Armour
Find armour in chests that boosts defence — the same equipment system applied to damage reduction.
Weapons let the player deal more damage. Armour lets them take less. The system is identical in structure: a bonus variable, floor-based scaling, automatic upgrade on pickup, and integration with the combat formula. Where weapons modify the attack roll, armour modifies the defence subtraction.
The Program
5 REM === DUNGEONS OF DORIN ===
10 BORDER 0: PAPER 0: INK 7: CLS
15 GO SUB 2500
20 DIM d(16,16): DIM v(16,16)
22 DIM j(5): DIM k(5): DIM l(5): DIM n(5)
24 LET h = 20: LET z = 20: LET a = 3: LET f = 2
26 LET w = 0: LET r = 0: LET p = 0
28 LET g = 0: LET e = 1: LET q = 0: LET b = 0
40 REM === generate floor ===
42 FOR i = 1 TO 16: FOR o = 1 TO 16
44 LET d(i,o) = 1: LET v(i,o) = 0
46 NEXT o: NEXT i
48 REM place rooms
50 LET s = INT (RND * 3) + 3
52 DIM u(5,4)
54 FOR i = 1 TO s
56 LET u(i,1) = INT (RND * 10) + 2
58 LET u(i,2) = INT (RND * 10) + 2
60 LET u(i,3) = INT (RND * 4) + 3
62 LET u(i,4) = INT (RND * 4) + 3
64 FOR c = u(i,2) TO u(i,2) + u(i,4) - 1
66 FOR o = u(i,1) TO u(i,1) + u(i,3) - 1
68 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET d(c,o) = 0
70 NEXT o: NEXT c
72 NEXT i
74 REM connect rooms
76 FOR i = 1 TO s - 1
78 LET t = u(i,1) + INT (u(i,3) / 2)
80 LET t2 = u(i,2) + INT (u(i,4) / 2)
82 LET t3 = u(i+1,1) + INT (u(i+1,3) / 2)
84 LET t4 = u(i+1,2) + INT (u(i+1,4) / 2)
86 IF t <= t3 THEN FOR o = t TO t3: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
88 IF t <= t3 THEN NEXT o
90 IF t > t3 THEN FOR o = t3 TO t: IF t2 >= 1 AND t2 <= 16 AND o >= 1 AND o <= 16 THEN LET d(t2,o) = 0
92 IF t > t3 THEN NEXT o
94 IF t2 <= t4 THEN FOR c = t2 TO t4: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
96 IF t2 <= t4 THEN NEXT c
98 IF t2 > t4 THEN FOR c = t4 TO t2: IF c >= 1 AND c <= 16 AND t3 >= 1 AND t3 <= 16 THEN LET d(c,t3) = 0
100 IF t2 > t4 THEN NEXT c
102 NEXT i
108 LET x = u(1,1) + 1: LET y = u(1,2) + 1
110 LET t = u(s,1) + 1: LET t2 = u(s,2) + 1
112 IF t >= 1 AND t <= 16 AND t2 >= 1 AND t2 <= 16 THEN LET d(t2,t) = 2
114 LET t = INT (RND * 3) + 2
116 IF t > 5 THEN LET t = 5
118 LET m = t
120 FOR i = 1 TO m
122 GO SUB 1600
124 LET j(i) = t: LET k(i) = t2
126 GO SUB 1700
128 NEXT i
130 FOR i = 1 TO 2
132 GO SUB 1600
134 LET d(t2,t) = 3
136 NEXT i
146 GO SUB 380
148 CLS
150 GO SUB 300
152 GO SUB 500
154 REM === main loop ===
156 PAUSE 0: LET i$ = INKEY$
158 LET b = b + 1
160 LET t = x: LET t2 = y
162 IF i$ = "q" OR i$ = "Q" THEN LET t2 = y - 1
164 IF i$ = "a" OR i$ = "A" THEN LET t2 = y + 1
166 IF i$ = "o" OR i$ = "O" THEN LET t = x - 1
168 IF i$ = "p" OR i$ = "P" THEN LET t = x + 1
170 IF i$ = "h" OR i$ = "H" THEN GO SUB 700: GO TO 154
