|| 1. WELCOME TO
THE MARVELOUS WORLD OF EAMON DELUXE!
Deluxe is a computerized version of what are called fantasy
role-playing games or "RPGs" for short. When you enter the universe of
one of these games, you become a member of the Free Adventurer's Guild
in the world of Eamon. This Guild is made up of hardy individuals who,
instead of seeking standard employment, choose to live by their wits,
defeating horrible monsters and finding glorious treasures.
most RPG gaming systems, Eamon Deluxe sets no direct goals to achieve;
there are no experience points to earn and no way to finish or "win the
game." The main focus instead lies upon character development and the
amassing of wealth. If so desired, personal goals may also be set (do
good to the less fortunate, destroy all evil beings, etc.) and
incorporated into each adventure.
BRIEF HISTORY OF EAMON: DONALD BROWN, JOHN NELSON, AND THE NEUC
is one of the oldest computer role-playing gaming systems in history
and certainly the most enduring. As I write this, Eamon is now about
thirty years old and the gaming formula is still unique and going
strong with new adventures being developed and distributed within an
active online community.
The original version (hereafter
referred to as "Classic Eamon", "vanilla Eamon" or simply just "Eamon")
was developed in the early 1980's by a man named Donald Brown. Don
created a system that consisted of a master floppy disk (with the Main
Hall and Beginner's Cave on it) where one could store characters they
had created, carry out common transactions, and be launched into a
multitude of adventure settings and scenarios. Each Eamon adventure was
a separate floppy disk (or disks) with a database of rooms, monsters,
Brown did an excellent job of simplifying
complex paper and pencil RPGs (like "Dungeons & Dragons") and
integrating that genre with the popular "adventure game" style (which
tends to focus on puzzle solving, ignoring character development). The
result was a unique gaming formula with open-ended development
possibilities that made it highly appealing to both gamers and game
designers alike. The name "Eamon" (commonly pronounced "E-MUN") was
reportedly picked by Brown, at random, from a nearby Irish dictionary
Eamon was released into the public domain as
non-commercial software and Brown encouraged people to do whatever they
wished with it. Brown himself wrote the master Main Hall disk, a few
manuals and utilities for creating adventures, and eight adventures
that showed off a variety of ways that Eamon could be expanded. He went
as far as including examples of adding sound effects and even a graphic
interface before completely leaving the Eamon world, never to be heard
After Brown's departure, the Eamon reins were taken
up by a fellow Des Moines, Iowa resident and computer store patron
named John Nelson. Nelson started the National Eamon Users Club (NEUC)
and personally continued development of the vanilla Eamon system using
Brown's original formulas and source code.
The NEUC assigned
official numbers to each adventure created for the Eamon library, which
soon included over one hundred entries, and a produced a semi-regular
newsletter. Nelson's development contributions included bug fixes,
slight expansion of the master disk programs and a new set of
utilities. Nelson, who contributed eighteen original adventures of his
own to the library, standardized the base system to automate such
things as doors, healing potions, and the level of light in rooms.
BRIEF HISTORY OF EAMON: THOMAS ZUCHOWSKI AND THE EAG
Nelson started focusing on porting Eamon to the PC and his Apple II
Eamon involvement, along with the NEUC newsletter, became increasingly
sparse and sporadic. Finally, in a desperate act of preservation, a
club member named Thomas Zuchowski "continually nagged" Nelson until he
finally agreed to turn over control of the NEUC library, membership
records and remaining funds.
Tom, who had previously authored
several high quality adventures (as well as the popular character
editor program that is included on the NEUC's Main Hall distributions),
successfully resuscitated the club. Renaming it to "The Eamon
Adventurer's Guild", Tom created a professional base for Eamon fans
with a regular newsletter that would continue for fifteen years! Tom
also personally continued to develop the Eamon system; using a mixture
of Brown's formulas and his own, he redesigned the database and main
adventure programs to be more efficient and take up less disk space,
considerably increasing the speed at which the system loaded and ran.
Among other improvements, Tom also updated the manuals, made the player
interface more friendly, and continued the automation of handling
certain item types (including a standard system for armor and other
BRIEF HISTORY OF EAMON: MATTHEW CLARK AND THE EAG WEBSITE
in Eamon had waned considerably by 2001 and development of new
adventures appeared to be coming to a halt, so Tom Zuchowski started
procedures to officially shut the Eamon Adventurer's Guild down. By
2005 Tom permanently left the scene, passing control to a man named
Matthew Clark. Matt had already spent several years building and
maintaining the official Eamon Adventurer's Guild website and also
authored a high quality Eamon adventure of his own.
As of the
last count, there are 258 adventures written for the Classic Eamon
system, as well as multiple utilities and customized Main Hall disks.
There are also multiple cross-platform Eamon ports and "cousins."
Apple II based systems derived from Eamon are: Super Eamon, Eamon Pro,
Eamon II, KnightQuest and Donald Brown's own commercial Eamon clone,
the SwordThrust series. The known cross-platform attempts over the
years include ports of Eamon to the Atari 5200, Atari ST, Commodore 64
(under the name "Imagery!") and several MS-DOS renditions. Strangely
enough, there was no known port of Eamon for the Apple II's successor,
the Macintosh, until 2012 when Eamon Deluxe 5.0 was released as a
Currently, all versions of Eamon can be
downloaded from Matthew Clark's Official Eamon Adventurer's Guild
website: www.eamonAG.org. The Guild website is the largest Eamon
resource in the world and is also the official home of Eamon Deluxe
This concludes the "brief" history of Eamon, a system which, after
years among the world of computer gaming, is still too unique to be
easily explained or described. Cheers to those thirty years, to
who has been involved with Eamon, to the modern release of Eamon Deluxe
5.0 and to the next thirty years of Eamon gaming.
BRIEF HISTORY OF EAMON DELUXE: EAMON DELUXE VERSIONS 1 AND 2
Deluxe began as a leisurely project started in December of 1997 and
first released in May of 1998. The project started as an MS-DOS port of
an unreleased Apple II upgrade to Eamon 8.0. There were already two
known MS-DOS ports, both named "Eamon", so the working name for the new
system was, for lack of a better name, temporarily (and jokingly)
called "Eamon Deluxe" to avoid any potential confusion. By the time
Eamon Deluxe 2.0 was released the next year, it included so many
enhancements and improvements that the term "Deluxe" actually seemed
relevant and the name became permanent.
