TrollKeep's Help File


  1. Preamble
  2. Autosurf
  3. Copyright and Disclaimer
  4. Encounter Log Menu
  5. Encounter Menu
  6. Hex Types
  7. Load List
  8. Loyalty
  9. Movement Menu
  10. Main Menu
  11. Resources
  12. Skills/Classes
  13. Terrain Types



Preamble

TrollKeep is a multi-player turn based game world which has been in software and game development since 1987 on TKC BBS under the name Thy Kingdom Come (aka TKC).

Starting only with map and piece movement mechanics, features have evolved and changed through game testing and player input over a number of years. The game has taken on aspects of both role playing and board stratigy styles of gaming. It is configurable, wherever possible, from an Owner's Menu. Race, Skills, Armour AC, etc, etc. can all be altered to fit a particular scenario.

Although more maps have been added since the early days, the original map and character continuity has been running off and on since 1987. It first went offline for a year and a half in 1989 when I was in the process of changing over from DOS to Linux.

In 1997 I took down bilby.com and so the game. It was placed away on the upper shelf contained in a hard drive. That drive has been dusted off and installed in a Fedora 4 Workstation. It looks like game development may be back underway! :)

There have been generations of characters in the game files which were recently unearthed from 1997. With procreation option configured on, I mean that literally. Some noble game families can trace their lineage back through game history for many generation.

That is not to mean that new warriors are not welcome nor is the game stacked against them. This world is still vast and filled with much wilderness where young warriors may make their mark. Particularly with map to map character transfers which opens up the world 100,000 hexes at a time.



AUTOSURF

The AUTOSURF link is used to start up our own Traffic Exchange. A Traffic Exchange will display a series of sites to the user in a rotation. For every 2 pages that are viewed via the AUTOSURF link will get 1 Game Credit placed in your PROFILE Account. Those Game Credits can then be used to create additional characters to place on ones Character List. Each additional character above the one free character per player will require 3000 Game Credits. Using the AUTOSURF offers the player a means of gaining Game Credits without cash purchases so as to level the playing field between those that cannot (or do not want to) help directly pay for the cost of resources needed to run TrollKeep.com and those that would rather buy membership to ensure a monthly allotment of all the Game Credits a player should need.

For a full list of Membership Upgrades please visit the link below.

Membership Upgrades



Load List

Encounter Menu Screen Capture

Players are encouraged to have more than one character in TKC. Any characters that a player owns will be displayed on this listing. If the character has been encountered since last loaded then there will be a blinking 'ENCOUNTERED' to the right of the name of the character on the list. Once the character has been loaded the blinking 'ENCOUNTERED' will then appear on the top right corner of the Movement Menu page. The player can click that link to read the new messages. To read old archived messages from the Encounter Log one can follow the 'Character Options' link; once the character is loaded and then follow the 'Character Encounter Log' link of the 'Main Menu' area.

All Players will be elligable for one Free character at any time that there is not any on their Character List. This process is totally automated once the player is registered.

To get additional characters one needs Game Credits. Game Credits can be earned by using the AUTOSURF link found on the header of all game pages. The AUTOSURF link will open a tab or new browser to a Traffic Exchange where Players can earn 1 credit for every 2 displays they have displayed on their browser. Should a player want additional Game Credits without the need to AUTOSURF may be interested in upgrading their Member Account. For a full list of Membership Upgrades please visit the link below.

Membership Upgrades

Log in using your Player Name and Password.

The Player's Load List can be sorted a number of ways. One can choose to have the listing ordered by MPs, Hps, Levels, Hex Location, Mode Setting or Party.

The Party can be a value of 0 to 7. It is set in the Character Options -> Set Party link. It is a means to be able to organize a large character listing into manageable portions.



Movement Menu

Encounter Menu Screen Capture

Menu Choices

You will find the same Menu choices on most game pages on the left of the screen.

The Menu choices are:

1. Character List - This link will display a listing of all characters owned by the player allowing the player to load any of them.

2. Character Options - This link will take the player to a menu which will allow the player to set many settings for the character.

3. Hex Actions - This link will take the player to a menu which will allow the player to chose among any Hex Actions that may be available on the hex which their loaded character is position on.

