• R/O
  • HTTP
  • SSH
  • HTTPS

hengband: Commit

変愚蛮怒のメインリポジトリです


Commit MetaInfo

Revisionfb355a82fe974ee1f886a261ab14a935efed3524 (tree)
Time2002-03-23 12:58:57
Authormogami <mogami@0568...>
Commitermogami

Log Message

Z240からコピー、削除したのと同名のものもあるし違うのもある。

Change Summary

Incremental Difference

--- /dev/null
+++ b/lib/help/arena.txt
@@ -0,0 +1,12 @@
1+=== Rules of the Arena ===
2+
3+The Arena is a contest pitting the best against each other.
4+To ensure a good contest, note the following:
5+ 1) NO MAGIC - No potions, wands, staffs, etc.
6+ 2) NO THROWS- This is head-to-head.
7+If fortunate, you will face the Minotaur, most feared of all
8+in the arena. Defeat him and claim the prize of 10,000 gold pieces.
9+
10+--
11+This file was last updated for Kangband 2.8.3i.
12+
--- /dev/null
+++ b/lib/help/attack.hlp
@@ -0,0 +1,30 @@
1+Attacking Monsters.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Attacking Monsters (attack.txt)
6+ (1) Attacking from a Distance (attack.txt#DistanceAttack)
7+ (2) Attacking Monsters in Walls (attack.txt#AttackWalls)
8+ (3) Body and Shield Bashes (attack.txt#Bashing)
9+ (4) Melee Weapons (attack.txt#MeleeWeapons)
10+ (5) Missile Launchers (attack.txt#MissileLaunch)
11+ (6) Ego Weapons and Artifacts (attack.txt#EgoArtifact)
12+ (7) Magical Aids to Physical Combat (attack.txt#MagicalAids)
13+ (8) Calculating Damage (attack.txt#DamageCalc)
14+ (9) Monk Attacks (attack.txt#MonkAttacks)
15+ (a) Basic Tactics (attack.txt#MeleeTactics)
16+
17+ (?) Help System Commands (helpinfo.txt)
18+
19+
20+***** [0] attack.txt
21+***** [1] attack.txt#DistanceAttack
22+***** [2] attack.txt#AttackWalls
23+***** [3] attack.txt#Bashing
24+***** [4] attack.txt#MeleeWeapons
25+***** [5] attack.txt#MissileLaunch
26+***** [6] attack.txt#EgoArtifact
27+***** [7] attack.txt#MagicalAids
28+***** [8] attack.txt#DamageCalc
29+***** [9] attack.txt#MonkAttacks
30+***** [a] attack.txt#MeleeTactics
--- /dev/null
+++ b/lib/help/attack.txt
@@ -0,0 +1,700 @@
1+=== Attacking Monsters ===
2+
3+Attacking is simple in Zangband. If you move into a creature, you
4+attack it. If you are wielding a weapon (including digging implements
5+which are considered to be weapons) when you do so, the damage for the
6+weapon is used when you hit a creature. Otherwise, you will attack with
7+your bare hands which does minimal damage (unless you are playing a
8+monk).
9+
10+Melee can do more damage per turn than any other form of attack, and
11+the basic equipment (a weapon) is easy to find. On the other hand,
12+melee only works against adjacent monsters and takes a great deal of
13+training and equipment to come into its own deeper in the dungeon.
14+Upgrading to weapons with higher base damages is vital but heavy
15+weapons are harder to master. You will have to find a compromise,
16+depending on class, experience level, and available equipment (use the
17+'C'haracter screen to see how various weapons affect your melee skill).
18+
19+You may wield both a primary weapon for melee combat, and a bow or
20+other missile launcher for launching missiles at the same time. Most
21+classes will benefit from carrying an assortment of attacking magical
22+devices.
23+
24+***** <DistanceAttack>
25+--- Attacking from a Distance ---
26+
27+You can attack creatures from a distance by firing a missile from a bow
28+or other missile launcher, by throwing an object or by using magical
29+items such as wands, rods and staves. If you have chosen to play a
30+spell casting class, you may be able to learn some spells which allow
31+you to attack a creature from a distance. You can use distance attacks
32+even when your target is next to you.
33+
34+Whenever you give a command to fire a weapon, cast a spell, or use an
35+attacking magical device (unless the spell or device has an area
36+effect), you will be prompted for a direction. You may choose any of
37+the eight movement directions or press '*' to enter targeting mode. A
38+detailed explanation of targeting mode can be found in the section on
39+Command Descriptions (see commdesc.txt#ThrowFire [1]).
40+
41+You may also wish to make use of the use_old_target option which
42+automatically selects the last target. This prevents you from having to
43+target the same monster every time you attack it. An explanation of
44+this option is found the section on User Interface Options (see
45+option.txt#UserInterface [2]).
46+
47+***** <AttackWalls>
48+--- Attacking Monsters in Walls ---
49+
50+You should note that some creatures, for example ghosts, can pass
51+through the dungeon walls. When such a creature is in a wall, it can
52+not be damaged by attacks which are normally stopped by walls (this
53+includes most types of magical attacks). You can, however, attack a
54+creature in a wall with your weapon by trying to move into the wall
55+space which contains the creature. If the creature is invisible and
56+you do not have the ability to see invisible creatures, you must tunnel
57+into the wall space containing the creature.
58+
59+***** <Bashing>
60+--- Body and Shield Bashes ---
61+
62+If a creature is positioned next to you, you may bash it. Weight is the
63+primary factor in being able to bash something, but strength plays a
64+role too. If a shield is currently being worn, the bash is a shield
65+bash and will do more damage. A successful bashing will damage your
66+opponent and may throw an opponent off balance for a number of rounds,
67+allowing a player to get in a free hit or more. Unfortunately, the
68+converse is also true. Having a high dexterity reduces the chance of
69+you being thrown off balance. This is a risky attack.
70+
71+Note: You will automatically do shield bashes during melee combat.
72+These bashes have a chance to stun or confuse your opponent.
73+
74+
75+***** <MeleeWeapons>
76+=== Melee Weapons ===
77+
78+Carrying a weapon in your backpack does you no good. You must wield a
79+weapon before it can be used in a fight. A secondary weapon can be kept
80+by keeping it in the backpack, and switching it with the primary weapon
81+when needed.
82+
83+Zangband assumes that your youth in the rough environment near the
84+dungeons has taught you the relative merits of different weapons, and
85+displays as part of their description the damage dice which define
86+their capabilities. The dice used for a given weapon is displayed as
87+"#d#". The first number indicates how many dice to roll, and the second
88+indicates how many sides they have. A "2d6" weapon will give damage
89+from 2 to 12, before considering any other bonuses. The weight of a
90+weapon is also a consideration.
91+
92+In addition to their base damage, each weapon has two main magical
93+characteristics, their bonus to your skill and their bonus to your
94+deadliness, expressed as "(+#,+#)". A normal weapon would be "(+0,+0)"
95+but many weapons in Zangband have bonuses to your skill and/or
96+deadliness. These bonuses may be increased, subject to certain upper
97+limits, by magical means through a process referred to as 'enchanting'.
98+Some weapons are cursed, and will have penalties that hurt the player.
99+Cursed weapons cannot be unwielded until the curse is lifted. Note that
100+identifying a weapon will inform you of the magical bonuses and
101+penalties and whether or not it is cursed.
102+
103+Although you receive any magical bonuses an unidentified weapon may
104+possess when you wield it, those bonuses will not be added in to the
105+displayed values of skill and deadliness on your character sheet. You
106+must identify the weapon before the displayed values reflect the real
107+values used.
108+
109+
110+***** <MissileLaunch>
111+=== Missile Launchers ===
112+
113+Firing a missile while wielding the appropriate launcher is the only
114+way to get the "full" power out of the missile. You may of course throw
115+an arrow at a monster without firing it from a bow, but you will find
116+the effects may not be what you had hoped. Slings will fire pebbles or
117+shots, bows will fire arrows and crossbows will fire bolts. Missiles of
118+varying type and quality can be bought in the town and may be found
119+throughout the dungeon.
120+
121+Missile launchers, have their characteristics added to those of the
122+missile used, if the proper weapon/missile combination is used, and the
123+launcher multiplier is applied to the total damage, making missile
124+weapons very powerful given the proper missiles. This is especially
125+true if both the launcher and the missile are enchanted.
126+
127+Hits and misses are determined by your ability to hit versus your
128+target's armor class. A hit is a strike that does some damage; a miss
129+may in fact reach a target, but fails to do any damage. Higher armor
130+class makes it harder to do damage, and so leads to more misses; it
131+will also reduce the damage from a strike that actually occurs.
132+
133+The varying types of missile launchers each have their own strengths
134+and weaknesses. Which can be summarized as follows:
135+
136+ energy to fire multiplier remarks
137+Sling: 50 2
138+Short Bow: 100 2
139+Long Bow: 100 2 strength < 16
140+ 100 3 strength >= 16
141+Light Crossbow: 120 4
142+Heavy Crossbow: 150 5 dexterity >= 16
143+ 200 5 dexterity < 16
144+
145+Bows tend to be good at dealing constant streams of damage. A sling is
146+good for killing many small monsters - it even does more damage per
147+round than a short bow if you can carry enough ammunition. Crossbows
148+deal enormous amounts of damage in one shot. However, the reload time
149+is such that a longbow will deal more damage over time.
150+
151+Certain classes automatically receive additional shots as they become
152+more experienced. Rangers receive an additional shot with a bow at
153+level 20 and at level 40 and an additional shot with a crossbow at
154+level 30. Rogues receive an extra shot with a sling at level 20 and at
155+level 40. Warriors receive an additional shot with any missile launcher
156+at level 40.
157+
158+
159+***** <EgoArtifact>
160+== Ego Weapons and Artifacts ===
161+
162+In addition to the ordinary weapons your character may find in the
163+dungeon, some of them may be endowed with additional powers. These
164+weapons fall into two types: (1) artifacts; and (2) ego weapons. Unlike
165+artifacts which are unique and may only be found once in each game, it
166+is not unusual to find several ego weapons of the same type during the
167+course of a character's adventures.
168+
169+In general, artifacts and ego weapons may boost one or more of your
170+primary statistics, may confer certain abilities upon your character,
171+may grant resistance to certain forms of attack and may be especially
172+deadly against certain types of creature. Take note that if your weapon
173+has two attributes that make it deadly to your opponent (for example
174+you are fighting a demon and your weapon slays both evil and demons
175+(demons are evil)), only the most effective slay will apply.
176+
177+Zangband has extended the original Angband's concept of adding random
178+abilities to the various Ego types considerably. These can be either
179+guaranteed or have only a varying chance of being granted. (See
180+'Randabil.spo' for details of the random powers of Ego Weapons).
181+
182+
183+(Defender)
184+ A magical weapon that actually helps the wielder defend himself,
185+ by increasing his/her armor class, and providing resistance
186+ against damage from fire, cold, acid and lightning attacks. It also
187+ grants levitation, increases your stealth, let you see invisible
188+ creatures and protects from paralyzation and some slowing attacks.
189+ It also helps you regenerate hit-points and mana faster.
190+
191+(Holy Avenger)
192+ A Holy Avenger is one of the more powerful of weapons. It will
193+ increase your wisdom and your armor class and prevent you from
194+ becoming afraid. This weapon will do extra damage when used against
195+ evil, demonic and undead creatures, and will also give you the
196+ ability to see invisible creatures. These weapons are also blessed
197+ and so can be wielded by priests with no penalty.
198+
199+Weapon of Westernesse
200+ A Weapon of Westernesse is one of the more powerful weapons. It
201+ slays orcs, trolls and giants while increasing your strength,
202+ dexterity, and constitution. It also allows you to see invisible
203+ creatures and protects from paralyzation and some slowing attacks.
204+
205+(Trump Weapon)
206+ A Trump Weapon is especially deadly against evil creatures and will
207+ increase your ability to discover hidden dungeon features. It will
208+ help you regenerate hit-points and mana faster and at the same time
209+ will reduce your rate of food consumption. It provides resistance
210+ to nexus and protects from paralyzation and some slowing attacks.
211+ In addition it may cause you to teleport randomly and can be
212+ activated for teleport once every 50+1d50 turns.
213+
214+(Pattern Weapon)
215+ A Pattern Weapon has been embedded with a fragment of the Pattern.
216+ It will increase your strength and constitution and also has a
217+ chance of increasing your dexterity. It is especially effective
218+ when used against evil, undead and demonic creatures. It will allow
219+ you to see invisible creatures and protects from paralyzation and
220+ some slowing attacks.
221+
222+(Blessed Blade)
223+ A blessed blade will increase your wisdom and can be wielded by
224+ priests with no penalty.
225+
226+Weapon of Extra Attacks
227+ These weapons will grant the user additional attacks per round.
228+
229+Weapon of Sharpness (edged weapon only)
230+ These are known to occasionally score vorpal hits (see below) and
231+ will also increase your ability to tunnel through the dungeon
232+ walls.
233+
234+Weapon of Earthquakes (hafted weapon only)
235+ These weapons may cause an earthquake when they strike an opponent
236+ which potentially may cause other monsters in the area to take
237+ damage from falling rocks and will destroy a small portion of the
238+ surrounding dungeon. They also increase your ability to tunnel
239+ through the dungeon walls.
240+
241+Weapon of Slaying
242+ These weapons have a chance of being granted unusually high damage
243+ dice.
244+
245+Implement of Digging
246+ These digging implements increase your ability to tunnel through
247+ the dungeon walls, and have the acid brand (see below).
248+
249+--- The Elemental and Other Brands ---
250+
251+(Chaotic)
252+ These bizarre, feared weapons have been manufactured in the Courts
253+ of Chaos, and are very unpredictable in combat often producing
254+ chaotic effects when they strike your opponent. Effects include
255+ *destruction*, teleport away and vampiric drain among others. A
256+ Chaotic weapon grants resistance to chaos attacks and cannot be
257+ damaged by acid, fire and electricity.
258+
259+(Vampiric)
260+ These foul weapons have been created by Death magic. They lust for
261+ blood, and if such a weapon scores a hit, it greedily sucks life
262+ from the hapless victim, transferring the life energy to its
263+ master and healing them in the process.
264+
265+Weapon of Melting
266+ A magical weapon of acid that will inflict three times the normal
267+ damage when used against a creature that is not resistant to acid.
268+ It also provides resistance against acid attacks.
269+
270+Weapon of Shocking
271+ A magical weapon of lightning that will inflict three times the
272+ normal damage when used against a creature that is not resistant to
273+ electricity. It also provides resistance against lightning attacks.
274+
275+Weapon of Freezing
276+ A magical weapon of ice that will inflict three times the normal
277+ damage when used against a creature that is not resistant to cold.
278+ It also provides resistance against cold attacks.
279+
280+Weapon of Burning
281+ A magical weapon of fire that will inflict three times the normal
282+ damage when used against a creature that is not resistant to fire.
283+ It also provides resistance against fire attacks.
284+
285+Weapon of Poisoning
286+ A magical weapon, coated with poison, that will inflict three times
287+ the normal damage to creatures not resistant to poison. It also
288+ provides resistance against toxic and poisonous attacks.
289+
290+--- Weapons of Slay {Monster-Type} ---
291+
292+Weapon of Slay Animal
293+ This weapon is especially effective against natural creatures and
294+ will do three times the normal damage against such creatures.
295+
296+Weapon of Slay Evil
297+ This weapon is especially effective against evil creatures and will
298+ do two times the normal damage against such creatures.
299+
300+Weapon of Slay Undead
301+ This weapon is especially effective against undead creatures and
302+ will do three times the normal damage against such creatures. It
303+ will also provide resistance to life draining attacks.
304+
305+Weapon of Slay Demon
306+ This weapon is especially effective against demonic creatures and
307+ will do three times the normal damage against such creatures.
308+
309+Weapon of Slay Orc
310+ This weapon is especially effective against orcs and will do
311+ three times the normal damage against such creatures.
312+
313+Weapon of Slay Troll
314+ This weapon is especially effective against trolls and will do
315+ three times the normal damage against such creatures.
316+
317+Weapon of Slay Giant
318+ This weapon is especially effective against giant humanoids and
319+ will do three times the normal damage against such creatures.
320+
321+Weapon of Slay Dragon
322+ This weapon is especially effective against dragons and will do
323+ three times the normal damage against such creatures.
324+
325+--- Weapons of *Slay* {Monster-Type} ---
326+
327+Weapon of *Slay* Animal
328+ This weapon is especially effective against natural creatures and
329+ will do three times the normal damage against such creatures. It
330+ will also increase your intelligence and allow you to regenerate
331+ hit-points and mana faster.
332+
333+Weapon of *Slay* Evil
334+ This weapon is especially effective against evil creatures and will
335+ do two times the normal damage against such creatures. It will
336+ increase your wisdom and will also be a blessed blade.
337+
338+Weapon of *Slay* Undead
339+ This weapon is especially effective against undead creatures and
340+ will do three times the normal damage against such creatures. It
341+ will increase your wisdom and will also provide resistance to both
342+ nether and life-draining attacks. Finally, it will allow you to see
343+ invisible creatures.
344+
345+Weapon of *Slay* Demon
346+ This weapon is especially effective against demonic creatures and
347+ will do three times the normal damage against such creatures. It
348+ will also increase your intelligence.
349+
350+Weapon of *Slay* Orc
351+ This weapon is especially effective against orcs and will do three
352+ times the normal damage against such creatures. It will also
353+ increase your dexterity.
354+
355+Weapon of *Slay* Troll
356+ This weapon is especially effective against trolls and will do
357+ three times the normal damage against such creatures. It will also
358+ increase your strength.
359+
360+Weapon of *Slay* Giant
361+ This weapon is especially effective against giant humanoids and
362+ will do three times the normal damage against such creatures. It
363+ will also increase your strength.
364+
365+Weapon of *Slay* Dragon
366+ This weapon is especially effective against dragons and will do
367+ five times the normal damage against such creatures. It will also
368+ increase your constitution.
369+
370+--- Missile Launchers ---
371+
372+Launcher of Accuracy
373+ These missile launchers have an unusually high bonus to hit.
374+
375+Launcher of Velocity
376+ These missile launchers have an unusually high bonus to dam.
377+
378+Launcher of Extra Might
379+ These missile launchers have an unusually high damage multiplier.
380+
381+Launcher of Extra Shots
382+ These missile launchers grant additional shots per round.
383+
384+--- Ammunition ---
385+
386+Ammunition of Hurt Animal
387+ This ammunition is especially effective against natural creatures
388+ and will do three times the normal damage against such creatures.
389+
390+Ammunition of Hurt Evil
391+ This ammunition is especially effective against evil creatures and
392+ will do two times the normal damage against such creatures.
393+
394+Ammunition of Hurt Dragon
395+ This ammunition is especially effective against dragons and will do
396+ three times the normal damage against such creatures.
397+
398+Ammunition of Shocking
399+ This ammunition will inflict three times the normal damage when
400+ used against a creature that is not resistant to electricity.
401+
402+Ammunition of Flame
403+ This ammunition will inflict three times the normal damage when
404+ used against a creature that is not resistant to fire.
405+
406+Ammunition of Frost
407+ This ammunition will inflict three times the normal damage when
408+ used against a creature that is not resistant to cold.
409+
410+Ammunition of Slaying
411+ This ammunition will have unusually large damage dice.
412+
413+Ammunition of Wounding
414+ This ammunition will have unusually bonuses +to-hit and +to-dam.
415+
416+--- Other Items ---
417+
418+Apart from these there are some very rare and well made blades in the
419+dungeon. These include Blades of Chaos (which grant resistance to
420+chaos), Maces of Disruption (which are especially effective against
421+undead creatures) and Scythes of Slicing (which may score vorpal hits).
422+
423+Note on Vorpal Weapons: A weapon with the vorpal flag will have a
424+1-in-6 chance of doing additional damage each time it strikes. If it
425+passes the roll it has a chance of doing it again. This continues until
426+a roll is failed. The calculations are nasty but the net effect is an
427+average 22% increase in damage output.
428+
429+
430+***** <MagicalAids>
431+=== Magical Aids to Physical Combat ===
432+
433+There are several magical means of increasing your physical combat
434+ability. The most common of these are potions of heroism and berserk
435+strength and various scrolls (blessing, holy prayer, etc.). Typically,
436+these grant small cumulative bonuses to your combat skill. Some magic
437+realms contain equivalent spells.
438+
439+
440+***** <DamageCalc>
441+=== Calculating Damage ===
442+
443+Unlike standard Angband, however you attack a monster, whether in melee
444+or by firing or throwing missiles, the weapon or object's base number
445+of damage dice are cumulatively multiplied by any and all applicable
446+modifiers. Actual damage is determined by rolling the final number of
447+dice. The biggest conceptual difference is how Skill and Deadliness
448+(formerly known as to-hit and to-damage respectively) work:
449+
450+Combat Skill: (formerly called the plus to hit)
451+ Your combat skill affects your ability to hit a monster, and also
452+ determines how often you get critical hits. The more skilled you
453+ are, the better those critical hits. You know you have scored a
454+ critical hit when you get any combat message other than "you hit"
455+ (or punch) "the <monster_name>".
456+
457+Deadliness: (formerly called the plus to damage)
458+ Deadliness acts as a percentage bonus to damage (you may inspect
459+ your current bonus on the character screen). It is not unusual
460+ for high-level characters to have bonuses in excess of 200%, and
461+ therefore triple the number of dice they roll on every blow with
462+ the Deadliness multiplier alone.
463+
464+
465+***** <MeleeCalc>
466+--- Melee ---
467+
468+The formula for calculating the damage done by a weapon whose base
469+damage dice are XdY is as follows:
470+
471+ Z = X * (bonus from any applicable slays/brands) * (the critical
472+ multiplier (if any)) * (bonus from your deadliness percentage)
473+
474+ Then roll a Y-sided dice Z times adding each result to give the
475+ total damage.
476+
477+ Example 1
478+ ---------
479+ You hit a Troll with a dagger (1d4)
480+
481+ there is one damage die : 1x damage
482+ it's a weapon of Slay Troll : 2x damage
483+ you get a critical hit for 2x damage : 2x damage
484+ you have a total bonus to Deadliness of 200% : 2x damage
485+
486+ Thus,
487+
488+ Z = 1 * 2 * 2 * 2 = 8
489+
490+ Rolling a four-sided dice 8 times yields an average damage of 20
491+ per blow.
492+
493+
494+***** <BareHandCalc>
495+--- Bare Handed Combat ---
496+
497+The calculation for bare handed combat is identical to that of melee
498+combat. With the exception of the monk class, it is assumed that your
499+hands will do a base damage of 1d1. Thus you will get two 1d1 attacks
500+per round. Monk bare handed combat is addressed separately below.
501+
502+
503+***** <FireCalc>
504+--- Missile Launchers ---
505+
506+The formula for calculating the damage done by a missile launcher
507+firing ammunition whose base damage dice are XdY is as follows:
508+
509+ Z = X * (missile launcher damage multiplier) * (bonus from any
510+ applicable slays/brands) * (the critical multiplier (if any))
511+ * (bonus from your deadliness percentage)
512+
513+ Then roll a Y-sided dice Z times adding each result to give the
514+ total damage.
515+
516+ Example 1
517+ ---------
518+ You use a long bow to hit a Dragon with an arrow (3d4)
519+
520+ there are three damage dice : 3x damage
521+ its a long bow, and you have high strength : 3x damage
522+ it's an arrow of Hurt Dragon : 2x damage
523+ you don't get a critical hit : 1x damage
524+ you have a total bonus to Deadliness of 200% : 2x damage
525+
526+ Thus,
527+
528+ Z = 3 * 3 * 2 * 1 * 2 = 36
529+
530+ Rolling a four-sided dice 36 times yields an average damage of 90
531+ per blow.
532+
533+
534+***** <ThrowCalc>
535+--- Throwing ---
536+
537+Throwing and firing are broadly similar, with five main differences:
538+firstly, only throwing weapons have a damage multiplier, which
539+increases as you gain experience levels (it ranges from 4 to 12).
540+Secondly, no thrown object other than the special throwing weapons
541+may take advantage of bonuses to Skill or Deadliness granted by your
542+equipment. Thirdly, only throwing weapons can get critical hits when
543+thrown. Fourthly, thrown objects may break, but throwing weapons only
544+do so rarely. Finally, you may never throw more than one object per
545+round. Note that throwing weapons are very rare...
546+
547+The formula for calculating the damage done by a thrown object whose
548+base damage dice are XdY is as follows:
549+
550+ Z = X * (throwing damage multiplier (if any)) * (bonus from any
551+ applicable slays/brands) * (the critical multiplier (if any))
552+ * (bonus from your deadliness percentage)
553+
554+ Then roll a Y-sided dice Z times adding each result to give the
555+ total damage.
556+
557+ Example 1
558+ ---------
559+ You throw a spear (1d6) to hit an Orc and at your level throwing
560+ weapons receive a 6x multiplier.
561+
562+ there is one damage die : 1x damage
563+ its a throwing weapon : 6x damage
564+ no applicable slay or brand : 1x damage
565+ you get a critical hit for 3x damage : 3x damage
566+ you have a total bonus to Deadliness of 200% : 2x damage
567+
568+ Thus,
569+
570+ Z = 1 * 6 * 1 * 3 * 2 = 36
571+
572+ Rolling a six sided dice 36 times yields an average damage of 126
573+ per blow.
574+
575+
576+ Example 2
577+ ---------
578+ You throw a flail (2d6) to hit an Orc and at your level throwing
579+ weapons receive a 2x multiplier.
580+
581+ there are two damage dice : 2x damage
582+ its not a throwing weapon : 1x damage
583+ no applicable slay or brand : 1x damage
584+ no critical hit (its not a throwing weapon) : 1x damage
585+ no Deadliness bonus (its not a throwing weapon) : 1x damage
586+
587+ Thus,
588+
589+ Z = 2 * 1 * 1 * 1 * 1 = 2
590+
591+ Rolling a six-sided dice 2 times yields an average damage of 7.
592+
593+
594+***** <MonkAttacks>
595+=== Monk Attacks ===
596+
597+The Monk character is designed to be a barehanded fighter rather than
598+using a weapon like the other Zangband classes. As a Monk's level
599+increases the number of attacks they get per round increases and new,
600+increasingly powerful attacks become available. Higher level attacks
601+have a chance to stun the Monk's opponent.
602+
603+While the type of attack that a Monk uses for each blow is chosen at
604+random from the list of available attacks, at higher levels there is a
605+bias towards the attacks which do greater damage. This is because at
606+these levels, the game will roll several times for each blow with the
607+highest attack type chosen.
608+
609+
610+***** <MonkAttackTypes>
611+--- Monks Attack Types ---
612+
613+Attack Name Min.lvl Damage Stun Notes
614+-----------------------------------------------------------------------
615+Punch 1 1d4 -
616+Kick 2 1d5 -
617+Strike 3 1d6 -
618+Knee 5 2d3 * Likely to stun male opponents
619+Elbow 7 1d7 -
620+Butt 9 2d4 -
621+Ankle Kick 11 2d5 - May slow down the opponent
622+Uppercut 13 3d5 6
623+Double-kick 16 6d3 8
624+Cat's Claw 20 4d6 -
625+Jump Kick 25 4d7 10
626+Eagle's Claw 29 5d6 -
627+Circle Kick 33 5d8 10
628+Iron Fist 37 6d8 10
629+Flying Kick 41 7d8 12
630+Dragon Fist 45 7d10 16
631+Crushing Blow 48 7d12 18
632+
633+
634+***** <MeleeTactics>
635+=== Basic Tactics ===
636+
637+
638+Pillardancing
639+-------------
640+Requires that you be at least twice as fast as the monster you are
641+fighting. Find a single block of wall, freestanding, and lure your
642+enemy to it. When both you and your enemy are standing next to the
643+pillar, hit him, and then move so that you are opposite the pillar from
644+him. He will use his turn to move so that he's standing next to you.
645+Hit him again, and then move again. Repeat until he's dead.
646+
647+Note: Some monsters move erratically, and cannot be relied upon to move
648+in the method expected. Also, some monsters (mostly Ghosts) can move
649+through walls, and a small number of monsters can chew through walls.
650+
651+
652+Shoot'n Scoot
653+-------------
654+Requires a large room, Phase Door, and some type of missile weapon.
655+Stand at one end of the room, your enemy at the other. Fire your
656+missile weapon at him until he gets close, and then Phase Door. Fire
657+again, until he gets close, and repeat. By the time you run out of
658+ammunition, he should be dead or weak enough for you to finish him HTH
659+(Hand to Hand).
660+
661+
662+Hack'n Back
663+-----------
664+Requires that you be at least twice as fast as your opponent. Stand
665+next to your enemy, hit him, and back up. He should use his turn to
666+move towards you instead of using a missile weapon or a spell. Hit him
667+again, back up again, repeat. This is a little more dangerous than
668+Pillardancing, because the monster gets a chance to breathe or cast a
669+spell, but it's easier to set up.
670+
671+
672+Wail'n Bail
673+-----------
674+Requires Teleport items. Fight the monster until you're almost dead,
675+teleport out, find him, and resume fighting. This is dangerous, because
676+you could teleport right next to some nasty that will kill you. Also,
677+it is not generally useful for killing unique monsters, as they
678+regenerate damage very quickly, and by the time you find them again,
679+they will have healed what you did to them.
680+
681+
682+The Anti-Summoning Corridor
683+---------------------------
684+Requires a little time to set up. This can be done just about anywhere.
685+Dig a twisting corridor into the rock, and station yourself at one end
686+of it. When your opponent arrives, he won't be able to summon any
687+monsters next to you. This is a very important technique for fighting
688+many higher-end monsters which very quickly bring in a horde of other
689+monsters.
690+
691+
692+--
693+Original : (??) and Leon Marrick
694+Updated : (??)