Initially intended as a
learning tool for the author, Eamon Deluxe was meant to focus on
creating NEW Eamon adventures and taking full advantage of a more
advanced hardware and programming environment. Porting classic
adventures was tedious work during the first few years, with all of the
text and data from each adventure having to be copied and entered
manually. Likewise, all of the unique code which comprised each
converted adventure's various special effects had to be reverse
engineered and adapted for the new environment. Because of the massive
amount of work involved, only a few select adventures from the Classic
Eamon library were originally intended to be ported to Eamon Deluxe.
Deluxe 2.0 was released in December of 1998 and among a few other
classic Eamon ports, it included all adventures written by both the
author and Donald Brown. Rather than assign new numbers to each of the
conversions separately, multiple works by the same authors were
combined into a single database and released as special "adventure
sets". The method used to create these adventure sets was very bulky
and inefficient at that time, therefore no further large conversion
"sets" were planned.
BRIEF HISTORY OF EAMON DELUXE: EAMON DELUXE VERSION 3
3.0 upgrade was started in the summer of 1999 and included a major
system overhaul and a revised numbering system for the adventure lists.
These revisions were the results of Tom Zuchowski sending a copy of his
new "Eamon CD" to the author. The CD suddenly made the entire Classic
Eamon adventure library available, along with Emulators to run them in
MS-DOS, making it possible to automate much of the conversion process.
After a few test runs using emulator extraction, the author was
inspired with a plan to include conversions of all known Classic Eamon
adventures into the Eamon Deluxe library.
The obvious next step
was taken to condense the conversions into organized collections rather
than single entities. A new "Multi-Adventure" system was designed and
soon permanently integrated into the Eamon Deluxe system framework.
Included among various system design upgrades and improvements, was the
first port of the Graphic Main Hall originally written by Rick
Volberding for the classic Apple II Eamon system.
At the time of
its release, Eamon Deluxe 3.0 included the completed sets: Beginners
Adventures, The Donald Brown Adventures, The Jim Jacobson Adventures,
and The Frank Black Adventures.
BRIEF HISTORY OF EAMON DELUXE: EAMON DELUXE VERSION 4
Eamon Deluxe 3.0 framework proved to be very stable which allowed
further development to focus solely on classic adventure conversions.
While working on these conversions, the base adventure programs were
heavily debugged and revised, leading to the release of Eamon Deluxe
4.2 in the fall of 2001.
Adventure conversions continued from
2001 to 2006 as time and interest permitted. During that time two
original adventures, Journey Across the Muerte Sea and Realm of
Fantasy, were also written by new authors specifically for the Eamon
Sadly, the entire project was discontinued
indefinitely in 2006 due to a lack of outside interest, real-world
demands, and increasingly difficult compatibility issues which arose
with the release of each new Windows operating system. The final public
release of Eamon Deluxe 4.2, along with almost all of the existing
classic adventure conversions, was made available for public download
on the Eamon Adventurer's Guild website, where Eamon Deluxe would sit
and remain dormant for the next five years...
BRIEF HISTORY OF EAMON DELUXE: EAMON DELUXE 5.0
November of 2011, a hard drive containing the work directory for Eamon
Deluxe 4.5 (which had never been publicly released) was successfully
salvaged. Among various minor revisions, version 4.5 included Realm of
Fantasy, several new conversions in the Classic Eamon Adventures Volume
Three set and an adventure menu list which used "The Waiting Room" as a
"dummy" placeholder for adventure sets which had not yet been completed.
December of 2012, as upgrades were being applied to an intended public
release of version 4.5, there was a sudden explosion of renewed
interest in Eamon Deluxe and a decision was made to revise and improve
the entire system. The final revision of Eamon Deluxe 4.5 was archived
in The PC Eamon Museum (with a few humorous alterations) and the 5.0
revision project was started.
Eamon Deluxe 5.0, while
maintaining backwards compatibility and a similar interface, is a
significant departure from all previous versions. The base adventure
programs were rewritten from scratch, as were most of the system
programs and utilities. The intent being to make the programs more
efficient while adding a multitude of new and enhanced features. Among
the most significant improvements were cross-platform compatibility for
modern operating systems and the addition of "VI Mode", an alternate
output method which makes the system totally accessible to vision
impaired or disabled users, into the system framework.
AND RUNNING EAMON DELUXE 5.0
Windows: Run the installer program.
Mac OS X: Unzip the package and move "Eamon Deluxe 5.0" into the Applications folder. Open the app to start.
Linux: The Eamon Deluxe for Linux "package" is comprised of data files
only and will work on any Linux distro that can run DOSBox. Install
DOSBox first with a package manager if needed. Eamon Deluxe will not
run without DOSBox (or a similar DOS emulator). When the Eamon Deluxe
Linux "package" is extracted, it should contain the Eamon Deluxe home
folder ("/edx") and a plain text file named "README" which has detailed
installation instructions and tips.
Wii: [This requires prior installation of the Homebrew Channel, the DOSBox app, a
USB keyboard, and an SD card with at least 50MB of free space available. Eamon Deluxe for Wii consists of data files
only and will not work unless ALL
of the above requirements are met.] Simply extract the Eamon Deluxe for
Wii "DOSBox" folder, copy it to the SD card and start the DOSBox app.
An interactive menu will launch automatically which offers, among other
choices, the option of running Eamon Deluxe.
ALL OPERATING SYSTEMS:
first time Eamon Deluxe is launched after being installed or upgraded,
a prompt will appear, asking if "VI Mode" is required. This refers to
an alternate output mode that has been designed for compatibility with
with screen readers and other custom access software which is used by
vision impaired or disabled players.
Unless a screen reader or
similar device is actually being used, simply hit the "N" key to enable
Standard Mode and you won't be asked again. If, however, YOU ARE using
a device which requires VI Mode output, hit the "Y" key and then the
"X" key at the following prompt for verification.
Deluxe Main Menu is displayed upon startup. This menu offers options
which lead to all other areas of the gaming system. To switch between
Standard and VI Mode output, reset the speed for special events, or
modify other Eamon Deluxe system settings, choose the Control Panel
option. If VI Mode is needed but has somehow been turned off, press "7"
and hit Enter at the main menu then simply hit Enter again at the
Control Panel menu to reset the display mode.
only: Using the VI Mode desktop icon or Start Menu shortcut will change
the default display setting to VI Mode before launching the system.
