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namepublisher(developer)year arrow_downwarddescription
Aleona's Tales Aleona Team? labelminimizeminimize
Battle for Mandicor author? labelimageminimize
Beastlands - Song Of The Were  author? labelminimizeminimize
Dungeon Keeper  author? labelminimizeminimize
Dungeon Keeper 2  author? labelminimizeminimize
Everborn author? labelminimizeminimize
Moria  author?While moria is in Ubuntu repositories, this version often fails to run on older Ubuntu based distributions. Compiling from the sources in the Ubuntu repositories seems to have the same result. But the moria package from the Debian repos runs and compiles fine. moria from Ubuntu 14.04 Trusty repos works.***Deep Within the Mines of Moria the Balrog awaits. You are tasked with defeating it. Moria is obviously based on Tolkien's works. Moria has other Tolkien creatures and characters and some Dungeon's & Dragons inspired content also (D&D itself was heavily inspired by Tolkien's works). The player may choose a Human, Half-Elf, Elf, Halfling, Gnome, Dwarf, Half-Orc, or Half-Troll character and a Warrior, Mage, Priest, Rogue, Ranger, or Paladin class (note some races cannot choose some classes). Delve deeper for the best treasures, but going deeper is riskier; one slip and the protagonist dies, permanently, no resurrections, savegame deleted. No going back to an earlier save either, doing so marks your file and all records of your character will vanish on game over or winning.

Moria is based on the design of Rogue (it is a clone that shares no code or data with Rogue) but has notable variations in gameplay. Most significant is the 6 shops on the surface that the protagonist may visit to buy [i]and sell[/i] equipment, supplies, armor, weapons, scrolls, books, potions, and magical items. The surface is only one screen in size, not really an 'overworld' like in Angband and other roguelikes based on this game. UNIX Moria also served as inspiration for the design of Diablo. Moria was created using VMS Pascal ("Moria") when Robert Alan Koeneke and Jimmey Wayne Todd found that Rogue, their addiction at the time, was not available on VAX-11/780 minicomputers. UNIX Moria (umoria) is a port of "Moria" written in C language. Many subsequent ports and forks of "Moria" were based on umoria. The original license permitting sharing and modification but not commercial use. At some point, an agreement was reached by every person who ever maintained Moria to release its source code under the GPL license. Linux umoria has since become the standard version of sorts and is even called "Moria" by the current maintainer. Although, it is still a actively maintained VAX/VMS game.
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NetHack  Manifesto Games;DevTeam (DevTeam)?NetHack is a wonderfully silly, yet quite addictive, Dungeons &
Dragons-style adventure game. You play a character from one of many
classes (such as wizard, ranger, or tourist), fighting your way down to
retrieve the Amulet of Yendor (try saying THAT one backwards!) for your
god. On the way, you might encounter a quantum mechanic or two, or
perhaps King Arthur, or - if you're REALLY lucky - the Ravenous
Bugblatter Beast of Traal.

You should install a front-end for NetHack if you
wish to play the game. Each of them includes the
original non-graphical version, and they can all be installed
at the same time:
- nethack-console: no graphics, just plain NetHack;
- nethack-x11 : original X11/Athena-based graphical version;
- nethack-qt : Qt-based graphical version;
- nethack-lisp : Lisp window version.***Version 3.0.0 was a major jump from version [game=#162666]2.3[/game] in size, scope, features and development style. This was the first release of the current version (as of 2007)
[Zerothis]
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NetHack  ?? labelminimizeminimize
NetHack  ?? labelminimizeminimize
ReMoM  author? labelminimizeminimize
Tales of Tamar author? labelminimizeminimize
The Last Alliance Wildfire Games?This is either cancelled/abandoned or put on hold until 0 A.D. reaches some point in development. Latest news by the authors seems to be from 2006, though there might be something (unhelpfully) posted as replies to other threads.***What Is The Last Alliance?

To best answer that question, it's important to know what TLA is not.

TLA is not a commercial computer game. We are a freeware, fan-based project inspired by pure love for the project. We will make absolutely no profit from this project; TLA offers us innumerable intellectual and emotional profits by itself.

TLA is not a movie-based game. In fact, we feel that the movies, while they are entertaining, have done a lot in the way of making the true Tolkien experience rather bland. Many 'new' fans of Tolkien are only fans because of the movie and these fans lose out on what the more classical fans have: mental images of Arda before the movie. So one of TLA's goals is to shake up the mainstream a bit and introduce new, original thinking when it comes to Tolkien's work.

TLA is not a Lord of the Rings game. Seems counterfactual, true, but in fact TLA encompasses all Three ages of the Sun. The timespan that TLA covers is an astounding 7045 years; by comparison, the events in LotR happen within a single year. So if you know Tolkien's work only from LotR or the Hobbit, prepare to have your mind opened and served to you on a shining, mithril plate ;-)

TLA is not officially endorsed by any 'official' organizations, namely the Estate of J.R.R Tolkien, Tolkien Enterprises, The Saul Zaentz Company, or Vivendi Universal.