695+Updated : Zangband DevTeam
696+Last update: January 13, 2000
697+
698+***** Begin Hyperlinks
699+***** [1] commdesc.txt#ThrowFire
700+***** [2] option.txt#UserInterface
--- /dev/null
+++ b/lib/help/birth.hlp
@@ -0,0 +1,30 @@
1+Creating a Character.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Creating a Character (birth.txt)
6+ (1) Start-Up Options (birth.txt#StartUp)
7+ (2) Character Attributes (birth.txt#CharAttributes)
8+ (3) Race Class Combinations (birth.txt#RaceClassComb)
9+ (4) Choosing Your Magic Realm (birth.txt#ChoosingMagic)
10+ (5) Class/Realm Restrictions (birth.txt#Restrictions)
11+ (6) Random Quests (birth.txt#RandomQuests)
12+ (7) The Auto-Roller (birth.txt#AutoRoller)
13+ (8) Life Ratings (birth.txt#LifeRating)
14+ (9) Naming Your Character (birth.txt#CharName)
15+ (a) Starting Inventory (birth.txt#StartInventory)
16+
17+ (?) Help System Commands (helpinfo.txt)
18+
19+
20+***** [0] birth.txt
21+***** [1] birth.txt#StartUp
22+***** [2] birth.txt#CharAttributes
23+***** [3] birth.txt#RaceClassComb
24+***** [4] birth.txt#ChoosingMagic
25+***** [5] birth.txt#Restrictions
26+***** [6] birth.txt#RandomQuests
27+***** [7] birth.txt#AutoRoller
28+***** [8] birth.txt#LifeRating
29+***** [9] birth.txt#CharName
30+***** [a] birth.txt#StartInventory
--- /dev/null
+++ b/lib/help/birth.txt
@@ -0,0 +1,307 @@
1+=== Creating a Character ===
2+
3+Zangband is a roleplaying game, in which you, the player, control a
4+character in the world of Zangband. Perhaps the most important thing
5+you control is the birth of your character, in which you choose or
6+allow to be chosen various attributes that will affect the future life
7+of your character.
8+
9+Character creation, or birth, is controlled through a variety of
10+choices as to constraints on the type of character you wish to play,
11+followed by a series of random calculations to generate ("roll up") a
12+random character matching the appropriate constraints.
13+
14+Once your character has been generated, you will be given the choice to
15+generate a new character obeying the same constraints, and once you
16+have generated more than one character, you can switch back and forth
17+between the two most recent characters, until you are presented with a
18+character that you feel comfortable with.
19+
20+You may start the entire process over at any time by pressing 'S' at
21+any prompt (with the exception of the autoroller (see below [1]) prompt
22+and the prompt for the number of random quests (see below [2])).
23+
24+
25+***** <StartUp>
26+=== Start-up Options ===
27+
28+During character generation you may press '=' at any time to access
29+the start-up options. A more detailed description of the various
30+start-up options can be found in the section on the Options Page
31+(see option.txt#StartUp [3]). Perhaps one of the most important
32+features of the start-up options is the ability to decide what type of
33+town level you want. The various town options are discussed on the Town
34+page (see dungeon.txt#TownLevel [4]).
35+
36+
37+***** <CharAttributes>
38+=== Character Attributes ===
39+
40+Once you begin character generation you will be asked to choose
41+your character's three primary attributes - its sex, race and
42+class. If you have selected a spellcasting class, you will also be
43+prompted for your choice of magic realm(s).
44+
45+Your character's sex has a minimal effect on game play - females start
46+with slightly more gold, males are generally heavier and so can bash
47+more effectively. Race, class and magic realms have a far more
48+significant effect and are discussed at some length in the Race (see
49+charattr.txt#TheRaces [5]), Class (see charattr.txt#TheClasses [6])
50+and Magic Realms (see magic.txt#MagicRealms [7]) sections.
51+
52+--- Secondary Attributes ---
53+
54+Each character has a few secondary attributes, height, weight, social
55+class, and background history, which are randomly determined, but which
56+are affected by the sex and race of the character. In general, these
57+attributes are only used to provide "flavor" to the character, to
58+assist in the roll playing, but they do have a few minor effects on the
59+game. For example, background history affects social class, which
60+affects the amount of money the character will start with. And weight
61+affects carrying capacity and bashing ability.
62+
63+***** <RaceClassComb>
64+=== Race/Class Combinations ===
65+
66+Once a race has been chosen, you will need to pick a class. Some
67+race/class combinations are not recommended and so certain classes are
68+shown inside brackets. This may be because the combination is not
69+conceptually sound or because the chosen race has stat penalties in
70+areas where that class needs bonuses.
71+
72+However, any race/class combination can be chosen and experienced
73+players may often choose unusual combinations for the challenge that
74+they represent. It is recommended that inexperienced players choose
75+warriors as spellcasting requires a player more familiar with dungeon
76+survival techniques.
77+
78+The following table shows which classes are recommended for the various
79+races.
80+
81+
82+ Warrior Mage Priest Rogue Ranger Paladin Warrior Chaos
83+ -Mage Warrior
84+Human Yes Yes Yes Yes Yes Yes Yes Yes
85+Half-Elf Yes Yes Yes Yes Yes Yes Yes Yes
86+Elf Yes Yes Yes Yes Yes No Yes No
87+Hobbit Yes Yes No Yes No No No No
88+Gnome Yes Yes Yes Yes No No No No
89+Dwarf Yes No Yes No No No No No
90+Half-Orc Yes No Yes Yes No No No Yes
91+Half-Troll Yes No Yes No No No No No
92+Amberite Yes Yes Yes Yes Yes Yes Yes Yes
93+High-Elf Yes Yes Yes Yes Yes No Yes No
94+Barbarian Yes No Yes Yes Yes No No Yes
95+Half-Ogre Yes Yes Yes No No No No No
96+Half-Giant Yes No No No Yes No No No
97+Half-Titan Yes Yes Yes No No Yes No No
98+Cyclops Yes No Yes No No No No No
99+Yeek Yes Yes Yes Yes No No No No
100+Klackon Yes No No No Yes No No No
101+Kobold Yes No No Yes No No No No
102+Nibelung Yes Yes Yes Yes No No No No
103+Dark Elf Yes Yes Yes Yes Yes No Yes Yes
104+Draconian Yes Yes Yes No No No Yes No
105+Mind Flayer No Yes Yes No No No Yes No
106+Imp Yes Yes No Yes No No Yes Yes
107+Golem Yes No No No No No No No
108+Skeleton Yes Yes Yes Yes No No No No
109+Zombie Yes No No No No No No No
110+Vampire Yes Yes Yes Yes Yes Yes Yes Yes
111+Spectre No Yes Yes Yes No No Yes No
112+Sprite No Yes Yes Yes Yes No Yes No
113+Beastman Yes Yes Yes Yes No No Yes Yes
114+
115+
116+ Mind- High
117+ Monk crafter Mage
118+Human Yes Yes Yes
119+Half-Elf Yes Yes Yes
120+Elf Yes Yes Yes
121+Hobbit No No Yes
122+Gnome No Yes Yes
123+Dwarf No No No
124+Half-Orc Yes No No
125+Half-Troll No No No
126+Amberite Yes Yes Yes
127+High-Elf Yes Yes Yes
128+Barbarian No No No
129+Half-Ogre No No Yes
130+Half-Giant No No No
131+Half-Titan Yes Yes Yes
132+Cyclops No No No
133+Yeek No Yes Yes
134+Klackon No No No
135+Kobold No No No
136+Nibelung No No Yes
137+Dark Elf Yes Yes Yes
138+Draconian Yes Yes Yes
139+Mind Flayer Yes Yes Yes
140+Imp Yes Yes Yes
141+Golem No No No
142+Skeleton Yes Yes Yes
143+Zombie No No No
144+Vampire Yes Yes Yes
145+Spectre Yes Yes Yes
146+Sprite No Yes Yes
147+Beastman Yes Yes Yes
148+
149+***** <ChoosingMagic>
150+=== Choosing Your Magic Realm(s) ===
151+
152+If you have selected a spellcasting class, you will next be prompted
153+for your choice of magic realm(s). The magic system, as implemented in
154+Zangband, consists of seven realms: Life, Arcane, Sorcery, Nature,
155+Trump, Chaos and Death. In general, Life is primarily defensive but
156+also offers spells to attack evil creatures, Arcane offers utility
157+spells and some limited offensive capability, Sorcery offers utility
158+and defensive spells, Nature offers both defensive and offensive
159+spells, Trump specializes in teleportation and summoning spells and
160+Chaos and Death are offensive. A more complete description of the magic
161+realms and spellcasting in general can be found in the section on the
162+Magic Realms (see magic.txt#MagicRealms [7]).
163+
164+Where possible, it is generally a good idea to pick one defensive realm
165+and one offensive realm. If you pick the realms always in the same
166+order (e.g. nature as your first realm and chaos as your second realm,
167+not the other way around) you will be less confused when trying to
168+pick the correct spellbook to use in the game.
169+
170+***** <Restrictions>
171+--- Class/Realm Restrictions ---
172+
173+In Zangband, spellcasting classes can select either one or two realms
174+from those available. Some classes which can learn two realms may learn
175+their first realm 'better' than their second.
176+
177+Note that certain realms may be prohibited for some classes. In the
178+table below, '1st' indicates that the realm may only be the first
179+choice, '2nd' indicates that the realm may only be the second choice
180+and '1st/2nd' indicates that it can be either. Classes that only have
181+'1st' options do not get a second realm. Classes with only one '1st'
182+option must choose this option as their first realm.
183+
184+Class Life Arcane Sorcery Nature Trump Chaos Death
185+----------------------------------------------------------------------
186+Mage 1st/2nd 1st/2nd 1st/2nd 1st/2nd 1st/2nd 1st/2nd 1st/2nd
187+Priest 1st 2nd 2nd 2nd 2nd 2nd 1st
188+Rogue 1st 1st 1st 1st
189+Ranger 2nd 2nd 1st 2nd 2nd 2nd
190+Paladin 1st 1st
191+Warrior-Mage 2nd 1st 2nd 2nd 2nd 2nd 2nd
192+Chaos Warrior 1st
193+Monk 1st 1st 1st
194+High Mage 1st 1st 1st 1st 1st 1st 1st
195+
196+
197+***** <RandomQuests>
198+=== RandomQuests ===
199+
200+Once you have chosen your race, class and (if applicable) your magic
201+realm(s), you will be asked how many random quests you wish to be
202+assigned. You may choose any number between 0 and 49. A more detailed
203+discussion of random quests can be found in the Dungeon section (see
204+dungeon.txt#RandomQuests [8]).
205+
206+
207+***** <AutoRoller>
208+=== The Auto-Roller ===
209+
210+The auto-roller is a quick means of generating start-up characters
211+based on a set of user-selected criteria. If you choose to use the
212+auto-roller, you will be presented with a column giving the maximum
213+possible statistics (see charattr.txt#PrimaryStats [9]) for your choice
214+of race, class and maximize mode (see option.txt#StartUp [3]). You will
215+then be prompted to enter your desired statistics which should not
216+exceed the maximum statistics displayed on the screen.
217+
218+Once you have entered your desired statistics, the computer will then
219+randomly roll successive start-up characters and compare them to your
220+specified criteria. Each stat is rolled as a number from 8 to 17, with
221+a normal distribution, and is then immediately modified based upon the
222+race and class which you have chosen. The exact quantum of this
223+modification can be found in the Character Attributes section (see
224+charattr.txt#StatBonusTable [a]).
225+
226+Once a character that matches or exceeds your expectations has been
227+rolled, the computer will display the character for you to look at and
228+also display the character's life-rating (see below [b]). If you accept
229+the rolled character (by pressing 'Esc'), you will be asked for its
230+name (see below [c]). If not, you may press 'r' to resume rolling and
231+searching for the next match or, if this is not your first match, 'p'
232+to return to the previous character which met your criteria.
233+
234+Note: The statistics are not independent of each other and trying to
235+maximize each one using the auto-roller will not work. A good idea is
236+to specify statistics close to maximum that are critical for your class
237+(for example, high wisdom for priests, intelligence for mages and
238+strength and dexterity for warriors). You should set minimum acceptable
239+levels for the remaining statistics rather than looking for high rolls.
240+
241+If you select not to use the auto-roller, the computer will roll one
242+random character at a time and then display it for you to either accept
243+or reject. The 'r', 'p' and 'Esc' keys will work as outlined above.
244+
245+
246+***** <LifeRating>
247+=== Life Ratings ===
248+
249+During the course of 'rolling' your character you will be told its life
250+rating. This is an indication of how many hitpoints your character will
251+have at character level 50 before taking into consideration any bonus
252+from having a high constitution. The life rating will be displayed in
253+the form of x/100 where 'x' is typically a number varying between 80
254+and 120.
255+
256+Your life rating is only a guarantee of your character's hitpoints at
257+level 50. This might be achieved by small increases in the early stages
258+and much larger increases in the later game or the other way around.
259+Generally, however, the increases tend to be fairly even.
260+
261+
262+***** <CharName>
263+=== Naming Your Character ===
264+
265+Once you have accepted a character you will be asked to provide a name
266+for the character. In general, the actual choice of a name is not
267+important, but do keep in mind that it may have some effect on the game
268+itself. For example, on some machines, the character name determines
269+the filename that will be used to save the character to disk. On
270+others, the character name specifies special "pref" files. And the
271+character name is used on the high score list.
272+
273+
274+***** <StartInventory>
275+=== Starting Inventory ===
276+
277+Once you have named your character, you will be prompted to press 'Esc'
278+and, having done so, you will be brought to the town screen from where
279+you will begin your adventuring. You should note that each character
280+starts in the town with a small number of items in their inventory.
281+Which items you are given will depend upon your chosen race and class
282+and the number of such items depends on chance. For example, all
283+classes receive either food rations or scrolls of satisfy hunger but
284+the number of rations or scrolls received is random. Typically, you
285+will receive a weapon, a piece of armor, some food, some torches and
286+a magical item although there is some variance from this.
287+
288+
289+--
290+Original : (??)
291+Updated : (??)
292+Updated : Zangband DevTeam
293+Last update: January 13, 2000
294+
295+***** Begin Hyperlinks
296+***** [1] birth.txt#AutoRoller
297+***** [2] birth.txt#RandomQuests
298+***** [3] option.txt#StartUp
299+***** [4] dungeon.txt#TownLevel
300+***** [5] charattr.txt#TheRaces
301+***** [6] charattr.txt#TheClasses
302+***** [7] magic.txt#MagicRealms
303+***** [8] dungeon.txt#RandomQuests
304+***** [9] charattr.txt#PrimaryStats
305+***** [a] charattr.txt#StatBonusTable
306+***** [b] birth.txt#LifeRating
307+***** [c] birth.txt#CharName
--- /dev/null
+++ b/lib/help/bldg.txt
@@ -0,0 +1,33 @@
1+=== Functional Town Overview ===
2+
3+The town is composed of both stores and buildings.
4+
5+Classical stores:
6+Magic Shop: buy your wands, staffs, rings and amulets here.
7+Alchemist: for all sorts of bubbling potions and scrolls.
8+Weaponsmith: they deal in anything sharp and to the point.
9+Armorer: to offer protection from the ravages of the dungeon.
10+General Store: food, torches, ammo, some necessities.
11+Temple Trade: those items permitted to the pious in life.
12+Black Market: the prices are usurious, but some depths items!
13+Home: to store some of your precious treasures.
14+
15+ZAngband additional (if you not prefer Ironman/Vanilla):
16+The Fighter's Halls, Order of Paladins, Ranger's Taverns,
17+Gilds of Thieves, and the diverse Towers of magic realms
18+are no longer restricted to the professionals involved.
19+Nevertheless some of the services are exclusive for members.
20+Look out for ambitious quests!
21+
22+Buildings that anyone can visit if in need of some diversion:
23+Gambling Houses: Read the rules before paying. And, the games
24+are not rigged, just naturally difficult.
25+Authorities: Ask for quests to gain reputation and rewards.
26+Libraries: For information indexes of all kinds.
27+Inns: Resting will refresh, and those ghosts prowl at night...
28+ Rumors will be helpful or just a bit ironic.
29+
30+All buildings are made of stone and unlikely to move around.
31+
32+This file is accurate for Zangband 2.2.4
33+
--- /dev/null
+++ b/lib/help/charattr.hlp
@@ -0,0 +1,22 @@
1+Character Attributes.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Creating a Character (charattr.txt)
6+ (1) The Races (charattr.txt#TheRaces)
7+ (2) The Classes (charattr.txt#TheClasses)
8+ (3) Primary Statistics (charattr.txt#PrimaryStats)
9+ (4) Primary Skills (charattr.txt#PrimarySkills)
10+ (5) Stat Bonus Tables (charattr.txt#StatBonusTable)
11+ (6) Ability Tables (charattr.txt#SkillBonusTable)
12+
13+ (?) Help System Commands (helpinfo.txt)
14+
15+
16+***** [0] charattr.txt
17+***** [1] charattr.txt#TheRaces
18+***** [2] charattr.txt#TheClasses
19+***** [3] charattr.txt#PrimaryStats
20+***** [4] charattr.txt#PrimarySkills
21+***** [5] charattr.txt#StatBonusTable
22+***** [6] charattr.txt#SkillBonusTable
--- /dev/null
+++ b/lib/help/charattr.txt
@@ -0,0 +1,981 @@
1+=== Character Attributes ===
2+
3+During the process of Character Generation (see birth.txt [1]), you
4+will select your character's three primary attributes - its sex, race
5+and class. If you select a spellcasting class, you will also make a
6+choice of magic realms at that time. Your character will be randomly
7+assigned a number of other attributes such as height, weight, social
8+class, and background history
9+
10+Your choices as to sex, race, class and realm are irrevocable and will
11+remain fixed for the entire life of that character. The only exception
12+to this, is that the Chaos spell 'Polymorh Self' (and the mutation of
13+the same name) may cause your race to change as one of its possible
14+effects.
15+
16+In addition to these attributes, there are several statistics which are
17+used to determine your character's relative skills and abilities as
18+follows:
19+
20+
21+--- Primary Statistics ---
22+
23+Each character has six primary statistics or 'stats'. These are
24+strength, intelligence, wisdom, dexterity, constitution and charisma,
25+which modify the abilities of the character in a variety of ways. For
26+example, strength affects your carrying capacity, the amount of damage
27+you to a monster when you hit it and the number of blows per round you
28+get with a weapon. A more complete discussion of the primary statistics
29+is contained later in this document (see below [2]).
30+
31+--- Experience ---
32+
33+Experience affects almost everything else about your character.
34+Experience can be gained as your character kills monsters, casts spells
35+or prays for the first time, learns about an object kind by using it,
36+disarms traps and unlocks doors. Certain classes may also gain
37+experience by destroying specific dungeon spell books and there are
38+potions in the dungeon that will boost your experience if you quaff
39+them.
40+
41+When your character's experience crosses certain fixed boundaries, you
42+will attain a new experience level (up to a maximum of 50). When this
43+happens, your hitpoints, mana (if any), certain skills such as melee
44+fighting and bows and throws will all increase. Some races and classes
45+will also gain new powers and abilities when crossing certain
46+experience threshholds.
47+
48+Deep down inside, the real objective of the game is to increase your
49+experience, and certain other characteristics, and also to collect
50+useful items, to give you a decent chance against the great Serpent of
51+Chaos. Certain monsters can "drain" your experience, and thus your
52+level, which will cause you to lose all of the effects of the higher
53+level. Luckily, you can restore drained experience through magical
54+means, or by simply regaining the experience all over again.
55+
56+--- Gold (AU) ---
57+
58+Each character has some gold, which can be used to buy items and
59+services from the shops and other buildings on the town level. Gold
60+can be obtained by selling items to the shops, taking it from the
61+corpses of dead monsters, mining it and by finding it lying on the
62+dungeon floor.
63+
64+Each character starts out with some gold, the amount of which is
65+based on the character's social class, charisma, sex (female
66+characters start with more gold), and other stats (less powerful
67+characters start with more gold). Each character also starts out
68+with a few useful items, which may be kept, or sold to a
69+shop-keeper for more gold.
70+
71+--- Armor Class ---
72+
73+Each character has an armor class, representing how well the character
74+can avoid damage. Your armor class is affected by your dexterity and
75+your equipment. A more detailed discussion of Armor Class can be found
76+in the Combat section (see attack.txt#Armor [3]).
77+
78+--- Hit Points ---
79+
80+Each character has hit points, representing how much damage the
81+character can sustain before he dies. Your hit points are derived
82+from your race, class, level, and constitution, and can be boosted
83+by magical means. Hit points may be regained by resting, or by a
84+variety of magical means.
85+
86+--- Spell Points (Mana) ---
87+
88+Each character has spell points, or mana, which represents how many
89+spells (or prayers) a character can cast (or pray). Your spell
90+points (sometimes called mana) are derived from your class, level
91+and intelligence (for spells) or wisdom (for prayers). Spell points
92+may be regained by resting, or by a few magical means.
93+
94+--- Character Skills ---
95+
96+Each character also has several primary skills: disarming, magic
97+devices, saving throws, stealth, searching, perception, melee and bows
98+and throws, which are derived from the character's race, class,
99+experience level, stats and their current equipment. These skills have
100+fairly obvious effects, but will be described more completely below.
101+The starting abilities of a character are based upon race and class.
102+Abilities may be adjusted by high or low stats, and may increase with
103+the level of the character (see below for details [4]).
104+
105+Each character may have one or more racially intrinsic skills and
106+racial abilities, which may also include special resistances and
107+activations.
108+
109+
110+***** <TheRaces>
111+=== Races ===
112+
113+There are thirty different races that you can choose from in Zangband.
114+Each race has various strengths and weaknesses and its own adjustments
115+to a character's stats and abilities. Many races also have intrinsic
116+abilities and powers.
117+
118+Human
119+ The human is the base character. All other races are compared
120+ to them. Humans can choose any class and are average at
121+ everything. Humans tend to go up levels faster than any other
122+ race because of their shorter life spans. No racial adjustments or
123+ intrinsics occur to characters choosing human.
124+
125+Half-Elf
126+ Half-elves tend to be smarter and faster than a human, but not as
127+ strong. Half-elves are slightly better at searching, disarming,
128+ saving throws, stealth, bows, and magic, but they are not as good
129+ at hand weapons. Half-elves may choose any class and do not
130+ receive any intrinsic abilities.
131+
132+Elf
133+ Elves are better magicians then humans, but not as good at
134+ fighting. They tend to be smarter than either humans or half-elves
135+ and also have better wisdom. Elves are better at searching,
136+ disarming, perception, stealth, bows, and magic, but they are not
137+ as good at hand weapons. They resist light effects intrinsically.
138+
139+Hobbits
140+ Hobbits, or Halflings, are very good at bows, throwing, and have
141+ good saving throws. They also are very good at searching,
142+ disarming, perception, and stealth; so they make excellent rogues
143+ (but prefer to be called burglars). They will be much weaker than
144+ humans, and no good at melee fighting. Halflings have fair
145+ infravision, so they can detect warm creatures at a distance.
146+ They have their dexterity sustained. They are very fond of food,
147+ and learn, in due time, to cook a delicious meal from available
148+ ingredients.
149+
150+Gnome
151+ Gnomes are smaller than dwarves but larger than Halflings. They,
152+ like the Halflings, live in the earth in burrow-like homes. Gnomes
153+ make excellent mages, and have very good saving throws. They are
154+ good at searching, disarming, perception, and stealth. They have
155+ lower strength than humans so they are not very good at fighting
156+ with hand weapons. Gnomes have fair infra-vision, so they can
157+ detect warm-blooded creatures at a distance. Gnomes are protected
158+ intrinsically against paralysis and some slowing effects. At
159+ higher levels, Gnomes learn to teleport at will.
160+
161+Dwarf
162+ Dwarves are the headstrong miners and fighters of legend. They
163+ tend to be stronger and tougher but slower and less intelligent
164+ than humans. Because they are so headstrong and are somewhat wise,
165+ they resist spells which are cast on them. Dwarves also have very
166+ good infra-vision because they live underground. They do have one
167+ big drawback, though. Dwarves are loudmouthed and proud, singing
168+ in loud voices, arguing with themselves for no good reason,
169+ screaming out challenges at imagined foes. In other words, dwarves
170+ have miserable stealth. They can never be blinded. Dwarves also
171+ learn to study the structure of a dungeon, and can spot things
172+ that go unseen by the other races.
173+
174+Half-Orc
175+ Half-Orcs make excellent warriors and decent priests, but are
176+ terrible at magic. They are as bad as dwarves at stealth, and
177+ horrible at searching, disarming, and perception. Half-Orcs are,
178+ let's face it, ugly. They tend to pay more for goods in town.
179+ Half-Orcs do make good warriors and rogues, for the simple reason
180+ that Half-Orcs tend to have great constitutions and lots of hit
181+ points. Because of their preference to living underground to on
182+ the surface, Half-Orcs resist darkness attacks. A Half-Orc will
183+ learn to dispel any fear that may be upon him or her.
184+
185+Half-Troll
186+ Half-Trolls are incredibly strong, and have more hit points than
187+ most other races. They are also very stupid and slow. They will
188+ make great warriors and iffy priests. They are bad at searching,
189+ disarming, perception, and stealth. They are so ugly that a
190+ Half-Orc grimaces in their presence. They also happen to be fun to
191+ run... Half-trolls always have their strength sustained. At higher
192+ levels, Half-Trolls learn to enter a berserk fury, and regenerate
193+ wounds automatically.
194+
195+Amberites
196+ The Amberites are a reputedly immortal race, who are endowed with
197+ numerous advantages in addition to their longevity. They are very
198+ tough and their constitution cannot be reduced, and their ability
199+ to heal wounds far surpasses that of any other race. Having seen
200+ virtually everything, very little is new to them, and they gain
201+ levels much slower than the other races. But should they advance
202+ high enough, they will learn the innate Amberite powers of Pattern
203+ Mindwalking and Shadow Shifting.
204+
205+High-Elf
206+ High-elves are a race of immortal beings dating from the beginning
207+ of time. They are masters of all skills, and are strong and
208+ intelligent, although their wisdom is sometimes suspect. They can
209+ play most classes very well. High-elves begin their lives able to
210+ see the unseen, and resist light effects just like regular elves.
211+ However, there are few things that they have not seen already, and
212+ experience is very hard for them to gain.
213+
214+Barbarian
215+ Barbarians are hardy men of the north. They are fierce in combat,
216+ and their wrath is feared throughout the world. Combat is their
217+ life: they feel no fear, and they learn to enter battle frenzy at
218+ will even sooner than half-trolls. Barbarians are, however,
219+ suspicious of magic, which makes magic devices fairly hard for
220+ them to use and they are thus poorly suited to the spellcasting
221+ classes.
222+
223+Half-Ogre
224+ Half-Ogres are like Half-Orcs, only more so. They are big, bad,
225+ and stupid. For warriors, they have all the necessary attributes,
226+ and they can even become wizards: after all, they are related to
227+ Ogre Magi, from whom they have learned the skill of setting
228+ trapped runes once their level is high enough. Like Half-Orcs,
229+ they resist darkness, and like Half-Trolls, they have their
230+ strength sustained.
231+
232+Half-Giant
233+ Half-Giants are not too unusual, as there has been a tradition
234+ according to which it is a noble and brave thing to do to consort
235+ a giant (especially a giant-maid). Nevertheless, the poor
236+ offspring of such a union is seldom very popular in the world of
237+ men. Their limited intelligence makes it difficult for them to
238+ become full spellcasters, but with their huge strength they make
239+ excellent warriors. No ordinary wall can withstand the fury of a
240+ giant, or a half-giant, and at higher levels they can learn the
241+ power of magical digging. Their thick skin makes them resistant to
242+ shards, and like Half-Ogres and Half-Trolls, they have their
243+ strength sustained.
244+
245+Half-Titan
246+ Half-mortal descendants of the mighty titans, these immensely
247+ powerful creatures put almost any other race to shame. They may
248+ lack the fascinating special powers of certain other races, but
249+ their enhanced attributes more than make up for that. They learn
250+ to estimate the strengths of their foes, and their love for law
251+ and order makes them resistant to the effects of Chaos.
252+
253+Cyclops
254+ With but one eye, a Cyclops can see more than many with two eyes.
255+ They are headstrong, and loud noises bother them very little. They
256+ are not quite qualified for the magic using professions, but as a
257+ certain Mr. Ulysses can testify, their accuracy with thrown rocks
258+ can be deadly...
259+
260+Yeek
261+ Yeeks are among the most pathetic creatures. Fortunately, their
262+ horrible screams can scare away less confident foes, and their
263+ skin becomes more and more resistant to acid, as they gain
264+ experience. But having said that, even a mediocre monster can wipe
265+ the proverbial floor with an unwary Yeek.
266+
267+Klackon
268+ Klackons are bizarre semi-intelligent ant-like insectoid
269+ creatures. They make great fighters, but their mental abilities
270+ are severely limited. Obedient and well-ordered, they can never be
271+ confused. They are also very nimble, and become faster as they
272+ advance levels. They are also very acidic, inherently resisting
273+ acid, and capable of spitting acid at higher levels.
274+
275+Kobold
276+ Kobolds are a weak goblin race. They love poisoned weapons, and
277+ can learn to throw poisoned darts (of which they carry an
278+ unlimited supply). They are also inherently resistant to poison,
279+ and can become adequate fighters, although they are not one of the
280+ more powerful races.
281+
282+Nibelung
283+ The hated and persecuted race of nocturnal dwarves, these
284+ cave-dwellers are not much bothered by darkness. Their natural
285+ inclination to magical items has made them immune to effects which
286+ could drain away magical energy, and like ordinary dwarves, they
287+ can examine the dungeon to discover traps and secret doors.
288+
289+Dark Elf
290+ Another dark, cave-dwelling race, likewise unhampered by darkness
291+ attacks, the Dark Elves have a long tradition and knowledge of
292+ magic. With their intelligence they can become superb mages or
293+ priests, and they have an inherent magic missile attack available
294+ to them at a low level. With their keen sight, they also learn to
295+ see invisible things as their relatives High-Elves do, but at a
296+ higher level.