Deluxe is a dynamic system which allows for system upgrades and
continued expansion of the adventure library. With version 5.0, the
system has been revised so that new versions can be installed over
older ones without losing any character files, new adventure designs,
or other personal data. The only requirement is that the file system
location and structure is kept intact after the initial installation
(including the Start Menu entries in the Windows version).
The Official Eamon Deluxe Homepage
contains download links for all supported versions of Eamon Deluxe.
These links are updated frequently to reflect new changes and
additions. An existing Eamon Deluxe installation can be updated to the
latest release by simply downloading the latest release and installing
(Windows, Linux) or copying (Mac OS X) it over the previously installed
While most user data is unaffected, updating Eamon Deluxe WILL destroy
any saved games. It is recommended (although not required) that all
characters are returned to the Main Hall before updating.
away, at the dead center of the Milky Way, is the planet Eamon. It
doesn't orbit any suns, two great suns orbit it! The shifting pull from
these great bodies bring strange forces to bear upon this planet;
twisting light, tides, even the laws of science itself! Strange things
happen on Planet Eamon, and the citizens must always be adaptable, for
things are rarely what they seem, and quite often not the same as they
were from one day to the next!
Eamon Deluxe is played through
characters who are imagined to be citizens of this weird world that
belong to the famous Free Adventurer's Guild. Free Adventurer's are men
and women who have dared to seek their fortune in the marvelous world
of shifting laws and time. Players will often find their characters
fighting terrible monsters such as orcs, trolls, and dragons and
claiming various riches and treasure as their own. However, Planet
Eamon is bound by no laws of time or space and anything can happen once
an adventure has been started. At any random time a character could end
up facing such varied opponents as Billy the Kid or Darth Vader!
BASIC CHARACTER ATTRIBUTES AND ABILITIES
Deluxe is a mixture of several popular types of gaming systems. The two
core aspects of that mixture being "adventure games" and "fantasy
role-playing games." In an adventure game, a player normally progresses
through the exploration of pre-mapped settings, often having to locate
special objects or solve various puzzles to proceed on to other parts
of the game, until reaching the ending.
Role-playing games (or
"RPGs") also involve diverse pre-mapped settings, but rather than
playing a single adventure in the first person perspective, RPGs are
based heavily upon creating and developing characters which the player
then takes on many adventures, imagining themselves as these characters
as they explore and make decisions. Characters can quickly develop
through shrewd adventuring; growing stronger in various attributes and
skill levels, while gaining wealth, and acquiring better equipment.
new characters created in Eamon Deluxe start at a beginning level, but,
just like the people playing them, they are also a diverse group with
different strengths and weaknesses to work with and build upon. Three
numbers (or "attributes") will describe the general physical makeup of
a newly created character. These are called Hardiness, Agility and
Charisma. These attributes are each obtained by the computer rolling
three eight-sided dice and adding the results together. Thus the
numbers can range from three (the lowest) to twenty-four (the highest),
with most rolls averaging around twelve to fifteen.
technique is called "rolling three-die-eight" (commonly written as
"3D8") and the terminology comes from various multi-sided dice used in
the original pencil and paper style role-playing games upon which
computer RPG games are based. Aside from looking interesting, these
strange dice are used to determine random factors, adding a stronger
sense of reality to the experience.
Along with the three main
attributes, characters are also defined by various skills, including
weapon abilities, spell casting and combat experience involving
fighting while wearing heavy, protective armor. While a character's
skills will increase with use, the three basic physical attributes
cannot be changed through "natural" means in any way. However, Eamon is
a magical world, and ways may be found to increase (and sometimes
decrease) a character's attributes in certain adventures; also, when a
character becomes wealthy enough, there are special shops in the
village and practice areas just outside of the Main Hall which are
rumored to be able to boost any attribute or ability (see section 7 for
For those who wish to instantly create a
character with specific attributes, ability levels, etc. (and who don't
mind a little "cheating"), Eamon Deluxe includes an editing program
which allows every aspect of a character to be customized to exact
specifications (see section 8.1).
For the sake of example in the
next few sections, it will be assumed that a new character named
"Hedric the Horrible" has just been "created", with a Hardiness of
thirteen, an Agility of twenty and a Charisma of five.
character's Hardiness has two major effects, the number of damage
points that their body can withstand before they die and the total
amount of weight in weapons, armor and other objects that they can
carry with them. The name for the standard unit of weight in Eamon
Deluxe is called "gronds." Gronds are sometimes further split into
tenths using a smaller unit called "DOS" (so one grond equals ten DOS)
but there is no real reason for the DOS unit other than that is what
Donald Brown decided when he created the original Eamon system. Eamon
Deluxe preserves this system and further standardizes it as one grond
generally weighs as much as two gold coins, however, cumbersome items
(like a stack of plates or a full quiver of arrows) can weigh more in
gronds than they would if only using the two-coin system.
the Horrible, whom we just "created", has a Hardiness of thirteen. This
means he can withstand thirteen harmful "hits" (damage caused by
attacks from an enemy, being poisoned, setting off traps, etc.) before
he perishes. Hedric can also carry up to ten times his Hardiness in
items, or one hundred thirty gronds. The amount of weight a character
can carry is a static number based upon their base hardiness, not the
number of hits they have taken, so they are still able to carry the
same amount whether critically wounded or in perfect health.
only major effect of a character's Agility in Eamon Deluxe is found in
combat. A character with high agility is more likely to strike an
opponent and also to dodge attacks from that opponent as well. Some
adventures will also use character Hardiness and/or Agility to
determine other factors which are specific to that setting (like the
chances of successfully opening special objects or avoiding dangerous
A character's Charisma is
a combination of both their physical attractiveness and how likable
their personality is. Charisma can often effect how the citizens and
other sentient beings on Planet Eamon will react to them.
example, many merchants will offer slightly better pricing deals to a
likable character with a high Charisma than they will to a character
with an average or low Charisma. While on an adventure, a character's
Charisma may also effect how some creatures will react to them;
choosing to attack, ignore, or become friends with them. The more
friends a character has in an adventure, the more help they have during
The actual percentage adjustment that Charisma has upon
the decisions of others (or "Charisma Factor") is figured out by
subtracting ten from the character's Charisma and then multiplying the
difference by two.
For example: The smelly hermit from the
Beginner's Cave has a base friendliness of 50%. This means that Joe
Normal with a charisma of ten will get to make friends with the hermit
50% of the time. However, Hedric the Horrible (with his Charisma of
five), has only a 40% chance of making friends with the hermit. Lovable
Linda, with a maximum charisma of twenty four has a 78% chance of
Joe Normal: (10 - 10 = 0, 0 x 2 = 0). 50% + 0% = 50%.