172 IF t = x AND t2 = y THEN GO TO 154
174 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 154
176 IF d(t2,t) = 1 THEN GO TO 154
178 FOR c = 1 TO m
180 IF j(c) = t AND k(c) = t2 AND n(c) > 0 THEN LET i = c: GO SUB 800: GO TO 196
182 NEXT c
184 LET x = t: LET y = t2
188 IF d(y,x) = 2 THEN GO SUB 600: GO TO 154
190 IF d(y,x) = 3 THEN GO SUB 750: LET d(y,x) = 0
196 GO SUB 380
198 GO SUB 300
199 GO SUB 500
200 GO TO 154
300 REM === draw viewport ===
302 FOR c = -3 TO 3
304 FOR o = -3 TO 3
306 LET t = x + o: LET t2 = y + c
308 LET i = 1: LET i2 = 0
310 IF t < 1 OR t > 16 OR t2 < 1 OR t2 > 16 THEN GO TO 340
312 IF v(t2,t) = 0 THEN GO TO 340
314 LET i = d(t2,t)
316 LET i2 = 7
318 IF i = 1 THEN LET i2 = 4
320 FOR s = 1 TO m
322 IF j(s) = t AND k(s) = t2 AND n(s) > 0 THEN LET i2 = 2: LET i = 5
324 NEXT s
340 LET t3 = 3 + c: LET t4 = 11 + o
342 IF o = 0 AND c = 0 THEN LET i2 = 7: LET i = 6
344 IF i2 = 0 THEN PRINT AT t3, t4; " ": GO TO 370
346 IF i = 0 THEN PRINT AT t3, t4; INK i2; ".": GO TO 370
348 IF i = 1 THEN PRINT AT t3, t4; INK i2; CHR$ 143: GO TO 370
350 IF i = 2 THEN PRINT AT t3, t4; INK i2; ">": GO TO 370
352 IF i = 3 THEN PRINT AT t3, t4; INK i2; "$": GO TO 370
354 IF i = 5 THEN PRINT AT t3, t4; INK i2; "M": GO TO 370
356 IF i = 6 THEN PRINT AT t3, t4; INK i2; "@": GO TO 370
358 PRINT AT t3, t4; INK i2; "?"
370 NEXT o: NEXT c
372 RETURN
380 REM === update visibility ===
382 FOR c = y - 2 TO y + 2
384 FOR o = x - 2 TO x + 2
386 IF c >= 1 AND c <= 16 AND o >= 1 AND o <= 16 THEN LET v(c,o) = 1
388 NEXT o: NEXT c
390 RETURN
500 REM === draw status ===
502 PRINT AT 8, 2; INK 7; "HP:"; h; "/"; z; " "
504 PRINT AT 9, 2; INK 4; "AT:"; a + w; " "
506 PRINT AT 10, 2; INK 5; "DF:"; f + r; " "
508 PRINT AT 8, 20; INK 6; "FL:"; e; " "
510 PRINT AT 9, 20; INK 6; "AU:"; g; " "
512 PRINT AT 10, 20; INK 3; "PT:"; p; " "
514 RETURN
600 REM === stairs down ===
602 LET e = e + 1
604 IF e > 10 THEN GO TO 1100
606 PRINT AT 12, 5; INK 7; BRIGHT 1; "DESCENDING..."
608 PAUSE 30
610 GO TO 40
700 REM === use potion ===
702 IF p <= 0 THEN PRINT AT 12, 5; INK 2; "No potions! ": RETURN
704 LET p = p - 1
706 LET h = h + 10
708 IF h > z THEN LET h = z
710 PRINT AT 12, 5; INK 4; "Healed! HP:"; h; " "
714 RETURN
750 REM === open chest ===
752 LET i = INT (RND * 4)
754 IF i = 0 THEN LET t = INT (RND * 5) + e * 2: LET g = g + t: PRINT AT 12, 3; INK 6; "Found "; t; " gold! ": GO TO 770
756 IF i = 1 AND p < 3 THEN LET p = p + 1: PRINT AT 12, 3; INK 4; "Found a potion! ": GO TO 770
758 IF i = 2 THEN LET t = INT (e / 3) + 1: IF t > w THEN LET w = t: PRINT AT 12, 3; INK 7; "Better weapon! +"; w: GO TO 770
760 IF i = 3 THEN LET t = INT (e / 4) + 1: IF t > r THEN LET r = t: PRINT AT 12, 3; INK 5; "Better armour! +"; r: GO TO 770
