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╔══════════════════════════════════════════════════════════╗
║                                                          ║
║              W A R D E N  O F  G R E Y H O L D           ║
║                                                          ║
║                  ~ A Dungeon of Darkness ~                ║
║                                                          ║
║                    Player's Manual                        ║
║                                                          ║
╚══════════════════════════════════════════════════════════╝

THE STORY

For centuries, the Order of Wardens kept watch over the Seals of Binding beneath the city of Greyhold. Deep below the cobblestone streets and merchant quarters, ancient magic held a terrible evil at bay -- Malachar, the Undying, a demon lord imprisoned in the Abyss since the First Age.

But the Order has fallen. Plague, war, and treachery have reduced their numbers to one. You.

The Seals are cracking. The dead stir in the Catacombs. Spectral horrors drift through the Forgotten Crypts. In the Deep Halls, creatures of darkness sharpen their blades. And in the Abyss itself, Malachar waits.

You must descend through four levels of the dungeon, growing stronger with each battle, and face the Demon Lord before the Seals shatter completely and darkness consumes the world above.

There is no army behind you. No reinforcements coming.

Descend. Survive. End this.


THE DUNGEON

    FLOOR 1: THE CATACOMBS
    Burial tunnels beneath the city. The dead lie
    uneasy here. Rats, bats, and worse lurk in
    the shadows between crumbling stone coffins.

    FLOOR 2: THE FORGOTTEN CRYPTS
    Ancient halls that predate Greyhold itself.
    Spectral light flickers. The dead do not rest
    here -- they wait. Ghosts, wraiths, and dark
    priests guard forgotten treasures.

    FLOOR 3: THE DEEP HALLS
    Carved by hands not human. Runes of binding
    crack along the walls. Ogres, trolls, and
    dark knights patrol these corridors. A lich
    guards the passage to the depths.

    FLOOR 4: THE ABYSS
    The air itself burns. This is Malachar's
    domain. Demons, dragons, and hellspawn stand
    between you and the Demon Lord. Only the
    strongest survive.

Each floor is a maze of twisting corridors. The dungeon is procedurally generated -- every descent is different.

Look for:

  • Potions (green glow) -- restore health and mana
  • Treasure (golden chest) -- gold, weapons, and armor
  • Ladders -- descend to the next floor
  • Secret rooms -- hidden alcoves with rare loot
  • Traps -- beware! Poison, damage, or worse

CLASSES

Choose your path wisely. Each class brings different strengths to the darkness below.

╔═══════════╦══════╦══════╦══════╦══════╦═══════════════════╗
║  CLASS    ║  HP  ║  STR ║  AGI ║  MP  ║  SPECIALTY        ║
╠═══════════╬══════╬══════╬══════╬══════╬═══════════════════╣
║  KNIGHT   ║ High ║ High ║  Med ║  Low ║ Best arms & armor ║
║  CLERIC   ║  Med ║  Med ║  Med ║ High ║ Healing & holy    ║
║  MAGE     ║  Low ║  Low ║  Med ║ VHig ║ Devastating magic ║
║  NINJA    ║  Med ║  Med ║ VHig ║  Low ║ Critical strikes  ║
╚═══════════╩══════╩══════╩══════╩══════╩═══════════════════╝

KNIGHT -- The stalwart shield. Knights have the most health and can equip the heaviest armor. Their raw strength makes every sword swing count. Best choice for new adventurers.

CLERIC -- The light in the dark. Clerics wield holy magic that heals wounds and smites the undead. Their balanced stats make them resilient, and their deep mana pool keeps them fighting.

MAGE -- The arcane force. Fragile in body but devastating in mind. Mages have the largest mana reserves and learn the most powerful spells. One well-placed Inferno can end a fight.

NINJA -- The shadow blade. What the ninja lacks in brute force, they make up for in speed and precision. A 20% critical hit chance means every strike could be lethal. Superior agility aids in fleeing dangerous encounters.


CONTROLS

    MOVEMENT                    COMBAT
    ════════                    ══════
    W / UP    Move forward      SPACE    Attack
    A / LEFT  Turn left         F5       Use Potion
    D / RIGHT Turn right        ESC      Quit

    INTERACTION
    ═══════════
    SPACE     Pick up items / Use ladders / Interact

    MENUS
    ═════
    UP/DOWN   Navigate menus
    SPACE     Confirm selection
    ESC       Go back

COMBAT

When you encounter a monster, combat begins. You trade blows until one of you falls.