Hedric the Horrible: (5 - 10 = -5, -5 x 2 = -10). 50% + -10% = 40%.
Lovable Linda: (24 - 10 = 14, 14 x 2 = 28). 50% + 28% = 78%.
of the beings encountered on adventures, however, will have a pre-set
friendliness factor and thus react the same regardless of your
character's Charisma. A rat with a friendliness rating of 0% will never
be a friend, be it with Joe Normal, Hedric the Horrible, or Lovable
Linda; likewise, a fellow adventurer with a friendliness rating of 100%
will always become a friend to your character.
COMBAT RELATED CHARACTER ABILITIES
a rough and violent world, combat is often an important aspect of
Eamon. In most adventures, combat is taken care of on a blow-by-blow
method: Every valid combatant in the room gets one turn to attack one
enemy, the effects of that attack are calculated, and the result (hit
or miss) is applied.
All weapons are simplified into types zero
through five. Type zero is "natural weapons" which can include just
about anything but will always have the same odds (0% bonus) and can
never be dropped or broken. Weapon types one through five are: Axes
(any "chopping" weapons), projectile weapons (everything from a
standard archery set to a machine gun), clubs (any blunt weapons),
spears (all weapons which are used with lunging or jabbing motions),
Weapon types one through five have what are referred
to as "weapon odds" or sometimes "weapon complexity". This is a number
that reflects the quality of the weapon and how hard it is to use
properly. A club may have an odds value of twenty since it is easy to
use, while a more complicated weapon such as a bow may have a negative
odds value (-10 is common for bows). The actual effect of weapon odds
on a combatant's chances to hit their opponent is described in further
detail in section 4.3.
The amount of physical damage a weapon
will cause an opponent is determined by the damage "dice" of that
weapon. All weapons (including "natural") have a pre-set number of dice
with a pre-set number of sides. An average sword has a damage level set
around 1D10 or 2D5; meaning one ten-sided dice that causes 1-10 points
of damage or two five-sided dice that cause 2-10 points of damage
respectively. A normal "powerful" weapon will have a damage level of
around 2D8 (capable of doing 2-16 points of damage).
levels of armor are also divided into types. Even numbers determine the
actual type of armor, with odd numbers indicating that a shield is also
included. For example: Chain armor alone has a value (or "class") of
four, chain armor with a shield is class five, and so on. Armor class
names are used generically, regardless of what the armor is actually
comprised of (a dragons with class four armor made of scales would is
still considered as having "chain armor").
In most cases armor
is factored in as "hits absorbed" from an attack, meaning the wearer
has a certain amount of damage deducted from the total applied when
struck in combat. They basic "armor class" and the hits deducted by
each is as follows:
Class Name Hits Absorbed
also affects the odds of one opponent striking another in combat (after
all, one just isn't as agile when fighting from within a tin can!). All
non-character combatants are affected the same by weapon quality and
armor encumbrance factors, with the assumption that they know all their
skills on an average level, while characters have abilities that often
start out in a lower range but increase to highly skilled levels given
time and experience. The actual effect of worn armor on a combatant's
chances to hit their opponent is described in further detail in section
WEAPON TYPES AND CHARACTER WEAPON ABILITIES
new characters start with the same skill levels for weapon expertise:
5% for axes, -10% for projectile weapons, 20% for clubs, 10% for spears
and 0% for swords. These numbers reflect that an inexperienced
adventurer who is just starting out is more likely to hit with an enemy
with a club than with an arrow.
Weapon abilities can be
increased through the successful use of each type of weapon in combat.
If Hedric the Horrible is fighting a troll and scores a successful hit,
then a dice roll will be used to determine if Hedric learned anything
about how to use his weapon better; his chance to learn is the same as
his chance to have missed, so a one hundred-sided "percentage" die (or
1D100) is rolled.
For example: If Hedric's chance to have hit
was 40%, then he will have a 60% chance of his weapon ability going up
by 2%. In the next round, his chance of hitting the same opponent would
then be increased to 42%, while his chance of raising his ability would
reduce to 58%. Weapon abilities will continue to increase until the
natural limit of 100% is reached.
ARMOR TYPES AND CHARACTER ARMOR EXPERTISE
can use shields and several types of armor to help protect them from
bodily harm. As mentioned above, the stronger the armor, the more
cumbersome it is and this will affect your character's chance to hit an
opponent in combat until they fully develop a skill called "Armor
The following chart describes the types of armor,
the amount of protection they provide, and how much they reduce a
character's chance to hit their opponent. As with the similar chart
above for non-character armor class, even numbers are types of armor
and odd numbers mean that a shield is also included.
Absorbed Odds Adjustment
0 .........None ...........0
1 .........Shield .........1
2 .........Leather ........1
4 .........Chain ..........3
6 .........Plate ..........5
8 .........Magic ..........7
odds adjustment here reflects a new character with and Armor Expertise
of zero. As the character becomes used to the constricting effects of
fighting and maneuvering while wearing armor, their increased Armor
Expertise will reduce the odds adjustment until, finally, armor has no
negative effects at all.
A character's Armor Expertise ability
is developed the same way as their weapon abilities: Every time they
successfully strike an opponent in combat, 1D65 is rolled. If the
result is larger than the odds adjustment of their armor versus their
current Armor Expertise then their ability is increased by 2%. Armor
Expertise will continue to increase until it reaches the maximum limit
of 65%, whereupon any type armor can be worn without negative effects.
BASIC COMBAT: ATTACKING AN OPPONENT
time that a character attempts to strike another living being, there is
a percentage chance of success which is figured by comparing multiple
factors. Likewise, opponents have a similar set of factors that
determine their chance of success when attempting to harm your
All combatants are given the base chance of 50% plus
two times the difference in agility and armor between them and their
target. If a weapon is being used then half of the "weapon odds" value
is added (up to a maximum increase of 15%). If your character is the
attacker then their Armor Class, Armor Expertise relevant weapon
ability is also figured into their odds to hit.