4.Move - This link will move the loaded character in the direction which they are pointing. Each hex has seven section. They are northeast, northwest, southeast, southwest, east, west and the core. Using the 'Change Direction' list found underneath the menu the player can try to position the loade character in any of those sections. The Move option cannot move a character which is positioned on the Hex Core. If, for example, the loaded character was positioned on the east section of the hex then when Move was chosen the character would try to move east to the next hex. I say 'try' because other characters may be blocking that direction, the next hex may be a terrain which the character cannot pass or it could be a locked hex type.

5. Neighbour Hexes - This link will display the hex populations of the surrounding hexes. If there are no other characters on a neighbouring hex then a zero (0) will be displayed.

6. Return - This option will always return you to the Movement Menu.

Under the Menu Choices one will find the Change Direction section .

The Change Direction section allows the player to change the section of the hex which the loeded character is located. One can choose from the 7 sections of the hex which are listed

Under the Change Direction section one will find the Hex Who List.

The Hex Who List lists all characters found on the same hex as the loaded character is located. Players can encounter characters on the same section of the hex as their loaded character is located. If they are not encounterable due to another character blocking the encounter then they will be listed as 'Hidden Character' in the Hex Who List.



Main Menu

Encounter Menu Screen Capture

Menu Choices

You will find the same Menu choices on most game pages on the left of the screen.

The Menu choices are:

1. Character List - This link will display a listing of all characters owned by the player allowing the player to load any of them.

2. Character Options - This link will take the player to a menu which will allow the player to set many settings for the character.

3. Hex Actions - This link will take the player to a menu which will allow the player to chose among any Hex Actions that may be available on the hex which their loaded character is position on.

4.Move - This link will move the loaded character in the direction which they arepointing. Each hex has seven section. They are northeast, northwest, southeast, southwest, east, west and the core. Using the 'Change Direction' list found underneath the menu the player can try to position the loade character in any of those sections. The Move option cannot move a character which is positioned on the Hex Core. If, for example, the loaded character was positioned on the east section of the hex then when Move was chosen the character would try to move east to the next hex. I say 'try' because other characters may be blocking that direction, the next hex may be a terrain which the character cannot pass or it could be a locked hex type.

5. Neighbour Hexes - This link will display the hex populations of the surrounding hexes. If there are no other characters on a neighbouring hex then a zero (0) will be displayed.

6. Return - This option will always return you to the Movement Menu.

Under the Menu Choices one will find the Character Options listed.

The Character Options are:

1. Character RPG Sheet - This link will display many stats about the loaded character. They include the loaded character's Gender, Level, Hex Location, Race/Type, Skill presently engaged, Hit Points (HPs), Movement Points (MPs), Loyalty, Mode and Section of the hex which they are located.

2. Character Encounter Log - This link will take the player to the area where they can read archived encounter messages as well as allow them to create a bulliten file.

3. Drop Item - As the name implies, this link will allow the player to drop items from the loaded character. Once dropped the items can never be recovered.

4. Inventory Listing - This link will list the items being carried by the loaded character. There are four types of resources which the character can carry. They are Food Units, Ore Units, Wood Units and Metal Disks. It will also display the weapons and armour being carried by the character in thier Dexter, Sinister, Reserve and Armour positions.

5. Inventory Placement - This link will allow a player to move items from one position of the loaded character to another. The Dexter position is the one used for the weapon which is intended to be used in battle. The Armour position is the one used to check against the character's armour class value. The other two positions are used as positions to carry extra items.

6. Set Loyalty - This link will allow the player to change the Loyalty of the loaded character.

Loyalty is used for different things. One of the more useful ones is for Squad Movement. If a character has their own name as loyalty, then when they move from a hex a check is made for any characters on the hex they are leaving which has their name in their Loyalty. If they do then they move with the loaded character. Such a loaded character can move up to 5 characters plus the number of retainers that they have as a CHR Modifier in the Character Stats (RPG) link,

When one attempts to change the Loyalty setting of a character who has their own name as their Loyalty then you will be offered a box to che which reads: k box, 'Change all Squad Members loyalty as well'. Checking that box will then change the Loyalty setting of all other characters which are on that same hex and have that character's name as their Loyalty setting as well.

7. Set Mode - This link will allow the player to set the Mode of the loaded character. Modes are used for many things yet the main one is how they will act in Battle. Those different battle reactions are explained on the Mode Setting page found in the Set Mode link of the Character Options menu.