762 LET t = INT (RND * 3) + e: LET g = g + t: PRINT AT 12, 3; INK 6; "Found "; t; " gold! "
770 PAUSE 20
772 RETURN
800 REM === combat ===
802 LET i5 = l(i)
804 RESTORE 1500
806 FOR c = 1 TO i5 - 1: READ i$, t, t2, t3, t4: NEXT c
808 READ i$, t, t2, t3, t4
810 LET i4 = n(i)
812 CLS
814 PRINT AT 0, 0; INK 2; BRIGHT 1; "COMBAT: "; i$
816 PRINT AT 2, 0; INK 7; "Your HP: "; h; " Enemy HP: "; i4
820 PRINT AT 5, 0; INK 7; "A)ttack F)lee"
824 PAUSE 0: LET i$ = INKEY$
826 IF i$ = "f" OR i$ = "F" THEN GO TO 870
828 IF i$ <> "a" AND i$ <> "A" THEN GO TO 824
830 LET c = INT (RND * 6) + 1 + a + w - t3
832 IF c < 1 THEN LET c = 1
834 LET i4 = i4 - c
836 PRINT AT 8, 0; INK 4; "You hit for "; c; "! "
838 IF i4 <= 0 THEN GO TO 890
844 LET c = INT (RND * 6) + 1 + t2 - f - r
846 IF c < 1 THEN LET c = 1
848 LET h = h - c
850 PRINT AT 10, 0; INK 2; "Enemy hits for "; c; "! "
852 IF h <= 0 THEN GO TO 1000
854 PRINT AT 2, 0; INK 7; "Your HP: "; h; " Enemy HP: "; i4; " "
856 PAUSE 20
858 GO TO 820
870 IF RND > 0.5 THEN PRINT AT 8, 0; INK 6; "You escape! ": PAUSE 20: CLS: RETURN
874 PRINT AT 8, 0; INK 2; "Cannot flee! "
876 LET c = INT (RND * 6) + 1 + t2 - f - r
878 IF c < 1 THEN LET c = 1
880 LET h = h - c
882 PRINT AT 10, 0; INK 2; "Hit for "; c; "! "
884 IF h <= 0 THEN GO TO 1000
886 PAUSE 20
888 GO TO 820
890 PRINT AT 12, 0; INK 4; BRIGHT 1; "VICTORY!"
892 LET n(i) = 0
894 LET g = g + t4: LET q = q + 1
896 PRINT AT 14, 0; INK 6; "Gained "; t4; " gold"
900 PAUSE 30
902 CLS
904 RETURN
1000 REM === death ===
1002 CLS
1004 PRINT AT 6, 6; INK 2; BRIGHT 1; "YOU HAVE FALLEN"
1006 PRINT AT 8, 4; INK 7; "Floor: "; e; " Kills: "; q
1008 PRINT AT 10, 4; INK 6; "Gold: "; g; " Turns: "; b
1010 PRINT AT 14, 6; INK 7; "Press any key"
1012 PAUSE 0
1014 GO TO 15
1100 REM === victory ===
1102 CLS
1104 PRINT AT 4, 3; INK 7; BRIGHT 1; "THE HEART OF DORIN!"
1106 PRINT AT 6, 2; INK 6; "You found the ancient"
1108 PRINT AT 7, 2; INK 6; "heart and restored Dorin!"
1110 PRINT AT 9, 4; INK 7; "Floors: 10"
1112 PRINT AT 10, 4; INK 7; "Kills: "; q
1114 PRINT AT 11, 4; INK 6; "Gold: "; g
1116 PRINT AT 12, 4; INK 7; "Turns: "; b
1118 PRINT AT 16, 6; INK 7; "Press any key"
1120 PAUSE 0
1122 STOP
1500 REM === MONSTER DATA ===
1502 DATA "Rat", 4, 1, 0, 2
1504 DATA "Goblin", 8, 2, 1, 5
1506 DATA "Skeleton", 12, 3, 2, 8
1508 DATA "Troll", 18, 4, 2, 12
1510 DATA "Wraith", 15, 5, 1, 15
1512 DATA "Dragon", 30, 6, 4, 50
1600 REM === find empty cell ===
1602 LET t = INT (RND * 14) + 2
1604 LET t2 = INT (RND * 14) + 2
1606 IF d(t2,t) <> 0 THEN GO TO 1602
1608 IF t = x AND t2 = y THEN GO TO 1602
1610 RETURN
1700 REM === pick monster for slot i ===
1702 IF e <= 3 THEN LET t = INT (RND * 2) + 1: GO TO 1720
1704 IF e <= 5 THEN LET t = INT (RND * 3) + 1: GO TO 1720
1706 IF e <= 7 THEN LET t = INT (RND * 4) + 2: GO TO 1720
1708 IF e <= 9 THEN LET t = INT (RND * 4) + 3: GO TO 1720
1710 LET t = 6
1720 LET l(i) = t
1722 RESTORE 1500
1724 FOR c = 1 TO t - 1: READ i$, t2, t3, t4, t5: NEXT c
1726 READ i$, t2, t3, t4, t5