297+
298+Draconian
299+ A humanoid race with dragon-like attributes. As they advance
300+ levels, they gain new elemental resistances (up to Poison
301+ Resistance), and they also have a breath weapon, which becomes
302+ more powerful with experience. The exact type of the breath
303+ weapon depends on the Draconian's class and level. With their
304+ wings, they can easily escape any pit trap unharmed.
305+
306+Mind Flayer
307+ A secretive and mysterious ancient race. Their civilization may
308+ well be older than any other on our planet, and their intelligence
309+ and wisdom are naturally sustained, and are so great that they
310+ enable Mind Flayers to become more powerful spellcasters than any
311+ other race, even if their physical attributes are a good deal less
312+ admirable. As they advance levels, they gain the powers of See
313+ Invisible, Telepathy and a mind blast attack.
314+
315+Imp
316+ A demon-creature from the nether-world, naturally resistant to
317+ fire attacks, and capable of learning fire bolt and fire ball
318+ attacks. They are little loved by other races, but can perform
319+ fairly well in most professions.
320+
321+Golem
322+ A Golem is an artificial creature, built from a lifeless raw
323+ material like clay, and awakened to life. They are nearly
324+ mindless, making them useless for professions which rely on magic,
325+ but as warriors they are very tough. They are resistant to poison,
326+ they can see invisible things, and move freely. At higher levels,
327+ they also become resistant to attacks which threaten to drain away
328+ their life force. They also learn to temporarily turn their skin
329+ into a very hard, stonelike substance. In the most recent version,
330+ Golems gain very little nutrition from ordinary food. They need to
331+ collect scrolls of satisfy hunger, or perish of exhaustion when
332+ the life force animating their body runs out. In the most recent
333+ version Golems also gain natural armor class bonus from their
334+ tough body.
335+
336+Skeleton
337+ There are two types of skeletons: the ordinary, warrior-like
338+ skeletons, and the spell-using skeletons, which are also called
339+ liches. As undead beings, skeletons need to worry very little about
340+ poison or attacks that can drain life. They do not really use eyes
341+ for perceiving things, and are thus not fooled by invisibility.
342+ Their bones are resistant to sharp shrapnels (not much to cut
343+ there), and they will quickly become resistant to cold. Should a
344+ skeleton be unlucky enough to lose some of his or her remaining
345+ life, he or she will learn to restore it at will. It is very hard
346+ for skeletons to eat food or drink potions. Although the magical
347+ effects of these will affect the skeleton even without entering the
348+ skeleton's (non-existent) belly, the potion or food itself will
349+ fall through the skeleton's jaws, giving no nutritional benefit.
350+
351+Zombie
352+ Much like Skeletons, Zombies too are undead horrors: they are
353+ resistant to life-draining attacks, and can learn to restore their
354+ life-force. Like skeletons, they become resistant to cold-based
355+ attacks (actually earlier than skeletons), resist poison and can
356+ see invisible. While still vulnerable to cuts (unlike skeletons),
357+ Zombies are resistant to Nether. Like Golems, they gain very little
358+ nutrition from the food of mortals. However, Zombies are, as the
359+ name implies, practically mindless: in this company, Groo would
360+ seem a genius.
361+
362+Vampire
363+ One of the mightier undead creatures, the Vampire is an
364+ awe-inspiring sight. Yet this mighty creature has a serious
365+ weakness: the bright rays of sun are its bane, and it will need to
366+ flee the surface to the deep recesses of earth until the sun
367+ finally sets. Darkness, on the other hand, only makes the Vampire
368+ stronger. As undead, the Vampire has a firm hold on its life force,
369+ and resists nether attacks. The Vampire also resists cold and
370+ poison based attacks. It is, however, susceptible to its perpetual
371+ hunger for fresh blood, which can only be satiated by sucking the
372+ blood from a nearby monster, which is the Vampire's special power.
373+ It should be noted that the vampires are so sensitive to daylight
374+ that even certain artifact light items which are filled with
375+ daylight will hurt them if they try to wield the items.
376+ Fortunately, the vampires do not really need these items, since
377+ they radiate an aura of 'dark light' of their own. Light resistance
378+ will, in any case, protect the vampire from the adverse effects of
379+ sunlight.
380+
381+Spectre
382+ Another powerful undead creature: the Spectre is a ghastly
383+ apparition, surrounded by an unearthly green glow. They exist only
384+ partially on our plane of existence: half-corporeal, they can pass
385+ through walls, although the density of the wall will hurt them in
386+ the process of doing this. The Spectre can scream an eldritch howl,
387+ which is enough to scare lesser monsters witless. As undead, they
388+ have a firm hold on their life force, see invisible, and resist
389+ poison and cold. They also resist nether; in fact, their
390+ half-corporeal form actually grows stronger from the effects of
391+ nether. At higher levels they develop telepathic abilities.
392+ Spectres make superb spellcasters, but their physical form is very
393+ weak. Like Golems and Zombies, Spectres gain almost no nutrition
394+ from ordinary food.
395+
396+Sprite
397+ One of the several fairy races, Sprites are very small. They have
398+ tiny wings, and can fly over traps that may open up beneath them.
399+ They enjoy sunlight intensely, and need worry little about light
400+ based attacks. Although physically among the weakest races, Sprites
401+ are very talented in magic, and can become highly skilled wizards.
402+ Sprites have the special power of spraying Sleeping Dust, and at
403+ higher levels they learn to fly faster.
404+
405+Beastman
406+ This race is a blasphemous abomination produced by Chaos. It is not
407+ an independent race but rather a humanoid creature, most often a
408+ human, twisted by the Chaos, or a nightmarsh crossbreed of a human
409+ and a beast. All Beastmen are accustomed to Chaos so much that they
410+ are untroubled by confusion and sound, although raw logrus can
411+ still have effects on them. Beastmen revel in chaos, as it twists
412+ them more and more. Beastmen are subject to mutations: when they
413+ have been created, they receive a random mutation. After that,
414+ every time they advance a level they have a little chance of
415+ gaining yet another mutation.
416+
417+
418+***** <TheClasses>
419+=== Classes ===
420+
421+There are eleven different classes that you can choose from in
422+ZAngband. Each class has various strengths and weaknesses and its own
423+adjustments to a character's stats and abilities. Many classes also
424+have intrinsic abilities and powers. These are often linked to the
425+character's experience level and only become available later in the
426+game.
427+
428+--- The Classes ---
429+
430+Warrior
431+ A Warrior is a hack-and-slash character, who solves most of his
432+ problems by cutting them to pieces, but will occasionally fall back
433+ on the help of a magical device. Unfortunately, many high-level
434+ devices may be forever beyond their use.
435+
436+ A warrior's prime statistics are his or her Strength, Dexterity and
437+ Constitution. A Warrior will be good at Fighting and Throwing/Bows,
438+ but bad at most other skills. Warriors cannot learn magic and gain
439+ experience for destroying high level spellbooks.
440+
441+ As a warrior's experience increases, he becomes more proficient
442+ with his weapons gaining an additional attack per round with his
443+ missile weapon. As his skill improves, a warrior will become more
444+ confident in his ability to defeat his opponents and eventually
445+ will become resistant to fear attacks.
446+
447+Mage
448+ A Mage is a spell caster that must live by his wits as he cannot
449+ hope to simply hack his way through the dungeon like a warrior. In
450+ addition to his spellbooks, a mage should carry a range of magical
451+ devices to help him in his endeavors which he can master far more
452+ easily than anyone else. A mage is also better able to resist the
453+ effects of spells cast at him by his enemies.
454+
455+ A mage's prime statistic is Intelligence as this determines his
456+ spell casting ability. Good Wisdom and Dexterity also help. There
457+ is no rule that says a mage cannot become a good fighter, but
458+ spells are the mage's true strength. With two notable exceptions,
459+ mages should avoid wearing armor on their hands as this can
460+ restrict their spell casting ability.
461+
462+ Unlike other spellcasting classes, mages can freely choose any two
463+ magic realms, although they will never be as good at Life magic as
464+ a priest. Otherwise, mages tend to learn and cast all the spells in
465+ their realms better than any other character except the high mage
466+ who has concentrated his efforts so as to excel in a single realm.
467+
468+Priest
469+ A Priest is a character devoted to serving a higher power. They
470+ explore the dungeon in the service of their God and if treasure
471+ just happens to fall into their packs, well, so much more to the
472+ glory of their religion. A Priest's primary stat is Wisdom since
473+ this determine his success at praying to his deity. Since Priests
474+ receive new prayers as gifts from their patron deity, they cannot
475+ choose which ones they will learn. Priests are familiar with
476+ magical devices which they believe act as foci for divine
477+ intervention in the natural order of things, but are not as good as
478+ a mage in their use.
479+
480+ Priests are good at resisting spells cast at them and make decent
481+ fighters but prefer blunt weapons over edged ones. A priest
482+ wielding an edged weapon will be so uncomfortable with it that his
483+ fighting ability will be affected unless it has first been blessed
484+ by the Gods. High level priests who practice Life magic will learn
485+ to invoke the power of their patron deity to bless such weapons.
486+
487+ There are two types of priests in Zangband: the ordinary priests
488+ who, select Life magic as their primary realm, and the 'dark'
489+ priests, who select Death magic instead. Since the natural
490+ inclination of priests is towards Life Magic, priests who select
491+ Life magic will be able to learn their prayers faster and better
492+ than their evil colleagues. Priests can also select a secondary
493+ realm from the other five realms, and should be able to learn all
494+ spells in it although not as efficiently as mages.
495+
496+Rogue
497+ A Rogue is a character that prefers to live by his cunning, but is
498+ capable of fighting his way out of a tight spot. Rogues are good at
499+ locating hidden traps and doors and are the masters of disarming
500+ traps and picking locks. A rogue has a high stealth allowing him to
501+ sneak around many creatures without having to fight, or to get in a
502+ telling first blow. A rogue may also backstab a fleeing monster.
503+
504+ A rogue is better than a warrior or paladin with magical devices,
505+ but still cannot rely on their performance. Rogues can also learn a
506+ few spells from a choice of four realms, but not the powerful
507+ offensive spells magi can use. A rogue's primary statistics are
508+ Intelligence and Dexterity but Strength and Constitution are
509+ important too.
510+
511+ There are several subtypes of Rogues in Zangband and the exact type
512+ is determined by the realm of magic chosen. The common Thief, will
513+ probably be content with Arcane magic and its wide applicability.
514+ The Burglar, on the other hand, is more interested in the Sorcery
515+ spells, which allow him or her to do the job fast and efficiently.
516+ Assassins' partiality for Death magic is well known, and they are
517+ feared for it. Finally, there is the Card Shark, who will opt for
518+ Trump magic, and shuffles the decks with amazing proficiency.
519+
520+ As a rogue increases in experience, his proficiency with the sling
521+ improves and he will ultimately gain two additional shots per round
522+ with his favorite missile launcher.
523+
524+Ranger
525+ A Ranger is a combination of a warrior and a mage who has developed
526+ a special affinity for the natural world around him. He is a good
527+ fighter and the best of the classes with a missile weapon such as
528+ a bow. A ranger has a good stealth, good perception, good
529+ searching, a good saving throw and is good with magical devices.
530+
531+ A Ranger's primary stats are Intelligence and Dexterity since these
532+ affect his spell casting ability and his ability with his bow but,
533+ as a fighter, Strength and Constitution are important too. As a
534+ ranger's experience increases, so does his skill with his primary
535+ weapon - the bow and he will learn to notch and loose arrows very
536+ quickly. His ability with a cross bow will similarly increase but
537+ not to the same extent. Unfortunately, because a ranger is really a
538+ dual class character, more experience is required for him to
539+ advance through the levels.
540+
541+ All rangers are trained in Nature magic, and all Nature spells are
542+ available to them. They even learn these spells almost as fast as
543+ mages. They can also select a secondary realm and may choose from
544+ any realm except Life magic, but they are slow learners of the
545+ second realm, and may find themselves unable to learn some of the
546+ highest level spells.
547+
548+Paladin
549+ A Paladin is a combination of a warrior and a priest. Paladins are
550+ very good fighters, second only to the warrior class, but not very
551+ good at missile weapons. A paladin lacks much in the way of
552+ abilities. He is poor at stealth, perception, searching, and
553+ magical devices but has a decent saving throw due to his divine
554+ alliance.
555+
556+ A paladin's primary stats are Strength, Dexterity, Constitution and
557+ Wisdom since he must both fight and pray for divine intervention.
558+ The paladin receives prayers at a slower pace then the priest, but
559+ can receive even the most powerful prayers although at a higher
560+ cost and fail rate. Unlike priests, Paladins do not learn a second
561+ magic realm. Because a paladin is really a dual class character,
562+ more experience is required for him to advance through the levels.
563+
564+ There are two types of Paladins: those trained in Life magic and
565+ their evil counterparts (the 'Death Knights') who are trained in
566+ Death magic. An 'ordinary' paladin will gain experience for
567+ destroying high-level spellbooks from all the magic realms except
568+ Life. A Death Knight, on the other hand, is very tolerant of the
569+ other realms and will only gain experience for destroying
570+ high-level Life books.
571+
572+ As a Paladin gains in experience he will become more confident in
573+ his abilities to defeat his enemies and in his deity's power to
574+ protect him. As a result, Paladins become resistant to fear at
575+ higher levels.
576+
577+Warrior-Mage
578+ A Warrior-Mage is precisely what the name suggests: a cross between
579+ the warrior and mage classes. While their brothers, the rangers,
580+ specialize in Nature magic and survival skills, true Warrior-Mages
581+ attempt to reach the best of both worlds. As warriors they are much
582+ superior to the usual Mage class.
583+
584+ The Warrior-Mage is recommended for the players who want to cast
585+ spells but whose mages tend to die too quickly. However, the power
586+ does not come without a price as Warrior-Mages require more
587+ experience to advance levels than any other class.
588+
589+ Warrior-mages begin the game with Arcane magic, and they can freely
590+ select another realm of magic. Although they do not gain new spells
591+ as fast as regular mages, they will eventually learn every spell in
592+ both realms, thus making a very competitive choice for players who
593+ appreciate Arcane magic.
594+
595+Chaos-Warrior
596+ Chaos Warriors are the feared servants of the terrible Demon Lords
597+ of Chaos. Every Chaos Warrior has a Patron Demon and, when gaining
598+ a level, may receive a reward from his Patron. He might be healed
599+ or polymorphed, his stats could be increased, or he might be
600+ rewarded with an awesome weapon. His Patron Demon might, for some
601+ reason, get annoyed with him and do something fairly nasty like
602+ surround him with monsters, drain his stats or wreck his equipment
603+ or they might simply ignore him. The Demon Lords of Chaos are
604+ chaotic and unpredictable indeed. The exact type of reward depends
605+ on both the Patron Demon (different Demons give different rewards)
606+ and chance.
607+
608+ Chaos Warriors are, as one might expect, trained in Chaos magic.
609+ They are not interested in any other form of magic. They can learn
610+ every Chaos spell.
611+
612+ As a chaos-warrior gains in experience, he becomes more confident
613+ of his ability to defeat his enemies and will learn to resist fear
614+ at higher levels. In addition, as a result of their prolonged
615+ service to the Demon Lords of Chaos, a chaos-warrior will eventually
616+ become resistant to the effects of chaos.
617+
618+Monk
619+ The Monk character class is very different from all other classes.
620+ Although they can use weapons and armor just like any other class,
621+ their training in martial arts makes them much more powerful with
622+ no armor or weapons. To gain the resistances necessary for
623+ survival at higher levels a monk may need to wear some kind of
624+ armor, but if the armor he wears is too heavy, it will severely
625+ disturb his martial arts maneuvers.
626+
627+ As a monk gains in experience he learns, new, powerful forms of
628+ attack and is able to land more blows per round. His defensive
629+ capabilities increase likewise. Fortunately, the amount of armor a
630+ monk can wear, while still fighting efficiently, also increases
631+ with experience.
632+
633+ In addition, the monk's agility allows him to resist paralyzing
634+ attacks once he reaches a high enough level (but only if his armor
635+ is not restricting his movement). Monk's are able to move quickly
636+ and will become faster and be able to strike more quickly as they
637+ gain experience.
638+
639+ The different sects of monks are devoted to different areas of
640+ magic. The typical monk is interested in the harmony of nature, and
641+ studies Nature magic. An idealist monk would select Life magic, and
642+ try to work to benefit his neighbor. But there are also dark
643+ monks, who practice Death magic. A monk will eventually learn all
644+ prayers in the discipline of their choice.
645+
646+Mindcrafter
647+ The Mindcrafter is a unique class that uses the powers of the mind
648+ instead of magic. These powers are unique to Mindcrafters, and vary
649+ from simple extrasensory powers to mental domination of others.
650+ Since these powers are developed by the practice of certain
651+ disciplines, a Mindcrafter requires no spellbooks to use them. The
652+ available powers are simply determined by the character's level.
653+
654+ A Mindcrafter's primary stat is Wisdom since this is used to
655+ determine how well he / she can perform the psychic powers, and in
656+ combat a Mindcrafter is roughly the equivalent of a priest. Unlike
657+ the priest, however, a Mindcrafter is never penalized for wielding
658+ an edged weapon.
659+
660+ Although the powers of a Mindcrafter may seem like magic, this is
661+ not strictly speaking the case. They are mental powers, independent
662+ of the ordinary sources of magic. Consequently, Mindcrafters are
663+ not interested in 'magic' and learn no spells or prayers.
664+
665+ As a Mindcrafter's experience increases, so does his ability to
666+ control his body with his mind as do his mental powers. A
667+ mindcrafter will learn to control his fear early in his career and
668+ to resist becoming confused at higher levels. His practice of
669+ mental discipline will mean that eventually his wisdom will be
670+ sustained. Very experienced mindcrafters will gain the power of
671+ telepathy.
672+
673+High Mage
674+ High mages are mages who specialize in one particular field of
675+ magic and learn it very well - much better than the ordinary mage.
676+ For the price of giving up a second realm of magic, they gain
677+ substantial benefits in the mana costs, minimum levels, and failure
678+ rates in the spells of the realm of their specialty.
679+
680+ A high mage's prime statistic is intelligence as this determines
681+ his spell casting ability. Good wisdom and dexterity also help.
682+ There is no rule that says a high mage cannot become a good
683+ fighter, but spells are the mage's true strength. With two notable
684+ exceptions, high mages should avoid wearing armor on their hands as
685+ this can restrict their spell casting ability.
686+
687+ High mages may freely choose any realm but it should be noted that
688+ a high mage specializing in Life Magic will not learn it as well as
689+ a priest.
690+
691+
692+***** <PrimaryStats>
693+=== Primary Statistcs ===
694+
695+Each character has six primary "stats", strength, intelligence, wisdom,
696+dexterity, constitution, and charisma, which modify the abilities of
697+the character in a variety of ways. Every stat has a numerical value,
698+ranging from a minimum of 3, up to a normal maximum of 18, and even
699+higher, into the "percentile" range, represented as "18/01" through
700+"18/100". Actually, every stat can be raised even above 18/100 by
701+magical means, up to a pure maximum of 18/220, which is represented as
702+"18/***".
703+
704+Traditionally, a percentile stat such as "18/50" has been thought of as
705+representing a value part way between 18 and 19, and this is one way to
706+think of them. However, often, the best way to view the "bonus" values
707+after the "18/" is as "tenth" points, since it often takes the same
708+magic to raise a stat from, say, 4 to 5, or 16 to 17, as it does from,
709+say, 18/40 to 18/50. The important thing to remember is that almost all
710+internal calculations "ignore" the final digit of any "bonus", so that,
711+for example, "18/40" and "18/49" are always have the same effects.
712+
713+--- The Primary Statistics ---
714+
715+Strength
716+ Strength is critical to fighting effectively in melee combat and
717+ with missile weapons. A high strength will improve your chances of
718+ getting multiple blows with your melee weapon and, in addition,
719+ will dramatically increase the amount of damage done with each
720+ hit. Strength also has a marginal effect on your chance to hit
721+ your opponent. Characters with low strength may receive penalties.
722+ Strength is also useful in tunneling, bashing and in carrying
723+ heavy items without being slowed down.
724+
725+Intelligence
726+ Intelligence affects the spellcasting abilities of mage-like
727+ spellcasters (high mages, mages, warrior-mages, rangers, chaos
728+ warriors and rogues). Intelligence will affect the number of
729+ spells these classes may learn each level, the number of spell
730+ points they receive and their spell fail rates. These classes
731+ cannot learn spells if their intelligence is 7 or lower. Also,
732+ intelligent characters are better at using magic devices, picking
733+ locks and disarming traps.
734+
735+Wisdom
736+ Wisdom affects the ability of priest-like spellcasters (priests,
737+ paladins and monks) to use prayers. WIS will affect the number of
738+ spells these classes may learn each level, the number of spell
739+ points they receive and their spell fail rates. In addition, WIS
740+ is also used to determine a mindcrafter's ability to use his or
741+ her mental powers. These classes cannot learn spells if their
742+ wisdom is 7 or lower. Wise character's will have better chances of
743+ resisting magical spells cast upon them by monsters.
744+
745+Dexterity
746+ Dexterity is a combination of agility and quickness. A high
747+ dexterity may allow a character to get multiple blows with lighter
748+ weapons, thus greatly increasing his kill power, and will increase
749+ his chances of hitting with any weapon and dodging blows from
750+ enemies. Dexterity is also useful in picking locks, disarming
751+ traps, and protecting yourself from some of the thieves that
752+ inhabit the dungeons.
753+
754+Constitution
755+ Constitution is a character's ability to resist damage to his
756+ body, and to recover from damage received. Therefore a character
757+ with a high constitution will receive more hit points and also
758+ recover them faster while resting.
759+
760+Charisma
761+ Charisma represents a character's personality and physical
762+ appearance. A character with a high charisma will receive better
763+ prices from store owners, whereas a character with a very low
764+ charisma may be robbed blind. A high charisma will also mean more
765+ starting money for the character. Charisma is also used when
766+ calculating the success of a mindcrafter at dominating a monster.
767+
768+
769+***** <PrimarySkills>
770+=== Primary Skills ===
771+
772+Characters possess some different abilities which can help them to
773+survive. The starting abilities of a character are based upon race and
774+class. Abilities may be adjusted by high or low stats, and may increase
775+with the level of the character with the rate of increase dependent
776+upon the level of the character.
777+
778+Melee
779+ Melee is the ability to hit and do damage with weapons or fists.
780+ Normally a character gets a single blow from any weapon, but if
781+ his dexterity and strength are high enough, he may receive more
782+ blows per round with lighter weapons. Strength and dexterity both
783+ modify the ability to hit an opponent. This skill increases with
784+ the level of the character.
785+
786+Bows and Throws
787+ Using ranged missile weapons (and throwing objects) is included in
788+ this skill. Different stats apply to different weapons, but this
789+ ability may modify the distance an object is thrown/fired, the
790+ amount of damage done, and the ability to hit a creature. This
791+ skill increases with the level of the character.
792+
793+Saving Throws
794+ A Saving Throw is the ability of a character to resist the effects
795+ of a spell cast on him by another person/creature. This does not
796+ include spells cast on the player by his own stupidity, such as
797+ quaffing a nasty potion. This ability increases with the level of
798+ the character, but then most high level creatures are better at
799+ casting spells, so it tends to even out. A high wisdom also
800+ increases this ability.
801+
802+Stealth
803+ The ability to move silently about is very useful. Characters with
804+ good stealth can usually surprise their opponents, gaining the
805+ first blow. Also, creatures may fail to notice a stealthy
806+ character entirely, allowing a player to avoid certain fights.
807+ This skill is based entirely upon race and class, and will never
808+ improve unless magically enhanced.
809+
810+Disarming
811+ Disarming is the ability to remove traps (safely), and includes
812+ picking locks on traps and doors. A successful disarming will gain
813+ the character some experience. A trap must be found before it can
814+ be disarmed. Dexterity and intelligence both modify the ability to
815+ disarm, and this ability increases with the level of the
816+ character.
817+
818+Magical Devices
819+ Using a magical device such as a wand or staff requires experience
820+ and knowledge. Spell users such as magi and priests are therefore
821+ much better at using a magical device than say a warrior. This
822+ skill is modified by intelligence, and increases with the level of
823+ the character.
824+
825+Perception (Searching Frequency)
826+ Perception is the ability to notice something without actively
827+ seeking it out. This skill is based entirely upon race and class,
828+ and will never improve unless magically enhanced.
829+
830+Searching (Searching Ability)
831+ To search is to actively look for secret doors, floor traps, and
832+ traps on chests. Rogues are the best at searching, but magi,
833+ rangers, and priests are also good at it. This skill is based
834+ entirely upon race and class, and will never improve unless
835+ magically enhanced.
836+
837+Infra-vision
838+ Infra-vision is the ability to see heat sources. Since most of the
839+ dungeon is cool or cold, infra-vision will not allow the player to
840+ see walls and objects. Infra-vision will allow a character to see
841+ any warm-blooded creatures up to a certain distance. This ability
842+ works equally well with or with out a light source. The majority
843+ of Zangband's creatures are cold-blooded, and will not be detected
844+ unless lit up by a light source. Most non human races have innate
845+ infra-vision ability. Human can gain infra-vision only if it is
846+ magically enhanced.
847+
848+
849+***** <StatBonusTable>
850+=== Stat Bonus Tables ===
851+
852+Each of the races and classes has certain modifications to their
853+starting statistics an experience penalty. The experience penalty is
854+designed to 'balance' the races with better starting statistics and
855+abilities by requiring them to earn more experience before advancing a
856+level.
857+
858+
859+--- Table 1 - Race Statistic Bonus Table ---
860+
861+ STR INT WIS DEX CON CHR Hit Dice Exp Penalty
862+Human 0 0 0 0 0 0 10 +0%
863+Half-Elf -1 +1 +1 +1 -1 +1 9 +10%
864+Elf -1 +2 +2 +1 -2 +2 8 +20%
865+Hobbit -2 +2 +1 +3 +2 +1 7 +10%
866+Gnome -1 +2 0 +2 +1 -2 8 +35%
867+Dwarf +2 -2 +2 -2 +2 -3 11 +35%
868+Half-Orc +2 -1 0 0 +1 -4 10 +10%
869+Half-Troll +4 -4 -2 -4 +3 -6 12 +37%
870+Amberite +1 +2 +2 +2 +3 +2 10 +125%
871+High-Elf +1 +3 +2 +3 +1 +5 10 +100%
872+Barbarian +3 -2 -1 +1 +2 -2 11 +20%
873+Half-Ogre +3 -1 -1 -1 +3 -3 12 +30%
874+Half-Giant +4 -2 -2 -2 +3 -3 13 +50%
875+Half-Titan +5 +1 +1 -2 +3 +1 14 +155%
876+Cyclops +4 -3 -3 -3 +4 -6 13 +30%
877+Yeek -2 +1 +1 +1 -2 -7 7 +0%
878+Klackon +2 -1 -1 +1 +2 -2 12 +35%
879+Kobold +1 -1 0 +1 0 -4 9 +25%
880+Nibelung +1 -1 +2 0 +2 -4 11 +35%
881+Dark Elf -1 +3 +2 +2 -2 +1 9 +50%
882+Draconian +2 +1 +1 +1 +2 -3 11 +150%
883+Mind Flayer -3 +4 +4 0 -2 -5 9 +40%
884+Imp -1 -1 -1 +1 +2 -3 10 +10%
885+Golem +4 -5 -5 -2 +4 -4 12 +100%
886+Skeleton 0 -2 -2 0 +1 -4 10 +45%
887+Zombie +2 -6 -6 +1 +4 -5 13 +35%
888+Vampire +3 +3 -1 -1 +1 +2 11 +100%
889+Spectre -5 +4 +4 +2 -3 -6 7 +80%
890+Sprite -4 +3 +3 +3 -2 +2 7 +75%
891+Beastman +2 -2 -1 -1 +2 -4 11 +40%
892+
893+
894+--- Table 2 - Class Statistic Bonus Table ---
895+
896+ STR INT WIS DEX CON CHR Hit Dice Exp Penalty
897+Warrior +5 -2 -2 +2 +2 -1 +9 +0%
898+Mage -5 +3 0 +1 -2 +1 0 +30%
899+Priest -1 -3 +3 -1 0 +2 +2 +20%
900+Rogue +2 +1 -2 +3 +1 -1 +6 +25%
901+Ranger +2 +2 0 +1 +1 +1 +4 +30%
902+Paladin +3 -3 +1 0 +2 +2 +6 +35%
903+Warrior-Mage +2 +2 0 +1 0 +1 +4 +50%
904+Chaos Warrior +2 +1 0 +1 +2 -2 +5 +35
905+Monk +2 -1 +1 +3 +2 +1 +6 +40%
906+Mindcrafter -1 0 +3 -1 -1 +2 +2 +25%
907+High Mage -5 +4 0 0 -2 +1 0 +30%
908+
909+
910+***** <SkillBonusTable>
911+=== Ability Tables ===
912+
913+Each of the races and classes has certain modifications to their
914+starting abilities. Players may also receive an additional level-based
915+bonus to certain skills which is based on their class. For example
916+mages improve their magical device skill more rapidly than warriors. As
917+noted above, some skills will not improve unless magically enhanced.