Now for what TLA is:

TLA is a celebration of the life and works of J.R.R. Tolkien, and the efforts of his son, Christopher and it is to these two to whom this game is dedicated.

TLA is dedicated to the research, preservation, and evangelization of Tolkien's works. We aim to teach with the project, and to continually learn in the process. The project to us is a computer game, yes, but it is merely a means to an end, and that end is the education of fans of Tolkien on his works and the stimulation of the Tolkien arts and literature.

TLA is a purist's paradise. We study every aspect of Arda in depth, from language, tengwar modes and the Lhammas, to historically styled dissertations on the Wars of Beleriand. We do our absolute best to ensure that we accurately portray Arda with our project.

TLA is held together by pure fellowship. The WFG team is made of talented men and women from over fourteen different countries, with ages ranging from 14 to 63 years. We're held together blindly by our respective goals and our passion for making games.
[Zerothis]***Development of TLA started soon after the development of 0 A.D. and has followed a simular path. It shares many resource with that game. TLA is considered a 'sister project' of 0 A.D.
[Zerothis]
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Adventure - The Colossal Cave  author1993Welcome to Adventure!! Would you like instructions?
y

Somewhere nearby is Colossal Cave, where others have found fortunes in
treasure and gold, though it is rumored that some who enter are never
seen again. Magic is said to work in the cave. I will be your eyes
and hands. Direct me with commands of 1 or 2 words. I should warn
you that I look at only the first five letters of each word, so you'll
have to enter "northeast" as "ne" to distinguish it from "north".
(Should you get stuck, type "help" for some general hints. For
information on how to end your adventure, etc., type "info".)
- - -
This program was originally developed by Will Crowther. Most of the
features of the current program were added by Don Woods. Address
complaints about the UNIX version to Jim Gillogly ([email protected]).

You are standing at the end of a road before a small brick building.
Around you is a forest. A small stream flows out of the building and
down a gully.***The object of the game is to locate and explore Colossal Cave, find the
treasures hidden there, and bring them back to the building with you.
The program is self-descriptive to a point, but part of the game is to
discover its rules.

To terminate a game, enter "quit"; to save a game for later resumption,
enter "suspend".***This game was originally for the PDP-10 platform.
Also known as 'Colossal Cave', or simply 'Adventure'. This is the one that started it all. The layout of the game is based on 'Bedquilt Cave' and named after 'Colossal Cave' which are both part of the 'Mammoth Cave' system in Kentucky. Designed by Will Crowther in 1972 as a sit down family game to appeal specifically to young girls. Written in the only computer language available to him, FORTRAN. In 1975, Don Woods found the game on his companies mainframe computer and, with Crowther's blessing, made many improvements and added Tolkienish elves, trolls and a volcano. Thus it became a full fledged text adventure in 1976. The game wasted a massive 300KB of storage space! (A year later, Atari VCS cartridges would be using a whole 2k). Jim Gillogly then found the game and converted it to C, so it could be ported to UNIX. Several text adventure interpreting languages and frameworks were invented just to run this game. Different versions of the game are often referred to by the number of possible points that can be scored. The 550 version was written in A-Code (invented for this game) and introduced random events and variations in the way the player was informed about their environment.

FORTRAN is extremely limited when it comes to text. Every word in the game had to be 5 letters or less. No one is sure what 'plugh' means. Most variations of the game use bigger words and have a unique response to the word 'plugh'. Many videogames, and some profession software, reference this word to this day.

There is a difficult maze in the game made of 12 rooms. The 12 rooms are named:
Little maze of twisty passages
Twisty little maze of passages
Maze of little twisting passages
Little maze of twisting passages
Twisty maze of little passages
Twisting little maze of passages
Little twisty maze of passages
Little twisting maze of passages
Maze of little twisty passages
Twisting maze of little passages
Maze of twisty little passages
Maze of twisting little passages
Many videogames reference one of these phrases.

xyzzy is recognized by the game but results in 'Nothing Happens' when used in the proper place. Because of this, xyzzy is often used in incomplete computer source code to indicate where a section of funtional code should be but isn't implemented yet. xyzzy has been part of many videogames.

This version also comes packaged with Jason Scott's documentary, GET LAMP.
[Zerothis]
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HACK author1993 labelminimizeminimize
HACK author1993Linux port of BSD Games, 1997***Based on [game=#158874]Rogue[/game]. Seek the Amulet of Yendor. First made public in 1982, a major update was posted on USENET in 1984. labelimagesubject
phantasia author1993Linux port of BSD Games, 1997***phantasia is a role playing game which allows players to roll up charac‐
ters of various types to fight monsters and other players. Progression
of characters is based upon gaining experience from fighting monsters
(and other players).