1728 LET n(i) = t2
1730 RETURN
2500 REM === title screen ===
2510 PRINT AT 3, 4; INK 7; BRIGHT 1; "DUNGEONS OF DORIN"
2520 PRINT AT 6, 2; INK 6; "Descend ten floors of"
2525 PRINT AT 7, 2; INK 6; "darkness. Find the Heart."
2530 PRINT AT 9, 2; INK 7; "Q/A = up/down"
2535 PRINT AT 10, 2; INK 7; "O/P = left/right"
2540 PRINT AT 11, 2; INK 7; "H = use potion"
2550 PRINT AT 13, 2; INK 5; "Monsters grow stronger"
2555 PRINT AT 14, 2; INK 5; "on deeper floors."
2570 PRINT AT 16, 2; INK 4; "@ = you M = monster"
2575 PRINT AT 17, 2; INK 4; "> = stairs $ = chest"
2580 PRINT AT 20, 6; INK 7; "Press any key"
2590 PAUSE 0
2595 CLS
2598 RETURN
How It Works
Line 26 initialises the armour bonus r to 0. The player starts unarmoured.
Line 760 in the chest subroutine handles armour drops. The formula INT(e / 4) + 1 produces armour values that scale slightly slower than weapons — armour +2 does not appear until floor 4, and +3 not until floor 8. The upgrade check IF t > r works identically to weapons: only better armour is equipped.
Line 506 in the status panel shows total defence as f + r. The player sees their combined defensive power at a glance.
Lines 846-848 in the monster attack formula use f + r to reduce incoming damage. Higher armour means every monster hit deals less. Combined with the minimum damage rule (always at least 1), armour reduces average damage taken but never eliminates it entirely.
Parallel Equipment Systems
Weapons and armour are mirror systems. Both use the same patterns:
| Aspect | Weapon | Armour |
|---|---|---|
| Bonus variable | w | r |
| Stat modified | Attack | Defence |
| Floor scaling | INT(e/3)+1 | INT(e/4)+1 |
| Combat integration | a + w in player attack | f + r in monster attack |
| Display | AT line, green | DF line, cyan |
The slight difference in scaling means weapons improve faster than armour. This is deliberate — attack upgrades feel more impactful (bigger damage numbers) while defence upgrades are more subtle (slightly less damage taken). Both matter, but the player notices weapons more.
Defence and Survivability
Defence operates differently from HP. Potions restore lost HP after damage. Armour prevents damage from happening. Over many fights, armour saves more total HP than potions can restore, because it applies to every hit in every combat. A +3 armour bonus reduces each incoming hit by 3 — across dozens of fights, that saves far more than 10 HP per potion.
This makes armour the most valuable long-term pickup, even though it feels less dramatic than a weapon upgrade or a healing potion. Understanding this is part of the game strategy.
Try This
Compare weapon and armour priorities. Play two runs: one where you prioritise weapon upgrades (fight everything, open every chest), and one where you avoid combat and rush for the stairs. Which strategy works better on the deeper floors?
Remove the minimum damage rule. Delete the IF c < 1 THEN LET c = 1 line from the monster attack. With high armour, what happens to combat? Is it still interesting?