Once the odds to
hit have been determined, a roll of 1D100 is made and, if the roll
ranges from one to the percentage chance to hit, the blow is a
considered a success and the resulting effects are determined. In
addition, there may also be magical or other extraordinary effects in
some adventures which will factor into combat as well.
roll is greater than the chance to hit then the attacker will either
simply miss their opponent or fumble the attack. A fumbled attack can
result in several negative effects upon the attacker, including, among
other things, dropping their weapon, damaging their weapon, breaking
their weapon, or hitting themselves instead.
explained in section 4.1,
when a blow hits, a random amount of damage
is done to the target. This amount of damage is based on the weapon's
dice and number of sides to those dice. This base number of
damage is usually lowered by the armor worn by the defender; leather
armor and shield each take one point of damage, chain takes 3, and
plate armor takes 5 points of damage away from that taken on the body
(all effects are cumulative and magical devices may sometimes act as
That, of course, is what usually happens. However, due
to flashes of good luck or clumsiness weird things can happen. For
example: in many of the classic adventures, about 5% of the time an
attacker will get what is called a "Critical Hit". That will get one of
the following results (each result is followed by the percentage chance
of its occurrence): Ignore armor (50%), three-halves normal damage
(35%), twice normal damage (10%), triple normal damage (4%), or an
automatic kill (1%). This was a standard in the early versions of the
original Eamon system and was carried over to many Eamon Deluxe
conversions (such as The Donald Brown Adventures) to make them more
authentic. The Beginner's Cave has standard "classic" combat and the
Eamon Deluxe Demo Adventure has standard "modern" combat.
4% of the time the attacker will fumble with his weapon. It will have
one of the following effects: Recover from fumble without any other
effect (35%), drop weapon (40%, if the attacker is using natural
weapons such as claws, the attacker simply recovers instead), break
weapon (20%, with a 10% chance of hitting oneself at the same time),
Hit self normally (4%), and hit self with double damage, ignoring armor
MAGIC SPELLS AND RELATED CHARACTER ABILITIES
strange shifting forces around Planet Eamon constantly create effects
that can only be described as magical. However, most of these effects
are extremely localized to a particular adventure setting and will not
be consistent from one foray to the next.
There are four common
spells that work almost everywhere. Any character can pay a
knowledgeable wizard to teach them these spells at a starting level.
When they first learn a spell, a 1D100 die will be rolled and they will
start with an ability level ranging from 25% to 75%. As with combat
abilities, there is a chance that each spell ability can be increased
every time your character successfully casts that spell; if a 1D100
dice roll is less than their chance to not have cast it, their ability
will increase by 2% until they reach the 100% natural limit.
example: Hedric has now learned the BLAST spell and been given a
starting ability of 30%. If he successfully casts the spell and a 1D100
roll yields a result from one to seventy then his overall ability for
that spell will increase to 32%, with a roll from one to sixty eight
being required for the next increase.
There are also "wildcard"
rolls involved in spell casting: A roll from one to five will always be
successful and a roll of one hundred will overload your character's
mind and they will not be able to cast that spell for the rest of the
Due to the tiring effects of sending supernatural
powers through their body, every time your character attempts to cast a
spell (regardless of whether or not they succeed) their next chance is
reduced by half until they "rest up" their brain for a bit. The STATUS
command can be used to see the actual values of their current spell
abilities as well as their overall spell abilities among other useful
Note that this is the way that the four common
usually work. Eamon Deluxe is a marvelous and very random world and
spell abilities may not drop at all when your character uses them in
some adventures, while in other places spells may work quite
differently or sometimes not at all.
spell can be used by your character to send a magical blast of pure
energy at either an opponent or an item (such as locked doors or
chests). If successfully cast, a BLAST spell will always hit its target
and do 1D6 in damage. Also, if the target is a living being, armor will
not help absorb any of the damage from a BLAST spell.
spell can be used to remove damage points from either the character
casting it or any other living creature (in effect, "healing" them). If
successfully cast, a HEAL spell will remove 1D10 in damage points from
cast, a SPEED spell will double your character's agility for a random
amount of time (ranging from eleven to twenty turns). If a SPEED spell
is cast successfully while another one is already in effect, the new
spell will increase the amount of rounds left, but it will not have the
effect of further multiplying a character's agility. The SPEED spell is
mostly useful when a character is engaged in combat with a skilled
opponent, has a long paper to write within a short amount of time, or
needs to study for an exam.
upon the adventure your character is on, successfully casting a POWER
spell may cause a harmless diversion or have powerful effects (both
helpful and harmful in nature). It's basically a call to the magical
forces around your character that says, "Hey, do something!" In many
adventures, Power will do little more than make a loud noise, in many
others it may be the key to surviving or moving on to different points
in the game. If you become totally stuck (or just feel daring), give
POWER a try.
RELATING WITH CITIZENS, MONSTERS, AND OTHER LIVING BEINGS
are two places your character will be encountering other denizens of
Planet Eamon, on their adventures and at the Main Hall of the Guild of
The Main Hall and its surrounding areas are
heavily protected by the Guild and, while your characters may
communicate with the various people there to do business, they will not
be permitted to start fights or break any other rules. The Guild also
enforces fair business policies on the various merchants so, while they
will not do you any real favors for your characters (except possibly
giving them good prices depending upon their Charisma), they will not
cheat their customers or otherwise harm them. They are mostly simple
businessmen and women, out to relieve Free Adventurers of their gold
while helping outfit them to go get more as well.
adventures outside of the Main Hall, however, anything can happen. By
default, the being found in an adventure may seem rather simple-minded;
when they first meet your character, they will decide if they like them
or not, dislike them or choose to ignore them completely. If they
decide to become friendly then they will follow your character around
and fight on their side during any battles. If they don't like your
character...then they will most likely try to fight them in deadly
combat. Once they make up their minds, they will usually keep with
their decisions, unless your character does something particularly
nasty (such as ATTACK a friend) or nice (such as give a "neutral"
monster extremely valuable items or large sums of money).
because monsters do or do not like your character does not always mean
that they will fight to the bitter end either; some, including both
enemies and friends, will be less courageous (or smarter) than others
and will run from what they view as a losing battle. In some adventures
they will run out of exits and into a nearby room to which you can
follow them. In others they may leave the game completely, never to
All Eamon adventures are unique, however, and some will
allow your character to interact further with its inhabitants,
including options to make small talk, ask important questions, have
conversations, give orders, get ideas, play games, etc..
THE MAIN HALL, THE VILLAGE AND THE PRACTICE YARD
new headquarters will be a room you rent at the Main Hall of the Guild
of Free Adventurers. You can buy weapons, armor and even spells there,
as well as train to advance your skills, gamble and get lost in other
friendly diversions. You can check out your character's current
attributes, skill levels and possessions. You can also keep some money
with the banker (money in the bank is safe if you're robbed on an
adventure but, then again, you can't use it to ransom yourself out of a
sticky situation either!)
