manual
Yes, yes, yes, I'm walking as fast as I can. Slow down, boy, I
don't move like I used to. The Tombs have been there for generations,
they'll be there for generations yet to come; a few minutes to rest
an old man's weary bones won't kill you.
You're eager, that's clear. And understandable, I suppose. Your
whole life has led up to this moment. Born under the sign of Wehlm,
on the third red moon in the month of stone. A rare occurrence, to be
sure; I had begun to think I'd not see such in my lifetime, but here
you are. Sixteen years old, so young! But not a child, no, calm down,
I know you've passed your trials of manhood. Little surprise, really.
Your father knew this day would come, and you've been trained every
waking moment for it, whether you knew it or not.
Ay, but you're afraid, too. Oh, halt your protests, boy you fear alright: I can see it in your eyes, smell it on your
breath. But more than that, I know you fear because you'd be a fool
not to, and you're no fool. The Tombs... Child, I've been the
storyteller of this tribe since my grandfather passed on all those summers
ago, and he took the mantle from his grandfather, and him from his father,
and so on. And with the title of storyteller comes a responsibility.
A secret. One that, as is my duty, I speak here and now: none have ever
returned from The Tombs. No soul has ever returned from the doors you
shall enter.
I'm sorry, boy. I know you didn't ask for this, that your choices
were decided by a birthsign and an oath spoken long before your birth,
long before even mine. But my tale is not entirely a sad one; though
none have made this trek and returned, the journey is not without hope.
Before you enter those stygian halls, I will, as is also my duty, tell
you what we know of The Tombs. It is a story I was told by my grandfather,
and you now are the first living soul to whom I've had cause to tell it. The second,
and last, shall be my own grandchild, when he is old enough to grasp
the tale and repeat it when his time, in turn, comes. Listen well.
The world was not always as it is now. Where now there is desert,
once grew great forests; where now there is rock, once ran water; where
now there is only ashen, eternal gray, once blew cool winds and clouds.
Our ancestors walked this paradise, they breathed it, were one with
it. They were its masters; hunters without equal. Nothing living could
escape their bows and blades, and though they hunted only what they
needed, their domination over all life was without question. It is even
said - and here, boy, is where I fear the retelling has lapsed into
embellishment throughout these many generations - that they could control
the skies, the water, the very earth itself.
But though these great ones ruled over all they surveyed, even
they were powerless against our ancient adversary: time. Old age could
and would, eventually, strike down even their strongest, fastest, and wisest
hunters, albeit their lives lasted much longer than our own. And when
an end came, they remembered their comrades in song and verse and tales
heralding their accomplishments. These tales were given to their storytellers,
my ancestors, who passed some of them on to me, and which I've at times
told some of the youths of the village. Yes, boy, the stories of your
youth, of bravery and sacrifice and the hunt, always the hunt - these
are, save for the ravages of time, true tales of our ancestors. But
I digress.
The bodies of these celebrated dead, interned in caskets of the
finest gold and accompanied by all their fantastic vestments and weaponry
into the next life, were placed underground, in a great vault built
ages ago by some unknown race long since forgotten. The vault, deep
as a mountain is tall, stored their loved ones' remains as the stories
lived on.
It was a peace destined to be broken, that golden age. For hundreds
of years these fantastic warriors interned their dead in that grand
mausoleum, blind to its purpose and deaf to its design. At first, all
was well. The corpses remained well protected, sealed in a tomb of unequaled
splendor. But strange events, rare at first - only once every few generations
or so - began to claim the lives of visitors and workers in this gargantuan
grave. Inexplicable accidents became suspicious disappearances; suspicious
disappearances became sudden, vicious attacks by forces unseen. Eventually,
frightened and disheartened by their loved ones' seeming betrayal, the
people sealed their burial grounds, hoping to contain whatever lie within.
The seal did not last a decade. Try though they might to keep the
barrier closed, fearing all the while the horrible, ever-increasing
cacaphony of hellish wails and earth-shuddering tremors emanating from
inside, one dark morning the locks shattered with a retort like thunder.
The doors swung wide, and from within... Oh, Wehlm preserve us, from
within spilled the horrors of a world unseen.
Creatures both great and small, ferocious and vile. Things you would
not, could not imagine in the darkest throes of your most horrible childhood
nightmare. Horrors that had lied waiting, feeding on the souls of their
dead, growing stronger, faster, and more clever with each passing year.
Why and, certainly, how the thrice-cursed builders
of that hideous abyss had created such an evil, not even my forebears
could guess. But it was done. They had fed it to bursting. And they
had set it free.
The war that ensued between these monsters and their unknowing benefactors
lasted a full hundred years. Though the fields ran red with the blood
of the fallen warriors and black with the bilious gore of the beasts,
the true casualty of that horrible clash became all too clear in the
twilight of our ancestors' victory. As the last abomination was chased,
screaming and wounded, back into the sepulcher from which it had crawled,
the warriors turned and looked upon a land dead and decomposing: the
beginnings, boy, of the world in which you now live.
You see, physical foes were not all that had poured forth from that
hole. Something else had come and, like it had the souls of their dead,
consumed the very essence of the land. Plants grew crooked and brown;
animals withered to sickly parodies of their former selves. What little
life remained became few and far between, barely surviving on the corpse
of the land. Yes, even the few remaining warriors waxed frail and decrepit,
producing a lineage that, I'm sorry to say, resulted in you and I: hardened
by centuries of scrabbling for survival, certainly, but nonetheless
mere shadows of our great progenitors. The thing no one saw took the
very soul of the land and retreated with its fetid brood back into the
depths of its nest.
