NEW DUNGEON FEATURES:
This questpack introduces a number of new features to the dungeon which are explained below.
There will be a random system to manage what you'll find in treasure chests or other places to randomize when you can access to some areas of the map and other events.
Almost all the Amulets, Magical Rings and Spell Scrolls listed below are taken from Dungeonquest and adapted to the HQ gameplay.
Stone Doorways:They work as seen in the Against the Ogre Horde questpack and are large slabs of stone which must be pushed out of the way using brute force before you can pass. The sorcerer in this quest (as the Wizard Hero) is not strong enough to try to open them unless he is under the effect of the Brute Force spell, is using a magical ring or by throwing a Fireball at them. If the Sorcerer is controlling a monster (with Eyes of doom spell) he can let the monster try to open the door; the stronger the monster is, the the highest is the probability the door can be pushed out.
Portcullis:Portcullis may be already closed or open. In this case, they will smash behind you as soon as you pass through them. Unlike the Stone Doorways you can't try to push out Portcullis but you can force open them by using Brute Force spell or a Fireball or with the help of a magical ring.
NOTE: you can't throw a Fireball at Stone Doorways or Portcullis from an adiacent square or you will suffer one Body Point damage from the explosion.
Rotating Room:a rotating room is a 1x1 large tile featuring only an entrance. Once the player enter the room, it automatically rotate 180 degrees giving access to another room but blocking the way back. It can not be rotated again unless you've found the Amulet of Control which allows you to decide which direction the room should turn to.
In the following example you can see a rotating room (marked in red). When the player enter from the left central corridor, it will rotate giving access to the central room with the stairs. The player can not come back to the corridor and is forced to go on in the central room. The two corridors on the top and bottom of the rotating room will be accessible only when the player will find the Amulet of Control.rotating room.jpg
Magic Rings:Usually work only once.
- Ring of Blindings: This ring causes a flash of light that will blind any monster. You may use it as soon as you ancounter monsters on your way. They will be blind for 1 turn, unable to attack or defend.
- Ring of Healing: At the start of your turn you may decide to use this ring which will restore two Body Points and two Mind Points. You can't do anything else in this turn.
- Ring of Opening: This ring will magically open one portcullis or a closed door of your choice. It works once per quest.
- Ring of Warning: This ring will detect one trap which you avoid automatically. It works as soon as you trigger a trap; you will not take any damage but your turn ends immediately.
- Ring of Vision: Use this ring when you have to draw a card from the treasures deck. You may draw three cards and decide which one to keep. Discard the other two.
- Ring of Transformation: This ring affects the very walls and floors of one room of your choice. You may use it to move and reposition all the doors in your room from a wall to another (of the same room you are in). Be careful, once you change their positions you can't move them back anymore.
- Ring of Luck: Increases your luck on dice rolls by six points. When you have to perform a dice test you may chose to add from 1 to 6 points to your score. You must declare the amount you wish to add before rolling your dice. Once you've used all the six points the ring becomes useless.
- Ring of Teleportation: Using this ring will immediately teleport you to the starting point of the quest. Unfortunately some items may not be teleported with you: roll a combat die for EACH item you are carrying, if a skull is rolled that item must be discarded.
- Ring of Light: As soon as you enter in a "Chamber of Darkness (which works as the Magical Darkness/Cloud of Chaos from KK) the ring will shine cancelling the darkness and turning the room into a standard room.
Spell Scrolls:Standard magic scrolls, they work only once then crumble to dust.
- Scroll of Vitality: You may regain all your lost Body Points (but no Mind Points). You can't do anything else in this turn.
- Scroll of Vision: Use this scroll when you have to draw a card from the treasures deck. You may draw four cards and decide which two to keep. Discard the other two.
- Scroll of Teleportation: Using this scroll will immediately teleport you to a place of your choice on the map. It must be a place already explored (unlike the ring this time you can teleport all of your items with you safely).
- Scroll of Regain: This scrolls allows to recover one previously used spell of yours.
Amulets:Each amulet works only once you have decided to place it round your neck. You will not realize their effects until a specifical situation will happen.
- Amulet of Control: As soon as you enter a rotating room you'll hear a voice saying "where do you wish to exit Master?" You have found one of the amulets used by the Wizard to control the movement of the rotating rooms and you may now turn it to face any direction you want (this is the only item that is really mandatory to find in order to complete the quest and discover all the secrets because it will give you access to areas otherwise unreachable).
- Amulet of Luck: It increases your luck on dice rolls by one point. It acts as soon as you have to perform a dice roll test, it will adjust your score +1 or -1, as required.
- Amulet of Levitation: You may ignore and walk over pit traps or chasm and consider them as normal ground (until the end of the current quest???).
- Amulet of the Undead: Undead Monsters will not attack you (until the end of the current quest???).
- Amulet of Death: (this is the only negative amulet and works like a trap) as soon as you place the amulet round your neck, you feel the chain start to thighten and strangle you. You must roll your current Body Points score or less on two movement dice or you will lose one Body Point. If you fail, roll again the dice, until you can break the chain or die horribly!
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