Most of the game is menu driven and self-explanatory (more or less). The
screen is cursor updated, so be sure to set up the TERM variable in your
environment.

The characters are saved on a common file, in order to make the game
interactive between players. The characters are given a password in
order to retrieve them later. Only characters above level zero are
saved. Characters unused for awhile will be purged. Characters are only
placed on the scoreboard when they die.
[spoiler=open PARTICULARS;close PARTICULARS] Normal Play
A number of the player's more important statistics are almost always dis‐
played on the screen, with maximums (where applicable) in parentheses.

The character is placed randomly near the center of a Cartesian system.
Most commands are selected with a single letter or digit. For example,
one may move by hitting 'W', 'S', 'N', or 'E', (lower case may also be
used, at no time is the game case dependent). One may also use 'H', 'J',
'K', 'L', for movement, similar to vi(1). To move to a specific (x, y)
coordinate, use the move ('1') command. The distance a character can
move is calculated by 1 plus 1.5 per level. Moving in a compass direc‐
tion will move the player the maximum allowed distance in that direction.

A player may see who else is playing by using the players ('2') option.
One may see the coordinates of those who are the same distance or closer
to the origin as he/she. Kings, and council of the wise can see and can
be seen by everyone. A palantir removes these restrictions.

One can talk to other players with the talk ('3') option. In general,
this is a line or so of text. To remove a current message, just type
⟨return⟩ when prompted for a message.

The stats ('4') option shows additional characteristics of a player.

One may leave the game either with the quit ('5') option.

One may rest by default. Resting lets one regain maximum energy level,
and also lets one find mana (more is found for larger levels and further
distances from the origin).

One may call a monster by hitting '9' or 'C'.

Use 'X' to examine other players.

One may quit or execute a sub-shell by hitting interrupt. Quitting dur‐
ing battle results in death for obvious reasons.

Several other options become available as the player progresses in level
and magic, or to other stations in the game (valar, council of the wise,
king). These are described elsewhere. In general, a control-L will
force the redrawing of the screen.

Other things which may happen are more or less self-explanatory.

Fighting Monsters
A player has several options while fighting monsters. They are as fol‐
lows:

melee Inflicts damage on the monster, based upon strength.
Also decreases the monster's strength some.

skirmish Inflicts a little less damage than melee, but decreases
the monster's quickness instead.

evade Attempt to run away. Success is based upon both the
player's and the monster's brains and quickness.

spell Several options for throwing spells (described else‐
where).

nick Hits the monster one plus the player's sword, and gives
the player 10% of the monster's experience. Decreases
the monster's experience an amount proportional to the
amount granted. This also increases the monster's quick‐
ness. Paralyzed monsters wake up very fast when nicked.

luckout This is essentially a battle of wits with the monster.
Success is based upon the player's and the monster's
brains. The player gets credit for slaying the monster
if he/she succeeds. Otherwise, nothing happens, and the
chance to luckout is lost.

Character Statistics
strength determines how much damage a character can inflict.

quickness determines how many chances a character gets to make
decisions while fighting.

energy level
specifies how much damage a character may endure before
dying.

magic level
determines which spells a character may throw, and how
effective those spells will be.

brains basically, the character's intelligence; used for vari‐
ous fighting options and spells.

mana used as a power source for throwing spells.

experience
gained by fighting monsters and other characters.

level indicative of how much experience a character has accu‐
mulated; progresses geometrically as experience
increases.

poison sickness which degrades a character's performance
(affects energy level and strength).

sin accumulated as a character does certain nasty things;
used only rarely in normal play of the game.

age of player; roughly equivalent to number of turns. As
age increases, many personal statistics degenerate.

Character Types
Character statistics are rolled randomly from the above list, according
to character type. The types are as follows:

magic user strong in magic level and brains, weak in other areas.
Must rely on wits and magic to survive.

fighter good in strength and energy level, fairly good in
other areas. This adds up to a well-equipped fighter.

elf very high quickness and above average magic level are
elves selling points.

dwarf very high strength and energy level, but with a ten‐
dency to be rather slow and not too bright.

halfling rather quick and smart, with high energy level, but
poor in magic and strength. Born with some
experience.

experimento very mediocre in all areas. However, the experimento
may be placed almost anywhere within the playing grid.

The possible ranges for starting statistics are summarized in the follow‐
ing table.
Type Strength Quick Mana Energy Brains Magic
──────────────────────────────────────────────────────────────────
Mag. User 10-15 30-35 50-100 30-45 60-85 5-9
Fighter 40-55 30-35 30-50 45-70 25-45 3-6
Elf 35-45 32-38 45-90 30-50 40-65 4-7
Dwarf 50-70 25-30 25-45 60-100 20-40 2-5
Halfling 20-25 34 25-45 55-90 40-75 1-4
Experimento 25 27 100 35 25 2

Not only are the starting characteristics different for the different
character types, the characteristics progress at different rates for the
different types as the character goes up in level. Experimentoes' char‐
acteristics progress randomly as one of the other types. The progression
as characters increase in level is summarized in the following table.