Those who are familiar with Classic
Eamon will notice that Eamon Deluxe features an extended Main Hall,
three times the size of the original, which has two added areas of
interest for your character to wander about if you so desire.
seems that the traditional open enrollment policy, combined with the
lure of easily obtained wealth and fame, has turned the Guild of Free
Adventurers into a major enterprise on planet Eamon over the years,
attracting many of the courageous and not a few of the foolhardy to
seek fame and fortune by the sword. This large influx of adventurers
has also lead to what business leaders call a subsidiary industry. A
small village has been constructed just outside the gates of the Main
Hall, its residents eagerly waiting to provide extra special services
to those who make a living as professional heroes. However, unlike
those who run their businesses from within the Main Hall's gates, none
of these village merchants carry the Official Guild Seal of Approval,
and any business interactions with them is considered done at your
character's own risk...
At the center of the village is a
mysterious statue, thought to have been setup by some of planet Eamon's
very few benevolent priests in memory of all those adventurers who have
lost their lives while out on adventures. It is rumored that some sort
of spirit lives within the statue, and that those who approach it
respectfully will receive a reward (though whether this is true or just
a rumor is quite uncertain). The odds are that, even if such a spirit
did exist, it would likely be limited in its power, so anyone seeking
it should probably not get greedy with hopes of repeated showers of
South of the village is the "practice yard". It
is located slightly away from the other businesses, so that the sound
of clanging weapons and magic sonic blasts won't interfere with the
more peaceful activities of its neighbors too much. In this practice
yard can be found teachers, skilled in the various adventuring arts,
who are ready to help you increase your skills-- for a large fee, of
In the middle of the practice yard lies the info booth.
Nobody is exactly sure what the shady character who runs it does, other
than directing the more obtuse adventurers to the different trainers
available. It is rumored, though, that he also has information about
hidden valuables which he may offer to share. For a price.
BUYING WEAPONS AND ARMOR
Cavelli owns a small weaponry outlet in the Main Hall which deals in
standard weapons and armor at fair prices. New characters start out
with 200 gold pieces to spend on equipment which should get them
leather armor and at least one decent weapon if they visit Marcos' shop.
carries the five standard weapons: An axe, which does 1D6 of damage and
has a base price of 25 gold pieces, a 1D6 bow for 40, a 1D4 mace for
25, and a 1D8 sword which has a base price of 30. Marcos will also buy
used weapons. He will pay 15 gold pieces for an average or poor quality
weapon and considerably more for better quality weapons, it all depends
on what you have.
Marcos' base prices for armor are 50 gold
pieces for a shield, 100 for leather, 250 for chain mail, and 500 for
plate armor. He will also give you a trade-in credit for your old armor
(at a bit less than what you paid for it).
Marcos' credit terms, like all of the businesses in the Main Hall, are
very simple: None.
Tokas, the resident wizard of the Main Hall, is willing to teach
anybody spells for a price. His base prices for spells are: 100 gold
pieces to Learn POWER, 1,000 for HEAL, 3,000 for BLAST and 5,000 for
SPEED. Hokas is gruff but fair; he will never cheat you and will stick
by you until you learn your spell.
McFenney, the local banker, will open up an account for any member of
the Free Adventurer's Guild. He is absolutely trustworthy with the
funds left in his care and does not charge any fees. He also does not
pay interest, nor does he make loans (he makes enough money from
adventurers who deposit money with him and never return.)
Stavro Jesse James Schmitt runs the "Paris Casino" which is always
open, always lively and always offering free drinks accompanied with an
invitation for Free Adventurers to risk their gold pieces. Many a
fortune has been built, just as many a fortune has been lost, in the
blink of an eye, after being bet against the spin of one of Schmitty's
brightly colored roulette wheels.
Though many an unlucky gambler
has bitterly accused Schmitty of rigging the wheels, in truth the odds
that the wheel gives aren't too bad, and not a few adventurers have
left the tables with more than they entered with. Schmitty doesn't seem
to notice the rumors some patrons spread about his integrity, he just
chuckles and maintains his pleasant, outspoken demeanor, knowing that
it means business is good (and that those spreading the rumors will
most likely be back for more).
GOOD WITCH'S EMPORIUM
beautiful and mysterious lady, nobody is exactly sure where the witch
came from, though since she arrived she has seen a brisk trade among
the Guild's Adventurers. What exactly goes into her magic potions is a
mystery, though judging by her prices the ingredients are most likely
rare and expensive.
Her draughts can raise your character's
various attributes by one point, and can even raise some of them over
their natural maximum levels, though each drink will cost several
thousand gold pieces (with, perhaps, a slight discount if your
character's Charisma is already above average or more).
GRENDEL'S EXOTIC WEAPONS AND CUSTOM SMITHERY
Marcos' weapons are found to no longer be adequate for the seasoned
adventurer, those lucky adventurers who have survived long enough to
become "seasoned", start having to look outside the Guild walls for
exotic, more powerful weaponry. Upon arriving at the village, Grendel
the smith was quick to fill that gap, and he now offers a highly
reputable, yet somehow still discrete service; providing an assortment
of high quality, and/or individually tailored implements of destruction
for the wealthy aggregator.
Grendel's used weapons usually
include a stock starting with 2D8 weapons of all types for 500 gold
pieces and ending with up to 2D16 strength weapons that sell for 1,200
gold pieces. Alternatively, if your character has acquired enough
money, they can pay Grendel to design a custom weapon built to their
specifications (choosing everything from its name, to its complexity,
to its total damage potential). Weapons may be built with a deadliness
factor of up to 3D12, although such weapons do not come cheap and may
in fact require a small fortune be paid to Grendel before he begins
SPELL PRACTICE (WITH A LICENSED WIZARD)
is well known around the Main Hall that there is certainly no love lost
between this extremely polite mystic and resident mage, Hokas Tokas.
Indeed Hokas' drunken ravings about "that smarmy git" have become
something of an occasional, highly amusing entertainment at the Main
Hall bar. It can't be denied though, that the mystic's focusing and
concentration techniques have lead many average adventurers to some
truly staggering heights of magical prowess.
For a humble fee of
1,000 gold pieces, the mystic will give your character a chance to
practice one of their spells. This has the potential to raise that
spell up by several points, even allowing them to raise it higher than
that natural limit of 100% (though, the truly unlucky will risk a
chance of paying the fee only to learn nothing at all).