So, boy, back to the here and now. I trust you've some idea of why,
for these countless generations, we've sent every child born in the
night of the warrior into the unknown. With each passing year our numbers
grow fewer; we are now, I fear, a meager handful of hangers-on. Whatever
was taken, whatever spirit the world once had, it must be found. And
it must be taken back.
What lies inside the door to The Tombs? As I said, none have ever
ventured inside and returned, not since its days as an ill-fated crypt.
We can speculate, though. It is assumed that the creatures that once
ravaged our people still lie within, possibly even with reinforcements
from whatever black power first spawned them. Most likely, as the evil
has not since spewed forth from those gates, the nastiest of these beasts
lie in the deepest levels. Though during the great war the things were
occasionally seen quarreling amongst themselves, for the most part they
seemed to exhibit some sort of instinctual hatred for our race. Expect
them to attack you on sight. Your journey will be one of combat, young
one, do not doubt that.
It gets worse. Within The Tombs, the walls themselves may be against
you. From the final days before its short-lived barricade, our ancestors
noted that the already serpentine and confusing passages of The Tombs
were getting yet more difficult to traverse. Some even claimed the paths
would change ever so slightly during each visit, changes that grew more
erratic and drastic with each passing day. Maps of The Tombs, were they
even to exist, would be useless now, I'd wager. The evil twists its
domain as it would its own limbs.
We hope, though, that there is help to be found. I cannot bring
myself to believe that the souls of our ancestors are completely devoured;
perhaps they can offer you some assistance on your quest, if they yet
retain any control over their surroundings. The weapons and armor of
the dead may still be inside as well, buried as they were during the
funeral rights. We fear, though, that the strongest and most powerfully
enchanted of the lot may have been taken by the strongest creatures
during their retreat into the depths. And though you may feel strong
now, I hope beyond hope that you may, as you destroy the beasts within,
begin to free some of the power that once blessed our ancestors. Go
bravely, with eyes wide open, and you may yet find help where you least
expect it.
And here we are. Again, I'm sorry. I do not relish this task. I
know this is a lot to digest so quickly, but I'm afraid I cannot allow
you time to consider. As is the way of our kind, and has been since
the war that took the life of the very soil on which we stand, your
hour is now at hand. The gates lie unlocked, boy. Go. And may the blessings
of the four gods go with you.

- Movement
Movement in The Tombs is accomplished using the eight arrow
keys on the number pad (please make sure num lock is ON).
You may move in all eight directions; diagonal movements take the
same amount of "time" in-game as do those in the four cardinal
directions. Notice that until you press a key, nothing will happen
- no enemies move, no numbers change, nothing. This is because, like
most Roguelikes, The Tombs is a turn-based game. More on this in the
section titled "time units."
If you'd like to sit still but still allow creatures to move around
you - possibly to let a creature come to you, instead of vice versa,
so as to get the first attack - press the spacebar.
Enemies or other creatures will move just as far as they would if
you had taken a step, though you yourself remain stationary.
As you walk around, you'll soon notice three types of objects that
commonly exist in the game world: items, features,
and creatures. Items are wearable, wieldable, or
otherwise useful trinkets left behind by other warriors or creatures.
To pick one up, stand over it and press 5, the center
numpad button.
Features are things like hidden traps, altars, chests, pillars, etc. Some can be stepped on, some will block your path. You may interact with most features, assuming you're allowed to stand on them, by pressing the center numpad button (the same one used to pick up items). The results of such interaction depends on the feature; you'll have to experiment to discover what does what.
The most important type of feature are stairs. Stairs lead the player to
the next deepest level in The Tombs, where better items and stronger
creatures inevitably await. Stairs are used like any feature, with the center numpad key. Be forewarned,
though: stairs in The Tombs are one-way affairs. Any items you've
left behind or creatures you've neglected to kill are lost forever.
Finally, a wandering adventurer will not wander long before running
afoul of the creatures that infest the tombs. Occasionally, you'll
find friendly or even tame creatures that will help you in your quests,
but for the most part, assume every living - er, moving -
thing you come across is hostile. Attacking or otherwise interacting
with creatures is covered in later sections.
So, those are the absolute basics. But if you're going to survive,
you'll need more than that; next, let's take a closer look at the
interface you see on your screen.
- The Message Box
The message box is arguably the single most important facet of your
interface with the world of The Tombs. It is the large, blue box on
the upper left side of the screen, usually containing a mix of gray
and white text. This box is where you receive most of the information
your player perceives in the tombs, such as who attacks what and when
you have reached a new level. The most recent messages will be displayed
in bright white, while older messages are in a dark gray.
If you need to see an older message, you can scroll the message box
using the PgUp, PgDn, Home and End
keys. Clicking on the box has the same effect as the End key, in that
it jumps to the newest message. Eventually, as you progress through
the game, the box will delete older messages as it hits its maximum
size.
- The Depth Indicator
In the far lower right-hand corner of the screen is a small box with a darkened image of a stairs in the background. The number in this box represents your depth in the Tombs, starting at level 1 and increasing as you delve further into the darkness. Keep an eye on this value; the higher the number crawls, the more dangerous your surroundings will become!
- Life, Mana, and XP Bars
The bars at the bottom of the screen, in yellow and red, display
your current and maximum HP and MP,
respectively. HP stands for Hit Points. These are your lifeblood;
damage decreases your HP, while healing spells or items increase it
(up to, of course, the maximum). When your HP reaches zero, the game
is over; watch this bar carefully!