918+
919+
920+--- Table 1 - Race Skill Bonus Table ---
921+
922+ Dsrm Dvce Save Stlh Srch Prcp Melee Bows Infra
923+Human +0 +0 +0 +0 +0 +10 +0 +0 None
924+Half-Elf +2 +3 +3 +1 +6 +11 -1 +5 20 feet
925+Elf +5 +6 +6 +2 +8 +12 -5 +5 30 feet
926+Hobbit +15 +18 +18 +5 +12 +15 -10 +20 40 feet
927+Gnome +10 +12 +12 +3 +6 +13 -8 +12 40 feet
928+Dwarf +2 +9 +10 -1 +7 +10 +15 +0 50 feet
929+Half-Orc -3 -3 -3 -1 +0 +7 +12 -5 30 feet
930+Half-Troll -5 -8 -8 -2 -1 +5 +20 -10 30 feet
931+Amberite +4 +5 +5 +2 +3 +13 +15 +10 None
932+High-Elf +4 +20 +20 +4 +3 +14 +10 +25 40 feet
933+Barbarian -2 -10 +2 -1 +1 +7 +12 +10 None
934+Half-Ogre -3 -5 -5 -2 -1 +5 +20 +0 30 feet
935+Half-Giant -6 -8 -6 -2 -1 +5 +25 +5 30 feet
936+Half-Titan -5 +5 +2 -2 +1 +8 +25 +0 None
937+Cyclops -4 -5 -5 -2 -2 +5 +20 +12 10 feet
938+Yeek +2 +4 +10 +3 +5 +15 -5 -5 20 feet
939+Klackon +10 +5 +5 +0 -1 +10 +5 +5 20 feet
940+Kobold -2 -3 -2 -1 +1 +8 +10 -8 30 feet
941+Nibelung +3 +5 +10 +1 +5 +10 +9 +0 50 feet
942+Dark Elf +5 +15 +20 +3 +8 +12 -5 +10 50 feet
943+Draconian -2 +5 +3 +0 +1 +10 +5 +5 20 feet
944+Mind Flayer +10 +25 +15 +2 +5 +12 -10 -5 40 feet
945+Imp -3 +2 -1 +1 -1 +10 +5 -5 30 feet
946+Golem -5 -5 +10 -1 -1 +8 +20 +0 40 feet
947+Skeleton -5 -5 +5 -1 -1 +8 +10 +0 20 feet
948+Zombie -5 -5 +8 -1 -1 +5 +15 +0 20 feet
949+Vampire +4 +10 +10 +4 +1 +8 +5 +0 50 feet
950+Spectre +10 +25 +20 +5 +5 +14 -15 -5 50 feet
951+Sprite +10 +10 +10 +4 +10 +10 -12 +0 40 feet
952+Beastman -5 -2 -1 -1 -1 +5 +12 +5 None
953+
954+
955+--- Table 2 - Class Skill Bonus Table ---
956+
957+ Dsrm Dvce Save Stlh Srch Prcp Melee Bows
958+Warrior 25+12 18+7 18+10 1 14/2 25+100 25+80
959+Mage 30+7 36+13 30+9 2 15/20 10+25 15+20
960+Priest 25+7 30+10 32+12 2 16/8 16+50 15+25
961+Rogue 45+15 32+10 28+10 5 32/24 15+70 29+60
962+Ranger 30+8 32+10 28+10 3 24/16 15+65 30+95
963+Paladin 20+7 24+10 26+11 1 12/2 19+76 15+20
964+Warrior-Mage 30+7 30+10 28+9 2 18/16 20+75 30+75
965+Chaos Warrior 20+7 25+11 25+10 1 14/12 23+90 20+60
966+Monk 45+15 32+11 28+10 5 32/24 12+30 21+40
967+Mindcrafter 30+10 30+10 30+10 3 22/16 10+30 15+30
968+High Mage 30+7 36+13 30+9 2 15/20 10+15 15+15
969+
970+
971+--
972+Original : (??)
973+Updated : (??)
974+Updated : Zangband DevTeam
975+Last update: January 13, 2000
976+
977+***** Begin Hyperlinks
978+***** [1] birth.txt
979+***** [2] charattr.txt#PrimaryStats
980+***** [3] defend.txt#Armor
981+***** [4] charattr.txt#PrimarySkills
--- /dev/null
+++ b/lib/help/command.hlp
@@ -0,0 +1,22 @@
1+Zangband Commands.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Zangband Commands (command.txt)
6+ (1) Original Keyset (command.txt#OriginalKeyset)
7+ (2) Roguelike Keyset (command.txt#RogueKeyset)
8+ (3) Special Keys (command.txt#SpecialKeys)
9+ (4) Command Counts (command.txt#CommandCounts)
10+ (5) Selection of Objects (command.txt#ObjectSelection)
11+ (6) Command Descriptions (commdesc.hlp)
12+
13+ (?) Help System Commands (helpinfo.txt)
14+
15+
16+***** [0] command.txt
17+***** [1] command.txt#OriginalKeyset
18+***** [2] command.txt#RogueKeyset
19+***** [3] command.txt#SpecialKeys
20+***** [4] command.txt#CommandCounts
21+***** [5] command.txt#ObjectSelection
22+***** [6] commdesc.hlp
--- /dev/null
+++ b/lib/help/command.txt
@@ -0,0 +1,354 @@
1+=== Zangband Commands ===
2+
3+
4+Zangband commands are entered as an "underlying command" (a single key)
5+plus a variety of optional or required arguments. You may choose how
6+the "keyboard keys" are mapped to the "underlying commands" by choosing
7+one of two standard "keynotes", the "original" keyset or the "roguelike"
8+keyset.
9+
10+The original keyset is very similar to the "underlying" command set,
11+with a few additions (such as the ability to use the numeric
12+"directions" to "walk" or the "5" key to "stay still"). The roguelike
13+keyset provides similar additions, and also allows the use of the
14+h/j/k/l/y/u/b/n keys to "walk" (or, in combination with the shift or
15+control keys, to run or tunnel), which thus requires a variety of key
16+mappings to allow access to the underlying commands used for walking,
17+running and tunneling. In particular, the "roguelike" keyset includes
18+many more "capital" and "control" keys, as shown below.
19+
20+Note that any keys that are not required for access to the underlying
21+command set may be used by the user as "command macro" triggers (see
22+below). You may always specify any "underlying command" directly by
23+pressing backslash ("\") plus the "underlying command" key. This is
24+normally only used in "macro" definitions. You may often enter
25+"control-keys" as a caret ("^") plus the key (so "^" + "p" often
26+yields "^P").
27+
28+Some commands allow an optional "repeat count", which allows you to
29+tell the game that you wish to do the command multiple times, unless
30+you press a key or are otherwise disturbed. To enter a "repeat count",
31+type '0', followed by the numerical count, followed by the command. You
32+must type "space" before entering certain commands. Skipping the
33+numerical count yields a count of 99. An option allows certain commands
34+(open, disarm, tunnel, etc) to auto-repeat.
35+
36+Some commands will prompt for extra information, such as a direction,
37+an inventory or equipment item, a spell, a textual inscription, the
38+symbol of a monster race, a sub-command, a verification, an amount of
39+time, a quantity, a file name, or various other things. Normally you
40+can hit return to choose the "default" response, or escape to cancel
41+the command entirely.
42+
43+Some commands will prompt for a spell or an inventory item. Pressing
44+space (or '*') will give you a list of choices. Pressing "-" (minus)
45+selects the item on the floor. Pressing a lowercase letter selects the
46+given item. Pressing a capital letter selects the given item after
47+verification. Pressing a numeric digit '#' selects the first item (if
48+any) whose inscription contains "@#" or "@x#", where "x" is the current
49+"underlying command". You may only specify items which are "legal" for
50+the command. Whenever an item inscription contains "!*" or "!x" (with
51+"x" as above) you must verify its selection.
52+
53+In Zangband, there are items which occasionally teleport you away,
54+asking for permission first. The recurring "Teleport (y/n)?" can be
55+annoying, and this behavior can be eliminated by inscribing the object
56+which causes the teleportation with "." (or any inscription containing
57+the character "."). With this inscription, the object will no longer
58+teleport you around nor keep asking you. If you want to restore the
59+teleport ability to the object, just remove the "." from its
60+inscription. Note that cursed items which teleport you are unaffected
61+by the inscription.
62+
63+Some commands will prompt for a direction. You may enter a "compass"
64+direction using any of the "direction keys" shown below. Sometimes,
65+you may specify that you wish to use the current "target", by pressing
66+"t" or "5", or that you wish to select a new target, by pressing "*"
67+(see "Target" below).
68+
69+Each of the standard keysets provides some short-cuts over the
70+"underlying commands". For example, both keysets allow you to "walk" by
71+simply pressing an "original" direction key (or a "roguelike" direction
72+key if you are using the roguelike keyset), instead of using the "walk"
73+command plus a direction. The roguelike keyset allows you to "run" or
74+"tunnel" by simply holding the shift or control modifier key down while
75+pressing a "roguelike" direction key, instead of using the "run" or
76+"tunnel" command plus a direction. Both keysets allow the use of the
77+"5" key to "stand still", which is most convenient when using the
78+original keyset.
79+
80+Note that on many systems, it is possible to define "macros" (or
81+"command macros") to various keys, or key combinations, so that it is
82+often possible to make macros which, for example, allow the use of the
83+shift or control modifier keys, plus a numeric keypad key, to specify
84+the "run" or "tunnel" command, with the given direction, regardless of
85+any keymap definitions, by using the fact that you can always, for
86+example, use "\" + "." + "6", to specify "run east".
87+
88+
89+***** <OriginalKeyset>
90+=== Original Keyset ===
91+
92+ Original Keyset Directions
93+
94+ 7 8 9
95+ 4 6
96+ 1 2 3
97+
98+ a Aim a wand A Activate an artifact
99+ b Browse a book B Bash a door
100+ c Close a door C Character description
101+ d Drop an item D Disarm a trap
102+ e Equipment list E Eat some food
103+ f Fire an item F Fuel your lantern/torch
104+ g Stay still (flip pickup) G Gain new spells/prayers
105+ h (unused) H (unused)
106+ i Inventory list I Observe an item
107+ j Jam a door J (unused)
108+ k Destroy an item K (unused)
109+ l Look around L Locate player on map
110+ m Cast a spell / use mental power M Full dungeon map
111+ n (unused) N (unused)
112+ o Open a door or chest O (unused)
113+ p Command your pets P (unused)
114+ q Quaff a potion Q Quit (commit suicide)
115+ r Read a scroll R Rest for a period
116+ s Search for traps/doors S Toggle search mode
117+ t Take off equipment T Dig a tunnel
118+ u Use a staff U Use bonus power (if any)
119+ v Throw an item V Version info
120+ w Wear/wield equipment W (unused)
121+ x (unused) X (unused)
122+ y (unused) Y (unused)
123+ z Zap a rod Z (unused)
124+ ! Interact with system ^A (special - wizard command)
125+ @ Interact with macros ^B (unused)
126+ # (unused) ^C (special - break)
127+ $ User interface ^D (unused)
128+ % Interact with visuals ^E Toggle choice window
129+ ^ (special - control key) ^F Repeat level feeling
130+ & Interact with colors ^G (unused)
131+ * Target monster or location ^H (unused)
132+ ( Load screen dump ^I (special - tab)
133+ ) Dump screen dump ^J (special - linefeed)
134+ { Inscribe an object ^K (unused)
135+ } Uninscribe an object ^L (unused)
136+ [ (unused) ^M (special - return)
137+ ] (unused) ^N (unused)
138+ - Walk (flip pickup) ^O (unused)
139+ _ Enter store ^P Show previous messages
140+ + Alter grid ^Q Quit to next midi song
141+ = Set options ^R Redraw the screen
142+ ; Walk (with pickup) ^S Save and don't quit
143+ : Take notes ^T (unused)
144+ ' (unused) ^U (unused)
145+ " Enter a user pref command ^V (unused)
146+ , Stay still (with pickup) ^W (special - wizard mode)
147+ < Go up staircase ^X Save and quit
148+ . Run ^Y (unused)
149+ > Go down staircase ^Z (special - borg command)
150+ \ (special - bypass keymap) | Check various information
151+ ` (special - escape) ~ Check various information
152+ / Identify symbol ? Help
153+
154+
155+***** <RogueKeyset>
156+=== Roguelike Keyset ===
157+
158+ Roguelike Keyset Directions
159+
160+ y k u
161+ h l
162+ b j n
163+
164+ a Zap a rod (Activate) A Activate an artifact
165+ b (walk - south west) B (run - south west)
166+ c Close a door C Character description
167+ d Drop an item D Disarm a trap or chest
168+ e Equipment list E Eat some food
169+ f Bash a door (force) F Fuel your lantern/torch
170+ g Stay still (flip pickup) G Gain new spells/prayers
171+ h (walk - west) H (run - west)
172+ i Inventory list I Observe an item
173+ j (walk - south) J (run - south)
174+ k (walk - north) K (run - north)
175+ l (walk - east) L (run - east)
176+ m Spell casting / mental power M Full dungeon map
177+ n (walk - south east) N (run - south east)
178+ o Open a door or chest O Use bonus power (if any)
179+ p Command your pets P Browse a book
180+ q Quaff a potion Q Quit (commit suicide)
181+ r Read a scroll R Rest for a period
182+ s Search for traps/doors S Jam a door (Spike)
183+ t Fire an item T Take off equipment
184+ u (walk - north east) U (run - north east)
185+ v Throw an item V Version info
186+ w Wear/wield equipment W Locate player on map
187+ x Look around X (unused)
188+ y (walk - north west) Y (run - north west)
189+ z Aim a wand (Zap) Z Use a staff (Zap)
190+ ! Interact with system ^A (special - wizard command)
191+ @ Interact with macros ^B (tunnel - south west)
192+ # Toggle search mode ^C (special - break)
193+ $ (unused) ^D Destroy item
194+ % Interact with visuals ^E Toggle choice window
195+ ^ (special - control key) ^F Repeat level feeling
196+ & Interact with colors ^G (unused)
197+ * Target monster or location ^H (tunnel - west)
198+ ( Load screen dump ^I (special - tab)
199+ ) Dump screen dump ^J (tunnel - south)
200+ { Inscribe an object ^K (tunnel - north)
201+ } Uninscribe an object ^L (tunnel - east)
202+ [ (unused) ^M (tunnel - south)
203+ ] (unused) ^N (tunnel - south east)
204+ - Walk (flip pickup) ^O (unused)
205+ _ Enter store ^P Show previous messages
206+ + Alter grid ^Q Quit to next midi song
207+ = Set options ^R Redraw the screen
208+ ; Walk (with pickup) ^S Save and don't quit
209+ : Take notes ^T Dig a Tunnel
210+ ' (unused) ^U (tunnel - north east)
211+ " Enter a user pref command ^V Examine current target
212+ , Run ^W (special - wizard mode)
213+ < Go up staircase ^X Save and quit
214+ . Stay still (with pickup) ^Y (tunnel - north west)
215+ > Go down staircase ^Z (special - borg command)
216+ \ (special - bypass keymap) | Check information
217+ ` (special - escape) ~ Check information
218+ / Identify symbol ? Help
219+
220+
221+***** <SpecialKeys>
222+=== Special Keys ===
223+
224+Certain special keys may be intercepted by the operating system or
225+the host machine, causing unexpected results. In general, these special
226+keys are control keys, and often, you can disable their special
227+effects.
228+
229+If you are playing on a UNIX or similar system, then Ctrl-C will
230+interrupt Zangband. The second and third interrupt will induce a
231+warning bell, and the fourth will induce both a warning bell and a
232+special message, since the fifth will quit the game, after killing your
233+character. Also, Ctrl-Z will suspend the game, and return you to the
234+original command shell, until you resume the game with the "fg"
235+command. There is now a compilation option to force the game to prevent
236+the "double ctrl-z escape death trick". The Ctrl-\ and Ctrl-D and
237+Ctrl-S keys should not be intercepted.
238+
239+It is often possible to specify "control-keys" without actually
240+pressing the control key, by typing a caret ("^") followed by the key.
241+This is useful for specifying control-key commands which might be
242+caught by the operating system as explained above.
243+
244+Pressing backslash ("\") before a command will bypass all keymaps,
245+and the next keypress will be interpreted as an "underlying command"
246+key, unless it is a caret ("^"), in which case the keypress after that
247+will be turned into a control-key and interpreted as a command in the
248+underlying Zangband keyset. The backslash key is useful for creating
249+macro actions which are not affected by any keymap definitions that may
250+be in force, for example, the sequence "\" + "." + "6" will always mean
251+"run east", even if the "." key has been mapped to a different
252+underlying command.
253+
254+The "0" and "^" and "\" keys all have special meaning when entered
255+at the command prompt, and there is no "useful" way to specify any of
256+them as an "underlying command", which is okay, since they would have
257+no effect.
258+
259+For many input requests or queries, the special character ESCAPE will
260+abort the command. The "[y/n]" prompts may be answered with "y" or
261+"n", or escape. The "-more-" message prompts may be cleared (after
262+reading the displayed message) by pressing ESCAPE, SPACE, RETURN,
263+LINEFEED, or by any keypress, if the "quick_messages" option is turned
264+on.
265+
266+
267+***** <CommandCounts>
268+=== Command Counts ===
269+
270+Some commands can be executed a fixed number of times by preceding
271+them with a count. Counted commands will execute until the count
272+expires, until you type any character, or until something significant
273+happens, such as being attacked. Thus, a counted command doesn't work
274+to attack another creature. While the command is being repeated, the
275+number of times left to be repeated will flash by on the line at the
276+bottom of the screen.
277+
278+To give a count to a command, type 0, the repeat count, and then the
279+command. If you want to give a movement command and you are using the
280+original command set (where the movement commands are digits), press
281+space after the count and you will be prompted for the command.
282+
283+Counted commands are very useful for searching or tunneling, as they
284+automatically terminate on success, or if you are attacked. You may
285+also terminate any counted command (or resting or running), by typing
286+any character. This character is ignored, but it is safest to use a
287+SPACE or ESCAPE which are always ignored as commands in case you type
288+the command just after the count expires.
289+
290+You can tell Zangband to automatically use a repeat count of 99 with
291+commands you normally want to repeat (open, disarm, tunnel, bash,
292+alter, etc) by setting the "always_repeat" option.
293+
294+
295+***** <ObjectSelection>
296+=== Selection of Objects ===
297+
298+Many commands will also prompt for a particular object to be used. For
299+example, the command to read a scroll will ask you which of the scrolls
300+that you are carrying that you wish to read. In such cases, the
301+selection is made by typing a letter of the alphabet. The prompt will
302+indicate the possible letters, and will also allow you to type the key
303+"*", which causes all of the available options to be described. The
304+list of choices will also be shown in the Choice window, if you are
305+using a windows environment and windows are turned on. Often you will
306+be able to press "/" to select an object from your equipment instead of
307+your inventory. Pressing space once will have the same effect as "*",
308+and the second time will cancel the command and run the "i" or "e"
309+command.
310+
311+The particular object may be selected by an upper case or a lower case
312+letter. If lower case is used, the selection takes place immediately.
313+If upper case is used, then the particular option is described, and you
314+are given the option of confirming or retracting that choice. Upper
315+case selection is thus safer, but requires an extra key stroke.
316+Also see the "!*" and "!x" inscriptions, below.
317+
318+For many commands, you can also use "-" to select an object on the
319+floor where you are standing. This lets you read scrolls or quaff
320+potions, for example, off the dungeon floor without picking them up.
321+
322+If you enter a number between 0 and 9, the first item engraved with
323+"@#" where "#" is the number you entered will be selected. For example,
324+if you have a shovel engraved with "@0" and you type "w" (for wield)
325+and then 0, you will wield the shovel. This is very useful for macros
326+(see below), since you can use this to select an object regardless of
327+its location in your pack. For example, Zangband automatically defines
328+a macro for the key "X" to do "w0". If you then engrave both your
329+digging instrument and your primary weapon with @0, pressing X will
330+wield whichever one is not being currently wielded (letting you quickly
331+switch between them). Multiple numbers can be engraved on the same
332+object; for example, if a sword is engraved with @1@0, then either "w1"
333+or "w0" will wield it. Normally, you inscribe "@1@0" on your primary
334+weapon, and "@2@0" on your digger or secondary weapon. Note that an
335+inscription containing "@x#" will act like "@#" but only when the
336+current "Zangband command" is "x". Thus you can put "@z4" on a rod and
337+"@u4" on a staff, and then use both "z4" and "u4" as desired.
338+
339+Note that any object containing "!x" in its inscription, where "x" is
340+the current "Zangband command" (or containing "!*" ever) will induce
341+"verification" whenever that object is "selected". Thus, inscribing,
342+say, "!f!k!d" on an object will greatly reduce the odds of you "losing"
343+it by accident, and inscribing "!*" on an object will allow you to be
344+very paranoid about the object. Note that "selling" and "dropping" both
345+use the "d" command.
346+
347+
348+--
349+Original : Alexander Cutler and Andy Astrand
350+Updated : (2.7.6) by Russ Allbery (rra@cs.stanford.edu)
351+Updated : (2.7.9) by Ben Harrison (benh@phial.com)
352+Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
353+Updated : Zangband DevTeam
354+Last update: January 13, 2000
--- /dev/null
+++ b/lib/help/commdesc.hlp
@@ -0,0 +1,42 @@
1+Zangband Command Descriptions.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Command Descriptions (commdesc.txt)
6+ (1) Inventory Commands (commdesc.txt#Inventory)
7+ (2) Movement Commands (commdesc.txt#Movement)
8+ (3) Resting Commands (commdesc.txt#Resting)
9+ (4) Searching Commands (commdesc.txt#Searching)
10+ (5) Alter Commands (commdesc.txt#Alter)
11+ (6) Spell and Prayer Commands (commdesc.txt#SpellPrayer)
12+ (7) Object Manipulation Commands (commdesc.txt#ObjectManip)
13+ (8) Magical Item Commands (commdesc.txt#MagicalObject)
14+ (9) Throwing and Missile Weapons (commdesc.txt#ThrowFire)
15+ (a) Looking Commands (commdesc.txt#Looking)
16+ (b) Message Commands (commdesc.txt#Message)
17+ (c) Game Status Commands (commdesc.txt#GameStatus)
18+ (d) Saving and Exiting Commands (commdesc.txt#SaveExit)
19+ (e) User Preference Commands (commdesc.txt#UserPref)
20+ (f) Help Commands (commdesc.txt#Help)
21+ (g) Extra Commands (commdesc.txt#Extra)
22+
23+ (?) Help System Commands (helpinfo.txt)
24+
25+
26+***** [0] commdesc.txt
27+***** [1] commdesc.txt#Inventory
28+***** [2] commdesc.txt#Movement
29+***** [3] commdesc.txt#Resting
30+***** [4] commdesc.txt#Searching
31+***** [5] commdesc.txt#Alter
32+***** [6] commdesc.txt#SpellPrayer
33+***** [7] commdesc.txt#ObjectManip
34+***** [8] commdesc.txt#MagicalObject
35+***** [9] commdesc.txt#ThrowFire
36+***** [a] commdesc.txt#Looking
37+***** [b] commdesc.txt#Message
38+***** [c] commdesc.txt#GameStatus
39+***** [d] commdesc.txt#SaveExit
40+***** [e] commdesc.txt#UserPref
41+***** [f] commdesc.txt#Help
42+***** [g] commdesc.txt#Extra
--- /dev/null
+++ b/lib/help/commdesc.txt
@@ -0,0 +1,655 @@
1+=== Command Descriptions ===
2+
3+The following command descriptions are listed as the command name plus
4+the "underlying command" key. This is followed by the command name and
5+"roguelike" keyset key, if different from the underlying command key.
6+Then comes a brief description of the command, including information
7+about alternative methods of specifying the command in each keyset,
8+when needed. Several commands (tunnel, disarm, bash, open) are repeated
9+99 times if the "always_repeat" option is set and no repeat count is
10+given. Some commands use the "repeat count" to automatically repeat the
11+command several times, while others use the "repeat count" as an
12+"argument", for example, commands which need a "quantity" will use the
13+"repeat count" instead of asking for a quantity, allowing the use of
14+"0d" for "drop all". Commands which ask for a quantity will convert any
15+"letters" into the maximal legal value.
16+
17+
18+***** <Inventory>
19+--- Inventory Commands ---
20+
21+Inventory list (i)
22+ Displays a list of objects being carried but not equipped. You can
23+ carry up to 23 different items, not counting those in your
24+ equipment. Often, many identical objects can be "stacked" into a
25+ "pile" which will count as a single item. This is always true of
26+ things like potions, scrolls, and food, but you may have to set
27+ options to allow wands, staves, and other such objects to stack.
28+ Each object has a weight, and if you carry more objects than your
29+ strength permits, you will begin to slow down.
30+
31+Equipment list (e)
32+ Use this command to display a list of the objects currently being
33+ used by your character. Your character has 12 slots for equipment,
34+ each corresponding to a different location on the body, and each
35+ of which may contain only a single object at a time, and each of
36+ which may only contain objects of the proper "type", and which
37+ include WIELD (weapon), BOW (missile launcher), LEFT (ring), RIGHT
38+ (ring), NECK (amulet), LITE (light source), BODY (armor), OUTER
39+ (cloak), ARM (shield), HEAD (helmet), HANDS (gloves), FEET
40+ (boots). You must be using an object to receive any of its special
41+ powers.
42+
43+Drop an item (d)
44+ This drops an item from your inventory or equipment onto the
45+ dungeon floor. If the floor spot you are standing on already has
46+ an object in it, Zangband will attempt to drop the item onto an
47+ adjacent space. Be warned that if the floor is full and you
48+ attempt to drop something, it may disappear and be destroyed.
49+ Doors and traps are considered objects for the purpose of
50+ determining if the space is occupied. If the selected pile
51+ contains multiple items, you may specify a quantity.
52+
53+Destroy an item (k) or Destroy an item (^D)
54+ This destroys an item in your inventory or on the dungeon floor.
55+ If the selected pile contains multiple objects, you may specify
56+ a quantity. You must always (currently) verify this command.
57+
58+Wear/Wield equipment (w)
59+ To wear or wield an object in your inventory, use this command.
60+ Since only one object can be in each slot at a time, if you wear
61+ or wield an item into a slot which is already occupied, the old
62+ item will be first be taken off, and may in fact be dropped if
63+ there is no room for it in your inventory.
64+
65+Take off equipment (t) or Take off equipment (T)
66+ Use this command to take off a piece of equipment and return it
67+ to your inventory. Occasionally, you will run into a cursed item
68+ which cannot be removed. These items normally penalize you in some
69+ way and cannot be taken off until the curse is removed. If there
70+ is no room in your inventory for the item, your pack will overflow
71+ and you will drop the item after taking it off.
72+
73+
74+***** <Movement>
75+--- Movement Commands ---
76+
77+Walk (with pickup) (;)
78+ Moves one step in the given direction. The square you are moving
79+ into must not be blocked by walls or doors. You will pick up any
80+ items in the destination grid if the "always_pickup" option is
81+ set, or if the "query_pickup" option is set and you respond
82+ correctly. This command can take a count and requires a direction.
83+ You may also use the "original" direction keys (both keysets) or
84+ the "roguelike" direction keys (roguelike keyset) to walk in a
85+ direction.
86+
87+Walk (flip pickup) (-)
88+ This is just like normal move, except that the "Pick things up"
89+ option is inverted. In other words, if you normally pick up
90+ anything you encounter (the default), you will not pick things up
91+ when using this command. If you normally do not pick things up,
92+ you will when using this command. This command can take a count
93+ and requires a direction.
94+
95+Run (.) or Run (,)
96+ This command will move in the given direction, following any bends
97+ in the corridor, until you either have to make a "choice" between
98+ two directions or you are disturbed. You can configure what will
99+ disturb you by setting the disturbance options. Run requires a
100+ direction. You may also use shift plus the "roguelike" direction
101+ keys (roguelike keyset), or shift plus the "original" direction
102+ keys on the keypad (both keysets, some machines) to run in a
103+ direction.
104+
105+Go up staircase (<)
106+ Climbs up an up staircase you are standing on. There is always at
107+ least one staircase going up on every level except for the town
108+ level (this doesn't mean it's easy to find). Going up a staircase
109+ will take you to a new dungeon level unless you are at 50 feet
110+ (dungeon level 1), in which case you will return to the town
111+ level. Note that whenever you leave a level (not the town), you
112+ will never find it again. This means that for all intents and
113+ purposes, any objects on that level are destroyed. This includes
114+ artifacts unless the "Create characters in preserve mode" option
115+ was set when your character was created, in which case the
116+ artifacts may show up again later.
117+
118+Go down staircase (>)
119+ Descends a down staircase you are standing on. There are always
120+ at least two staircases going down on each level, except for the
121+ town which has only one, and "quest" levels, which have none until
122+ the quest monster is killed. Going down a staircase will take you
123+ to a new dungeon level. See "Go Up Staircase" for more info.
124+
125+
126+***** <Resting>
127+--- Resting Commands ---
128+
129+Stay still (with pickup) (,) or Stay still (with pickup) (.)
130+ Stays in the same square for one move. If you normally pick up
131+ objects you encounter, you will pick up whatever you are standing
132+ on. This command can take a count. You may also use the "5" key
133+ (both keysets).
134+
135+Stay still (flip pickup) (g)
136+ Stays in the same square for one move. If you normally pick up
137+ objects you encounter, you will not pick up whatever you are
138+ standing on. If you normally do not pick up objects, you will
139+ pick up what you are standing on. This command is normally only
140+ used when the "always_pickup" option is false. This command can
141+ take a count.
142+
143+Rest (R)
144+ Resting is better for you than repeatedly staying still, and can
145+ be told to automatically stop after a certain amount of time, or
146+ when various conditions are met. In any case, you always wake up
147+ when anything disturbing happens, or when you press any key. To
148+ rest, enter the Rest command, followed by the number of turns you
149+ want to rest, or "*" to rest until your hitpoints and mana are
150+ restored, or "&" to rest until you are fully "healed". This
151+ command can take a count, which is used for the number of turns to
152+ rest.
153+
154+
155+***** <Searching>
156+--- Searching Commands ---
157+
158+Search (s)
159+ This command can be used to locate hidden traps and secret doors
160+ in the spaces adjacent to the player. More than a single turn of
161+ searching will be required in most cases. You should always search
162+ a chest before trying to open it, since they are generally
163+ trapped. This command can take a count, which is useful if you
164+ are fairly sure of finding something eventually, since the command
165+ stops as soon as anything is found. This command can take a count.
166+
167+Toggle search mode (S) or Toggle search mode (#)
168+ This command will take you into and out of search mode. When first
169+ pressed, the message "Searching" will appear at the bottom of the
170+ screen. You are now taking two turns for each command, one for the
171+ command and one turn to search. This means that you are taking
172+ twice the time to move around the dungeon, and therefore twice the
173+ food. Search mode will automatically turn off if you are
174+ disturbed. You may also turn off search mode by entering the
175+ Search Mode command again.