WEAPON WIELDING 101 WITH DON DIEGO
have said the sum of Don Diego's abilities with every type of weapon is
surpassed only by the size of his ego. However, the quality of his
teaching can't be denied and for 1,000 gold pieces per strike, he'll
offer your character the chance to improve their weapon abilities by
attacking one of his practice dummies. All sales are final and there is
no guarantee: your character may get lucky and raise a skill by several
points or simply learn nothing at all. Like the practice yard's mystic,
Don Diego can also help your character raise their weapon skills well
above their natural limits.
MASTERING THE ART OF WEARING ONE'S CLOTHES PROPERLY
adventurers only get smacked by a giant's club when trying to relieve
said giant of their money and treasures. The giant who resides in the
practice yard, however, realized that, by aiding adventurers in the
skill of efficiently fighting while burdened under the weight of heavy
armor, he could keep his treasures, get paid heavy fees, and still have
the satisfaction of smacking adventurers silly with his club.
1,000 gold pieces per strike, the giant will take a swing at your
character. Should they successfully dodge his attack, they will have a
decent chance of increasing their Armor Expertise by several points.
Though, should the giant manage to clobber them, they won't learn
anything at all (and may even suffer some temporary memory loss
EXAMINING YOUR CHARACTER AND LEAVING THE UNIVERSE
most things at the Main Hall, it does not cost you anything to examine
your character or quit Eamon Deluxe. The first option will create a
"character sheet" style display similar to using the STATUS command
when on an adventure, but with slightly more information. Exiting the
universe will safely stow your character away until you are ready to
return to the Marvelous World of Eamon Deluxe for further adventuring.
USING THE CHARACTER EDITOR
complete character editor has been included for those who wish to
customize their characters to exact specifications. The character
editor can also be used to revive the dead and return characters
directly to the Main Hall if they are on an adventure. Eamon Deluxe
places no restrictions upon how characters are created or developed,
leaving those decisions entirely up to the player.
For those who
wish to create a custom character that is strong enough to complete
almost all Eamon Deluxe adventures, yet still "average" enough to keep
the experience challenging, use the following as a guideline for
Hardiness=40, Agility=30, Charisma=24, Armor
Expertise=65%, heal=200%, all other spells=100%, all weapon
abilities=40%. They should also be equipped with plate armor, a shield,
and at least two 2D8 weapons with about a 25% complexity each.
USING TEST CHARACTERS
fast and convenient way to play an Eamon Deluxe adventure is by
selecting the "Test an Adventure" option from the Adventure Design
Menu. This option will let you select from a special set of pre-made
characters and go directly to an adventure rather than creating and
equipping a "real" character.
The test characters are available
in both genders and have attributes ranging from somewhat weak to
nearly invincible. Test characters never change, no matter what happens
to them while on an adventure, and are allowed to be on an unlimited
amount of adventures at the same time. Note for the nostalgic: The
classic Apple II test character, "Sam", has been included (renamed
"Zombie Sam" in Eamon Deluxe 5.0.)
GOING ON AN ADVENTURE
of your exploits will involve exploring castles, caves, dungeons, and
other places reminiscent of common adventure games. However, Eamon
Deluxe is vast and unusual and there really is no "typical" adventure
setting. Along with classic mediaeval-themed dungeon crawls, there is
also a wide variety of science fiction or contemporary themed settings.
Ranging from the darkest dungeons, to distant planets, to the modern
day sewers beneath the city of Chicago, Illinois, one can never know
what to expect from one adventure to the next.
can only go on one adventure at a time (character data management would
otherwise be impossible) and must be returned to the Main Hall before
they can embark upon another adventure. Classic Eamon collections (such
as "Beginners Adventures") are counted as a single adventure for such
purposes even though they actually contain several individual
adventures within them. Test characters (see section
recommended for those who simply wish to browse these multi-adventure
You can quit playing an adventure whenever you want by
using the QUIT command. Use the SAVE command first if you wish to
return to the exact point from which you are quitting, and use QUIT
HALL to remove your character completely from the adventure (or
adventure set) and return them to the Main Hall exactly as they were
before you started the adventure.
To return to a previous game,
select the option to continue a saved game (regardless of whether you
actually used the SAVE command or not) from the main Eamon Deluxe menu
and, once the adventure has started, use the RESTORE command to load a
previously saved game if desired.
If your character is dead (and
you don't mind breaking the laws of nature) or has somehow become stuck
"on an adventure", the Character Editor can be used to place them back
at the Main Hall, alive and well (see section
RETURNING FROM AN ADVENTURE (SELLING YOUR LOOT)
you return to the Main Hall from an adventure, you will first be
stopped by the Knight Marshal on duty who checks the number of weapons
you are bringing back with you. If the total count is greater than the
legal limit of four, you will be asked to select the ones you want to
keep and allowed to sell the extras with the rest of your loot.
the Knight Marshal lets you through the first gate, you will proceed to
the local buyer of treasure and booty. This is usually Sam Slicker, a
shrewd and experienced (but fair), business man who has been in the
adventure resale business a very long time.
Characters with a
decent Charisma can often haggle an extra five to ten percent on the
resale value of most items, while certain things (such as gold or other
precious metals) will always be worth the same amount no matter what.
STANDARD COMMANDS IN AN EAMON DELUXE ADVENTURE
following commands are standard in nearly every Eamon Deluxe adventure.
To see the current command list for an adventure, enter a question mark
at the command prompt. To repeat your last command, hit Enter without
typing anything (this is useful during combat, among other things). The
HINTS command will bring up the help menu which includes general tips
for playing Eamon Deluxe as well as any notes, tips, solutions, etc.
which are specific to the current adventure.
MOVEMENT COMMANDS: NORTH, SOUTH, EAST, WEST, UP, DOWN, and FLEE.
and move your character in the given direction if possible. In some
adventures you may also be able to move diagonally using the commands:
NE, NW, SE, and SW.
If combat gets too rough, you can attempt to
run away with the FLEE command. If you don't specify which way to go
(FLEE SOUTH, FLEE DOWN, etc.) then the game will send your character
scrambling in a randomly chosen direction.
ITEM MANIPULATION COMMANDS:
CLOSE: Attempt to close a door or container.
DRINK and EAT: Attempt to consume something.
DROP: Drop a carried item.
DROP ALL: Attempt to drop every item your character is carrying.