MP stands for Mana Points. Mana is a measurement of the amount of
mental and spiritual stress your character can endure; in game terms,
this equates to how many prayers, incantations, evocations, or spells
your character can cast.
To the right of your HP and MP bars is a small wheel labeled XP.
XP stands for Experience Points, and is a numerical representation
of the skill and knowledge your character has gained from combat since
entering The Tombs. The most common source of XP is the rewards received
each time an enemy is defeated, but there are other sources like spells,
skills, or items that may reward or penalize this value. As you gain
XP, the wheel will fill with green slices. When the slices fill the
wheel, it will flash, and the message box will report that you have
reached a new "level." Levels, from 1 to 100, represent
the overall skill level of the player's character, and increasing
your level opens up new possibilities by awarding "upgrade points"
and new skill choices. More on these in a later section.
- The Timekeeper
Left of the life and mana bars is a small rectangle with an image of a stopwatch. The number in this box is very important, as it is your only method of measuring the passage of time. Whenever the player performs some sort of action, the time unit cost of that action is displayed in this box. For more information on time units, see the appropriate section below.
- The Element Box
All damage in the Tombs has a specific element, such as fire, ice, holy, magic, or physical. It is important to keep track of your resistances, and if you've a weakness to a certain element, you'll want to avoid creatures that wield it. That's where the element box comes in: this device is a visual representation of the types of damage you took during your last turn. Each colored bar represents a type of damage; hover the cursor over a box to show in the text below the box what specific element each color represents. When the cursor is not over one of the bars, that text box defaults to the element of the largest source of damage received.
If, for example, you're attacked by a fire-based creature of undeath, you might take 6 fire damage and 3 physical damage. The box will display this damage as a white bar (for NORM, or physical, damage) for the first 1/3 of the boxes length, followed by a red bar (for HEAT, or fire, damage) for the final 2/3. Note that the box tracks and represents all damage taken in the last player turn from any source, not just a single creature or trap.
- The Preview Box
In the far lower-left of the screen is a square containing
a close-up view of what is under and immediately surrounding the player
at any given point in time. This box will let you see up close what
you are standing on, and decide whether or not it is worth picking up.
It also has another, quite useful feature: to examine any item, creature,
or other feature of the dungeon more closely, left-click on the object
with the mouse. If your character has seen the square you click on,
the box will change to show that object, and information about it will
be displayed in the message box. The preview box will revert to showing
what is underneath your character once you move again.
- The Character Screen
In the center of the left side of the screen are three tabs labeled
Character, Inventory, and Magic.
Click on these tabs to open any of the three main information screens;
click on them again to change or close these screens and return to
the game. You may also use the keyboard shortcuts C,
I, or M to access these screens
at any time.
The first screen, the character screen, displays general information
about your character. It is here that you will make most of the decisions
that decide how and when your character will develop. Will he become
a great warrior? A tricky assassin? A sinister slavelord? A powerful
warlock? These decisions will be presented here as the game progresses.
Your character's level, discussed above along with the XP wheel,
is displayed in the circle in the far upper-right corner. Directly
left of this circle, highlighted in blue, are the character's upgrade
points, if any. These points are used to purchase attribute
increases and skills. You receive 10 skill points to begin the game
and more as you progress deeper. The most common source of
upgrade points are those rewarded for advancing in level.
To the far left, under the title Attributes, are
your character's six defining statistics, called primary attributes.
Each is rated on a scale from 1-100, and all start at a relatively
puny 10. The effects of these are discussed later, under "Pramary
Attributes;" for now, it is important to know that you can increase
these attributes - using upgrade points - by clicking on the plus
symbols to the right of each number. Attribute points cost one upgrade
point each. Note that each attribute also has a set maximum
value, which begins at 50. You will need to purchase certain skills
to increase these maximums.
Beneath these six primary attributes are secondary attributes. These
values are important, and influence the game in significant ways,
but you may not directly alter them here. They are merely for informational
purposes. For example, "sight range" is the number of squares
in all directions that the player can see walls, creatures, etc. You
may not change it directly (except with the purchase of certain specific
skills), but you may add points to the primary attribute "cognition,"
which will result in the ability to see further.
To the right of the primary attributes are your character's resistances.
Any damage received or dealt in The Tombs has a "type" associated
with it. A fireball spell might cause "heat" damage, a regular
old sword will cause "norm" damage, and a horrible evil
curse from some shambling fiend of Banyin might cause "bane"
damage. Some may even cause varying amounts of different types of
damage; for example, a creature that wields shards of piercing ice
might cause both "cold" and "rain" damage, given
that it is using frozen water. Your character can develop specific
resistances or weaknesses to these different type of damage. If he
takes normal, full damage from a source, it will simply report "None"
here. But if the player has the ability to resist a type of damage,
a blue percentage value will be displayed, representing the amount
by which damage of that type is decreased before being subtracted
from your HP. For example, if the aforementioned fireball dealt 10
points of fire damage to a player sporting a 40% resistance, he would
only actually lose 6 points of HP. However, if this number is red,
your character has a weakness to that type of damage; for example,
that fireball will deal 15 damage to a character with a weakness to
heat of 50%. Finally, in the rare instances where a player manages
to make this value bright blue, the player can actually absorb damage
from that type! If the 10 point fireball struck a player with a 20%
absorption rate, not only would he take no damage from the attack,
but he would actually gain 2 hit points back!
Beneath the resistances is a large box labeled simply Status.