176+
177+
178+***** <Alter>
179+--- Alter Commands ---
180+
181+Tunnel (T) or Tunnel (^T)
182+ Tunneling or mining is a very useful art. There are many kinds of
183+ rock, with varying hardness, including permanent rock (permanent),
184+ granite (very hard), quartz veins (hard), magma veins (soft), and
185+ rubble (very soft). Quartz and Magma veins may be displayed in a
186+ special way, and may sometimes contain treasure, in which case
187+ they will be displayed in a different way. Rubble sometimes covers
188+ an object. It is hard to tunnel unless you are wielding a heavy
189+ weapon or a shovel or a pick. Tunneling ability increases with
190+ strength and weapon weight. This command can take a count,
191+ requires a direction, and is affected by the "always_repeat"
192+ option.
193+
194+Open a door or chest (o)
195+ To open an object such as a door or chest, you must use this
196+ command. If the object is locked, you will attempt to pick the
197+ lock based on your disarming ability. If you open a trapped chest
198+ without disarming the traps first, the trap will be set off. Some
199+ doors will be jammed shut and may have to be forced open. You may
200+ need several tries to open a door or chest. Open can take a count,
201+ requires a direction, and is affected by the "always_repeat"
202+ option.
203+
204+Close a door (c)
205+ Non-intelligent and some other creatures cannot open doors, so
206+ shutting doors can be quite valuable. Broken doors cannot be
207+ closed. Bashing a door open may break it. Close can take a count,
208+ requires a direction, and is affected by the "always_repeat"
209+ option.
210+
211+Jam a door (j) or Spike a door (S)
212+ Many monsters can simply open closed doors, and can eventually
213+ get through a locked door. You may therefore occasionally want
214+ to jam a door shut with iron spikes. Each spike used on the door
215+ will make it harder to bash down the door, up to a certain limit.
216+ Smaller monsters are less able to bash down doors. In order to
217+ use this command, you must be carrying iron spikes. Jam or Spike
218+ requires a direction.
219+
220+Bash a door (B) or Force a door (f)
221+ This command allows you to bash down jammed doors. Your bashing
222+ ability increases with strength. Bashing open a door can (briefly)
223+ throw you off balance. Doors that are stuck, or which have been
224+ jammed closed with spikes can only be opened by bashing, and all
225+ closed doors can be bashed open if desired. Bashing a door open
226+ may permanently break it so that it can never be closed. Bash or
227+ Force can take a count, requires a direction, and is affected by
228+ the "always_repeat" option.
229+
230+Disarm a trap or chest (D)
231+ You can attempt to disarm traps on the floor or on chests. If you
232+ fail, there is a chance that you will blunder and set it off. You
233+ can only disarm a trap after you have found it (usually with the
234+ Search command). Disarm can take a count, requires a direction,
235+ and is affected by the "always_repeat" option.
236+
237+Alter (+)
238+ This special command allows the use of a single keypress to select
239+ any of the "obvious" commands above (attack, tunnel, bash, open,
240+ disarm, close), and, by using macros or keymaps, to combine this
241+ keypress with directions. In general, this allows the use of the
242+ "control" key plus the appropriate "direction" key (including the
243+ roguelike direction keys in roguelike mode) as a kind of generic
244+ "alter the terrain feature of an adjacent grid" command. Alter can
245+ take a count, requires a direction, and is affected by the
246+ "always_repeat" option.
247+
248+
249+***** <SpellPrayer>
250+--- Spell and Prayer Commands ---
251+
252+Browse a book (b) or Peruse a book (P)
253+ Only mages, rogues, and rangers can read magic books, and only
254+ priests and paladins can read prayer books. Warriors cannot read
255+ any books. When this command is used, all of the spells or prayers
256+ contained in the selected book are displayed, along with such
257+ information as their level, the amount of mana required to cast
258+ them, and whether or not you know the spell or prayer.
259+
260+Gain new spells or prayers (G)
261+ Use this command to actually learn new spells or prayers. When you
262+ are able to learn new spells or prayers, the word "Study" will
263+ appear on the status line at the bottom of the screen. If you have
264+ a book in your possession, containing spells or prayers which you
265+ may learn, then you may choose to study that book. If you are a
266+ mage, rogue, or ranger, you may actually choose which spell to
267+ study. If you are a priest or paladin, your gods will choose a
268+ prayer for you. There are nine books of each type, some normally
269+ found only in the dungeon.
270+
271+Cast a spell / Pray a prayer (m)
272+ To cast a spell, you must have previously learned the spell and
273+ must have in your inventory a book from which the spell can be
274+ read. Each spell has a chance of failure which starts out fairly
275+ large but decreases as you gain levels. If you don't have enough
276+ mana to cast a spell, you will be prompted for confirmation. If
277+ you decide to go ahead, the chance of failure is greatly increased,
278+ and you may lose a point of constitution. Since you must read the
279+ spell from a book, you cannot be blind or confused while casting,
280+ and there must be some light present.
281+
282+ To pray effectively, you must have previously learned the prayer
283+ and must have in your inventory a book from which the prayer can
284+ be read. Each prayer has a chance of being ignored which starts
285+ out fairly large but decreases as you gain levels. If you don't
286+ have enough mana to cast a spell, you will be prompted for
287+ confirmation. If you decide to go ahead, the chance of failure
288+ is greatly increased, and you may lose a point of constitution.
289+ Since you must read the prayer from a book, you cannot be blind
290+ or confused while praying, and there must be some light present.
291+
292+
293+***** <ObjectManip>
294+--- Object Manipulation Commands ---
295+
296+Eat some food (E)
297+ You must eat regularly to prevent starvation. As you grow hungry,
298+ a message will appear at the bottom of the screen saying "Hungry".
299+ If you go hungry long enough, you will become weak, then start
300+ fainting, and eventually, you may will die of starvation. You may
301+ use this command to eat food in your inventory. Note that you can
302+ sometimes find food in the dungeon, but it is not always wise to
303+ eat strange food.
304+
305+Fuel your lantern/torch (F)
306+ If you are using a torch and have more torches in your pack,
307+ or you are using a lantern and have flasks of oil in your pack,
308+ then your can "refuel" them with this command. Torches and
309+ Lanterns are limited in their maximal fuel. In general, two flasks
310+ will fully fuel a lantern and two torches will fully fuel a torch.
311+
312+Quaff a potion (q)
313+ Use this command to drink a potion. Potions affect the player in
314+ various ways, but the effects are not always immediately obvious.
315+
316+Read a scroll (r)
317+ Use this command to read a scroll. Scroll spells usually have an
318+ area effect, except for a few cases where they act on other
319+ objects. Reading a scroll causes the parchment to disintegrate as
320+ the scroll takes effect. Most scrolls which prompt for more
321+ information can be aborted (by pressing escape), which will stop
322+ reading the scroll before it disintegrates.
323+
324+Inscribe an object ({)
325+ This command inscribes a string on an object. The inscription is
326+ displayed inside curly braces after the object description. The
327+ inscription is limited to the particular object (or pile) and is
328+ not automatically transferred to all similar objects. Under
329+ certain circumstances, Zangband will display "fake" inscriptions
330+ on certain objects ("cursed", "broken", "tried", "empty", "NN%
331+ off") when appropriate. These "fake" inscriptions are "covered up"
332+ by real inscriptions, but will re-appear if the real inscription
333+ is removed. In addition, Zangband will occasionally place a "real"
334+ inscription on an object for you, normally as the result of your
335+ character getting a "feeling" about the item. All characters will
336+ get "feelings" about weapons and armor after carrying them for a
337+ while. Warriors get the most detailed feelings, and get them
338+ quicker than any other class. An item labeled as "{empty}" was
339+ found to be out of charges, and an item labeled as "{tried}" is a
340+ "flavored" item which the character has used, but whose effects
341+ are unknown. Certain inscriptions have a meaning to the game, see
342+ "@#", "@x#", "!*", and "!x", in the section on inventory object
343+ selection.
344+
345+Uninscribe an object (})
346+ This command removes the inscription on an object. This command
347+ will have no effect on "fake" inscriptions added by the game
348+ itself.
349+
350+
351+***** <MagicalObject>
352+--- Magical Object Commands ---
353+
354+Activate an artifact (A)
355+ You have heard rumors of special weapons and armor deep in the
356+ Pits, items that can let you breath fire like a dragon or light
357+ rooms with just a thought. Should you ever be lucky enough to
358+ find such an item, this command will let you activate its special
359+ ability. Special abilities can only be used if you are wearing or
360+ wielding the item.
361+
362+Aim a wand (a) or Zap a wand (z)
363+ Wands must be aimed in a direction to be used. Wands are magical
364+ devices, and therefore there is a chance you will not be able to
365+ figure out how to use them if you aren't good with magical
366+ devices. They will fire a shot that affects the first object or
367+ creature encountered or fire a beam that affects anything in a
368+ given direction, depending on the wand. An obstruction such as a
369+ door or wall will generally stop the effects from traveling any
370+ farther. This command requires a direction and can use a target.
371+
372+Use a staff (u) or Zap a staff (Z)
373+ This command will use a staff. A staff is normally very similar
374+ to a scroll, in that they normally either have an area effect or
375+ affect a specific object. Staves are magical devices, and there
376+ is a chance you will not be able to figure out how to use them.
377+
378+Zap a rod (z) or Activate a rod (a)
379+ Rods are extremely powerful magical items, which cannot be burnt
380+ or shattered, and which can have either staff-like or wand-like
381+ effects, but unlike staves and wands, they don't have charges.
382+ Instead, they draw on the ambient magical energy to recharge
383+ themselves, and therefore can only be activated once every few
384+ turns. The recharging time varies depending on the type of rod.
385+ This command may require a direction (depending on the type of
386+ rod, and whether you are aware of its type) and can use a target.
387+
388+
389+***** <ThrowFire>
390+--- Throwing and Missile Weapons ---
391+
392+Fire an item (f) or Fire an item (t)
393+ You may throw any object carried by your character. Depending on
394+ the weight, it may travel across the room or drop down beside you.
395+ Only one object from a pile will be thrown at a time. Note that
396+ throwing an object will often cause it to break, so be careful!
397+ If you throw something at a creature, your chances of hitting it
398+ are determined by your pluses to hit, your ability at throwing,
399+ and the object's pluses to hit. Once the creature is it, the
400+ object may or may not do any damage to it. You've heard rumors
401+ that some objects found in the dungeon can do huge amounts of
402+ damage when thrown, but you're not sure which objects those
403+ are.... Note that flasks of oil will do a fairly large chunk
404+ of damage to a monster on impact, supposedly representing fire
405+ damage, but it works against fire elementals too... If you are
406+ wielding a missile launcher compatible with the object you are
407+ throwing, then you automatically use the launcher to fire the
408+ missile with much higher range, accuracy, and damage, then you
409+ would get by just throwing the missile. Fire or Throw requires
410+ a direction. Targeting mode (see the next command) can be invoked
411+ with "*" at the "Direction?" prompt.
412+
413+Throw an item (v)
414+ You may throw any object carried by your character. The lighter
415+ the object, the farther you can throw it. Only one object from a
416+ stack may be thrown at a time. Throwing an object may break it.
417+ If you throw something at a monster, your chances of hitting it
418+ are determined by your pluses to hit, your ability at throwing,
419+ and the object's pluses to hit. If the object hits the monster,
420+ it may or may not do damage. Some objects, such as weapons, or
421+ flasks of oil, can do a substantial amount of damage. This
422+ command requires a direction, and can take a target.
423+
424+Targeting Mode (*)
425+ This will allow you to aim your spells and such at a specific
426+ monster or grid, so that you can point directly towards that
427+ monster or grid (even if this is not a "compass" direction) when
428+ you are asked for a direction. You can set a target using this
429+ command, or you can set a new target at the "Direction?" prompt
430+ when appropriate. At the targeting prompt, you have many options.
431+ First of all, targeting mode starts targeting nearby monsters
432+ which can be reached by "projectable" spells and thrown objects.
433+ In this mode, you can press "t" (or "5" or ".") to select the
434+ current monster, space to advance to the next monster, "-" to back
435+ up to the previous monster, direction keys to advance to a monster
436+ more or less in that direction, "r" to "recall" the current
437+ monster, "q" to exit targeting mode, and "p" (or "o") to stop
438+ targeting monsters and enter the mode for targeting a location on
439+ the floor or in a wall. Note that if there are no nearby monsters,
440+ you will automatically enter this mode. Note that hitting "o" is
441+ just like "p", except that the location cursor starts on the last
442+ examined monster instead of on the player. In this mode, you use
443+ the "direction" keys to move around, and the "q" key to quit, and
444+ the "t" (or "5" or ".") key to target the cursor location. Note
445+ that targeting a location is slightly "dangerous", as the target
446+ is maintained even if you are far away. To cancel an old target,
447+ simply hit "*" and then ESCAPE (or "q"). Note that when you cast
448+ a spell or throw an object at the target location, the path chosen
449+ is the "optimal" path towards that location, which may or may not
450+ be the path you want. Sometimes, by clever choice of a location on
451+ the floor for your target, you may be able to convince a thrown
452+ object or cast spell to squeeze through a hole or corridor that is
453+ blocking direct access to a different grid. Launching a ball spell
454+ or breath weapon at a location in the middle of a group of
455+ monsters can often improve the effects of that attack, since ball
456+ attacks are not stopped by interposed monsters if the ball is
457+ launched at a target. This command takes no time.
458+
459+
460+***** <Looking>
461+--- Looking Commands ---
462+
463+Full screen map (M)
464+ This command will show a map of the entire dungeon, reduced by a
465+ factor of nine, on the screen. Only the major dungeon features
466+ will be visible because of the scale, so even some important
467+ objects may not show up on the map. This is particularly useful
468+ in locating where the stairs are relative to your current
469+ position, or for identifying unexplored areas of the dungeon.
470+ This command takes no time.
471+
472+Locate player on map (L) or Where is the player (W)
473+ This command lets you scroll your map around, looking at all
474+ sectors of the current dungeon level, until you press escape, at
475+ which point the map will be re-centered on the player if
476+ necessary. To scroll the map around, simply press any of the
477+ "direction" keys. The top line will display the sector location,
478+ and the offset from your current sector. This command takes no
479+ time.
480+
481+Look around (l) or Examine things (x)
482+ This command is used to look around at nearby monsters (to
483+ determine their type and health) and objects (to determine their
484+ type). It is also used to find out what objects (if any) are under
485+ monsters, and if a monster is currently inside a wall. This
486+ command takes no time.
487+
488+ When you are looking at something, you may hit space for more
489+ details, or to advance to the next interesting monster or object,
490+ or minus ("-") to go back to the previous monster or object, or a
491+ direction key to advance to the nearest interesting monster or
492+ object (if any) in that general direction, or "r" to recall
493+ information about the current monster race, or "q" or escape to
494+ stop looking around. You always start out looking at the "nearest"
495+ interesting monster or object.
496+
497+Observe an item (I)
498+ This command lets you observe a previously *identified* item.
499+ This will tell you things about the special powers of the object.
500+ Currently, it only makes sense for artifacts and ego-items.
501+
502+
503+***** <Message>
504+--- Message Commands ---
505+
506+Repeat level feeling (^F)
507+ Repeats the feeling about the dungeon level that you got when you
508+ first entered the level.
509+
510+View previous messages (^P)
511+ This command shows you all the recent messages. You can scroll
512+ through them, or exit with ESCAPE. This command takes no time.
513+
514+Take notes (:)
515+ This command allows you to take notes, which will then appear in
516+ your message list (prefixed with "Note:"). This command takes
517+ no time.
518+
519+
520+***** <GameStatus>
521+--- Game Status Commands ---
522+
523+Character Description (C)
524+ Brings up a full description of your character, including your
525+ skill levels, your current and potential stats, and various other
526+ information. From this screen, you can change your name or use
527+ the file character description command to save your character
528+ status to a file. That command saves additional information,
529+ including your background, your inventory, and the contents of
530+ your house.
531+
532+Check Artifacts, Uniques and Objects (~ or |)
533+ The command opens a menu from which you can select information
534+ about seen Artifacts, Unique monsters, and identified objects.
535+
536+Display known artifacts
537+ This selection lists all of the artifacts that you've encountered.
538+ Any artifact that appears in this list, which you cannot seem to
539+ find, has been lost forever. The "preserve" mode will prevent
540+ you from accidentally losing any artifacts, but will also prevent
541+ you from ever getting a "special" level feeling. This command can
542+ only be used on the town level, not inside the dungeon.
543+
544+Display known uniques
545+ Brings up a list of known unique monsters, plus their current
546+ status. Once killed, unique monsters never show up again.
547+
548+Display known objects
549+ This list all 'flavored' objects (such as rings, scrolls, wands,
550+ potions, etc.) which you have identified.
551+
552+
553+***** <SaveExit>
554+--- Saving and Exiting Commands ---
555+
556+Save and Quit (Ctrl-X)
557+ To save your game so that you can return to it later, use this
558+ command. Save files will also be generated (hopefully) if the
559+ game crashes due to a system error. After you die, you can use
560+ your savefile to play again with the same options and such.
561+
562+Save (Ctrl-S)
563+ This command saves the game but doesn't exit Zangband. Use this
564+ frequently if you are paranoid about having the computer crash
565+ while you are playing.
566+
567+Quit (commit suicide) (Q)
568+ Kills your character and exits Zangband. You will be prompted to
569+ make sure you really want to do this, and then asked to verify
570+ that choice. Note that dead characters are dead forever.
571+
572+
573+***** <UserPref>
574+--- User pref file commands ---
575+
576+See the file pref.hlp for a description of the user preference commands
577+together with a detailed description of this function.
578+
579+
580+***** <Help>
581+--- Help ---
582+
583+Help (?)
584+ Brings up the Zangband on-line help system. Note that the help
585+ files are just text files in a particular format, and that other
586+ help files may be available on the Net. In particular, there are
587+ a variety of spoiler files which do not come with the standard
588+ distribution. Check the place you got Zangband from or ask on the
589+ newsgroup rec.games.roguelike.angband about them.
590+
591+Identify Symbol (/)
592+ Use this command to find out what a character stands for. For
593+ instance, by pressing "/.", you can find out that the "." symbol
594+ stands for a floor spot. When used with a symbol that represents
595+ creatures, the this command will tell you only what class of
596+ creature the symbol stands for, not give you specific information
597+ about a creature you can see. To get that, use the Look command.
598+
599+ There are three special symbols you can use with the Identify
600+ Symbol command to access specific parts of your monster memory.
601+ Typing Ctrl-A when asked for a symbol will recall details about
602+ all monsters, typing Ctrl-U will recall details about all unique
603+ monsters, and typing Ctrl-N will recall details about all
604+ non-unique monsters.
605+
606+ If the character stands for a creature, you are asked if you want
607+ to recall details. If you answer yes, information about the
608+ creatures you have encountered with that symbol is shown in the
609+ Recall window if available, or on the screen if not. You can also
610+ answer "k" to see the list sorted by number of kills, or "p" to
611+ see the list sorted by dungeon level the monster is normally found
612+ on. Pressing ESCAPE at any point will exit this command.
613+
614+Game Version (V)
615+ This command will tell you what version of Zangband you are using.
616+ For more information, see the "version.txt" help file.
617+
618+
619+***** <Extra>
620+--- Extra Commands ---
621+
622+Toggle Choice Window (^E)
623+ Toggles the display in the choice window (if available) between
624+ your inventory and your equipment. This command only applies if
625+ you are running Zangband under a windowing environment and the
626+ choice window is available. This also redraws the choice window.
627+
628+Redraw Screen (^R)
629+ This command adapts to various changes in global options, and
630+ redraws all of the windows. This command should be used after
631+ changing various global properties (options, attr/char mappings,
632+ color definitions, etc). When in doubt, use it.
633+
634+Load screen dump (left-paren)
635+ This command loads a "snap-shot" of the current screen from the
636+ file "dump.txt", and displays it on the screen.
637+
638+Save screen dump (right-paren)
639+ This command dumps a "snap-shot" of the current screen to the file
640+ "dump.txt", including encoded color information.
641+
642+Command your pets (p)
643+ If you have pets then this command allows you to give orders
644+ to your pets. You can call them to you, send them out to kill
645+ other monsters, dismiss them, and allow/disallow opening of door
646+ and picking up items. Your pets will drop all picked up items when
647+ you disallow them to pick up anything.
648+
649+--
650+Original : Alexander Cutler and Andy Astrand
651+Updated : (2.7.6) by Russ Allbery (rra@cs.stanford.edu)
652+Updated : (2.7.9) by Ben Harrison (benh@phial.com)
653+Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
654+Updated : Zangband DevTeam
655+Last update: January 13, 2000
--- /dev/null
+++ b/lib/help/defend.hlp
@@ -0,0 +1,26 @@
1+Defending Yourself.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Defending Yourself (defend.txt)
6+ (1) Armor Class (defend.txt#Armor)
7+ (2) Resisting Magical Attacks (defend.txt#ResistingMagic)
8+ (3) Ego Armor and Artifacts (defend.txt#EgoArtifact)
9+ (4) The Resistances (defend.txt#Resistances)
10+ (5) Unresistable Attacks (defend.txt#Unresistable)
11+ (6) Immunities (defend.txt#Immunities)
12+ (7) Miscellaneous Resists (defend.txt#Miscellaneous)
13+ (8) Recovering from Attacks (defend.txt#Recovering)
14+
15+ (?) Help System Commands (helpinfo.txt)
16+
17+
18+***** [0] defend.txt
19+***** [1] defend.txt#Armor
20+***** [2] defend.txt#ResistingMagic
21+***** [3] defend.txt#EgoArtifact
22+***** [4] defend.txt#Resistances
23+***** [5] defend.txt#Unresistable
24+***** [6] defend.txt#Immunities
25+***** [7] defend.txt#Miscellaneous
26+***** [8] defend.txt#Recovering
--- /dev/null
+++ b/lib/help/defend.txt
@@ -0,0 +1,578 @@
1+=== Defending Yourself ===
2+
3+In Zangband, monsters may damage and otherwise harm you in a number of
4+ways: in direct melee combat, by exploding next to you, by breathing
5+on you and by casting spells. Some monsters referred to as "summoners"
6+may not directly harm you but may summon other monsters to do their
7+dirty work for them.
8+
9+Creatures will attack you in the same manner in which you attack them.
10+If they move into you, they attack you. Virtually all monsters can
11+lower your hit points by means of a melee attack, and if you lose too
12+many, you die. Fortunately, this is also the attack most easily guarded
13+against (by wielding armor). Each monster has a maximum of four melee
14+attacks which may be of varying type, power and effect.
15+
16+In addition to pure damage, there can be a number of side-effects from
17+a monster hitting you. For example, an especially powerful attack may
18+stun you wound you. Stunning is cumulative and, if not addressed, may
19+eventually result in you becoming knocked out which allows your
20+opponent to continue attacking while you lie helpless. Wounds will
21+cause you to lose hit points each round until you either die or your
22+wound heals. You will slowly recover from any wound except a Mortal
23+Wound with time and all wounds can be healed magically.
24+
25+In addition to cuts and stunning, some monsters melee attacks may have
26+other consequences. These include causing you to become blind, scared,
27+confused, poisoned or paralyzed. There are many others less common
28+effects. Full details of monsters melee ability may be found in the
29+section on Monsters (see monster.txt).
30+
31+Many monsters also have an array of magical spells which they may use
32+against you and others can use various breath attacks on you from a
33+distance. For example, a red dragon might breathe fire at you. You can
34+defend yourself from the side-effects of melee attacks, monster spells
35+and breath attacks by searching for armor that is resistant to that
36+form of attack.
37+
38+As you move down deeper into the dungeon in search of better items,
39+you will need to steadily improve your defenses against pure damage,
40+wounds, stunning, bolts, balls, and breaths of various kinds,
41+reductions of exp and stats, theft, and a variety of miscellaneous
42+magical attacks.
43+
44+***** <Armor>
45+=== Armor Class ===
46+
47+Your armor class (or AC) is a number that describes the amount and the
48+quality of armor being worn. Armor class will generally run from about
49+0 to 150, but could become negative or greater than 150 with rarer
50+armor or by magical means. Note the spell casters receive a penalty
51+to their maximum mana for wielding armor that is too heavy. In addition,
52+monks lose much of their bare handed fighting skill if their armor
53+becomes too heavy.
54+
55+The larger your armor class, the more protective it is. A negative
56+armor class would actually help get you hit. Armor protects you in
57+three manners. One, it makes you harder to be hit for damage. A hit for
58+no damage is the same as a miss. Two, good armor will absorb some of
59+the damage that your character would have taken from normal attacks.
60+Three, acid damage is reduced by wearing body armor (but the armor will
61+be damaged instead). It is obvious that a high armor class is a must
62+for surviving the deeper levels of Zangband. Note, however, that armor
63+class by itself will not protect you from the side effects of monster
64+melee attacks mentioned above.
65+
66+Each piece of armor has a base armor value, which, like the damage from
67+weapons, is assumed known by the player, and a magic bonus, which will
68+not be displayed unless the armor has been identified or was bought in
69+a store.
70+
71+Armor class values are always displayed between a set of brackets as
72+'[#]' or '[#,+#]'. The first value is the armor class of the item. The
73+second number is the magical bonus of the item which is only displayed
74+if known, and will always have a sign preceding the value.
75+
76+Note: A few rings, amulets, and weapons also have the '[+#]' notation,
77+indicating that they provide an armor bonus. Many pieces of heavy body
78+armor will also have a '(-#)' before the '[#,+#]', which indicates that
79+the weight of the armor decreases your chances of hitting monsters.
80+This can range from nonexistent for very light armor to (-8) for the
81+very heaviest armor!
82+
83+
84+***** <ResistingMagic>
85+=== Resisting Magical Attacks ===
86+
87+Against some magical attacks (such as cause wounds, cause blindness or
88+cause fear) the player will first get a saving throw (see the Skills
89+page). However, against attacks such as bolts and ball spells this does
90+not apply. Also, there is no saving throw against monster breaths. For
91+these types of attacks, your only recourse it to find items or other
92+means which grant you 'resistance' to that type of attack.
93+
94+In Zangband there are many forms of resistance which may be obtained
95+either as bonuses from your equipment, as the result of casting a
96+magical spell, activating certain artifacts or as the result of a
97+mutation. Unfortunately, not all attacks available to monsters can be
98+resisted and most can only be partially resisted.
99+
100+Each resistance has one or more corresponding monster attack which it
101+'resists'. By this we mean that it reduces the amount of damage that
102+your character will take as a result of an attack of that kind. For
103+example, fire resistance will reduce the damage to your character
104+resulting from fire attacks such as a fire bolt or being breathed upon
105+by a red dragon. Note that appropriate resistances will also negate or
106+reduce some side-effects of monster melee attacks.
107+
108+There are two categories of resistances: (1) the low (or elemental)
109+resistances - acid, fire, cold and electricity; and (2) the high
110+resistances - poison, confusion, light, dark, blindness, sound, fear,
111+shards, nexus, chaos, nether, gravity, disenchantment and time. In
112+general, the low resistances are more commonly available, they can be
113+double-resisted and the corresponding attacks have a higher maximum
114+damage potential.
115+
116+A common misconception amongst new players is that having multiple
117+sources of a particular resistance will increase your character's
118+resistance to attacks of that form. This is not true. You will get the
119+same benefit from wielding a single Amulet of Resist Acid as wielding a
120+Shield of Resist Acid, an {Armor-type} of Resist Acid and an artifact
121+weapon which grants acid resistance all at the same time.
122+
123+As stated above, however, it is possible to get double resistance for
124+the low resists (and also poison). This is because these resistances
125+are also available on a temporary basis by casting certain spells or by
126+quaffing a Potion of Resistance. Some items may also activate for
127+temporary resistance and it may also be gained from one of the many
128+possible mutations. This temporary effect is cumulative with the
129+permanent effect and will increase your protection against these kinds
130+of attacks.
131+
132+
133+***** <EgoArtifact>
134+=== Ego Armor and Artifacts ===
135+
136+In addition to the ordinary armor items your character may find in
137+the dungeon, some of them may be endowed with additional powers.
138+These armors are fall into two types(1) artifacts; and (2) ego armors.
139+Unlike artifacts which are unique and may only be found once in each
140+game, it is not unusual to find several ego armors of the same type
141+during the course of a character's adventures.
142+
143+In general, artifacts and ego armors may boost one or more of your
144+primary statistics, may confer certain abilities upon your character
145+and may grant resistance to certain forms of attack. Each Ego type may
146+only be found on certain types of armor - for example, you can find a
147+Shield of Elvenkind but not Boots of Elvenkind.
148+
149+Note: Zangband has extended the original Angband's concept of adding
150+random abilities to the various Ego types considerably. These can be
151+either guaranteed or have only a varying chance of being granted. (See
152+'Randabil.spo' for details of the random powers of Ego Armor).
153+
154+
155+--- Armor/Shields ---
156+
157+of Resist Acid.
158+ A character using such an object will take only one third normal
159+ damage from any acid thrown upon him. In addition, armor so
160+ enchanted will resist the acid's effects and not be damaged by it.
161+
162+of Resist Lightning.
163+ A character using a resist lightning object will take only one
164+ third damage from electrical attacks.
165+
166+of Resist Fire.
167+ A character using a resist fire object will take only one third
168+ damage from heat and fire.
169+
170+of Resist Cold.
171+ A character using a resist cold object will take only one third
172+ damage from frost and cold.
173+
174+of Resistance.
175+ A character wearing armor with this ability will have resistance
176+ to Acid, Cold, Fire, and Lightning as explained in each part
177+ above.
178+
179+of Elvenkind.
180+ This is the same as Resistance armor, only generally better
181+ enchanted. It will also make you more stealthy.
182+
183+of Permanence (Robes Only)
184+ These robes provide resistance to fire, cold, acid, and
185+ electricity and cannot be damaged by acid. They also resist life
186+ draining attacks and sustain all your primary statistics.