Repeat the long descriptions of items and monsters. May also reveal
"hidden" items (those mentioned in a description of something else, but
not immediately listed as being in the room). Examining monsters will
also report their current health status. Examining food or beverages
will tell you how many drinks/bites are left. Extra information may
also be available for a variety of items.
GET: Attempt to pick up and carry an item.
GET ALL: Attempt to GET every item in the room.
Turn on items that are used as light sources so that you can see in
dark rooms. If an item is already lit, LIGHT can be used again to
extinguish it. Note that in certain adventures LIGHT may also be used
to light something on fire or perform other actions.
OPEN: Attempt to open things.
PUT: Attempt to place one item in or on another item.
READ: Attempt to read various item with markings on them.
Select and equip a weapon to be used in combat. When your character
starts an adventure, either the most powerful weapon they are carrying
(Eamon Deluxe 5.0) or the first weapon in the list (older versions)
will automatically be readied. The same applies when a GET command is
used and your character does not have a weapon readied.
REMOVE: Either make your character remove something that they are
wearing or attempt to remove one item from another.
Generic command which can have a variety of functions. Many adventures
have items which produce all sorts of interesting effects when a
character is told to USE them.
WEAR: Have your character equip
armor (including shields) or put on clothing, shoes, hats, jewelry, or
anything else which one might wear.
Use a weapon against items or other living beings. It is sometimes
possible to force open locked doors or containers this way.
Verification will always be asked when your character tries to ATTACK
any being that isn't an enemy so as not to unintentionally harm a
friend or innocent bystander.
FREE: Attempt to release a captive from various imprisonment.
Attempt to give money or items to others. Enter a numeric value for the
subject to give away gold pieces (e.g. GIVE 100). Neutral beings can
sometimes be bribed into becoming friends if they are given 5,000 gold
pieces or an item of equal value. When others are given drinkable or
eatable items, they will usually just take a drink or bite and hand it
back. If they are given a weapon, they will READY it if they don't
already have one.
REQUEST: Ask another being to give your character an item which they
are wearing or carrying.
Kill 'em with kindness. Every living being in the room will display a
reaction showing how they currently feel about your character.
Different or special reactions may occur in some adventures, however
the default reactions found in most are growl (enemies), ignore/look
(neutral beings), and smile (friends). SMILE can also be used to simply
pass a turn.
These commands only work after your character learns the related spells.
Attack an enemy or an item with a magic blast of energy. A successful
BLAST will do 2-10 points of damage (ignoring enemy armor factors) and
can be useful when your character doesn't have a weapon or is facing a
heavily armored foe.
HEAL: Either heal your character's wounds (when entered without
subject) or heal those of another living being.
Temporarily double your character's agility. This spell can be useful
when losing in battle to a skilled opponent or attempting to thoroughly
clean and organize a house in one afternoon.
POWER: An unpredictable spell of randomness which has useful or amusing
effects in most adventures.
Display a list of all of the items your character is wearing and
carrying. If INVENTORY is entered with a subject then it will display a
list of items worn and carried by another being instead.
Display a classic RPG "character sheet" style layout with a detailed
report of your character's current skills, attributes and other data.
STATUS will also display special reports or effects in some adventures.
Repeat the long description of the current room. Unlike many classic
Eamon systems, LOOK does not find hidden objects or doors in Eamon
Deluxe. Instead, the EXAMINE command is used to search for and reveal
SAY: Make your character say something. Anything. A
lot of adventures have "magic" words or phrases which trigger special
effects. SAY VI MODE is a system command which toggles extra screen
clearing off and for the current adventure.
SAVE: Eamon Deluxe
adventure allow for up to five different saved games. If entered by
itself, a prompt will follow asking which saved game slot to use and if
a new name for that slot is desired. Entering SAVE 1, SAVE 2, etc. will
"quick save" the game using the slot number specified, keeping its
current description. Save 1 [Name] will save your game in that slot and
change the description to whatever you specify.
Restores a previously saved game. Works just like the SAVE routine,
with RESTORE 1, RESTORE 2, etc. used to invoke the "quick restore"
HINTS: Displays a menu with general help along with any available hints
or notes specific to the current adventure.
QUIT: Stop playing the adventure and return to the Eamon Deluxe main
HALL: Exit the adventure completely, removing your character and
placing them back at the Main Hall in the exact state they were in
before the adventure was started.
11. CREDITS AND
goes to the developers of the original Apple II Eamon system, Donald
Brown, John Nelson, Rick Volberding and Thomas Zuchowski. While
obviously and intentionally based upon Classic Eamon, Eamon Deluxe is a
unique system written and developed entirely by Frank Black
Productions. It is intended as a tribute to Classic Eamon, a
preservation effort, and a gateway for the continued creation and
enjoyment of Eamon adventures in a modern environment.
Along with those mentioned above, special thanks also go out to:
Matthew Clark for creating and maintaining the official home of the Eamon
Adventurer's Guild. Matthew and his website have long been an
indispensable resource to the Eamon community.
The DOSBox Team (www.dosbox.com) for providing me
with one of the tools needed to continue the
development and cross-platform distribution of the strange,
continually-mutating creature that is Eamon Deluxe (still in its native
environment, long after support for that environment was abandoned by
its own creator). DOSBox 0.74 is free software distributed
under the GNU General Public License.
Luke Hewitt and Patrick Moen for their extensive help in the
inspiration, development and testing of VI Mode.
MacArthur, Jared Davis, Thomas Ferguson and Derek C. Jeter who were the
first authors to pen adventures using the Eamon Deluxe system. Thomas
deserves extra thanks for all of his work with recovering lost
treasures, converting classic adventures, and a multitude of other
contributions to the Eamon community.
And, of course, all of the
game authors out there who contributed their own entries into the
massive and varied Eamon adventure library. Whether it be a 26-room,
5-monster cave or a Middle-Earth epic, every Eamon adventure is a fun
and fantastic journey into the imagination of its creator and is a
piece of gaming history.
Eamon Deluxe 5.0 - A complete
fantasy/RPG/adventure gaming system.
(C) 2013 Frank Black Productions
Deluxe is released as free software under the GNU General Public
License and is distributed WITHOUT ANY WARRANTY; without even
warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. For
more information write to: Free Software Foundation, Inc. 59 Temple
Place, Suite 330, Boston, MA 02111 You can redistribute it and/or
modify it under the terms of the GNU General Public License as
published by the Free Software Foundation; either version 2 of the
License, or (at your option) any later version.
Donations are very much
appreciated but never required; all I really ask is that you have fun.