Some other things which mode is used for are:

a) Mode can effect how a character reacts when another character tries to move to the same section of the hex. A character in Mode 1 will simply attack anyone who encounters them. Mode 2 will let anyone pass them. Mode 3 will bar the way to them; yet fight until death if attacked. Mode 4 will only allow them to pass if they both share the same Loyalty field setting; yet they, too, will fight until death if attacked. Mode 5 will bar their way; yet battle to Capture the other character if attacked. Success in capture by the logged in character will result that the opponent's loyalty is set to the name of the logged in character. Mode 6 will let any pass.

b) A character left in mode 4 during the Refresh utility's run will see if there is anything that they can do on the hex that they are located with the resources that they may have on them or that the hex may have on it. When on open hex the character in Mode 4 will check to see if there are any Food Units to Harvest from the hex. If they are they will use up all their available movement points not used from the previos Refresh Period to Harvest Food Units. The same would be the same ifon a Forest Hex type they wold Farm and on a Mountain hex type they would mine. Mode 6 will work in the same fashion yet at twice the movement point cost.

8. Class Menu - This link will allow the player to engage any class which the loaded character may have. It will also allow the Player to use certain class skills of the loaded character.



Encounter Log Menu

Encounter Menu Screen Capture

Menu Choices

On the left side of the screen are the Movement Menu choices/options.

1. Bulliten - This link will take the player to the area where they can enter a new Bulliten for the loaded character. The Bulliten is displayed to other players when their loaded character(s) encounter them.

2. Old to New Archive - This link will display all archived messages that the loaded character has said to other characters as well as what other characters may have said to them. The messages are displayed from the oldest messages to the newest ones. In other words in the order that they were recieved.

3. New to Old Archive - This link will display all archived messages that the loaded character has said to other characters as well as what other characters may have said to them. The messages are displayed from the newest messages to the oldest ones. In other words in reverse order from that they were recieved.

4. Hex Activity - This link is under construction.

5. Return - The Return link will return the player to the Movement Menu which is the same as the Movement link mentioned above.



Encounter Menu

Encounter Menu Screen Capture

On the left side of the screen are the Encounter Menu choices/options.

1. Skill Action - This link will allow the player to perform any action available to thier loaded character which thier engaged class may afford them. For example a character with Magic Spells engaged would be allowed to read the allignment of the encountered character or a character with Cleric Spells skill engaged would be able to perform healing on the encountered character if they share the same alignment. Not all skills/classes have an appropriate action for this link. If there are none available then the player will be informed when trying to use the link.

2. View - This link will allow the player to view certain information about the encountered character. They are the encounter character's Gender, Race, Engaged Skill, Hex Section position, Loyalty value and any weapons or armour held in the Dexter, Sinister, Reserve and Armour positions of the Encountered Character.

3. Battle - This link will begin a battle between the logged in character and the encountered character.

3. Give Resource - This link will allow the player to give any of the four resources to the encountered character.

4. Give Item - This link will allow the player to give any items of the loaded character to the encountered character. 4. Listen - This area is under construction.

5. Speak - This link will allow the player to leave a message or 'speak' to the encountered character. When the encountered character is loaded by the character's owner there will be a blinking ENCOUNTERED link in the top right corner of the Movement Menu. By clicking the blinking ENCOUNTERED link the owner of the encountered character will be able to read what has been 'said' to his character. Other messages are written to that same area. Such things as Battles, encounters, giving items and resources, etc.. Players can read old messages for their loaded character by using the Encounter Log link of the Character Options link of the Main Menu .

6. Return - The Return link will return the player to the Movement Menu which is the same as the Movement link mentioned above.

Note:

One can encounter another character via three means. The first is when moving from hex to hex. Depending on mode setting a character may block the path of a logged in characters movement. A character blocking ones movement will be displayed along with the Encounter Menu.

The other means to encounter a character is to try moving to the section of the hex where the character one wishes to encounter is positioned. This can be done using the Change Direction list of the Movement Menu. Depending on the mode setting of the character you wish to encounter they may block the IntraHex Move and instead of moving to the section the character blocking the move will be displayed along with the Encounter Menu like the Hex to Hex move block.

If one is on the same hex and same section as the character one wishes to encounter then thier name will be displayed as a link which one can click to bring up the character display and the Encounter Menu.



Resources

There are four types of resources in TKC.

They are:

1. Food Units - Food units are Harvested from Open Hex types using the Hex Actions option of the Main Menu. Each time that the Refresh Utility is run any Open Hex type that has Food Units on it will grow at the rate of 10 Food Units per refresh. Open Hex types that do not have Food Units on them will not grow. However characters can Plant on such Open Hex types so that they will grow Food Units on future refreshes.