187+
188+of Reflection (Shields Only)
189+ These shields reflect missiles and bolt spells preventing damage
190+ to the player character and often damaging the originating
191+ monster. The reflection is not 100% effective but nearly so.
192+
193+--- Caps/Helms/Crowns ---
194+
195+of Intelligence
196+ This item will both increase and sustain your intelligence.
197+
198+of Wisdom
199+ This item and will both increase and sustain your wisdom.
200+
201+of Beauty
202+ This item will both increase and sustain your charisma.
203+
204+of the Magi
205+ This item will both increase and sustain your intelligence, and
206+ grants resistance against fire, frost, acid, and lightning.
207+
208+of Might
209+ This item will both increase and sustain your strength, dexterity,
210+ and constitution and will also make you immune to any foe's attempt
211+ to slow or paralyze you.
212+
213+of Lordliness
214+ This item will both increase and sustain your wisdom and charisma.
215+
216+of Seeing
217+ This item will grant the ability to see invisible creatures, and
218+ will also increase your ability to locate traps and secret doors.
219+ In addition it will also prevent you from being blinded.
220+
221+of Infravision
222+ This item will increase the range of you infravision and grants
223+ infravision if you are a race which does not get it intrinsically.
224+
225+of Light
226+ This item provides a permanent light source.
227+
228+of Telepathy
229+ This item grants its wielder telepathy.
230+
231+of Regeneration
232+ This item will help you regenerate hit points and mana more
233+ quickly than normal, allowing you to fight longer before needing
234+ to rest. You will use food faster than normal while wearing this
235+ crown because of the regenerative effects.
236+
237+--- Cloaks ---
238+
239+of Protection
240+ These cloaks cannot be harmed by acid, fire, cold or lightning
241+ attacks but do not grant resistance to these elements.
242+
243+of Stealth
244+ These cloaks will make your character more stealthy.
245+
246+of Aman
247+ These cloaks cannot be harmed by acid, fire, cold or lightning
248+ attacks but do not grant resistance to these elements. They also
249+ make your character more stealthy.
250+
251+of Immolation
252+ These cloaks cannot be harmed by acid or fire attacks. They also
253+ grant resistance to fire and give out a fiery aura.
254+
255+of Electricity
256+ These cloaks cannot be harmed by acid or electricity attacks. They
257+ also grant resistance to electricity and give out an electric
258+ aura.
259+
260+--- Gloves/Gauntlets/Sets of Cesti ---
261+
262+of Free Action
263+ This item will make you immune to any foe's attempt to slow or
264+ paralyze you. A mage-type spellcaster who wields them will not
265+ have their mana penalized.
266+
267+of Slaying
268+ In addition to its armor bonus, this item will grant a bonus to
269+ your +to-hit and +to-dam.
270+
271+of Agility
272+ This item will increase your dexterity. A mage-type spellcaster
273+ who wields them will not have their mana penalized.
274+
275+of Power
276+ This item will increase your strength and will also grant a bonus
277+ to your +to-hit and +to-dam.
278+
279+--- Boots ---
280+
281+of Levitation
282+ These boots will grant you levitation.
283+
284+of Stealth
285+ These boots will make your character more stealthy.
286+
287+of Free Action
288+ This item will make you immune to any foe's attempt to slow or
289+ paralyze you.
290+
291+of Speed
292+ These boots will make your character more speedy.
293+
294+--- Special Items ---
295+
296+Dragon Scale Mails.
297+ These extremely rare pieces of armor come in many different
298+ colors, each protecting you against the relevant dragons.
299+ Naturally they are all resistant to acid damage. They also
300+ occasionally allow you to breathe as a dragon would!
301+
302+Dragon Shields and Helms
303+ These shields and helms have a chance of granting one or more
304+ random resistances.
305+
306+Other items
307+ Apart from these there are some very rare, and well made armors
308+ in the dungeon with not necessarily any special abilities. These
309+ include Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain
310+ Mail, Shields of Deflection, and Shadow Cloaks. The first four
311+ cannot be damaged by acid because of the quality metals they
312+ contain. Shadow Cloaks grant resistance to both light and darkness
313+ attacks.
314+
315+
316+***** <Resistances>
317+=== The Resistances ===
318+
319+This section describes the various attack-types available to monsters
320+and how they may be resisted.
321+
322+Acid
323+ Acid resistance will cut damage from acid attacks by two-thirds.
324+ Temporary resistance will cut further damage by another two-thirds.
325+ This means that a character with both permanent and temporary
326+ resistance will only take one-ninth of the original damage. Acid
327+ resistance will also protect your wielded equipment from being
328+ corroded by acid but will not protect items in your inventory from
329+ being destroyed by acid if they are susceptible to such attacks.
330+
331+Fire
332+ Fire resistance will cut damage from fire attacks by two-thirds.
333+ Temporary resistance will cut further damage by another two-thirds.
334+ This means that a character with both permanent and temporary
335+ resistance will only take one-ninth of the original damage. Fire
336+ resistance will not protect items in your inventory from being
337+ destroyed by fire if they are susceptible to such attacks.
338+
339+Cold
340+ Cold resistance will cut damage from cold attacks by two-thirds.
341+ Temporary resistance will cut further damage by another two-thirds.
342+ This means that a character with both permanent and temporary
343+ resistance will only take one-ninth of the original damage. Cold
344+ resistance will not protect items in your inventory from being
345+ destroyed by fire if they are susceptible to such attacks.
346+
347+Electricity
348+ Electricity resistance will cut damage from fire attacks by
349+ two-thirds. Temporary resistance will cut further damage by another
350+ two-thirds. This means that a character with both permanent and
351+ temporary resistance will only take one-ninth of the original
352+ damage. Electricity resistance will not protect items in your
353+ inventory from being destroyed by fire if they are susceptible to
354+ such attacks.
355+
356+Poison
357+ Poison resistance will cut damage from poison attacks by
358+ two-thirds. Temporary resistance will cut further damage by another
359+ two-thirds. This means that a character with both permanent and
360+ temporary resistance will only take one-ninth of the original
361+ damage. Poison resistance will also protect you from becoming
362+ 'poisoned' but characters will not be healed of their 'poisoned'
363+ status if they become resistant to poison after already being
364+ poisoned. This must be cured by other means.
365+
366+Confusion
367+ Confusion resistance will reduce the damage taken from confusion
368+ attacks and breaths. It will also prevent your character from
369+ becoming 'Confused' (if you are confused you will be unable to read
370+ scrolls, cast spells or prayers and will have a dramatically
371+ reduced ability to use magical devices). In particular, water
372+ attacks may confuse as a side-effect - this is prevented if you
373+ have confusion resistance
374+
375+Light
376+ Light breaths damage the player and cause blindness as a
377+ side-effect. Light resistance reduces the damage and also
378+ prevents blindness caused from light attacks (but not from other
379+ attacks.
380+
381+Dark
382+ Dark breaths damage the player and cause blindness as a
383+ side-effect. Dark resistance reduces the damage and also
384+ prevents blindness caused from dark attacks (but not from other
385+ attacks. In addition, some high-level monsters can cast Darkness
386+ Storms, these are a particularly dangerous form of attack but are
387+ resisted if you gave Dark resistance.
388+
389+Blindness
390+ Resist blindness will protect you from spells which blind and from
391+ being "hit to blind" (a few monsters can do this) as well as from
392+ the blindness (but not the damage) caused by light and darkness
393+ breaths.
394+
395+Sound
396+ Sound resistance reduces damage from sound attacks and also the
397+ stunning side effects of sound and some other attacks. (Sound,
398+ plasma, water, force, gravity and shards attacks may all stun the
399+ player as may ice-bolt attacks). Sound resistance does not protect
400+ against stunning from melee attacks.
401+
402+Fear
403+ Fear resistance gives immunity to attacks which make your character
404+ 'Afraid' (being afraid prevents your character from participating
405+ in melee combat but does not otherwise affect you).
406+
407+Shards
408+ Shards resistance will reduce the damage taken from shards attacks
409+ (this includes a Cyberdemon's Rocket Launchers). It also prevents
410+ the cuts that come from these attacks (and also ice-bolts). Some
411+ shards attacks may also stun the player, this is prevented if you
412+ have sound resistance and not by shard resistance.
413+
414+Nexus
415+ Nexus attacks are one of the most annoying attacks in Zangband but
416+ will rarely kill you directly. A Nexus attack will damage the player
417+ and may teleport the player, teleport-level the player or swap two
418+ of your primary statistics around. Nexus resistance will reduce the
419+ damage taken from such attacks and prevent the side-effects but
420+ will not prevent you from being teleported by non-nexus attacks (for
421+ this you will need an item granting anti-teleportation).
422+
423+Chaos
424+ Chaos attacks are one of the most dangerous attack types in
425+ Zangband. They have a relatively high maximum damage, and may also
426+ confuse the player, cause hallucination, reduce your character's
427+ experience and cause you to mutate. Chaos resistance will the
428+ damage taken from such attacks and negate all side-effects.
429+
430+Nether
431+ Another dangerous attack type. Nether attacks are common deeper in
432+ the dungeon, have a high maximum damage and will also cause your
433+ character's experience to be drained. Nether resistance will reduce
434+ the damage taken and the experience loss. It will not reduce the
435+ experience loss from non-nether attacks (for this you need
436+ hold-life).
437+
438+Gravity
439+ Gravity attacks damage the player and also cause you (and monsters
440+ they hit) to be teleported a short distance. A side-effect of this
441+ is that since the effect is calculated on each spot in turn, it is
442+ possible to be blinked into a spot which hasn't been calculated yet
443+ but is in line to be affected by the breath - the net result is to
444+ be hit twice, blinked twice and damaged twice by the same breath.
445+ Gravity attacks may also stun your character. Levitation provides
446+ resistance to the damaging effect of gravity, resist teleportation
447+ prevents the blinking around and resistance to sound prevents you
448+ from becoming stunned.
449+
450+Disenchantment
451+ Disenchantment attacks damage the player and may result in the
452+ to-hit, to-dam and to-AC bonuses on your wielded equipment being
453+ reduced. Disenchantment resistance will reduce the damage you take
454+ and will prevent the disenchantment of your equipment.
455+
456+***** <Unresistable>
457+--- Unresistable Attacks ---
458+
459+There is no resistance to the following types of attacks although some
460+of their side-effects may be resisted.
461+
462+Toxic Waste
463+ Resist poison will resist the damage from Toxic Waste attacks but
464+ you may still suffer some side effects unless you also have chaos
465+ resistance.
466+
467+Time
468+ Time attacks damage the player, drain experience and may reduce one
469+ or more of your primary statistics.
470+
471+Plasma
472+ Plasma can damage you, stun you and burn your equipment. Fire
473+ immunity (not resistance) prevents burning of equipment, sound
474+ resistance prevents the stunning but there is no resistance to the
475+ damage.
476+
477+Inertia
478+ Inertia will damage you and slow you down by -10 speed. There is no
479+ resistance to damage or effects.
480+
481+Mana and Disintegration
482+ There is no resistance to the mana and disintegration attacks.
483+
484+***** <Immunities>
485+--- Immunities ---
486+
487+It is also possible that you may find items which grant immunity
488+to one or (very occasionally) more of the low resistances ie. Acid,
489+Fire, Cold and Electricity. In this case, when wielded, you will
490+take no damage from attacks of the relevant kind and, in addition,
491+your equipment and inventory are safe from being damaged or
492+destroyed by the attack.
493+
494+In addition free action, fear and blindness resistance may be
495+thought of as immunities since having they protect totally from the
496+respective form of attack.
497+
498+***** <Miscellaneous>
499+--- Miscellaneous ---
500+
501+The following are not properly resistances but may be sensibly included
502+on this page.
503+
504+Free Action
505+ Free action is immunity to paralysis: this is foolproof except in
506+ the special case of the Ancient and Foul Curse which requires a
507+ successful saving throw as well as free action to avoid should it
508+ attempt to paralyze you. Spells, potions of paralysis and being
509+ hit-to-paralyze are completely protected against.
510+
511+Hold-life
512+ Hold Life is protection from experience draining. It is 90%
513+ foolproof: 10% of draining attacks will still drain you, but by
514+ less than would otherwise have been the case.
515+
516+
517+***** <Recovering>
518+=== Recovering from Attacks ===
519+
520+You cannot combat with the creatures in Zangband and expect to come out
521+unscathed every time. When a monster inflicts damage on you, you will
522+need to take steps to recover from the damage as soon as possible.
523+
524+--- Healing Items ---
525+
526+Healing is available in multiple forms including: Potions and Staves
527+of Cure Light Wounds, Potions of Cure Serious Wounds, Potions of Cure
528+Critical Wounds, Potions, Staves and Rods of Healing, Potions of
529+*Healing* and Potions of Life, from weakest to strongest. Both the Life
530+and Nature realms contains spells to heal the player.
531+
532+Cure Light/Serious/Critical Wounds
533+ these generally restore a small amount of hitpoints and may also
534+ remove temporary bad effects like confusion, blindness, poison and
535+ cuts. The amount of hitpoints healed and the number of other bad
536+ effects cured increases from Light to Serious to Critical.
537+
538+Healing
539+ restores 300 hitpoints and removes all temporary bad effects with
540+ the exception of fear and cures all wounds.
541+
542+*Healing*
543+ restores 1000 hitpoints and removes all temporary bad effects and
544+ cures all wounds
545+
546+Potions of Life
547+ restores 5000 hitpoints (about 5 times more than you'll ever
548+ have), restores all drained stats and experience, and removes all
549+ bad effects except hunger. These are very rare; save them in your
550+ home for a dangerous fight.
551+
552+--- Restoring Items ---
553+
554+From time to time your primary statistics and/or experience may be
555+drained. Statistics can be restored by quaffing a Potion of Restore
556+{name of stat} or a Potion of {Name of stat} or by eating a Mushroom of
557+Restoring. Some towns may provide this service for a fee. Experience
558+may be restored by quaffing a Potion of Restore Life Levels or using a
559+Rod of Restoration. You may also regain it in the normal course of your
560+adventuring or by quaffing a Potion of Experience. The Life realm has
561+a spell called Restoration which restores any drained experience.
562+
563+--- Other ---
564+
565+There are also other items in the dungeon which may help you to recover
566+from various things that monsters may do to you. For example, some
567+mushrooms may help you recover from confusion, a Potion of Heroism
568+will prevent you from becoming afraid, a Potion of Slow Poison will
569+reduce the effects of becoming poisoned, etc. Most objects' names give
570+a clear idea of the benefits and dangers of using them and so an
571+exhaustive list is not provided in this document.
572+
573+
574+--
575+Original : (??), Leon Marrick and Chris Weisiger
576+Updated : (??)
577+Updated : Zangband DevTeam
578+Last update: January 13, 2000
--- /dev/null
+++ b/lib/help/dungeon.hlp
@@ -0,0 +1,22 @@
1+The Town and Dungeon.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Town and Dungeon (dungeon.txt)
6+ (1) Symbols on Your Map (dungeon.txt#MapSymbols)
7+ (2) Within the Dungeon (dungeon.txt#WithinDungeon)
8+ (3) Objects in the Dungeon (dungeon.txt#Objects)
9+ (4) Mining (dungeon.txt#Mining)
10+ (5) Staircases, Doors, Passages & Rooms (dungeon.txt#StairsDoorsEtc)
11+ (6) Random Quests (dungeon.txt#RandomQuests)
12+
13+ (?) Help System Commands (helpinfo.txt)
14+
15+
16+***** [0] dungeon.txt
17+***** [1] dungeon.txt#MapSymbols
18+***** [2] dungeon.txt#WithinDungeon
19+***** [3] dungeon.txt#Objects
20+***** [4] dungeon.txt#Mining
21+***** [5] dungeon.txt#StairsDoorsEtc
22+***** [6] dungeon.txt#RandomQuests
--- /dev/null
+++ b/lib/help/dungeon.txt
@@ -0,0 +1,258 @@
1+=== The Dungeon ===
2+
3+
4+Although Zangband contains an extensive town level featuring multiple
5+towns and a large wilderness area, the bulk of your adventuring will
6+take place in the dungeon. Symbols appearing on your screen will
7+represent the dungeon's walls, floor, objects, features, and creatures
8+lurking about. In order to direct your character through his adventure,
9+you will enter single character commands (see command.txt [1]).
10+
11+
12+***** <MapSymbols>
13+=== Symbols On Your Map ===
14+
15+Symbols on your map can be broken down into three categories: Features
16+of the dungeon such as walls, floor, doors, and traps; Objects which
17+can be picked up such as treasure, weapons, magical devices, etc; and
18+creatures which may or may not move about the dungeon, but are mostly
19+harmful to your character's well being.
20+
21+Some symbols are used to represent more than one type of entity, and
22+some symbols are used to represent entities in more than one category.
23+The "@" symbol (by default) is used to represent the character.
24+
25+It will not be necessary to remember all of the symbols and their
26+meanings. The "slash" command ("/") will identify any character
27+appearing on your map
28+
29+Note that you can use a "user pref file" to change any of these symbols
30+to something you are more comfortable with.
31+
32+
33+--- Features that do not block line of sight ---
34+
35+ . A floor space # (Green) A Tree
36+ . A trap (hidden) # (Light Blue) Shallow Water
37+ ^ A trap (known) # (Dark Blue) Deep Water
38+ ; A glyph of warding # (Orange) Shallow Lava
39+ ' An open door # (Red) Deep Lava
40+ ' A broken door
41+ < A staircase up
42+ > A staircase down
43+
44+
45+--- Features that block line of sight ---
46+
47+ # A secret door # A wall
48+ + A closed door % A mineral vein
49+ + A locked door * Treasure in wall / Pattern
50+ + A jammed door : A pile of rubble
51+
52+
53+***** <WithinDungeon>
54+=== Within The Dungeon ===
55+
56+Once your character is adequately supplied with food, light, armor, and
57+weapons, he is ready to enter the dungeon. Move on top of the '>'
58+symbol and use the "Down" command (">").
59+
60+Your character will enter a maze of interconnecting staircases and
61+finally arrive somewhere on the first level of the dungeon. Each level
62+of the dungeon is fifty feet high (thus dungeon level "Lev 1" is often
63+called "50 ft"), and is divided into (large) rectangular regions
64+(several times larger than the screen) by titanium walls. Once you
65+leave a level by a staircase, you will never again find your way back
66+to that region of that level, but there are an infinite number of other
67+regions at that same "depth" that you can explore later. So be careful
68+that you have found all the treasure before you leave a level, or you
69+may never find it again! The monsters, of course, can use the stairs,
70+and you may eventually encounter them again.
71+
72+In the dungeon, there are many things to find, but your character must
73+survive many horrible and challenging encounters to find the treasure
74+lying about and take it safely back to the town to sell.
75+
76+There are two sources for light once inside the dungeon. Permanent
77+light which has been magically placed within rooms, and a light source
78+carried by the player. If neither is present, the character will be
79+unable to see. This will affect searching, picking locks, disarming
80+traps, reading scrolls, casting spells, browsing books, etc. So be very
81+careful not to run out of light!
82+
83+A character must wield a torch or lamp in order to supply his own
84+light. A torch or lamp burns fuel as it is used, and once it is out of
85+fuel, it stops supplying light. You will be warned as the light
86+approaches this point. You may use the "Fuel" command ("F") to refuel
87+your lantern (with flasks of oil) or your torch (with other torches),
88+so it is a good idea to carry extra torches or flasks of oil, as
89+appropriate. There are rumors of objects of exceptional power which
90+glow with their own never-ending light.
91+
92+
93+***** <Objects>
94+=== Objects In The Dungeon ===
95+
96+The dungeons are full of objects just waiting to be picked up and used.
97+How did they get there? Well, the main source for useful items are all
98+the foolish adventurers that proceeded into the dungeon before you.
99+They get killed, and the helpful creatures scatter the various treasure
100+throughout the dungeon. Most cursed items are placed there by the
101+joyful evil sorcerers, who enjoy a good joke when it gets you killed.
102+
103+One item in particular will be discussed here. The scroll of "Word of
104+Recall" can be found within the dungeon, or bought at the temple in
105+town. It acts in two manners, depending upon your current location.
106+If read within the dungeon, it will teleport you back to town. If read
107+in town, it will teleport you back down to the deepest level of the
108+dungeon which your character has previously been on. This makes the
109+scroll very useful for getting back to the deeper levels of Zangband.
110+Once the scroll has been read it takes a while for the spell to act, so
111+don't expect it to save you in a crisis. Reading a second scroll before
112+the first has had a chance to take effect will cancel both scrolls.
113+
114+Since an accidental dive to a new depth (via a trapdoor, for example),
115+may result in the Word of Recall dungeon depth being 'broken', so to
116+speak (meaning that the next Word of Recall in town will take you back
117+deeper than you would like to), there is a new feature in Zangband
118+which allows you to read a scroll of Word of Recall on a different
119+level and 'reset' the recall depth to that level (instead of the
120+deepest level).
121+
122+A more complete description of Zangband objects is found elsewhere in
123+the documetnation (see object.txt [2]).
124+
125+
126+***** <Mining>
127+=== Mining ===
128+
129+Much of the treasure within the dungeon can be found only by mining it
130+out of the walls. Many rich strikes exist within each level, but must
131+be found and mined. Quartz veins are the richest, yielding the most
132+metals and gems, but magma veins will have some hordes hidden within.
133+
134+Mining is rather difficult without a pick or shovel. Picks and shovels
135+have an additional magical ability expressed as '(+#)'. The higher the
136+number, the better the magical digging ability of the tool. A pick or
137+shovel also has plusses to hit and damage, and can be used as a weapon,
138+because, in fact, it is one.
139+
140+When a vein of quartz or magma is located, the character may wield his
141+pick or shovel and begin digging out a section. When that section is
142+removed, he can locate another section of the vein and begin the
143+process again. Since granite rock is much harder to dig through, it is
144+much faster to follow the vein exactly and dig around the granite.
145+There is an option for highlighting magma and quartz. At a certain
146+point, it becomes more cumbersome to dig out treasure than to simply
147+kill monsters and discover items in the dungeon to sell. However, early
148+on mineral veins can be a wonderful source of easy treasure.
149+
150+If the character has a scroll, staff, or spell of treasure location, he
151+can immediately locate all strikes of treasure within a vein shown on
152+the screen. This makes mining much easier and more profitable.
153+
154+Note that a character with high strength and/or a heavy weapon does not
155+need a shovel/pick to dig, but even the strongest character will
156+benefit from a pick if trying to dig through a granite wall.
157+
158+It is sometimes possible to get a character trapped within the dungeon
159+by using various magical spells and items. So it can be a good idea to
160+always carry some kind of digging tool, even when you are not planning
161+on tunneling for treasure.
162+
163+There are rumors of certain incredibly profitable rooms buried deep in
164+the dungeon and completely surrounded by titanium and granite walls,
165+requiring a digging implement or magical means to enter. The same
166+rumors imply that these rooms are guarded by incredibly powerful
167+monsters, so beware!
168+
169+
170+***** <StairsDoorsEtc>
171+=== Staircases, Secret Doors, Passages, and Rooms ===
172+
173+Staircases are the manner in which you get deeper or climb out of the
174+dungeon. The symbols for the up and down staircases are the same as the
175+commands to use them. A "<" represents an up staircase and a ">"
176+represents a down staircase. You must move your character over the
177+staircase before you can use it.
178+
179+Each level has at least one up staircase and at least two down
180+staircases. There are no exceptions to this rule. You may have trouble
181+finding some well hidden secret doors, or you may have to dig through
182+obstructions to get to them, but you can always find the stairs if you
183+look hard enough. Stairs, like titanium walls, and the doors into
184+shops, cannot be destroyed by any means.
185+
186+Many secret doors are used within the dungeon to confuse and demoralize
187+adventurers foolish enough to enter. But with some luck, and lots of
188+concentration, you can find these secret doors. Secret doors will
189+sometimes hide rooms or corridors, or even entire sections of that
190+level of the dungeon. Sometimes they simply hide small empty closets or
191+even dead ends. Secret doors always look like granite walls, just like
192+traps always look like normal floors.
193+
194+Creatures in the dungeon will generally know and use these secret
195+doors, and can often be counted on to leave them open behind them when
196+they pass through.
197+
198+Doors can be broken down by bashing them. Once a door is bashed open,
199+it is forever useless and cannot be closed.
200+
201+For historical reasons, secret doors are never locked.
202+
203+
204+***** <RandomQuests>
205+=== Random Quests ===
206+
207+During character generation, you will be asked to input the number
208+of random quests you wish to participate in. You may choose any
209+number from 0 to 49. Random quests are always of the type 'Kill a
210+random number of an out-of depth monster'. There is a limit to the
211+number of levels a random quest monster may be out-of-depth but
212+these quests can still be very dangerous.
213+
214+Random quests always appear on even levels and are equally spaced
215+throughout the dungeon (for example, a choice of 49 random quests
216+results in one such quest on every even level until level 98 (level
217+100 is the Serpent quest)). On entering a random quest level you
218+will be told what the quest monster is and how many you have to
219+kill (for example, 'This level is guarded by 10 young green
220+dragons').
221+
222+On random quest levels, no down staircases are generated until the
223+last monster is killed which means that you cannot continue further
224+into the dungeon until you have completed your quests. When you
225+kill the last quest monster, the down staircase will be created and
226+the monster will drop an item of 'excellent' quality or above. This
227+is true even of monsters that do not normally drop items. Using the
228+services of the Trump Tower (see the Town section) can teleport you
229+past a particularly nasty quest but you must come back and finish
230+it later if you want your character to be a winner.
231+
232+Random quests can be either 'easy' or 'hard' and you must choose
233+which type you want during character generation. This choice is
234+irrevocable for the duration of the character's dungeon diving
235+career. 'Easy' means that the game tracks how many quest monsters
236+you have killed on each attempt at the quest and adds these to the
237+total count. This allows you to kill one or more quest monsters,
238+leave the level and return later to finish up. 'Hard' means that
239+each time you enter the quest level the number of quest monsters
240+remaining is reset. In other words, you have to kill all the quest
241+monsters in one go.
242+
243+'Hard' quests can allow you to 'farm' the quest monsters by killing
244+all but one, leaving the level and repeating. This allows you to
245+collect and sell the dropped items and gain repeated experience for
246+killing the monsters. This technique is frowned upon by many players
247+and should be noted in any 'winner' post to the newsgroup.
248+
249+
250+--
251+Original : (??)
252+Updated : (??)
253+Updated : Zangband DevTeam
254+Last update: January 13, 2000
255+
256+***** Begin Hyperlinks
257+***** [1] command.txt
258+***** [2] object.txt
--- /dev/null
+++ b/lib/help/gambling.txt
@@ -0,0 +1,23 @@
1+=== Gambling Rules ===
2+
3+Between : Three 12-sided dice rolled; 2 black, 1 red. The red
4+ die must be between both black to win. If the red die.
5+ matches a black die, you lose. Pays 3 to 1
6+Craps: Two dice are rolled. On first roll, a 7 or 11 wins. A
7+ 2,3 or 12 loses. Otherwise roll until the first roll
8+ is matched (win) or a 7 is rolled (loss). Pays 2 to 1
9+Wheel: Pick a number from 0-9. If the number shows on wheel
10+ after it stops spinning, you win. Pays 10 to 1
11+Slots: Three dice rolled. Matches win gold. Numbers are:
12+ 1=Lemon, 2=Orange, 3=Sword, 4=Shield, 5=Plum, 6=Cherry
13+ Payoffs are as follows:
14+ Cherry Cherry Lemon 2-1 Cherry Cherry Orange 3-1
15+ Cherry Cherry Sword 4-1 Cherry Cherry Shield 5-1
16+ Cherry Cherry Plum 6-1
17+ Lemon Lemon Lemon 4-1 Orange Orange Orange 16-1
18+ Sword Sword Sword 6-1 Shield Shield Shield 25-1
19+ Plum Plum Plum 9-1 Cherry Cherry Cherry 36-1
20+
21+--
22+This file was last updated for Kangband 2.8.3i.
23+
--- /dev/null
+++ b/lib/help/general.hlp
@@ -0,0 +1,24 @@
1+An Introduction to Zangband and general information.
2+
3+Please choose one of the following online help files:
4+
5+ (0) General Information (general.txt)
6+ (1) An Overview (general.txt#Overview)
7+ (2) Winning the Game (general.txt#Winning)
8+ (3) Upon Death and Dying (general.txt#UponDeath)
9+ (4) The Zangband DevTeam (general.txt#DevTeam)
10+ (5) Zangband on the Web (general.txt#Web)
11+ (6) Version Numbering (general.txt#VersionNumber)
12+ (7) Version History (version.txt)
13+
14+ (?) Help System Commands (helpinfo.txt)
15+
16+
17+***** [0] general.txt
18+***** [1] general.txt#Overview
19+***** [2] general.txt#Winning
20+***** [3] general.txt#UponDeath
21+***** [4] general.txt#DevTeam
22+***** [5] general.txt#Web
23+***** [6] general.txt#VersionNumber
24+***** [7] version.txt
--- /dev/null
+++ b/lib/help/general.txt
@@ -0,0 +1,199 @@
1+=== General Information ===
2+
3+This document gives a brief introduction to Zangband. You will probably
4+want to browse through all the "help files", especially the sections on
5+available commands (see command.txt [1] and commdesc.txt [2]), before
6+beginning any serious adventuring...
7+
8+
9+***** <Overview>
10+=== An Overview ===
11+
12+The game of Zangband is a single player dungeon simulation. A player
13+may choose from a number of races, classes and magic realms when
14+creating a character (see charattr.txt [3]), and then "run" that
15+character over a period of days, weeks, even months. Deep down inside,
16+the real objective of the game is to increase your experience, and
17+certain other characteristics, and also to collect useful items, to
18+give you a decent chance against the great Serpent of Chaos, who lurks
19+somewhere in the depths of the dungeon.
20+
21+The player will begin his adventure on the town level where he may
22+acquire supplies, weapons, armor, and magical devices by bartering with
23+various shop owners. After preparing for his adventure, the player can
24+descend into the dungeon where fantastic adventures await his coming!