Type Strength Mana Energy Brains Magic
──────────────────────────────────────────────────────
Mag. User 2.0 75 20 6 2.75
Fighter 3.0 40 30 3.0 1.5
Elf 2.5 65 25 4.0 2.0
Dwarf 5 30 35 2.5 1
Halfling 2.0 30 30 4.5 1

The character type also determines how much gold a player may carry, how
long until rings can overcome the player, and how much poison the player
can withstand.

Spells
During the course of the game, the player may exercise his/her magic pow‐
ers. These cases are described below.

cloak magic level necessary: 20 (plus level 7)
mana used: 35 plus 3 per rest period
Used during normal play. Prevents monsters from
finding the character, as well as hiding the player
from other players. His/her coordinates show up as
'?' in the players option. Players cannot collect
mana, find trading posts, or discover the grail
while cloaked. Calling a monster uncloaks, as well
as choosing this option while cloaked.

teleport magic level necessary: 40 (plus level 12)
mana used: 30 per 75 moved
Used during normal play. Allows the player to move
with much more freedom than with the move option,
at the price of expending mana. The maximum dis‐
tance possible to move is based upon level and
magic level.

power blast magic level necessary: none
mana used: 5 times level
Used during inter-terminal battle. Damage is based
upon magic level and strength. Hits much harder
than a normal hit.

all or nothing magic level necessary: none
mana used: 1
Used while combating monsters. Has a 25% chance of
working. If it works it hits the monster just
enough to kill it. If it fails, it doesn't hit the
monster, and doubles the monster's quickness and
strength. Paralyzed monsters wake up much quicker
as a result of this spell.

magic bolt magic level necessary: 5
mana used: variable
Used while combating monsters. Hits the monster
based upon the amount of mana expended and magic
level. Guaranteed to hit at least 10 per mana.

force field magic level necessary: 15
mana used: 30
Used during monster combat. Throws up a shield to
protect from damage. The shield is added to actual
energy level, and is a fixed number, based upon
maximum energy. Normally, damage occurs first to
the shield, and then to the players actual energy
level.

transform magic level necessary: 25
mana used: 50
Used during monster combat. Transforms the monster
randomly into one of the 100 monsters from the mon‐
ster file.

increase might magic level necessary: 35
mana used: 75
Used during combat with monsters. Increases
strength up to a maximum.

invisibility magic level necessary: 45
mana used: 90
Used while fighting monsters. Makes it harder for
the monster to hit, by temporarily increasing the
player's quickness. This spell may be thrown sev‐
eral times, but a maximum level will be reached.

transport magic level necessary: 60
mana used: 125
Used during monster combat. Transports the monster
away from the player. Success is based upon
player's magic and brains, and the monster's
experience. If it fails the player is transported
instead. 60% of the time, the monster will drop
any treasure it was carrying.

paralyze magic level necessary: 75
mana used: 150
Used during monster combat. "Freezes" the monster
by putting its quickness slightly negative. The
monster will slowly wake up. Success is based upon
player's magic and the monster's experience. If it
fails, nothing happens.

specify magic level necessary: none
mana used: 1000
Used during monster combat only by valar or council
of the wise. Allows the player to pick which mon‐
ster to fight.

Monsters
Monsters get bigger as one moves farther from the origin (0,0). Rings of
distance 125 from the origin determine the size. A monster's experience,
energy level, and brains are multiplied by the size. Strength is
increased 50% per size over one, and quickness remains the same, regard‐
less of size.

Also, nastier monsters are found as one progress farther out from the
origin. Monsters also may flock. The percent chance of that happening
is designated as flock% in the monster listing. Monsters outside the
first ring may carry treasure, as determined by their treasure type.
Flocking monsters, and bigger monsters increase the chances of treasure.

Certain monsters have special abilities; they are as follows:

Unicorn can only be subdued if the player is in possession of a
virgin.

Modnar has random characteristics, including treasure type.

Mimic will pick another name from the list of monsters in
order to confuse.

Dark Lord very nasty person. Does not like to be hit (especially
nicked), and many spells do not work well (or at all)
against him. One can always evade from the Dark Lord.

Leanan-Sidhe also a very nasty person. She will permanently sap
strength from someone.

Saruman wanders around with Wormtongue, who can steal a
palantir. Also, Saruman may turn a player's gems into
gold pieces, or scramble her/his stats.

Thaumaturgist can transport a player.

Balrog inflicts damage by taking away experience, not energy.

Vortex may take some mana.

Nazgul may try to steal a ring or neutralize part of one's
brains.

Tiamat may take half a player's gold and gems and escape.

Kobold may get nasty and steal one gold piece and run away.

Shelob may bite, inflicting the equivalent of one poison.