It will most likely be empty at the start of the game. This box reports
any abnormal conditions, either good or bad, that currently affect
the player. Things found here include spell effects, poisons, disease,
blessings, curses, or any other magic or mundane state the player
might currently be in. Click the name of a status effect to receive
more information.
Finally, taking up most of the right side of the character screen,
is a large blue box labeled Skills. Skills are any
abilities, talents, or other unusual advantages that the player has
developed as the game goes on. There are literally hundreds of skills
available to the player as the game progresses, and all will at some
time or another appear here for purchase. As the game begins, at level
one, there are a selection of special skills available. For an example,
let's click on the line that says "Strong."
Notice that the box at the bottom has changed, and now contains information
on the skill "Strong." This box contains three important
pieces of information. The first is "effects," which describes
what this skill actually does. In the case of our example, you can
see that purchasing the "Strong" skill would immediately
result in four extra Vigor points. You may ask why this would be useful,
given that you can also increase the attribute Vigor using the buttons
to the left. But if you'll look at the number next to "Strong"
in the box at the top, you'll see it's a three; this is the cost,
in upgrade points, of that skill. Note that purchasing "Strong"
rewards you four points while only costing three; a definite advantage
on the manual increases.
Next in the skill information box is a field labeled "prerequisites,"
which summarizes what must occur for the player to be able to purchase
a skill. Note that if the skill appears at all in the box above, you
may purchase it; this merely lets you know what you've done right
in order to be able to see it in the first place. In this case, simply
being level 1 was enough.
Finally, there's a short "flavor text," or in-story description,
of what the skill actually entails for the character. You will not
be able to read it all at first; click the small arrows in the corners
of this box to scroll and see the entire message.
This sounds like a good skill for a starting player; click the button
labeled Purchase. You'll notice a few things: Your
upgrade points have dropped by 3, the cost for the skill. "Strong"
is now outlined in blue on your skill list. Your vigor has increased
by four, as promised. And finally, and most interestingly, the skill
"Hardy" has become available. Click on "Hardy"
now.
Ah-hah! If you check the prerequisites for "Hardy," you'll
see one of them is "+Strong," which indicates that you could
not purchase this skill until you'd purchased the skill "Strong."
Note that were it to say "-Strong," purchasing the skill
"Strong" would actually prevent you from purchasing
"Hardy." As you progress through the game, you'll find many,
many skills that require other skills to be purchased before they
can be obtained, as well as sets of mutually exclusive skills that
prevent the others from being purchased. Following the different paths
of advancement these skill trees present provides much of the replayability
of The Tombs, allowing you to customize your character as you see
fit.
As you purchase more skills, and have yet more available for purchase,
the skill screen will quickly fill up. For example, purchase "Hardy."
You can now see "Vigorous," but some skills are gone from
the list, scrolled off the bottom. To move around in the list, click
and hold in the bar with the horizontal arrows. Where on the bar you
click will determine how fast it scrolls, and when the mouse button
is released, the list will "snap" to the most centered list.
You may also shift-click the arrows to jump, page
by page, through the skill list. This bar will become much more useful
as your skill list grows.
Two more buttons, located next to "Purchase" and labeled
Learned and Available, are left. Click on
them now, and you'll quickly discover their use: they filter out what
skills are shown in the skill list. While "Learned" is highlighted,
only those skills which you've already purchased are shown. While
"Available" is highlighted, only those skills which are
available for purchase (and not yet already purchased) are shown.
Click the highlighted button to return to the standard, all-skill
view.
- The Inventory Screen
Next on our tour is the Inventory Screen; click on the buttons to
the left to switch or simply press I on the keypad. It is here where
you can organize, equip, use, or drop items you've picked up off the
ground. To learn how the Inventory screen works, first you'll need
to pick up some items as described in the "Movement" section.
Items picked up off the ground are placed in the character's backpack.
The backpack may hold up to 25 items. However, if you pick up armor,
potions, or weapons off the ground, they're not going to be used immediately.
Let's say, for example, you've picked up a nice small dagger, which
you've decided would be more effective in combat than your bare hands.
Once you've picked the item up, it will be in your "backpack"
on the inventory screen. Notice on the right hand side, labeled
Equipped, there are empty slots labeled "Held (Left)"
and "Held (Right)." To equip an item, click on it in the
backpack (it should become highlighted in light blue). Then, click
the "Equip" button. If you're equipping a one-handed or
finger-mounted item (rings), you'll be presented with a choice of
hands. Once the item is equipped, it will appear on the right hand
side. You may unequip an item by clicking on it and again clicking
"Equip," which returns it to your backpack if there is enough
room, or "Drop," which unequips it and drops it on the ground.
You may also use the "Drop" button to drop items from your
backpack.
Some items, like health potions, must be used rather than equipped.
Click on the item in your backpack, and then click on Use.
Some items can even be both used and equipped! Depending
on the item, once it is used up, it may disappear from your backpack
completely.
You have may have noticed that when you click on an item, you're
presented with text about that item in the section labeled
Information. There are many important bits of information
contained here, and what exactly is shown depends on the type of item.
All items, however, may have a brief description of their appearance,
effects, or history; you may have to scroll the information box using
the small arrows to see it all. Some pieces of information common
to many items, especially armor and weapons, are:
- Worn on the <area>: This item may be equipped.
It belongs on the body part specified by <area>.
- Protection: This item provides protection, subtracting
from damage taken in this area. For more information, please see
the "Combat" section.
- Dodge: This item hinders or improves the character's
ability to move freely, resulting in a modification (positive or
negative) to his "Dodge Modifier." Your character's total
dodge modifier, after items and attribute bonuses, appears in the
upper-right-hand corner of the Inventory screen. For more information,
please see the "Combat" section.