25+
26+
27+***** <Winning>
28+--- Winning The Game ---
29+
30+Once your character has killed Oberon, who lives on level 99 (4950') in
31+the dungeon, a magical staircase will appear that will finally allow
32+you to reach level 100. The Serpent of Chaos lurks on this level of his
33+dungeon, and you will not be able to go below his level until you have
34+killed him. Try to avoid wandering around on level 100 unless you are
35+ready for him, since it has a habit of coming at you across the
36+dungeon, to slay you for your impudence.
37+
38+The Serpent of Chaos cannot be killed by some of the easier methods
39+used on normal creatures. The Serpent of Chaos, like all other "Unique"
40+monsters, will simply teleport away to another region of the level if
41+you attempt to use a spell such as destruction is upon it. The Serpent
42+of Chaos, like some other monsters, cannot be polymorphed, slept,
43+charmed, or genocided. Magical spells like Mana Storm and Orb of
44+Draining are effective against it, as are some of the more powerful
45+weapons, but it is difficult to kill and if allowed to escape for a
46+time it will heal itself rapidly.
47+
48+If you should actually survive the attempt of killing the Serpent of
49+Chaos, you will receive the status of WINNER. You may continue to
50+explore, and may even save the game and play more later, but since you
51+have defeated the toughest creature alive, there is really not much
52+point. Unless you wish to listen to the rumors of a powerful ring
53+buried somewhere in the dungeon...
54+
55+When you are ready to retire, simply "commit suicide" ("^K") to have
56+your character entered into the high score list as a winner. Note that
57+until you retire, you can still be killed, so you may want to retire
58+before wandering into a hoard of Cyberdemons...
59+
60+
61+***** <UponDeath>
62+--- Upon Death and Dying ---
63+
64+If your character falls below 0 hit points, he has died and cannot be
65+restored. A tombstone showing information about your character will be
66+displayed. You are also permitted to get a record of your character,
67+and all your equipment (identified) either on the screen or in a file.
68+
69+Whether your character is killed or you retire victorious, it will
70+leave behind a reduced save file, which contains only the monster
71+memory (see attack.txt#MonsterMemory [4]) and your option choices. It
72+may be restored, in which case the new character is generated exactly
73+as if the file was not there, but the new player will find his monster
74+memory containing all the experience of past incarnations.
75+
76+
77+
78+***** <DevTeam>
79+=== The Zangband DevTeam ===
80+
81+Zangband is currently maintained by a small development team which
82+includes both Zangband's original creator, Topi Ylinen, and Robert
83+Ruehlmann who maintained and developed the game from versions 2.01d
84+through to 2.2.6c. Robert coordinates the efforts of the DevTeam and
85+is the designated project leader.
86+
87+Since its inception, Zangband has developed a reputation for being more
88+difficult than other Angband variants and its maintainers are known for
89+their devious and contrary natures. The DevTeam neither confirms nor
90+denies its intention to live up to this perception.
91+
92+
93+***** <Web>
94+=== Zangband on the Web ===
95+
96+
97+--- Thangorodrim ---
98+
99+Robert Ruehlmann maintains the official Zangband website - Thangorodrim
100+(http://thangorodrim.angband.org/). It includes information on where
101+to download the Zangband source code and current executables for most
102+popular operating systems as well as information on current development
103+issues such as future plans, bug lists, etc. Thangorodrim is also an
104+excellent site for information on Angband itself and other variants of
105+Angband. There are also links to many other Angband and Zangband
106+related sites.
107+
108+
109+--- Daily Snapshots ---
110+
111+This website (http://matrix.crosswinds.net/~dailyzangband/) contains
112+downloads of the current source code the DevTeam is working on. It is
113+updated daily at approximately 04:00 GMT. The source is untested and it
114+may not compile. Also available are logs showing what has been changed
115+in the last 24 hours and in the last month.
116+
117+
118+--- FTP Sites ---
119+
120+Zangband sources and executables are uploaded regularly to the official
121+Angband ftp site (ftp://export.andrew.cmu.edu/angband/). Links to the
122+files are available at Thangorodrim but you may also wish to visit the
123+site directly. Various mirror sites exist, the most popular of which is
124+(ftp://ftp.sunset.se/pub/games/Angband/).
125+
126+
127+--- The Zangband Development Mailing List ---
128+
129+The Zangband mailing list is for discussion on Zangband development
130+issues and is hosted at ONEList's website (http://onelist.com/). The
131+mailing list probably represents the quickest method of getting the
132+DevTeam's attention and is an ideal forum for posting your ideas and
133+bug reports.
134+
135+You can send your ideas and bug reports to the mailing list by mailing
136+to 'zangband@onelist.com'. If you wish to join the mailing list, send
137+an e-mail to 'zangband-subscribe@onelist.com'.
138+
139+
140+--- The Zangband Knowledge Base ---
141+
142+Maintained by John I'anson-Holton, the Zangband Knowledge Base
143+(http://home4.pacific.net.sg/~jianson/) is, or will be, the repository
144+of the official Zangband documentation on the web. Once completed,
145+downloads of the documents in various formats will be made available
146+here.
147+
148+
149+--- ZangbandTk ---
150+
151+ZangbandTk is a graphical Windows port of Zangband which adds several
152+new features and a very nice interface to Zangband. If you use Windows,
153+you may want to take a look at the AngbandTk homepage which can be
154+found at (http://persweb.direct.ca/dbaker/angbandtk.html/). ZangbandTk
155+is more properly termed a variant of Zangband but, other than the
156+graphical interface, the differences are fairly minor. ZangbandTk is
157+typically only updated for official releases of Zangband and not for
158+the development releases. ZangbandTk is maintained by Tim Baker.
159+
160+
161+--- The Newsgroup (rec.games.roguelike.angband) ---
162+
163+The newsgroup is a forum for the discussion of all things relating to
164+Angband and its variants (including Zangband) and is a good place to
165+ask various questions about both game play and game design. Be sure to
166+include '[Z]' in your subject heading so people know your question is
167+about Zangband.
168+
169+
170+--- #Angband IRC Chat ---
171+
172+Join the #Angband IRC channel located at 'http://www.othernet.org/'.
173+Most of the DevTeam are regulars and sometimes we're even talking about
174+Zangband!!
175+
176+
177+***** <VersionNumber>
178+=== Version Numbering System ===
179+
180+Zangband uses a version numbering system similar to that of Linux. Odd
181+minor version numbers (for example 2.3.2) denote a development version.
182+Even minor version numbers (for example 2.2.7 ) denote a stable
183+release. The development versions are released for beta-testing and are
184+likely to contain bugs of varying significance.
185+
186+
187+--
188+Original : (??)
189+Updated : (??)
190+Updated : Zangband DevTeam
191+Last update: January 13, 2000
192+
193+
194+***** Begin Hyperlinks
195+***** [1] command.txt
196+***** [2] commdesc.txt
197+***** [3] charattr.txt
198+***** [4] attack.txt#MonsterMemory
199+
--- /dev/null
+++ b/lib/help/help.hlp
@@ -0,0 +1,36 @@
1+Welcome to the Zangband Online Help System.
2+
3+Please choose one of the following online help files:
4+
5+ (0) General Information (general.hlp)
6+ (1) Creating a Character (birth.hlp)
7+ (2) Character Attributes (charattr.hlp)
8+ (3) The Town and Wilderness (town.hlp)
9+ (4) The Dungeon (dungeon.hlp)
10+ (5) Zangband Objects (objects.hlp)
11+ (6) Attacking Monsters (attack.hlp)
12+ (7) Defending Yourself (defend.hlp)
13+ (8) Zangband Magic System (magic.hlp)
14+ (9) Zangband Commands (command.hlp)
15+ (a) Zangband Options (option.hlp)
16+ (b) User Preference Files (pref.hlp)
17+ (c) The Zangband Newbie Guide (tang.txt)
18+ (d) Zangband Spoilers (spoiler.hlp)
19+
20+ (?) Help System Commands (helpinfo.txt)
21+
22+
23+***** [0] general.hlp
24+***** [1] birth.hlp
25+***** [2] charattr.hlp
26+***** [3] town.hlp
27+***** [4] dungeon.hlp
28+***** [5] objects.hlp
29+***** [6] attack.hlp
30+***** [7] defend.hlp
31+***** [8] magic.hlp
32+***** [9] command.hlp
33+***** [a] option.hlp
34+***** [b] pref.hlp
35+***** [c] tang.txt
36+***** [d] spoiler.hlp
--- /dev/null
+++ b/lib/help/helpinfo.txt
@@ -0,0 +1,21 @@
1+=== Online Help Commands ===
2+
3+Esc : Leave the online help system.
4+? : Get help for the online help (this file).
5+< : Return to the previous help file or menu.
6+Space : Advance one page (wraps to the start at the end of the file).
7+Return : Advance one line (wraps to the start at the end of the file).
8+(-) : Back-up half a page.
9+(#) : Jump to a specific line (defaults to line zero).
10+(%) : Jump to a specific file (defaults to "help.hlp").
11+(=) : Highlight lines containing a string (case sensitive).
12+(/) : Search for a string (use '/' + Return to continue a search).
13+ (Use '#' + '0' + Return + '/' + Return to restart a search.)
14+(|) : Save the current document to a file.
15+[0..9] [a..z] [A..Z] : Press the indicated number to activate a link.
16+
17+
18+--
19+Original : (??)
20+Updated : Zangband DevTeam
21+Last update: January 13, 2000
--- /dev/null
+++ b/lib/help/magic.hlp
@@ -0,0 +1,24 @@
1+Zangband Magic System.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Zangband Magic System (magic.txt)
6+ (1) Class Spell Ability (magic.txt#ClassSpellAbil)
7+ (2) The Magic Realms (magic.txt#MagicRealms)
8+ (3) On Casting Spells ... (magic.txt#CastingSpells)
9+ (4) Spell Types (magic.txt#SpellTypes)
10+ (5) Summoned/Charmed Creatures (magic.txt#Pets)
11+ (6) Hints and Tips (magic.txt#Hints)
12+ (7) Spell Lists (magic.txt#SpellLists)
13+
14+ (?) Help System Commands (helpinfo.txt)
15+
16+
17+***** [0] magic.txt
18+***** [1] magic.txt#ClassSpellAbil
19+***** [2] magic.txt#MagicRealms
20+***** [3] magic.txt#CastingSpells
21+***** [4] magic.txt#SpellTypes
22+***** [5] magic.txt#Pets
23+***** [6] magic.txt#Hints
24+***** [7] magic.txt#SpellLists
--- /dev/null
+++ b/lib/help/magic.txt
@@ -0,0 +1,671 @@
1+=== Zangband Magic System ===
2+
3+In the official releases of Angband there are only two types magic
4+spells: Magic spells and priestly prayers. If the character is a mage,
5+ranger or a rogue (s)he can learn magic spells; if (s)he is a priest or
6+a paladin, (s)he can learn prayers. All mages can learn the same spells
7+and all priests can learn the same spells.
8+
9+Zangband uses a more complex "realms of magic" system inspired by the
10+commercial fantasy strategy game Master of Magic (Microprose), which in
11+turn has supposedly borrowed it from the card game Magic the Gathering
12+(by Wizards of the Coast). The magic system, as implemented in
13+Zangband, consists of seven realms: Life, Arcane, Sorcery, Nature,
14+Trump, Chaos and Death.
15+
16+While any given realm of magic typically includes spells of a certain
17+type or theme, each realm should have enough high-level spells to
18+remain effective throughout the later stages of the game. The main
19+difference lies in how they support your playing strategy. For example,
20+some offer attacking spells which let you directly hurt your enemy,
21+while others offer spells for protection, healing and gathering
22+information.
23+
24+In general, Life is defensive although it offers some good attacking
25+spells against evil monsters, Arcane offers utility spells with limited
26+offensive capability, Sorcery offers utility spells and some defensive
27+capability, Nature specializes in the elements and offers both
28+defensive and offensive spells, Trump specializes in teleportation and
29+summoning spells and Chaos and Death are offensive.
30+
31+In Zangband, spellcasting classes can select either one or two realms
32+from those available. Note that certain realms may be prohibited for
33+some classes. Since a character can have (at most) two realms of magic,
34+and the old spells have been split between the existing realms, on the
35+first glance it may seem that this system makes spell-users less
36+powerful. However, the opposite holds true. While a given realm of
37+magic typically includes spells of a certain type, new ultra powerful
38+rare high-level spells have been added to many realms.
39+
40+Any spell realm should have enough high-level spells even for the later
41+stages of the game. The main difference lies in how they support your
42+playing strategy: some offer "weapon" spells which let you directly
43+hurt your enemy, while others offer spells for protection, healing and
44+gathering information.
45+
46+In standard Angband, there were 9 spellbooks for all spellcasters. In
47+Zangband, there are 4 spellbooks per realm. Two of them can be bought
48+in the town stores and the remaining two must be found in the dungeon
49+(although they may occasionally appear in the Black Market). The
50+exception to this rule is the Arcane realm since all Arcane spellbooks
51+can be found in the magic shop or book store. Just as one might expect,
52+Arcane magic lacks the really powerful high level spells.
53+
54+A character with two realms of magic will thus need to carry a maximum
55+of 8 spellbooks while a character with only one realm of magic will
56+only need to carry a maximum of 4 spellbooks. All realms have 32
57+spells, and each book contains 8 spells.
58+
59+
60+***** <ClassSpellAbil>
61+=== Class Spell Ability ===
62+
63+Warriors
64+ Warriors cast no spells. They hate magic. In fact, they even gain
65+ experience for destroying high level spellbooks.
66+
67+Mages
68+ Mages have the least restrictions in choosing and learning spells.
69+ They can freely choose any two realms when a character is created:
70+ in the current version, all seven realms are available to them,
71+ although their natural inclination makes Life magic fairly hard
72+ for them. Otherwise, a mage tends to learn and cast all the spells
73+ in his / her realms better than any other character. The ability
74+ to select both realms of magic (which no other character class can
75+ do) allows the best support for experimenting and combining
76+ different realms, and, thus, for different playing strategies as
77+ well.
78+
79+Priests
80+ There are two types of priests in Zangband: the 'ordinary' priests
81+ who, select Life magic as their primary realm, and the 'dark'
82+ priests, who select Death magic instead of Life magic. No priest
83+ can have both realms (unless (s)he was created in Zangband 2.0.0
84+ or 2.0.1). Priests can also select a secondary realm from the
85+ other five realms, and should be able to learn all spells in it as
86+ well, even if not as efficiently as mages. However, when learning
87+ spells, priests cannot voluntarily decide which spells to study:
88+ they are rewarded with new prayers by their patron deities, with
89+ no money-back satisfaction guarantee. It should also be noted that
90+ since the natural inclination of a priest is towards Life magic,
91+ priests who select Life magic will be able to learn their prayers
92+ faster and better than their evil colleagues with Death magic.
93+
94+Rogues
95+ There are several subtypes of Rogues in Zangband: the exact 'type'
96+ is determined by the realm of magic chosen by the Rogue. The
97+ common Thief, agent of the underworld, will probably be content
98+ with Arcane magic and its wide applicability. The Burglar, on the
99+ other hand, is more interested in the Sorcery spells, which allow
100+ him or her to do the job fast and efficiently. The Assassins'
101+ partiality for Death magic is well known, and they are feared for
102+ it. Finally, there is the Card Shark, who will opt for Trump
103+ magic, and shuffles the decks with amazing proficiency. All Rogues
104+ have certain limitations on which spells they can learn, and they
105+ are not too fast to learn new spells.
106+
107+Rangers
108+ All rangers are trained in Nature magic, and all Nature spells are
109+ available to them. They even learn these spells almost as fast as
110+ mages. They can also select a secondary realm (from Sorcery,
111+ Arcane, Trump, Nature, Chaos and Death), but they are slow
112+ learners in them, and may find themselves unable to learn some of
113+ the highest level spells.
114+
115+Paladins
116+ Paladins are trained in Life magic (only), and they despise the
117+ other realms of magic (which they regard as the Devil's work).
118+ Like priests, they cannot select which prayers to learn but are
119+ rewarded with new prayers by their deities. They can learn all
120+ Life spells, but not as fast as priests. Death Knights study Death
121+ magic instead of Life magic, but in other respects they are
122+ similar to normal paladins. Death Knights can learn all Death
123+ spells. The endless enmity between these two subtypes is most
124+ evident in their attitudes to other realms of magic: an 'ordinary'
125+ detests the other realms of magic (than Life) so strongly that he
126+ or she will even gain experience for destroying their high-level
127+ spellbooks. A Death Knight, on the other hand, is very tolerant of
128+ the other realms -- to annoy Paladins, perhaps, if for no other
129+ reason. A Death Knight will, however, be very offended by the
130+ sight of Life spellbook, and will do anything to destroy it; and
131+ this will even give him or her experience, if the Life spellbook
132+ in question is a high-level one.
133+
134+Warrior-Mages
135+ Warrior-mages begin the game with Arcane magic, and they can
136+ freely select another realm of magic. Although they do not gain
137+ new spells as fast as regular mages, they will eventually learn
138+ every spell in both realms, thus making a very competitive choice
139+ for players who appreciate Arcane magic.
140+
141+Chaos Warriors
142+ Chaos Warriors are, as one might expect, trained in Chaos magic.
143+ They are not interested in any other form of magic. They can learn
144+ every Chaos spell.
145+
146+Monks
147+ The different sects of monks are devoted to different areas of
148+ magic. The typical monk is interested in the harmony of the
149+ nature, and studies Nature magic. An idealist monk would select
150+ Life magic, and try work to benefit his neighbor. But there also
151+ are dark monks, who specialize in Death magic. A monk can thus
152+ select any one of these three Realms. They will eventually learn
153+ all prayers in the discipline of their choice.
154+
155+Mindcrafter
156+ Although the powers of a Mindcrafter may seem like magic, this is
157+ not -- strictly speaking -- the case. They are mental powers,
158+ independent of the ordinary sources of magic. Consequently,
159+ Mindcrafters are not interested in 'magic' and learn no spells.
160+
161+High Mage
162+ High mages are mages who specialize in one particular field of
163+ magic and learn it very well -- much better than the ordinary
164+ mage. For the price of giving up a second realm of magic, they
165+ gain substantial benefits in the mana costs, minimum levels, and
166+ failure rates in the spells of the realm of their specialty.
167+
168+
169+***** <MagicRealms>
170+=== The Realms of Magic ===
171+
172+Life
173+ Life is magic is 'good' magic; it relies mostly on healing and
174+ protective spells. It does have a few attack spells as well, but
175+ these are mostly used for harming and banishing foul minions of
176+ evil. It is rumored that there is a secret high level prayer which
177+ will make the priest (or paladin) completely impervious to all
178+ forms of hostile action.
179+
180+Sorcery
181+ Sorcery is a `meta` realm, including enchantment and general
182+ spells. It provides superb protection spells (such as Teleport
183+ spells for fleeing and even Globe of Invulnerability), spells to
184+ enhance your odds in combat (Slow Monster, Haste Self, Confuse
185+ Monster) and, most importantly, a vast selection of spells for
186+ gathering information: in addition to the usual detection and
187+ identify spells, one of the standard spellbooks has a spell called
188+ Identify True, which gives you full knowledge of a given object!
189+ In the rare books, there are spells with which you can enchant
190+ your items or turn unwanted items to gold. However, Sorcery has
191+ one weakness: it has no spells to deal direct damage to your
192+ enemies.
193+
194+Arcane
195+ Even more than Sorcery, Arcane magic is a general purpose realm of
196+ magic. It attempts to encompass all 'useful' spells from all
197+ realms, and almost succeeds, with the probable exception of
198+ *Identify*. This is the downside of Arcane magic: while Arcane
199+ does have all the necessary 'tool' spells for a dungeon delver, it
200+ has no ultra-powerful high level spells. As a consequence, all
201+ Arcane spellbooks can be bought in town. It should also be noted
202+ that the 'specialized' realms (i.e. other than Arcane) usually
203+ offer the same spell at a lower level and cost. Arcane magic is
204+ therefore perhaps not recommendable as one's only realm of magic,
205+ but it should be a very nice addition to fill up the gaps in the
206+ selection of tools spells in another realm.
207+
208+Trump
209+ Trump magic seems an independent source of power, although its
210+ supposed association with Chaos magic has been mentioned in
211+ several places. Although it lacks the unpredictable chaotic
212+ side-effects of Chaos magic, it has a few spells whose exact
213+ effects seem more or less random. One such spell is Shuffle: the
214+ Trump spellbooks actually consist of decks of trumps, and the
215+ Shuffle spell allows the caster to shuffle the deck and pick one
216+ card at random. The effect depends on the card picked, and is not
217+ always pleasant. In the Amber universe, the Trump gateways are
218+ also a major method of transportation: Trump magic has, indeed, an
219+ admirable selection of teleportation spells. Since the Trump
220+ gateways can also be used to summon other creatures, Trump magic
221+ has an equally impressive selection of summoning spells. However,
222+ not all monsters appreciate being drawn to another place by Trump
223+ user. The only summoned creatures whose loyalty is guaranteed are
224+ the Phantasmal Servants, who lack a will of their own (but can
225+ develop one, if you treat them badly).
226+
227+Nature
228+ Early levels may be rather difficult for a spellcaster relying on
229+ Nature magic, as the early spells offer only limited protection,
230+ detection and curing capabilities. However, at higher levels there
231+ are very useful offensive spells available, especially should the
232+ spellcaster be lucky enough to find an extremely rare spellbook
233+ called "Nature's Wrath". Nature also has a spell of Herbal
234+ Healing, which is the only powerful healing spell outside the
235+ realm of Life magic.
236+
237+Chaos
238+ There are few types of magic more unpredictable and difficult to
239+ control than Chaos magic. Chaos is the very element of unmaking,
240+ and the Chaos spells are the most terrible weapons of destruction
241+ imaginable. From Magic Missile and Acid Bolt to the medium level
242+ Fire Ball and Doom Bolt, and finally to the awesome spells of
243+ Invoke Logrus, Mana Storm and Call the Void, Chaos offers an
244+ unsurpassable arsenal of attack spells. The caster can also call
245+ on the primal forces of Chaos to induce mutations in his/her
246+ opponents and even him/herself, but otherwise, Chaos has no
247+ protective spells. Beware, though, Chaos spells are known to
248+ backfire easily and product undesired effects. This is especially
249+ true in the version 2.1.0 of Zangband and later, where the forces
250+ of Chaos can easily twist the hapless individual foolish enough to
251+ invoke them, turning them horrendous spawns of Chaos.
252+
253+Death
254+ There is no fouler nor more evil category of spells than the
255+ necromantic spells of Death Magic. These spells are relatively
256+ hard to learn, but at higher levels the spells give the caster
257+ power over living and the (un)dead. Poison, vampirism, death
258+ spells and even hellfire can be directed by the caster, but the
259+ most powerful spells need his / her own blood as the focus, often
260+ hurting the caster in the process of casting. Should a Death
261+ wizard find the legendary tome Necronomicon, he can expect to gain
262+ very great powers indeed, but at a cost: few that have studied the
263+ accursed tome have retained their sanity.
264+
265+
266+***** <CastingSpells>
267+=== On Casting Spells ... ===
268+
269+Players who select spellcasting characters may notice a few unusual
270+phenomena during the course of the game. Here's a few helps and
271+hints on what may be happening.
272+
273+--- Armor and Spell Casting ---
274+
275+All spellcasting classes are penalized for wielding armor above a
276+certain total combined weight. The threshold varies between 30lbs
277+for a mage and 40lbs for a paladin. Typically, the more reliant on
278+spells/prayers your class is deemed to be, the lower your weight
279+allowance. If you exceed your weight limit, your mana will drop.
280+This penalty is fairly stiff for low level characters but can
281+generally be ignored by high level ones.
282+
283+--- Mage-Types and Gloves ---
284+
285+Spellcasters who use INT as the stat determining their spellcasting
286+ability will be penalized heavily for wielding armor on their
287+hands. The exception to this is that wielding gloves, gauntlets or
288+cesti which boost DEX or which grant Free Action will result in no
289+penalty. The rationale behind this is that the hands are needed to
290+perform intricate gestures that accompany the casting of the spell
291+and anything encumbering the hands would interfere with this. The
292+priest-type classes (priest, paladin and monk) do not have the same
293+restrictions as they are viewed as invoking the power of their
294+deity directly through prayer.
295+
296+--- Casting Spells With Insufficient Mana ---
297+
298+Occasionally, you may try (either by accident or in desperation) to
299+cast a spell when you have insufficient mana to do so. In these
300+circumstances you will be told by the game that you do not have
301+enough mana to cast the spell and then asked if you want to anyway.
302+Casting the spell under these conditions has a drastically reduced
303+chance of success and may also result in your constitution being
304+damaged. It may also cause you to faint from the effort which will
305+effectively paralyze you for several turns (even with free action).
306+The CON drain and the paralyzation may happen regardless of whether
307+the casting was successful or not.
308+
309+--- Spell Durations ---
310+
311+Some spells such as Haste-Self or Resistance grant an effect which
312+wears off after a certain period of time. With very few exceptions,
313+multiple castings of such spells are not cumulative in terms of the
314+duration of the spell. In other words, casting a spell which has a
315+duration of 20 turns three times will not result in a duration of
316+60 turns. Typically, the subsequent castings will add only a small
317+amount to the total duration.
318+
319+
320+***** <SpellTypes>
321+=== Spell Types ===
322+
323+--- Bolts and Beams ---
324+
325+A bolt spell is aimed in a direction or at a target but will hit
326+the first monster or obstruction in its targeted direction. This
327+may or may not be the intended target. Occasionally, you may note
328+that your bolt spell hits multiple targets along the line of fire.
329+This is because some bolt spells are granted a chance of 'beaming'
330+which may be either fixed or level-dependent. A beam will hit every
331+target within range along a 'straight' line in the direction in
332+which it was aimed.
333+
334+--- Balls ---
335+
336+There are two things to remember about ball spells. Firstly, unlike
337+bolt spells, they can be aimed at a specific target which allows
338+you to target a specific monster as opposed to the first one in the
339+direction you are aiming. Secondly, they have a radius (which
340+varies from spell to spell). A radius value of one or more will
341+result in the spell affecting monsters (and possibly objects, etc)
342+around the target in addition to the target itself.
343+
344+--- Line-of-Sight ---
345+
346+Line-of-sight spells affect all monsters that that are currently
347+in sight of your character. This includes monsters that may not
348+currently be visible due to darkness but would be if it was light.
349+
350+--- Area ---
351+
352+Area spells affect an area around the player. The size of the area
353+can vary considerably. For example, Light Area lights a single room
354+while Detect Traps affects a map panel and Genocide the entire
355+level.
356+
357+***** <Pets>
358+=== Summoned/Charmed Creatures ===
359+
360+A friendly creature can be a mixed blessing. At first sight, one
361+might think that they can make the game much easier. It is of
362+course highly satisfying to send your pet Hell Wyrm into a Troll
363+pit and wait outside listening for the howls of agony and terror,
364+the sounds of guts splattering, bones crunching and so on. But one
365+should not expect to gain any experience for such a combat: you
366+will only gain experience for creatures to whom you deliver the
367+death blow yourself. New experiences require hazards, nobody gains
368+experience by sitting home watching the TV.
369+
370+Secondly, friendly monsters are often so eager to destroy your
371+opponents they may forget all about you, and you get trampled under
372+their feet as they charge at your foe. They are not as smart as the
373+regular monsters, since they have given up their free will to serve
374+you. So don't stand next to that Snaga when your pet Cyberdemon
375+brandishes its rocket launcher! Pets are also rather easily
376+irritable.
377+
378+Once you do something which causes the slightest discomfort to
379+them, they will revert to their normal behavior and consider you
380+their main target. This is something to think about before lighting
381+up a room if you have pet orcs. Needless to say, nobody wants to be
382+your friend if you are aggravating them.
383+
384+Finally, it takes a lot of mental energy to maintain the control
385+over the charmed monsters. The first monster or the first few are
386+'free', but after that maintaining the control will start taxing
387+your mana regain rate. The higher the sum of the levels of your
388+pets the less mana you will be able to regain. Keep this in mind if
389+you have a pet which can summon or otherwise produce more pets...
390+
391+
392+***** <Hints>
393+=== Hints and Tips ===
394+
395+If you miss the `old` magic user, try picking Sorcery and Chaos magic
396+to get the most commonly used mage spells early on (Magic Missile,
397+Detect Monsters + Traps + etc, Identify).
398+
399+It is generally a good idea to pick one defensive realm and one
400+offensive realm. For example try using life or sorcery with chaos or
401+death magic. Nature is somewhat neutral: it has both offensive and
402+defensive spells, but is not very generous with either, not at least
403+early in the game. Nature should work best with characters who can use
404+other means to survive until they get the more powerful high level
405+spells.
406+
407+If you pick the realms always in the same order (e.g. nature as your
408+first realm and chaos as your second realm, not the other way around)
409+you will be less confused when trying to pick the correct spellbook to
410+use in the game. If you still get confused trying to select the correct
411+spellbook, try using macros (either the 'full' macros or inscriptions).
412+
413+
414+***** <SpellLists>
415+=== Spell Lists ===
416+
417+
418+LIFE: Standard Spellbooks
419+
420+Book of Common Prayer
421+ 1. Detect Evil
422+ 2. Cure Light Wounds
423+ 3. Bless
424+ 4. Remove Fear
425+ 5. Call Light
426+ 6. Detect Traps and Secret Doors
427+ 7. Cure Medium Wounds
428+ 8. Satisfy Hunger
429+
430+High Mass
431+ 1. Remove Curse
432+ 2. Cure Poison
433+ 3. Cure Critical Wounds
434+ 4. Sense Unseen
435+ 5. Holy Orb
436+ 6. Protection from Evil
437+ 7. Healing
438+ 8. Glyph of Warding
439+
440+
441+LIFE: Rare Spellbooks
442+
443+Book of the Unicorn
444+ This book has powerful prayers to ward off, banish and destroy the
445+ forces of evil.
446+
447+Blessings of the Grail
448+ This book has the most powerful prayers of protection and healing,
449+ as well as prayers of holy visions.