Assorted Faeries These are killed if attacking someone carrying holy
water. These are Cluricaun, Fir Darrig, Fachan, Ghille
Dhu, Bogle, Killmoulis, and Bwca.

Lamprey may bite, inflicting 1/2 of a poison.

Shrieker will call one of its (much bigger) buddies if picked
upon.

Bonnacon will become bored with battle, fart, and run off.

Smeagol will try to steal a ring from a player, if given the
chance.

Succubus may inflict damage through a force field. This sub‐
tracts from energy level instead of any shield the
player may have thrown up. This is a very easy way to
die.

Cerberus loves metal and will steal all the metal treasures from
a player if able.

Ungoliant can bite and poison. This inflicts five poisons, and
also takes one from the player's quickness.

Jabberwock may tire of battle, and leave after calling one of his
friends (Jubjub Bird or Bandersnatch).

Morgoth actually Modnar, but reserved for council of the wise,
valar, and ex-valar. Fights with Morgoth end when
either he or the player dies. His characteristics are
calculated based upon the player's. The player is
given the chance to ally with him. No magic, except
force field works when battling Morgoth.

Troll may regenerate its energy and strength while in battle.

Wraith may make a player blind.

Treasures
The various treasure types are as follows:

Type zero none

Type one power booster - adds mana.
druid - adds experience.
holy orb - subtracts 0.25 sin.

Type two amulet - protects from cursed treasure.
holy water - kills assorted faeries.
hermit - reduces sin by 25% and adds some mana.

Type three shield - adds to maximum energy level.
virgin - used to subdue a unicorn, or to give much
experience (and some sin).
athelas - subtracts one poison.

Type four (scrolls) shield - throws a bigger than normal force field.
invisible - temporarily puts the finder's quickness
to one million.
ten fold strength - multiplies finder's strength by
ten.
pick monster - allows finder to pick next monster
to battle.
general knowledge - adds to finder's brains and
magic level.

All the scrolls except general knowledge automati‐
cally call a monster. These preserve any spells
that were already in effect, but are only in effect
while in battle.

Type five dagger - adds to strength.
armour - same as a shield, but bigger.
tablet - adds brains.

Type six priest - rests to maximum; adds mana, brains; and
halves sin.
Robin Hood - increases shield and adds permanently
to strength.
axe - like dagger, but bigger.

Type seven charm - protects from cursed treasure (used before
amulet); used in conjunction with blessing to bat‐
tle Dark Lord.
Merlyn - adds brains, magic, and mana.
war hammer - like an axe, but bigger.

Type eight healing potion - sets poison to -2, or subtracts
two from poison, whichever is better.
transporter - allows finder to move anywhere.
sword - like a war hammer, but bigger.

Type nine golden crown - allows the player to become king, by
going to (0,0).
blessing - cuts sin to 1/3, adds mana, rests to
maximum, kills Dark Lord with a charm, and gives
bearer first hit on all monsters.
quicksilver - adds to quickness.

Type ten elven boots - adds permanently to quickness.

Type eleven palantir - allows one to see all the other players;
used by council of the wise to seek the grail.

Type twelve/thirteen ring - allows one to hit much harder in battle,
etc.

Any treasure type 10-13 monsters may instead carry a type nine treasure.

A monster may also be carrying gold or gems. These are used at trading
posts to buy things. A gem is worth 1000 gold pieces. Too much gold
will slow a player down. One may carry 1000 plus 200 per level of gold.
A gem weighs one half a gold piece. Monsters of treasure type 7 or
higher may carry gems.

The chance of a cursed treasure is based upon treasure type. The more
valuable treasures have a greater chance of being cursed. A cursed trea‐
sure knocks energy level very low, and adds 0.25 poison.

Rings
Rings are only carried by nazguls and Dark Lords. They come in four dif‐
ferent flavors. All rings rest the player to maximum and cause him/her
to hit much harder in battle with monsters (assuming one has chosen to
use the ring for battle.)

Two types of rings are cursed and come either from nazguls or Dark Lord.
After a few times of using these types, the player falls under the con‐
trol of the ring, and strange, random things will occur. Eventually, the
player dies, and gives his/her name to a monster on the file. Dying
before the ring is used up also renames the monster.

The two remaining types of rings are much more benign. The one from a
nazgul is good for a limited number of battle rounds, and will save the
player from death if it was being used when he/she died. The one from
Dark Lord is the same, except that it never is used up. rings disappear
after saving someone from death. In general, cursed rings occur much
more often than normal ones. It is usually not a good idea to pick one
up. The only way to get rid of a ring is to have a monster steal it.

King
A player may become king by finding a crown and going to (0,0). Players
must have a level in the range of 10 to 1000 to be able to find a crown.
When a player with one or more crowns reaches level 1000, the crowns are
converted to gold.