Attack -- Strike with your equipped weapon. Damage is calculated from your Strength, Agility, and weapon quality. Knights excel here. Ninjas may land critical hits for double damage.

Spells -- Cast magic if you have the mana. Healing spells restore HP. Damage spells bypass armor. Mages and Clerics shine with their deep mana pools.

Potions -- Drink a potion to restore health mid-combat. The monster gets a free attack while you drink, so time it carefully.

Flee -- Sometimes discretion is the better part of valor. Flee chance is based on Agility. Ninjas flee most easily. Failed attempts give the monster a free strike.


EQUIPMENT

Better weapons and armor are found as treasure throughout the dungeon. Equipment improves as you descend deeper.

    WEAPONS                         ARMOR
    ═══════                         ═════
    Tier 0: Fists                   Tier 0: Rags
    Tier 1: Rusty Dagger            Tier 1: Leather Tunic
    Tier 2: Short Sword             Tier 2: Studded Leather
    Tier 3: Mace                    Tier 3: Chain Mail
    Tier 4: Longsword               Tier 4: Plate Mail
    Tier 5: Battle Axe              Tier 5: Dragon Scale
    Tier 6: Flaming Sword           Tier 6: Mithril Plate
    Tier 7: Holy Avenger            Tier 7: Blessed Armor

New equipment is automatically equipped if it's better than what you currently have.


SPELLS

Spells are learned as you gain levels. Each spell costs mana (MP) to cast. MP regenerates slowly as you explore (1 MP per 10 steps). Tents fully restore MP.

    LEVEL  SPELL          MP    EFFECT
    ═════  ═════          ══    ══════
      1    Heal            3    Restore 15 HP
      2    Flame           5    20 fire damage
      3    Frost           5    18 ice damage
      4    Shield          4    +25 defense (temporary)
      5    Lightning       8    35 damage
      7    Holy Smite     12    50 damage (1.5x vs undead)
      9    Inferno        20    80 fire damage

ITEMS

Health Potions -- Restore 30 HP. Found on the ground or dropped by defeated monsters. Press F5 to use.

Mana Potions -- Restore 20 MP.

Tents -- Set up camp to fully restore HP and MP. Risky -- there's a chance your rest will be interrupted by a wandering monster.

Antidotes -- Cure poison status. Poison drains 2 HP per step.


MONSTERS

    THE CATACOMBS        THE FORGOTTEN CRYPTS
    ════════════         ═══════════════════
    Giant Rat            Spectral Ghost
    Cave Bat             Hollow Wraith
    Skeleton Warrior     Grave Ghoul
    Dungeon Spider       Dark Priest
    Shambling Zombie     Living Shadow

    THE DEEP HALLS       THE ABYSS
    ══════════════       ═════════
    Hill Ogre            Pit Demon
    Cave Troll           Ancient Dragon
    Dark Knight          Balor
    Undead Lich          Hellhound
    Stone Gargoyle       Dark Sorcerer

    BOSS: MALACHAR, THE UNDYING
    The demon lord imprisoned in the Abyss.
    The final seal. The end of all things.
    Or the beginning of your legend.

TIPS FOR SURVIVAL

  • Explore thoroughly. Secret rooms contain the best loot.
  • Manage your potions. Don't waste them on easy fights.
  • Save mana for emergencies. A well-timed Heal can save your life against a boss.
  • Watch for traps. If you take sudden damage, you've probably triggered one.
  • Level up before descending. Each floor is significantly harder than the last.
  • The Ninja's critical hits can carry you through early floors quickly.
  • Clerics have the easiest time in the Crypts thanks to their anti-undead Holy Smite spell.
  • Knights should prioritize finding better weapons -- their high Strength amplifies weapon damage.
  • Mages are fragile but devastating. Stay healed and unleash your spells strategically.

CREDITS

    WARDEN OF GREYHOLD
    A Wizardry-inspired dungeon crawler

    Built with the Objeck programming language
    SDL2 graphics and audio

    Procedural dungeon generation
    Hand-crafted monster art
    Synthesized dungeon soundtrack

    "The darkness awaits. Will you answer?"

This manual is best read by torchlight.