Food Units are used for a number of things yet thier primary one is in Healing by either Cleric of in Temple Hex types. For each Hit Point one is healed will take 1 Food Unit either from the Cleric or from the character using the Hex Action healing.

2. Ore Units - Ore Units are Mined from Mountain Hex types using the Mine option of the Main Menu. They are used in the construction of buildable hex types like walls. They are also used in the manufacture of Metal Disks. This is done when a character is in a Smelter Hex type. They can choose the Smelter option of the Hex Actions option of the Main Menu when on a Smelter Hex type. Burning 1 Wood Unit to smelt 1 Ore Unit a character will produce 1 Metal Disk. Metal Disks are used by armourors in the construction of weapons and armour.

3. Wood Units - Wood Units are Farmed from Forest Hex types using the Hex Actions option of the Main Menu. As mentioned above they are used in the manufacture of Metal Disks. The Mariner skill also requires that the character have 1500 Wood Units to engage the skill. That is to represent thier vessel. There are weapons like spears and clubs which an armouror can manufacture using Wood Units.

4. Metal Disks - Metal Disks are used in the manufacture of weapons and armour by armourors.



Skills/Classes

Encounter Menu Screen Capture

A listing of a character's skills can be found by following the 'Character Options' of the Movement Menu and then 'Class Menu' of the Main Menu. In the Class Menu one can engage or disengage a class usage. When a class is engaged if there is an associated menu then the player will be offered a link to 'Use Class'. Not all classes will have a 'Use Class' appear in that Menu.

At present the following classes/skills are configured in TKC:

1. Fighter : When the Fighter class is engaged the character will use the Fighter Probability chart during battle. Fighters have one of the best probability charts of all classes and races.

2. Mariner : When Mariner class is engaged the character will be able to move over water type hexes. They require 1500 wood units to engage the class. It is meant to represent their vessel.

3. Engineer : This class is still being ported from the old version. When working and engaged this skill will allow character to build buildable hex types. The cost of building is in Ore Units.

One ability that Engineers now have is the ability to install new locks on lockable hex types like gates. There is a cost associated with this action to represent the making of the locks and their installation and the MPs that that would take.

When new locks are installed all tracking of any previous lock picking of the gate is removed.

4. Thief : When engaged this class will allow a character to attempt to pick a locked hex type like gate or tower. The present configuration requires that the character has 1 metal disk in their inventory to engage this class. This is to represent the Lock Pick Set that rpg theives and lock pickers require in their craft.

Should the Thief successfully pick the gate then that gate is flagged as such and they will not have to roll on success again on that gate unless the locks are changed by a Character with Engineer Class.

Should the Thief fail to pick the gate then that gate is flagged as such and that thief will not be able to try to pick the gate again until they advance a level.

5. Armourer : When engaged this class will allow a character to make items like weapons and armour as well as turn weapons and armour back to their raw resources. Armourors recieve experience points (XPs) equal to the amount of movement points (MPs) used in this task. They will use 1/5th the MPs of the amount of total resources used in the fabrication of the item.

6. Scout : When engaged this class will give a character a scout map view instead of the normal map view. The Scout Map view will show occupied hexes within their range of scanning. Instead of a hex number a 'P:' followed by the number of characters on that hex will be displayed.

7, Lock Pick : When engaged this class will allow a character to attempt to pick a locked hex type like gate or tower. The present configuration requires that the character has 1 metal disk in their inventory to engage this class. This is to represent the Lock Pick Set that rpg theives and lock pickers require in their craft.

Should the Lock Pick successfully pick the gate then that gate is flagged as such and they will not have to roll on success again on that gate unless the locks are changed by a Character with Engineer Class.

Should the Lock Pick fail to pick the gate then that gate is flagged as such and that Commando will not be able to try to pick the gate again until they advance a level.

8. Tracker : When engaged this class will allow characters to view any tracks left on a hex by other characters. They will be given the time and date as well as the name of the character and which section of the hex they arrived on. Right now the Refresh Utility deletes all track entries older than 5 refreshes. A tracker can see tracks 24 hours old (real time) for every level of the character. So, for example, a 3rd level tracker could see tracks that were 72 hours old in real time.

9. Flying : This class has not been ported from the old version as of yet.

10.Magic Spells : When engaged this class will allow characters to read the allignment of characters they encounter by following the 'Skill Action' link of the 'Encounter Menu'.