Once a player is king, he/she may do certain things while in the Lord's
Chamber (0,0). These are exercised with the decree ('0') option.

transport This is done to another player. It randomly moves the
affected player about. A charm protects from transports.

curse This is done to another player. It is analogous to cursed
treasure, but worse. It inflicts two poison, knocks
energy level very low, and degrades the maximum energy.
It also removes a cloak. A blessing protects from king's
curses.

energy void The king may put a number of these scattered about his/her
kingdom as he/she pleases. If a player hits one, he/she
loses mana, energy, and gold. The energy void disappears
after being hit.

bestow This is also done to another player. The king may wish to
reward one or more loyal subjects by sharing his/her
riches (gold). Or it is a convenient way to dispose of
some unwanted deadweight.

collect taxes Everyone pays 7% tax on all gold and gems acquired,
regardless of the existence of a king. The king collects
the accrued taxes with this option.

The king may also teleport anywhere for free by using the origin as a
starting place.

Council of the Wise, Valar
A player automatically becomes a member of the council of the wise upon
reaching level 3000. Members of the council cannot have rings. Members
of the council have a few extra options which they can exercise. These
are exercised with the intervene ('8') option. All intervene options
cost 1000 mana. One intervene option is to heal another player. This is
just a quick way for that player to be rested to maximum and lose a lit‐
tle poison. The main purpose in life for members of the council is to
seek the Holy Grail. This is done with a palantir under the seek grail
option. The distance cited by the seek is accurate within 10%, in order
not to make it too easy to find the grail. A player must have infinites‐
imally small sin, or else it's all over upon finding the grail. In order
to help members of the council on their quest, they may teleport with
greater ease.

Upon finding the grail, the player advances to position of valar. He/she
may then exercise more and niftier options under intervention. These
include all of the council members' options plus the ability to move
other players about, bless them, and throw monsters at them. A valar's
blessing has the same effect as the treasure blessing, except that the
affected player does not get his/her blessing flag set. All intervention
options which affect other players age the player who uses them. Valars
are essentially immortal, but are actually given five lives. If these
are used up, the player is left to die, and becomes an ex-valar. A valar
cannot move, teleport, or call monsters. (An exception to this is if the
valar finds a transporter.) This is to allow him/her to dispose of
excess gold. Any monsters which a valar encounters are based upon
his/her size. Only one valar may exist at a time. The current valar is
replaced when another player finds the grail. The valar is then bumped
back to the council of the wise.

Wizard
The wizard is usually the owner of the game, and the one who maintains
the associated files. The wizard is granted special powers within the
game, if it is invoked with the -S option. Otherwise, the wizard plays
no different from other players. The wizard abilities are outlined
below.

change players When examining a player, (game invoked with -x, or
use 'X' from within game), the wizard may also
change the player.

intervention The wizard may do all the intervention options.
One extra option, vaporize, is added to kill any
offensive players.

super character type An extra character type is added. This character
starts with the maximum possible in all statistics,
selected from the other character types. A super
character's statistics also progress at the maximum
possible rate, selected from the other character
types.

Special Places
Certain regions of the playing grid have different names. In general,
this is only to give the player some idea of his/her present location.
Some special places do exist.

Trading Posts These are located at |x| == |y| == n*n*100 for n = 1, 2,
..., 1000. Trading posts farther out have more things for
sale. Be careful about cheating the merchants there, as
they have short tempers. Merchants are dishonest about 5%
of the time.

Lord's Chamber
This is located at (0,0). Only players with crowns may
enter.

Point of No Return
This is located beyond 1.2e+6 in any direction. The only
way to return from here is a transporter or to have a
valar relocate the player.

Dead Marshes This is a band located fairly distant from the origin.
The first fourteen monsters (water monsters) can normally
only be found here.

Valhala This place is where the valar resides. It is associated
with no particular coordinate on the playing grid.

Miscellaneous
Once a player reaches level 5, the game will start to time out waiting
for input. This is to try to keep the game a bit faster paced.

A guru will never be disgusted with your sins if they are less than one.

A medic wants half of a player's gold to be happy. Offering more than
one has, or a negative amount will anger the medic, who will make the
player worse (add one poison).

The Holy Grail does little for those who are not ready to behold it.
Whenever anyone finds it, it moves. It is always located within 1e+6 in
any compass direction of the origin.

There is a maximum amount of mana and charms a player may posses, based
upon level. Quicksilver is always limited to to a maximum of 99.

Books bought at a trading post increase brains, based upon the number
bought. It is unwise, however to buy more than 1/10 of one's level in
books at a time.

Players over level 10000 are automatically retired.

A blindness goes away in random time.

Players with crowns are identified with a '*' before their character
type.

Inter-terminal Battle
When two player's coordinates correspond, they may engage in battle. In
general, the player with the highest quickness gets the first hit. If
the two players are severely mismatched, the stronger player is drasti‐
cally handicapped for the battle. In order to protect from being stuck
in an infinite loop, the player waiting for response may time out.
Options for battle are:

fight Inflicts damage upon other person.

run away Escape from battle. Has a 75% chance of working.

power blast Battle spell.

luckout One-time chance to try to win against the foe. Has a 10%
chance of working.