- Critical Chance: If the player suffers a "critical"
attack to an area of the body covered by this item, this is the
percentage chance that this armor will protect the player. Essentially,
this number describes how well this piece of armor protects vital
points on the character's body. For more information, please see
the "Combat" section.
- Resistances: When this item is worn or wielded, his resistances
(visible on the character screen) are modified by the amounts shown.
Positive amounts will add resistance or even absorption points (once
resistance rises above 100%); negative amounts will subtract from
resistance to the point of giving the player a weakness to the specified
type of damage.
- Damage: The amount of damage this weapon deals in combat.
Note that all weapons also have a damage type, and creatures may
have resistances, weaknesses, and absorption rates to certain types
of damage just like the player does. For more information, please
see the "Combat" section.
- Attack: The bonus or penalty this item grants to the
player character's attack rating. This value represents, for weapons,
the ease with which this weapon can be wielded in combat. For armor,
it typically represents impedance to movement presented by overly
bulky vestments. For more information, please see the "Combat"
section.
- Critical Modifier: In the event of a successful critical
attack by the player, this value determines how much more damage
the attack deals. For example, an attack of 5 damage becomes 20
damage with a 4x critical modifier weapon, in the event of a critical
hit. For more information, please see the "Combat" section.
- Style: Specifies whether this weapon must be wielded
one-handed or two-handed.
You may also reorganize the items in your backpack if you so desire.
This process has no actual effect on the items themselves, but may
make it easier to locate certain things. Simply click-and-drag on
the item you'd like to move; release when over the desired spot, represented
by a blue line. You may also click on the "Sort" button
to automatically sort the items in an order you choose. Note: In early
versions of the program, the "Sort" button is labeled "Reorder."
This button does nothing.
One final feature of the Inventory screen is the extra information
included in the name of some objects. For example, in the backpack
a weapon might be listed as, "small dagger (1d4, +5, x4) {+1}".
These numbers are an easy, fast way to see the same information that
is presented when you click on the object. Values in parenthesis (
) represent the damage of the weapon, the attack bonus of the weapon,
and the critical modifier of the weapon, in that order. Values in
brackets [ ] represent the protection value of the item and the critical
chance of the item, in that order. The values in braces { } represent
the dodge modifier of the item. Note that not all items have a nonzero
value in each of these, and the inventory screen may omit information
that does not matter (so, for example, you'll never see a small dagger
(1d4, +0, x2). Equippable items, therefore, with none of these values
shown, have no traditional effect in combat (but may have other, special
effects as described in the Information box).
- The Magic Screen
The final information panel you'll need to use to survive your trip
through The Tombs is the Magic screen. As before, click the tab or
press the M key to see this screen. However, before we discuss the
particulars of building prayers, invocations, evocations, and spells,
we need to stop a moment and discuss the magic system of The Tombs
in general.
Magic in The Tombs is a much different matter than in similar games
of the genre. Mana, or MP, still plays a role in determining how
much magic you can cast, but figuring out which spells
you can cast is a unique affair. In the world of The Tombs, the people
who remain after the great war have come to pray to four primary gods,
named Armos, Meli, Wehlm,
and Banyin. Each god governs its own aspects of life,
the specifics of which can be read in the magic screen by placing
your cursor over the buttons on the right.
Once you reach a certain depth in The Tombs, you will begin to find
strange hexagonal objects called runes. These runes
are stone hunks about one inch in diameter, carved before the age
of man by unknown hands. Each is inscribed with a symbol representing
a certain aspect of magic. The runes found in The Tombs come in two
flavors: god runes and magic runes. God runes each correspond to one
of the four major gods, and though considered useless children's trinkets
outside The Tombs, inside these walls they hold the key to establishing
a true link with the very essence of these deities. The magic runes
are more powerful yet rarer: they are only found inside The
Tombs; the people who live on the surface remain oblivious to their
existence. They come in four main types, each representing an aspect
of life itself: Compulsion, Control, Conclusion, and Constancy. These magic runes allow the user to, rather than request
a grant of power from the gods, instead channel all or part of a magical
effect through their own force of will.
There are rumors of a fifth type of magic rune, a Corruption rune,
found only in the darkest pits. Forged, it is said, by
the dark powers that created The Tombs, these runes seek to pervert the
natural processes described and controlled by the other four runes.
The Corruption runes are things of great power, but beware: their
usage always brings with it terrible danger.
Magical effects in The Tombs are formed by combining three runes
together in an equilateral triangle. These effects fall into four
categories: prayers, incantations, evocations, and spells. What effect
falls into what category is determined by how many of each type of
rune (magic or god) is in the effect. Three god runes produces a prayer,
which is a simple plea for help from the gods. The gods, unfortunately,
can be fickle, and the effects are not always predictable. What's
more, these prayers rarely grow more powerful with the spellcaster,
as the power itself is not being channeled through the character.
To form prayers, the player must have purchased the "Priest"
skill.
Incantations are similar to prayers, in that they
call on the gods for power, but the spellcaster can provide much more
guidance to the divine power. They are formed by combining two god
runes with one magic rune. Spellcaster ability may affect the success
of incantations, though not as much as in evocations or spells. To
use incantations, the caster will have to first purchase the skill
that allows the use of the particular magic rune it includes. Examples
include "Aura of Compulsion" and "Aura of Constancy."