So long as a character with Magic Spells engaged has MPs then they will battle as an MU. This will allow them to zap their opponents; using their Magic Based saving throw to hit. They will do up to 2 times their level in damage if successful. They will also have the Shield Spell engaged giving them a 4AC.

Once out of MPs the Character with Magic Spells engaged shall fight as a normal man.

11.Cleric Spells : When engaged this class will allow a character to heal another character, of the same alignment, by following the 'Skill Action' link of the 'Encounter Menu'.

If they encounter a dead character and they are 6th level or greater they will be afforded the opporunity to perform a Resurrect Spell on the dead character to return them to the living via the Passive Encounter Menu. There is a 1 CON deduction for such resurrections. Should the dead character have no more CON then they cannot be resurrected. This puts a limit on the amount of times a TK character can be resurrected.

Clerics of 5th level or greater can also use the Create Food spell in the Class Menu area. This will allow them to create Food Units at a 1:1 ratio with MP deduction.

12.DragonWarrior : This class is being handled the same as Fighter Class at the moment.

13.Skiffer : This class is still being ported from the old version.

14.Mountaineer : This class is still being ported from the old version.

15.Climbing : This class is still being ported from the old version.



Hex Types

Encounter Menu Screen Capture

At present the following hex types are configured in TKC:

+----------+--------------------+-----------------+
| instance | fullname           | MPs per section |
+----------+--------------------+-----------------+
|        1 | Open               |        2        |
|        2 | Road               |        1        |
|        3 | Rough              |        3        |
|        4 | Water              |        1        |
|        5 | Mountain           |        5        |
|        6 | Swamp              |        4        |
|        7 | Shallows           |        1        |
|        8 | Forest             |        3        |
|        9 | Town               |        1        |
|       10 | Peak               |        2        |
|       11 | Mine               |        2        |
|       12 | Keep               |        1        |
|       13 | Village            |        1        |
|       14 | Rolling Hills      |        2        |
|       15 | City               |        1        |
|       16 | Errant Keep        |        1        |
|       17 | Rockwaller Keep    |        1        |
|       18 | Troll Keep         |        1        |
|       19 | Stonefist Keep     |        1        |
|       20 | Gate               |        1        |
|       21 | Outpost            |        1        |
|       22 | Hamlet of Freetown |        1        |
|       23 | Silverthorn Keep   |        1        |
|       24 | Wood Keep          |        1        |
|       25 | Elf Isle Outpost   |        1        |
|       26 | Mandy Keep         |        1        |
|       27 | Solice Keep        |        1        |
|       28 | Smelting Compound  |        1        |
|       29 | Hidden Manor House |        1        |
|       30 | Wall               |        0        |
|       31 | Tower              |        1        |
|       32 | Temple             |        1        |
|       33 | Smelter            |        1        |
+----------+--------------------+-----------------+



Loyalty

Encounter Menu Screen Capture

Loyalty is used in a number of ways. They shall be briefly outlined below.

1. Squad March - When a loaded character has the value of their Loyalty field the same as the thier name, then when that loaded character is moved from a hex a check is, then, made for any other characters on the hex they are leaving with their Loyalty field set to the value of the name of the loaded character. If there is a match they will move when the loaded character moves. The loaded character who is do the Squad March will be restricted in the number of other characters that they can squad move. The total amount of characters that a character can squad march is 5 plus the CHR modifier of the number of retainers they are allowed. This is listed in the 'Character RPG Sheet' link of the Main Menu.

2. Squad Loyalty Change When one attempts to change the Loyalty setting of a character who has their own name as their Loyalty then you will be offered a box to check which reads: 'Change all Squad Members loyalty as well'. Checking that box will then change the Loyalty setting of all other characters which are on that same hex and have that character's name as their Loyalty setting as well.

3. Locked Hexes - When a loaded character encounters a locked hex a check made against the value of that character's Loyalty field. A check is then made for any character in the core of the locked hex whose loyalty field contains the same value as the loaded character. If there is a match then the loaded character is allowed to move on to the locked hex.

4. Modes - When a character is set in mode 4 they will not allow a loaded character to enter the section of the hex they occupy unless the loaded character has the same value in their Loyalty as the character set in mode 4.

Terrain Types

Terrain Types shall be briefly outlined below.

: Open

: Water

: Mountain

: Forest

: Swamp

: Road

: Wall


Copyright

TrollKeep (c) Copyright 2005-2007, Dan Johnson