Sometimes waits for the other player may be excessive, because he/she may
be battling a monster. Upon slaying a player in battle the winner gets
the other's experience and treasures. Rings do not work for inter-termi‐
nal battle.[/spoiler]
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Ancient Domains Of Mystery  author1994Latest version: 1.1.1 (as of 2002-11)
Latest version on Steam (as of 2015-11-15)***For Linux and ELF. Runs on Amiga 3000 computers. ADOM is postcardware and the developer, Thomas Biskup, will accept food and cash donations. 1994, the encrpyted source code is included and the developer has invited people to crack it.
-Update 2006- sourcecode has still not been cracked.
[Zerothis]
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Baldur's Gate II: Shadows of Amn  Interplay (BioWare)2000 labelminimizeminimize
Interhack author2000 labelminimizeminimize
Avanor, The Land Of Mystery author2001 labelminimizeminimize
Conquest of Elysium II  Illwinter Game Design;Shrapnel Games (Illwinter Game Design)2001Behold the lands of Elysium before you! Marshal your armies, o conqueror, and let all who would oppose you taste the steel and flame that you wield. Let them tremble when your name is whispered on the wind, and cower in their hovels when kissed by your shadow. Go now, and make an empire in your image. Go now, and let the conquest of Elysium begin!

Originally released in 1997, Conquest of Elysium II is a turn-based fantasy strategy game, and the precursor to the wildly popular Dominions series. As one of up to eight players (human, computer controlled, or a mixture) your goal, as suggested in the title, is very simple: total subjugation of all that do not fly your banner!

Choose your leader from twenty distinct character classes, including brutal barbarians, insane necromancers, mighty maharajas, sinister shamans, and even the Agarthan king from Dominions 3! Each character allows new strategies for the player to explore. The Priestess of Baal can summon demonic creatures, change the weather, and sacrifice the innocent. An Enchanter can create constructs out of corpses, lakes, forests, and more. Barons can build siege towers, raise levies, and keep his subjects in line, even in times of high taxation.

The world itself is ever changing with each new game. Worlds can be entirely randomly created, or players can customize the world creation, tailoring the world to the experience you want to play. Create maps that range from small to large, from thick with trees and mountains to barren steppes and plains, and even dictate the type of society.

Much like the ages in Dominions, Conquest of the Elysium II's societies alter how the game unfolds. Play in the Dark Ages and find the ruins of lost civilizations scattered about the lands, while mankind huddles in tiny villages. Or mayhap the Empire suits your play style. Great cities abound as man sprawls across the world, but trouble brews in the north as barbarian hordes make their presence felt. Each society reflects the strength of magic, the influence of civilization, and the might of man.

When battle is joined it is not only against those who are also seeking to command the realms, but also against the foul denizens that answer to no ruler. Numbering over three hundred unique types, the independent creatures players will engage boast a total of one hundred different special abilities, making each encounter new and exciting.

Combine the twenty character classes, the randomly generated worlds, over three hundred monsters, and plenty of surprises, and you'll find that Conquest of Elysium II is a game with hard drive staying power that can be replayed again and again, providing players with an unique experience each and every time.

And it's FREE! That's right, all this action will not cost you a single dollar, peso, euro, or pound. Consider it a gift from Illwinter Game Design and Shrapnel Games. Now you can discover how one of the most regarded fantasy series came to be.


♦ Turn-based, fantasy strategy.

♦ Playable on Windows, OS X, and Linux.

♦ 1-8 players, computer or human. (Note: Multiplayer only possible via hotseat play).

♦ Randomly created worlds, including the ability to influence what type of world is generated.

♦ Twenty different character classes of either sword or spell. Each class provides its own unique strengths and weaknesses.

♦ Six different societies, allowing a variety of play styles. Choose from uncivilized societies steeped in magic, to feudal societies that rule from massive stone fortresses.

♦ Over 300 different monsters to slay with 100 different special abilities.

♦ Recruit troops, tax the populace, and discover the mysteries of the world.

