Lore and Legends of Quendor, a field guide of sorts to the flora and fauna of the area (several entries contained the information necessary to defeat or incapacitate creatures in the game) Notes Beyond Zork combined procedural generation and character creation with a very plot-heavy story, as the player's scores affected not just numerical gameplay mechanics, but crucial puzzles as well. The game's mechanics combine the engine of a broader puzzle-based adventure game with areas featuring the mechanics of a simplified role-playing game or Multi-User Dungeon, particularly in the implementations of character statistics and levels. The "attributes" that affected the character were endurance, strength, dexterity, intelligence, compassion, and luck. These attributes could be manually allocated by the player at the beginning of the game or randomly set by the computer. Additionally, there were several preset characters that could be used. The values of these attributes affected combat and other aspects of the game. Combat sections of the game were dependent on the player's strength, dexterity, and endurance (and slightly on luck); meanwhile, puzzles often depended not just on solving a creative puzzle but on a required value in any one of the six statistics as well. The game's design encouraged multiple playthroughs. The map was presented nonlinearly, and some paths and interactions required a high statistic to successfully complete the task. Every statistic could unlock at least one, and usually several, crucial puzzles and solutions; but the player would find him or herself at a disadvantage in others. For example, an intelligent player character could read the words on magical scrolls, and use magical items, from early on in the game - this allowed the wide-ranging traversal of the map and the completion of many plot points, but the value required generally meant taking points away from the combat statistics. A dexterous character could traverse paths and enter rooms unavailable to the clumsy. Some enemies did not damage the character's hit points but instead their other statistics, and "dying" due to a non-hit-point statistic score falling to zero resulted in quite interesting death sequences. All values could be improved to the required solution values by gaining experience levels, eating or drinking certain foods or magical items, or wearing or using certain objects. Every playthrough of the game was different, due to procedural generation of maze-like dungeon areas, and many items that could actually unlock puzzles were semi-randomly placed. Puzzles for