Evocations, rather than form a request or guiding
beacon for the gods, instead channel their power directly into a form
and function entirely determined by the caster. They are formed by combining one god rune with two magic runes. Evocations can be
extremely powerful, but the gods sometimes take offense at being treated
so roughly. The effects of evocations are determined almost exclusively
by the power of the caster, but casting them requires purchase of
special schools of magic in order to handle specific combination of
magic runes. Examples include "Enchanter" and "Necromancer."
Finally, spells are expressions of magic that exist
solely through the player character's force of will. These monumentally
powerful (in the hands of an accomplished caster) effects are formed
using three magic runes. The creation and casting of spells requires
a significantly advanced caster who has purchased the "Warlock"
skill.
Though even a novice cantrip-casting priest can put any old runes
together and determine if they'll result in an effect, actually casting
a prayer, spell, etc. requires more complicated measures. Effects
that the player wishes to invoke are permanently inscribed on tablets,
which are magical constructs that bind the three runes together. Though
creating these tablets is relatively easy, once created they are bound
to the creator's mind, using up some "room" in his soul.
A beginning caster may only create a grand total of four tablets,
and as such, may only bind together and hold four effects only. Later
on, more accomplished casters may of course acquire the ability to
control more tablets at once, but there is a finite, absolute
limit. Choose which effects you'll need for your adventure carefully!
In addition to the caster's innate arcane strength (represented by the Willpower stat), the power of magical effects can be augmented or stifled by his proficiency with certain runes or types of magic. This stat differs for each magical effect, and can range from -4 (at which point the caster may no longer perform this effect) to +4. The exact result of a certain proficiency differs based on the magical effect. To determine your proficiency, select the magical effect (either by forming 3 runes or clicking on a tablet) and look for blue (positive) or red (negative) markers in the "proficiency" window. Skills, items, and status effects can all alter proficiencies.
Now, we can look at the tools the game supplies the player to create
magical effects. The first thing you'll likely notice is the column
labeled Runes on the far right-hand side. These buttons
show the current number of each type of rune the player character
possesses. There is, incidentally, a limit on the number of runes
the character may hold but, like tablets, this value may be increased
by the purchase of certain skills. To learn more about a particular
god or magic rune, place the cursor over a button. The information
box in the far lower right will scroll with information on that rune.
To build prayers, incantations, etc. the player must use the black
box located in the upper center of the magic screen. Once you've collected
at least three runes, click on the buttons to the right to add them
to this box. Once all three have been added, you'll be told whether
or not that effect exists, whether or not you can cast it, and if
so, the box below will show a description of the costs and results
of the effect. Note that if you add magic runes to the effect, the
title above the box will change to represent whether you're creating
a prayer, incantation, evocation, or spell. Note also that as you add runes,
the positions of the runes may change; this is to prevent duplicate
effects. For example, Meli-Constancy-Armos is the same incantations
as Meli-Armos-Constancy, so the game keeps a definite order to prevent
confusion. You may click the runes themselves to return them to your
inventory, or click Clear to abandon your creation
altogether.
Once you've found an effect you may actually cast, the button labeled
Scribe will light up. You may now click this button to permanently
attach the three runes to a tablet, if one is available. Tablets,
both empty and filled, are displayed on the far left-hand side of
the screen, in the column labeled Tablets.
Note that the box in the center may be used for one additional purpose:
if you'd like to see the costs, effects, and proficicency of an effect you've already
inscribed, click on it on the left. You may not scribe it again, and
you may not reclaim the runes. Clicking "Clear," rather
than returning the runes like before, will simply empty the center
box.
One more step remains before you can actually cast a spell. You must
assign one of nine possible hotkeys to the spells
you wish to cast in-game. You'll notice that a small circle appeared
next to the tablet once you created the effect. Click it now; it should
glow blue. Now, click on one of the nine blue buttons in the far lower-left
of this screen. The number will appear in the circle. Note that
you could also unassign hotkeys by assigning that number to another
tablet or by clicking its circle and then clicking the small red button
labeled "X".
To cast the spell in the game itself (with the magic screen closed),
press the 0 key on the numpad (also labeled "ins" or "insert"
on most keyboards) and then press the assigned effect hotkey. Some
spells may require another keypress to take effect; for example, fireballs
must know in what direction they must travel. If at any time you'd
like to cancel the casting of a spell, press the 0 key again.
- Attributes
It is important to pay attention to which primary attributes
you'd like to focus on (or whether or not you'd like to divide your
points equally) while honing your character's skills. Care has been
taken to make these skills equally valuable within the game. If one
primary seems underpowered or useless, watch out: it's possible you've
missed the true range of abilities that attribute influences.
- Vigor is the overall physical prowess of the character.
A character with high vigor will be able to both deal and receive
enormous amount of damage.
- Stamina is a combination of a number of factors such as
physical and mental robustness, resistance to disease, threshold
for pain, etc. A character with high stamina will find himself well
suited for survival, including bonuses to both HP and MP.
- Dexterity describes the balance, poise, reflexes, and agility
of a character. The most common use of dexterity is in determining
the success of an attack or dodge. Though at first glance similar
to celerity, dexterity deals more with the ability to use ones hands
or feet in a skillful, not necessarily fast, manner.
- Celerity is speed, plain and simple. It will help with
combat to a certain extent, but not nearly as much as dexterity.
For the most part, celerity comes into play when determining time
unit costs for the player's actions.
- Cognition describes the overall ability of the player to
accurately and quickly sense his surroundings. Vision distance,
olfactory acuity, and quality of hearing all figure into cognition.
