- select race
- initialization
- command interpreter cycle
- Game ends, Calculate Score, etc.
generation happens in the following order: player character location, stairway location, potions, gold, enemies.
- potion (10 potions each floor)
- each type has equal 1/6 possibility
- gold (10 piles each floor)
- Normal: 5/8
- Dragon Hoard: 1/8
- Small: 2/8
- enemy (20 each floor, excluding dragons(D))
- Human(H): 4/18
- Dwarf(W): 3/18
- Halfling(L): 18/5
- Elf(E): 2/18
- Orc(O): 2/18
- Merchant(M): 2/18
Damage(Def ender) = ceiling((100/(100+Def (Def ender)))∗Atk(Attacker))
PC | Stats | Ability |
---|---|---|
Shade | 125 25 25 | Final score doubles |
Drow | 150 25 15 | Potion effects magnified by 1.5 |
Vampire | 50 25 25 | Gain 5 HP every successful attack, no max HP |
Troll | 120 25 15 | Gains 5 HP every turn |
Goblin | 110 15 20 | Gains 5 gold for every enemy killed |
Enemy | Stats | Ability |
---|---|---|
Human | 140 20 20 | Drops two piles of Normal Gold |
Dwarf | 100 20 30 | Vampires are allergic to them, -5HP every turn |
Elf | 140 30 10 | Attack twice against every race except for drow |
Orcs | 180 30 25 | Does 50% more damages to Goblines |
Merchant | 30 70 5 | Drops merchant gold |
Halfling | 100 15 20 | 50% chance to cause player to miss in combat |
Dragon | 150 20 20 | Guard Dragon Hoard, can attack at distance |
Upon their demise, any enemy that is not a dragon, human, or merchant will drop either a small pile or normal pile of gold. This gold is immediately added.
Enemies should be moved in a line-by-line fashion.