♦ Absolutely FREE!
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Deliantra author2001 labelimageminimize
CrossFire author2001A fantasy medieval themed MORPG with a set of races and classes similar to angband and nethack. There are multiple graphical clients to chose from that will show more information than text based clients (stacks of objects on the floor for instance). Use of text remains heavy in all clients and more closely follows a the example of text adventure interpreters than simple commands. Players will need to converse with NPCs. But many typed commands are simple as well and players can bind any command to a keystroke. Also, there are a variety of shortcuts that can be preformed with the mouse. The adventures provided really depend on which server the player chooses to play on. Most servers allow multiple characters and they remain attached to the server where they were created. Initially there was no gender option provided but version 1.10 added this option. Many servers continue to use the monogender mode. Generally servers include a tutorial map, several interlinked preset maps, and attached maps that are randomly generated within a set or constrictions (themed dungeons). Players find a public bed (or buy their own real estate to place a bed in) to sleep until they want to return to the game, which is a quit-save. Any items they left lying around may be stolen, but their inventory and their character are safe when sleeping. A variety of locked storage, security systems, guard animals, or guard NPCs are available for things that just won't fit into inventory. Maid NPCs are also an option. Player vs player is decided per server. The game allows for servers to have PvP zones and for players to mutually agree to PvP (outside of zones). But absolute prevention of PvP is apparently technically impossible for anyone determined to circumvent the safeguards as sings repeatedly warn players that PvP is forbidden in places where technical limitation are already in place. There is an extensive skills system as well. Skills increase by using them. For instance, read a book that is within your literacy skill level and you will ear literacy experience points. This only works once per book, btw. There is no combat mode. Attacks are in real time. While characters can have all manor of attacks at their disposal, all melee attacks are done without visual feedback. Text feedback is given instead. Ranged attacks show the projectile, but are otherwise identical to each other as melee attacks are.

Find towers and dungeons. Hack up monsters. Gather loot. Sell loot. Practice skills. Repeat.

For POSIX/X11 and/or GTK systems. Confirmed to run on Ubuntu and IRIX. RPM available.
[Zerothis]
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FAAngband  author2003 labelminimizeminimize
Gee Whiz  icculus.org2003 labelimageminimize
J.R.R. Tolkien's The Lord of the Rings Vol. I author (Interplay;author)2003 labelminimizeminimize
Eternal Lands  Eternal Lands2003 labelimageminimize
Save Scummer author2004 labelminimizeminimize
Stendhal Arianne2005Are you looking for adventure? Want to fight for riches?
Develop yourself and your social standing? Meet new people?
Do you want to be part of a brave new world?

Stendhal is a fully fledged multiplayer online adventures game (MMORPG) developed using the Arianne game development system.

Stendhal features a new, rich and expanding world in which you can explore towns, buildings, plains, caves and dungeons.
You will meet NPCs and acquire tasks and quests for valuable experience and cold hard cash.
Your character will develop and grow and with each new level up become stronger and better. With the money you acquire you can buy new items and improve your armour and weapons.
And for the blood thirsty of you; satisfy your killing desires by roaming the world in search of evil monsters!

Stendhal is totally platform independent, written using Java 1.5 and the Java2D environment.

So what are you waiting for?! A whole new world awaits...
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The Realms of Stelanthir  GarageGames2005This is a proprietary game.
A MMORPG here player verses player is restricted. Players can control land, build and own homes, and build cities, contribute to the economy and justice system, craft items, ride animals, and have pets. There is no inheritance, religion or permanent death.
[Zerothis]
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8 Kingdoms  8K Team2006Influenced by [game=seven kingdoms]7 kingdoms[/game]? labelimageminimize
Spectalum author2006This is an unfinished engine remake of EOB2 and requires original copy of EOB2 to play at all. labelminimizeminimize
Dwarf Fortress  Bay 12 Games2006 labelminimizeminimize
Jardinains! 2  Magic Chopstick Games2007 labelminimizeminimize
Samorost 2 Amanita Design2007The gnomes dog is abducted by aliens. Samorost sets out to rescue his dog and return home safely. Click differ places, creatures and things in the environment to manipulate them and solve the puzzle to advance to the next screen. labelimagesubject
xBaK author2007A clone of Betrayal at Krondor. Play the classic DOS game on Linux. labelminimizesubject
Overlord Codemasters (Triumph Studios)2007 labelminimizeminimize
Incursion  Julian Mensch2007 labelminimizeminimize
PlaneShift Atomic Blue Corporation2009 labelminimizeminimize
Overlord II  Codemasters (Triumph Studios)2009 labelminimizeminimize
Eschalon: Book II  My Game Company;Basilisk Games (Basilisk Games)2010Secret of Fathamurk is a free content expansion that was added with patch version 1.05.***Latest version: 1.06 (as of 2010-09-02)
[quote=Basilisk Games]1.06 is compiled with the latest libraries on Ubuntu 10.04. This might make the game incompatible with your system.[/quote]
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Loren the Amazon Princess: The Castle of N'mar Winterwolves2012 labelminimizeminimize
The Book of Unwritten Tales Nordic Games (KING Art Games)2012 labelimageminimize
Torchlight Runic Games2012 labelminimizeminimize
Conquest of Elysium III  Illwinter Game Design2012 labelimageminimize
Loren the Amazon Princess Winterwolves2012 labelminimizeminimize
Dwarfs!? Tripwire Interactive (Power of 2)2013 labelminimizeminimize
Gnomoria Robotronic Games2013 labelminimizeminimize
Iron Dawn Zombiefood2013 labelminimizeminimize
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