Sight range is the most obvious effect of altering cognition, but
many other activities (such as combat) figure cognition in to a
certain extent.
- Willpower is the character's ability to control his own
mind in an effective and forceful manner. It is largely a skill
for casters, as it plays a large part in determining mana and allowing
the acquisition of casting skills.
- Combat
You won't get very far in The Tombs without engaging in some physical
combat. The combat system in The Tombs is based on systems from similar
computer games, as well as the old pen-and-paper role playing games,
but it presents some flourishes all its own. Before we begin, some
readers may be unfamiliar with the typical dice notation
popularized by the aforementioned "tabletop" RPGs and used
frequently in The Tombs. From time to time you'll see numbers like
damage or protection values described as, for example, "2d6+3".
The first number (2) refers to a number of dice (represented by the
"d"), while the second number (6) describes the number of
sides each die has. The final number (3) is a modifier to be applied
each time this value is calculated. So, if a weapon does 2d6+3 damage,
it actually does 3 + the result of rolling a six sided die + the
result of rolling a second six sided die in damage, calculated
each time the player character attacks.
Combat occurs when the player character is next to a hostile creature
(he may be attacked), or if the character tries to move into a square
on the map occupied by a hostile creature. It may be easiest to describe
the process of combat with an example; let's watch as, step-by-step,
a sample character attacks an Orcish Brute.
- The player tries to move into the space occupied by the Orcish
Brute, initiating an attack.
- The game first determines the player's attack rating,
which is a number describing how skillfully the player tried to
attack his enemy. The number is built using the attack rating of
the weapon with which the player is attacking, the attack rating
(usually a penalty) of the equipment the player is wearing, the
player character's dexterity, and the player character's cognition
and celerity (these two to a much lesser extent than his dexterity).
There is also a fair amount of randomness introduced at this stage;
a character with a very high attack rating on his weapons and armor
and high dexterity, cognition, and celerity will usually,
not always, have a high attack rating in an attack. For
this example, let's say the player character rolls incredibly well,
and gets an attack rating of 54.
- Now, the creature is given a chance to dodge, done by calculating
his dodge rating. Creatures add their preset dodge
ratings to a random value at this stage. The Orcish Brute has a
fairly poor dodge rating of +3, so let's say his random dodge roll
gets an 8, resulting in a dodge rating of 11.
- The attack rating is higher than the dodge rating, so the player
has connected with his target. 54 is more than 11. What's more,
54 is more than 40 above 11, which means this attack will result
in what is called a critical hit. A critical hit
is a spectacularly effective move in combat, meaning that the attack
will deal much more damage than normal, and will be accompanied
by a special message in the message box.
- Let's see how much damage the Brute takes. The
player is attacking with a sword, which has a damage of 1d6+4. So
we roll one six-sided die electronically, and get a three, resulting
in a damage of 3+4=7. The player's vigor is also figured into the
calculation, raising the damage to 15.
- But this is a critical hit, so the damage will be significantly
higher. The critical modifier of the sword is,
for this example, 2x. So we double the damage: this attack consists
of 30 points of damage!
- But an orc is thick skinned; he has a protection value
of 6. This means that 6 points of damage is subtracted from every
attack, which would mean our attack dealt only 24 points. However,
critical attacks have a chance of ignoring protection value altogether.
- To see if the Brute's skin/armor/whatever will help him, we must
look at his critical chance. For an Orcish Brute,
this value is 50%. So there's a 50/50 chance of subtracting 6 points
from the damage during a critical hit. Let's say he fails his chance,
and is going to now take the full 30 points. Poor Orc.
- One last thing must come into play before we deal the damage.
It is possible, thought fairly rare, that the Orc will have a resistance
to the type of damage the sword deals (Norm). He does not, but if
the attack had been with a fire weapon against a fire creature (for
example), this step would probably entail a significant reduction
to those 30 points.
- The attack may now end. The Orc takes 30 points of damage, and
with a maximum HP of 35 points, that will almost finish it off.
Let's say, for the purposes of this example, that a previous attack
versus the orc did 6 points of damage, and this attack kills it.
The orc is destroyed, and he drops any items he was carrying. The
player, as the victorious party, is rewarded the orc's bonus value:
2 experience points.
Now, all of that looks pretty daunting. Luckily, it's all done automatically
by the combat system in The Tombs, and you'll never have to touch
any of that math if you don't want to. Of course, for those number
jockeys who prefer to get an intricate look at the game world, see
the FAQ or the forums for more information on exactly what's going
on when one creature attacks another, a creature attacks a player,
or vice versa.
Note that this example was the player attacking a creature. There
would be a few differences if it occurred the other way around:
- Calculations for creatures' attack ratings are much simpler, as
they mere use a random number added to a single attack modifier
based on which creature is attacking. Creatures have no primary
attributes, so there's no dexterity, celerity, or cognition to worry
about.
- Calculations for the player's dodge rating are similar to calculation
for his attack rating, with dexterity, cognition, and celerity playing
large parts.
- All attacks against the player are aimed at a certain part of
the body: head, arms, legs, or body. Though attack rating and dodge
bonuses are universal (i.e. if your shoes give you -3 to dodge you'll
still have difficulty getting out of the way for a blow to the head),
protection value and critical chance depend on what area of the
body the attack hits. Attacks to the head are lessened by objects
on the head and neck, attacks to the body are prevented solely by
whatever is worn on the body, attacks to the arms are prevented
by what is worn on both the arms and the hands, and attacks to the
legs are prevented by what is worn on the legs and feet. For normal
attacks, these protection values add together in each area; a pair
of gloves with a protection value of 5, combined with some arm-plating
that has a protection value of 6, means all normal (non-critical)
attacks to the arms will be reduced by 11 damage. However, note
that the critical chances are separate: in the event of a critical,
each piece of appropriate armor rolls its critical chance separately
to determine whether or not it will add to the total protection
value of that area. The effects of critical hits are different,
as well, based on where the blow lands. On top of the crit modifier
(yes, creatures have those too!), hits to the head deal an additional
50% damage, while blows to the legs and arms deal 25% less
that the normal damage, after the critical modifier is applied.
You may, it should be noted, attack with two weapons in quick succession,
if your character is wielding a one-handed weapon in each hand. This
process is called dual-wielding. Both weapons in
this setup have the attack modifier equal to 75% of the lesser attack
modifier of the two. What's more, the two attacks take the time units
required to attack with the weapons separately, multiplied by 75%
(two 1000 TU attack weapons would take 1500 TUs per attack to be used
together). Time units are discussed in more detail in a later section.
- Time Units
Given the turn-based nature of The Tombs in particular, and Roguelike
games in general, some sort of system is needed to keep track of how
fast players and monsters attack or move. It's not very interesting
for every single creature to move/attack/whatever in a plodding, predictable,
one-action-per-one-of-the-player's-actions pattern. The Tombs borrows
a system of time units from many other games of this
type, following the idiom that if it ain't broke, don't fix it.
So if you're familiar with these systems, skip this chapter. For
those of you who aren't, this can get a bit confusing, but keep at
it; the system is actually fairly simple once grasped, and accomplishes
what it's made to do quite admirably.
To begin, all time in The Tombs is determined by the player. As you've
no doubt noticed, when the player does nothing, the game does nothing.
So each time he moves, attacks, or whatever else he wants to do, we
need to determine how much "time" that action took. We do
that by assigning a time unit cost to each type of action the player
can accomplish. A number of things figure into this value, such as
skill at what the player is trying to accomplish or abnormal status
effects like haste or disease, but for the most part the number of
time units is determined by the player's celerity: the higher the
celerity, the less time units an action takes, which is almost always
good.
So, let's say the player is fleeing from a dangerous-looking Monkey
Demon. One step is taking the player 1000 time units (his celerity
is pathetically low). Each time the player steps, every moving thing
in the game world is told that 1000 time units worth of events have
occurred, and so each creature adds 1000 to a hidden "bank"
of time units. They then all determine what they want to do with those
units.
In our example, the Demon now has 1000 time units. Let's say this
fast little monkey can move at a time unit cost of only 600 time units
(very fast indeed!). So he subtracts 600 from his bank of 1000 units
and takes a step. He then looks at his bank again: he has 400 time
units remaining, so he can do nothing. Control is returned to the
player, who takes another step. Now, the demon has a bank of 1400
time units. He steps toward the player again. He's now got 1400-600
= 800 time units. Uh, oh - he subtracts another 600, and moves yet
again!
To the player, this exchange means that every couple of steps, the
monkey demon moves two spaces for his one; a troubling situation indeed!
Note that each creature in the game has a set number of time units
needed to attack or move, with 1000 being the average for both. The
player has three values for time unit cost: cost for movement, cost
for attack, and cost for miscellaneous actions. All three are based
primarily on celerity. Movement is straightforward; note that you
may cause the amount of time units needed for movement to pass, even
without moving, by pressing the spacebar. Attacking may take a different
amount of time if using different weapons, and it will definitely
take a greater number of time units to attack with two weapons at
once (see the chapter on Combat). Miscellaneous actions are things
like activating switches and casting spells; essentially, anything
other than moving or attacking. Both moving and attacking take a base
amount of 1000 time units before being modified by skills and celerity,
while miscellaneous actions take a base amount of 750.
- Friends
Luckily for you, not all things in The Tombs are out to get you.
Some creatures are friendly, and will attack hostile creatures for
you! You will usually be able to identify these unexpected allies
because when you attempt to move into their square, rather than attacking
them, you will switch places. You may even find creatures who are
tame, and will follow you around and fight with you; some skills will
even allow you to take these friends from level to level, and given
that creatures can level up just like you do when fighting, these
long-term companions may become formidable indeed.
Some rare friendly creatures will not switch places with your character
when you try to move into their spot. Instead, they will speak to
you, offering advice or even, on occasion, the ability to barter goods
in your backpack for valuable goods and services. Search out these
odd spirits and creatures; they will make your trek a much easier
one.
A word of warning: not all creatures that attack other, hostile creatures
are your friends. Some of the creatures that inhabit The Tombs are
either mindlessly savage or are actually strong and vile enough to
feed on their similarly aligned comrades. You may find yourself in
the odd position of fighting for your life alongside creatures that
only a minute earlier were trying to kill you!
- Game Over
Sooner or later (probably sooner), you're going to run into something
just a bit nastier than your were prepared for. So when your HP finally
drops down to the dreaded zero, you'll be met with what will probably
become quite the unwelcome site: The Tombs' game over screen. The
text to the right describes the trials and tribulation of your belated
warrior, including all pertinent information which might affect his
score. Rest in peace.
- Conclusion
That covers most of the basics you'll want to know before embarking
on a trip into The Tombs. If you feel something is missing from this
guide, please either post in the forums
or e-mail me.
I may add it here, or else I'll put it in the FAQ,
an excellent source for information not contained above.
So, enjoy your trip to The Tombs. It will probably be a short one.
But maybe, just maybe, you'll be the champion this world so sorely
needs.
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