450+
451+
452+SORCERY: Standard Spellbooks
453+
454+Beginner's Handbook
455+ 1. Detect Monsters
456+ 2. Phase Door
457+ 3. Detect Doors and Traps
458+ 4. Light Area
459+ 5. Confuse Monster
460+ 6. Teleport
461+ 7. Sleep Monster
462+ 8. Recharging
463+
464+Master Sorcerer's Handbook
465+ 1. Magic Mapping
466+ 2. Identify
467+ 3. Slow Monster
468+ 4. Mass Sleep
469+ 5. Teleport Away
470+ 6. Haste Self
471+ 7. Detection True
472+ 8. Identify True
473+
474+
475+SORCERY: Rare Spellbooks
476+
477+Pattern Sorcery
478+ More powerful spells of detection, information and transportation.
479+
480+Grimoire of Power
481+ More powerful enchantments against monsters, spells to enchant
482+ items, and the Globe of Invulnerability.
483+
484+
485+ARCANE: All Spellbooks
486+
487+Cantrips for Beginners
488+ 1. Zap
489+ 2. Wizard Lock
490+ 3. Detect Invisibility
491+ 4. Detect Monsters
492+ 5. Blink
493+ 6. Light Area
494+ 7. Trap & Door Destruction
495+ 8. Cure Light Wounds
496+
497+Minor Arcana
498+ 1. Detect Doors & Traps
499+ 2. Phlogiston
500+ 3. Detect Treasure
501+ 4. Detect Enchantment
502+ 5. Detect Objects
503+ 6. Cure Poison
504+ 7. Resist Cold
505+ 8. Resist Fire
506+
507+Major Arcana
508+ 1. Resist Lightning
509+ 2. Resist Acid
510+ 3. Cure Medium Wounds
511+ 4. Teleport
512+ 5. Stone to Mud
513+ 6. Ray of Light
514+ 7. Satisfy Hunger
515+ 8. See Invisible
516+
517+Manual of Mastery
518+ 1. Recharging
519+ 2. Teleport Level
520+ 3. Identify
521+ 4. Teleport Away
522+ 5. Elemental Ball
523+ 6. Detection
524+ 7. Word of Recall
525+ 8. Clairvoyance
526+
527+
528+
529+TRUMP: Standard Spellbooks
530+
531+Conjurings & Tricks
532+ 1. Phase Door
533+ 2. Mind Blast
534+ 3. Shuffle
535+ 4. Reset Recall
536+ 5. Teleport
537+ 6. Dimension Door
538+ 7. Trump Spying
539+ 8. Teleport Away
540+
541+Deck of Many Things
542+ 1. Trump Reach
543+ 2. Trump Animal
544+ 3. Phantasmal Servant
545+ 4. Trump Monster
546+ 5. Conjure Elemental
547+ 6. Teleport Level
548+ 7. Word of Recall
549+ 8. Banish
550+
551+
552+TRUMP: Rare Spellbooks
553+
554+Trumps of Doom
555+ This tome tells you the secrets of the Living Trump treatment, as
556+ well how to deal the Joker card and how to deal death. It also has
557+ rather powerful summoning Trumps which may yet prove your own
558+ Doom...
559+
560+Five Aces
561+ A superb collection of the most classic summoning Trumps ever
562+ crafted.
563+
564+
565+NATURE: Standard Spellbooks
566+
567+Call of the Wild
568+ 1. Detect Creatures
569+ 2. First Aid
570+ 3. Detect Doors and Traps
571+ 4. Foraging
572+ 5. Daylight
573+ 6. Animal Taming
574+ 7. Resist Environment
575+ 8. Cure Wounds & Poison
576+
577+Nature Mastery
578+ 1. Stone to Mud
579+ 2. Lightning Bolt
580+ 3. Nature Awareness
581+ 4. Frost Bolt
582+ 5. Ray of Sunlight
583+ 6. Entangle
584+ 7. Summon Animal
585+ 8. Herbal Healing
586+
587+
588+NATURE: Rare Spellbooks
589+
590+Nature's Gifts
591+ Nature's Gifts for protection against the forces of nature and
592+ hostiles.
593+
594+Nature's Wrath
595+ Nature's destructive force harnessed for your use against your
596+ enemies.
597+
598+
599+CHAOS: Standard Spellbooks
600+
601+Sign of Chaos
602+ 1. Magic Missile
603+ 2. Trap / Door Destruction
604+ 3. Flash of Light
605+ 4. Touch of Confusion
606+ 5. Mana Burst
607+ 6. Fire Bolt
608+ 7. Fist of Force
609+ 8. Teleport Self
610+
611+Chaos Mastery
612+ 1. Wonder
613+ 2. Chaos Bolt
614+ 3. Sonic Boom
615+ 4. Doom Bolt
616+ 5. Fire Ball
617+ 6. Teleport Other
618+ 7. Word of Destruction
619+ 8. Invoke Logrus
620+
621+
622+CHAOS: Rare Spellbooks
623+
624+Chaos Channels
625+ Unusual spells that allow you to call on the forces of chaos to
626+ induce changes in your possessions, in your enemies and in
627+ yourself.
628+
629+Armageddon Tome
630+ The rarest of all spellbooks, filled with the most devastating
631+ spells.
632+
633+
634+DEATH: Standard Spellbooks
635+
636+Black Prayers
637+ 1. Detect Unlife
638+ 2. Malediction
639+ 3. Detect Evil
640+ 4. Stinking Cloud
641+ 5. Black Sleep
642+ 6. Resist Poison
643+ 7. Horrify
644+ 8. Enslave Undead
645+
646+Black Mass
647+ 1. Orb of Entropy
648+ 2. Nether Bolt
649+ 3. Terror
650+ 4. Vampiric Drain
651+ 5. Poison Branding
652+ 6. Dispel Good
653+ 7. Genocide
654+ 8. Restore Life
655+
656+
657+DEATH: Rare Spellbooks
658+
659+Black Channels
660+ Spells that turn you into a bloodthirsty killing machine, and
661+ which enable you to call upon the nether forces of darkness to
662+ wreak havoc upon your foes.
663+
664+Necronomicon
665+ The legendary tome of unholy visions, death and destruction.
666+
667+--
668+Original : (??)
669+Updated : (??)
670+Updated : Zangband DevTeam
671+Last update: January 13, 2000
--- /dev/null
+++ b/lib/help/objects.hlp
@@ -0,0 +1,40 @@
1+Zangband Objects.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Zangband Objects (objects.txt)
6+ (1) Object Symbols (objects.txt#ObjectSymbols)
7+ (2) Equipment and Inventory (objects.txt#EquipInvent)
8+ (3) Object Stacking (objects.txt#Stacking)
9+ (4) Objects Generation (objects.txt#Generation)
10+ (5) Object Compaction (objects.txt#Compaction)
11+ (6) Cursed Objects (objects.txt#CursedObjects)
12+ (7) The Ancient and Foul Curse (objects.txt#AncientCurse)
13+ (8) Object Flavors (objects.txt#ObjectFlavors)
14+ (9) Pseudo-ID (objects.txt#PseudoID)
15+ (a) Identifying Objects (objects.txt#Identifying)
16+ (b) Ego Objects (objects.txt#EgoObjects)
17+ (c) Artifacts (objects.txt#Artifacts)
18+ (d) Random Abilities of Objects (objects.txt#RandomAbilities)
19+ (e) Object Inscriptions (objects.txt#Inscriptions)
20+ (f) Object Types (objects.txt#ObjectTypes)
21+
22+ (?) Help System Commands (helpinfo.txt)
23+
24+
25+***** [0] objects.txt
26+***** [1] objects.txt#ObjectSymbols
27+***** [2] objects.txt#EquipInvent
28+***** [3] objects.txt#Stacking
29+***** [4] objects.txt#Generation
30+***** [5] objects.txt#Compaction
31+***** [6] objects.txt#CursedObjects
32+***** [7] objects.txt#AncientCurse
33+***** [8] objects.txt#ObjectFlavors
34+***** [9] objects.txt#PseudoID
35+***** [a] objects.txt#Identifying
36+***** [b] objects.txt#EgoObjects
37+***** [c] objects.txt#Artifacts
38+***** [d] objects.txt#RandomAbilities
39+***** [e] objects.txt#Inscriptions
40+***** [f] objects.txt#ObjectTypes
--- /dev/null
+++ b/lib/help/objects.txt
@@ -0,0 +1,631 @@
1+=== Zangband Objects ===
2+
3+The Zangband dungeons are full of objects and many monsters you meet
4+will be carrying one or more items about their person which you may
5+retrieve from their corpse should you be skillful enough to defeat
6+them. You may pick up objects by moving on top of them. By setting
7+various options (see option.txt#UserInterface [1]) you may choose to
8+pick up items automatically or to be prompted before picking up
9+objects.
10+
11+Many objects found within the dungeon have special commands for their
12+use. Wands must be 'a'imed, staves must be 'u'sed, scrolls must be
13+'r'ead, and potions must be 'q'uaffed. You may, in general, not only
14+use items in your pack, but also items on the ground, if you are
15+standing on top of them.
16+
17+
18+***** <ObjectSymbols>
19+=== Object Symbols ===
20+
21+
22+ ! A potion (or flask) / A pole-arm
23+ ? A scroll (or book) | An edged weapon
24+ , A mushroom (or food) \ A hafted weapon
25+ - A wand or rod } A sling, bow, or x-bow
26+ _ A staff { A shot, arrow, or bolt
27+ = A ring ( Soft armor
28+ " An amulet [ Hard armor
29+ $ Gold or gems ] Misc. armor
30+ ~ Lites, Tools, Chests, etc ) A shield
31+ ~ Junk, Sticks, Skeletons, etc & Chests
32+ ` Statues or Figurines
33+
34+
35+***** <EquipInvent>
36+=== Equipment and Inventory ===
37+
38+You can carry up to 23 different objects in your backpack while wearing
39+and wielding up to 12 others. Note that the additional powers and
40+abilities some objects can grant the player are only effective when
41+they are wielded. A Shield of Resist Acid, for example, will not
42+protect you from the effects of acid while it is in your backpack.
43+items you wear and wield are referred to as your 'equipment' while items
44+contained in your backpack are referred to as your 'inventory'. You may
45+view a list of your current inventory and equipment at any time by
46+using the 'i' and 'e' commands respectively.
47+
48+Although you are limited to 23 different items in your inventory, each
49+item may actually be a 'pile' of up to 99 similar items. This allows
50+you to carry multiple spell books, rations of food and other essential
51+items while not using up all your inventory slots. If you somehow
52+manage to stuff 24 items into your pack, for example, by removing an
53+item from your head while your pack is full, then your pack will
54+'overflow' and the most recently added item will fall out and onto the
55+ground. You will be warned about any command that seems likely to
56+induce this behavior.
57+
58+In addition to the number of different items you may carry, you are
59+also limited in the total amount of weight that you can carry. As you
60+approach this value, you become slower, making it easier for monsters
61+to chase you. Note that there is no upper bound on how much you can
62+carry, if you do not mind being slow. The amount you may carry before
63+becoming slowed is determined by your strength. For this purpose, the
64+weight of both your equipment and your inventory is taken into
65+consideration.
66+
67+Because of these space and weight constraints, it is important that a
68+player learns to manage his inventory efficiently. You must juggle
69+carefully the need for carrying essential items such as food, fuel for
70+your light source, spellbooks (if applicable), healing items, escaping
71+items, and the 101 other things necessary for your survival while at
72+the same time maintaining space to carry back treasure from the
73+dungeon for sale in the town and ensuring that you do not exceed your
74+weight limit.
75+
76+
77+***** <Stacking>
78+=== Object Stacking ===
79+
80+Normally, only one object can occupy any given floor space, which may
81+or may not also contain one creature. Zangband's Stacking Options (see
82+option.txt#Stacking [2]) provide a means for allowing multiple objects
83+to share the same floor space by creating 'stacks'. Any object on the
84+floor, including those forming part of a stack, may actually be a
85+'pile' of up to 99 identical items. Objects may not be created or
86+placed on spaces where doors, rubble, traps, and staircases already
87+exist.
88+
89+
90+***** <Generation>
91+=== Object Generation ===
92+
93+Objects are generated by Zangband when you enter a dungeon level and
94+spread liberally around the dungeon floor. They may also be generated
95+when a monster is killed (assuming the monster is capable of carrying
96+objects). Each object has a 'native' depth or a depth at which it
97+begins to be commonly found in the dungeon. It is unusual, though not
98+impossible, to find objects significantly shallower in the dungeon than
99+their native depths. Note that although items generated on the floor
100+may be in 'piles', they will never be in 'stacks'.
101+
102+Which items are generated at the creation of the level or by the death
103+of a monster is determined by a number of factors including the current
104+dungeon level, the monster's native level and the native depth of the
105+object being considered for generation. The quality of the object, in
106+the case of monster drops, is also affected by the guaranteed quality
107+level (if any) of that monster's drop.
108+
109+Monster drops are either normal, 'good' or 'great'. While these terms
110+generally refer to equipment such as weapons and armor (for example,
111+a 'good' drop means that any equipment generated is guaranteed to have
112+magical pluses and a 'great' drop means that any equipment generated is
113+guaranteed to be either an ego item or an artifact), they also
114+encompass certain other objects. For example, Amulets of the Magi, the
115+dungeon-only spellbooks and Rings of Speed are all considered as being
116+'great' objects and may therefore be dropped by a monster with a
117+'great' drop. Note that some monsters may drop treasure rather than
118+objects.
119+
120+
121+***** <Compaction>
122+=== Object Compaction ===
123+
124+Zangband can track a large, but finite, number of objects at any one
125+time. If, as you kill monsters, the number of objects dropped together
126+with the number of objects already lying on the floor exceeds this
127+limit you will be told that the game is 'compacting objects'.
128+
129+When Zangband compacts objects it first attempts to combine similar
130+objects into piles and, if this does not create sufficient space, will
131+delete already existing items to create space for new ones. To the
132+extent possible the compacting is performed on objects some distance
133+away from the players current position. During compaction, items are
134+removed in order of increasing quality with the least useful items
135+removed first. Ego items are rarely removed from the level during the
136+compaction process while artifacts (see below [3]) are never removed.
137+
138+
139+***** <CursedObjects>
140+=== Cursed Objects ===
141+
142+A goodly percentage of the items generated in the dungeon or dropped by
143+monsters will be cursed. Most cursed items will have penalties to
144+various things such as your skill and deadliness or your armor class.
145+They may also have other undesirable attributes. Shopkeepers will
146+refuse to buy cursed items.
147+
148+Should you wield a cursed item, you will be prompted by the message
149+"Oops, it feels deathly cold!" and the item will be automatically
150+inscribed as being {cursed}. Once wielded, a cursed item may not be
151+taken off until it has been uncursed. Uncursing an object will allow it
152+to be removed but will not remove the negative effects such as the
153+penalties mentioned above.
154+
155+There are several ways to uncurse objects. The Life realm contains two
156+spells (one stronger than the other) for the purpose. There are also
157+scrolls that you may find or purchase from the Temple which are similar
158+to these prayers in their effect. It is also possible that in the
159+course of enchanting an item you may lift a curse as a side-effect the
160+enchanting process although this is not guaranteed to happen.
161+
162+--- The Curses ---
163+
164+There are several different types of curse and more than one may be
165+present on a single object although this is rare.
166+
167+
168+Light Curse
169+ A lightly cursed item will typically have penalties to armor class,
170+ skill and deadliness, and various other things as appropriate. It
171+ may be uncursed reading a Scroll of Remove Curse or by the weaker
172+ Life realm prayer.
173+
174+Heavy Curse
175+ A heavily cursed item will typically have penalties to armor class,
176+ skill and deadliness, and various other things as appropriate. It
177+ may be uncursed reading a Scroll of *Remove Curse*. or by the
178+ stronger Life realm prayer.
179+
180+Permanent Curse
181+ Items that are permanently cursed may not be uncursed and so may
182+ not be removed once worn. You may occasionally find objects that
183+ are permanently cursed and which you are tempted to wield. Think
184+ carefully before you do so because you probably won't get a chance
185+ to change your mind.
186+
187+
188+***** <AncientCurse>
189+=== The Ancient and Foul Curse ===
190+
191+The Ancient and Foul Curse is sometimes referred to incorrectly as 'The
192+Curse of Topi Ylinen' after the person who first created it. Unlike the
193+other curses discussed above, an object with the Ancient and Foul Curse
194+can be removed at any time and as a result you will not get the "Oops,
195+it feels deathly cold!" prompt when wielding it (unless, of course, it
196+also has one of the other curses in which case both these behaviors
197+will be present as a consequence of the secondary curse(s)).
198+
199+While the item is wielded, the curse will be randomly invoked every so
200+often. When invoked, the curse may have one or more of several possible
201+effects in various combinations. Fortunately, some of the worst of such
202+combinations such as being paralyzed while Cyberdemons are summoned
203+around you are prevented from happening. Some possible effects of the
204+curse include: summoning monsters, summoning Cyberdemons, paralyzation
205+(even with Free Action), teleporting the player, removing the walls
206+around the player, amnesia, decreasing one or more primary stats both
207+temporarily and permanently among others.
208+
209+Note: Although the Ancient and Foul Curse is primarily found on
210+objects, there are a number of other occasions where you might fall
211+foul of it. These include as side effects of miss-cast spells, setting
212+off certain traps, as a 'reward' from a chaos-warrior's patron and as
213+the dying curse of an Amberite.
214+
215+
216+***** <ObjectFlavors>
217+=== Object Flavors ===
218+
219+Some objects (scrolls, potions, wands, rods and staves) are 'flavored
220+items'. This means that with each game they are given a random flavor.
221+For example, the first time you find a Potion of Heroism it might be
222+described as a 'Dark Blue Potion'. Once you have identified it, the
223+potion will be described as a 'Dark Blue Potion of Heroism'. Flavors
224+vary from game to game so your next character might discover that that
225+same Dark Blue Potion is now something entirely different. This means
226+that each new character must set about learning exactly what each
227+flavored items is.
228+
229+One of the Zangband Options allows the player to switch to 'plain'
230+object descriptions which removes the flavored description from known
231+flavored items so that the potion above, once identified, would be
232+described simply as a 'Potion of Heroism'.
233+
234+
235+***** <PseudoID>
236+=== Pseudo-ID ===
237+
238+Occasionally, as you wander around the dungeon you will sense something
239+about the quality of an item or items you are wielding or carrying in
240+your backpack. This sensing ability is called 'pseudo-id' and is
241+limited to weapons and armor. The speed and accuracy of your pseudo-id
242+ability depends on a number of factors but the primary considerations
243+are your class and level. Pseudo-id can be 'strong' or 'weak' and
244+'slow', 'medium' or 'fast'.
245+
246+
247+Table 1 - Pseudo-Id ability of the Classes
248+
249+ Class Method Speed
250+ ----------------------------------------
251+ Warrior Strong Very Fast
252+ Mage/High-Mage Weak Slow
253+ Priest Weak Very Fast
254+ Rogue Strong Fast
255+ Ranger Strong Medium
256+ Paladin Strong Medium
257+ Warrior-Mage Weak Medium
258+ Mindcrafter Weak Medium
259+ Chaos Warrior Strong Medium
260+ Monk Weak Fast
261+
262+
263+When you pseudo-id an item, it will be inscribed (see below [4]) with
264+the quality level you have determined it to be of. This inscription
265+will remain until you identify it (see below [5]) at which time it will
266+be removed. The various inscriptions and their meanings are as follows:
267+
268+
269+Table 2 - Strong Pseudo-Id
270+
271+ Inscription Meaning
272+ -------------------------------------------------
273+ terrible a cursed artifact
274+ worthless a cursed ego item
275+ cursed a cursed item
276+ average an average item
277+ good an enchanted item
278+ excellent a good ego item
279+ special an non-cursed artifact
280+
281+
282+Table 3 - Weak Pseudo-Id
283+
284+ Inscription Meaning
285+ ------------------------------------------------
286+ cursed a cursed item (includes bad ego
287+ items and artifacts)
288+ good an enchanted item (includes good
289+ ego items and artifacts)
290+
291+
292+***** <Identifying>
293+=== Identifying Objects ===
294+
295+Although each player may, to a lessor or greater extent, rely on their
296+pseudo-id ability to ascertain the quality of some items. For the most
297+part you will need to identify them before you can ascertain how much
298+use they will be to you. There are several methods of identifying items
299+available to you. These include Scrolls of Identify and *Identify*,
300+Staves and Rods of Perception, spells and prayers and services from
301+town buildings among others.
302+
303+There is an important difference between 'identify'ing an object and
304+'*identify*'ing an object. 'Identify'ing an object will reveal its
305+correct description (including ego type where applicable), any plusses
306+to combat or armor class and its bonus to stats and abilities (its
307+'pval') if it has one. '*Identify*'ing an item will reveal all
308+information about an object including its additional fixed and random
309+abilities if any. Once *Identified*, you may review the full abilities
310+of an object by using the 'I'nspect command.
311+
312+Another means of identifying flavored items it to sell them to a shop.
313+Having purchased the item, the shopkeeper will inform you what it is
314+that you have sold. This can be a useful technique in the early game
315+but exposes you to the risk of selling an unidentified item that had
316+been generated out of depth and which you might have preferred to keep
317+for yourself.
318+
319+Note: you will automatically have full knowledge about any item that
320+you purchase in the town.
321+
322+
323+***** <EgoObjects>
324+=== Ego Objects ===
325+
326+In addition to the ordinary weapons and armor your character may find
327+in the dungeon, some of them may be endowed with additional powers.
328+These objects fall into three types: (1) artifacts which are dealt with
329+below and can be identified by their name; (2) Ego Weapons which are
330+described more fully in Attacking Monsters (see attack.txt#EgoArtifact
331+[6]); and (3) Ego Armors which are discussed more fully in Defending
332+Yourself (see defend.txt#EgoArtifact [7]).
333+
334+Unlike artifacts which are unique and may only be found once in each
335+game, it is not unusual to find several Ego Weapons or Ego Armor of the
336+same type during the course of a character's adventures.
337+
338+Note that some Ego Armor types are limited to only certain types of
339+armor. For example, you can find a Shield of Elvenkind but not Boots of
340+Elvenkind.
341+
342+
343+***** <Artifacts>
344+=== Artifacts ===
345+
346+Of all the objects in Zangband that you might find, by far the most
347+important group are artifacts. Artifacts are unique items with
348+additional properties such as increasing or sustaining one or more
349+of your stats and granting resistances or abilities. Often an
350+artifact cab be 'A'ctivated for a magical effect. These can be
351+Extremely useful - especially for classes that are weak in magic.
352+
353+There are two types of artifacts - fixed and random. The fixed
354+artifacts each have entries in the lib/edit/a_info.txt file
355+and consequently have a chance of appearing in each game you play.
356+On the other hand, random artifacts are created by the game and
357+have both random names and random properties. Once created, there
358+is only a vanishingly small chance you will ever see one exactly
359+the same again.
360+
361+
362+--- (Non-) Preserve Mode ---
363+
364+One important thing to note when considering artifacts is your
365+initial choice of (non-)preserve mode. in non-preserve mode, once a
366+fixed artifact is generated (either on the dungeon floor or in a
367+monster drop), it will never be generated again during that game.
368+This means that if you miss the artifact by leaving the level before
369+you pick it up it is gone forever. On the other hand, in preserve mode
370+this behavior is only exhibited once you have identified the artifact.
371+It is therefor safer to leave a level before it is completely explored
372+as any fixed artifact can be regenerated in subsequent levels.
373+
374+
375+--- Special feelings ---
376+
377+If you have stayed on the previous level long enough, on entering a
378+new level you will receive a 'feeling' which reflects the quality
379+of the monsters and objects on the level. Feelings are discussed in
380+more detail in the Town and Dungeon section. One possible feeling
381+is 'You have a special feeling about this level'. This message is
382+only given when playing in non-preserve mode and is an indicator
383+that you have either a monster pit, vault or artifact on the level.
384+Artifacts always cause special feelings but pits and vaults are
385+increasingly less likely to do so as you get deeper in the dungeon.
386+At very deep levels, special feelings are almost always artifacts.
387+
388+Note: In non-preserve mode, you can still find artifacts on
389+levels that did not give a special feeling but these will always
390+be the result of a monster dropping them.
391+
392+
393+--- The '~' Command ---
394+
395+By pressing '~' and choosing the option for artifacts, you can see
396+what fixed (but not random) artifacts you have found so far. In
397+non-preserve mode, this option will also show which fixed (but not
398+random) artifacts you have missed. However, in this case, it will
399+show nothing about fixed artifacts on the current dungeon level but
400+not yet found and as a result is often best used on the town level.
401+
402+
403+***** <RandomAbilities>
404+=== Random Abilities of Objects ===
405+
406+In addition to the ordinary weapons, armor and other equipment your
407+character may find in the dungeon, some such items may be endowed with
408+additional powers such as sustains, resistances and abilities. Such
409+items fall into three categories: (1) artifacts; (2) ego items; and (3)
410+ordinary items which grant additional powers. In addition to their
411+fixed powers, some of these objects may also be granted an additional
412+power (or powers) in a random fashion.
413+
414+The random powers of objects may be either guaranteed (so that objects
415+of that type will always have an additional random power) or may have a
416+varying chance of being granted (so that only some of the objects of
417+that type will have an additional random power). A few rare objects
418+have the possibility of having multiple random powers. Random powers
419+fall into three categories as follows:
420+
421+Extra Sustains
422+--------------
423+ Sustain Strength
424+ Sustain Intelligence
425+ Sustain Wisdom
426+ Sustain Dexterity
427+ Sustain Constitution
428+ Sustain Charisma
429+
430+Extra Resistances
431+-----------------
432+ Resist Blindness
433+ Resist Confusion
434+ Resist Sound
435+ Resist Shards
436+ Resist Nether
437+ Resist Nexus
438+ Resist Chaos
439+ Resist Disenchantment
440+ Resist Poison
441+ Resist Light
442+ Resist Dark
443+
444+Extra Powers
445+------------
446+ Levitation
447+ Permanent Light
448+ See Invisible
449+ Telepathy
450+ Slow Digestion
451+ Regeneration
452+ Free Action
453+ Hold Life
454+
455+
456+***** <Inscriptions>
457+=== Object Inscriptions ===
458+
459+You may "inscribe" any object with a textual inscription of your
460+choice. These inscriptions are not limited in length, though you may
461+not be able to see the whole inscription on the item. The game applies
462+special meaning to inscriptions containing any text of the form "@#" or
463+"@x#" or "!x" or "!*" (see command.txt#ObjectSelection [8]) .
464+
465+The game provides some "fake" inscriptions to help you keep track of
466+your possessions. Wands and staves which are known to be empty will be
467+inscribed with "empty". Objects which have been tried at least once but
468+haven't been identified yet will be inscribed with "tried". Cursed
469+objects are inscribed with "cursed". Broken objects may be inscribed
470+with "broken". Also, any item which was purchased at a discount,
471+implying that it is slightly "sub-standard", will be inscribed with the
472+appropriate "discount", such as "25% off". Note that these inscriptions
473+are fake, and cannot be removed, though they can be covered up by a
474+real inscription if you so desire. Try "_" as a nice short one.
475+
476+
477+***** <ObjectTypes>
478+=== The Object Types ===
479+
480+Ammunition ('{')
481+ Ammunition of various types and quality is a frequent find in the
482+ dungeon and is usually found in 'piles'. In order to get the full
483+ benefit from ammunition it must be 'f'ired from the appropriate
484+ missile launcher but me also be thrown. Slings fire pebbles and
485+ shots, bows fire arrows and crossbows fire bolts.
486+
487+Missile Launchers ('}')
488+ There are several types of missile launchers from slings to heavy
489+ crossbows. Each type of launcher has its own ammunition (see above).
490+ Missile launchers must be 'w'ielded before they can be used and will
491+ be placed in the 'b' equipment slot.
492+
493+Weapons ('|', '/', '\')
494+ There are numerous types of weapons in the dungeons. Each weapon
495+ varies in terms of its weight and based damage dice. Weapons must be
496+ 'w'ielded before they can be used and will be placed in the 'a'
497+ equipment slot.
498+
499+Armor ('[', '(', ')', ']')
500+ Armor may be worn on your body (the 'g' equipment slot), cloaks may
501+ worn about your body (the 'h' equipment slot), shields may be worn
502+ on your arm (the 'i' equipment slot), head gear (caps, helms and
503+ crowns) are worn on your head (the 'j' equipment slot), gloves and
504+ gauntlets and cesti are worn on your hands (the 'k' equipment slot)
505+ and boots are worn on your feet (the 'l' equipment slot). Armor of
506+ any kind must be 'w'ielded before it can be used.
507+ worn on your
508+
509+Amulets ('"')
510+ Amulets are flavored items and are worn around your neck (the 'e'
511+ equipment slot) and must be 'w'ielded before they can be used.
512+
513+Rings ('=')
514+ Rings are flavored items. You may wear one ring each of your left
515+ and your right hand (the 'c' and 'd' equipment slot) and must be
516+ 'w'ielded before they can be used.
517+
518+Scrolls ('?')
519+ Scrolls are flavored items which must be 'r'ead to benefit from
520+ their effect. Most scrolls serve utility purposes.
521+
522+Potions ('!')
523+ Potions are flavored items and must be 'q'uaffed before they have
524+ an effect on you. Some potions may be thrown at monsters and will
525+ have an effect on them when the potion shatters. Similarly, you may
526+ occasionally be carrying a potion which shatters during combat and
527+ thus spreading its effects on the monsters around you.
528+
529+Food (',')
530+ Various food items are scattered throughout the dungeons and must
531+ be 'E'aten for the player to gain nutritional value. If you do not
532+ eat regularly you will become hungry and then weak. Eventually, you
533+ will begin to faint from hunger and will finally die of starvation.
534+
535+ Note: undead races gain little or no nutritional value from food
536+ and must therefore obtain nourishment in some other manner.
537+
538+Mushrooms (',')
539+ Mushrooms are a flavored food item that grant nutritional value and
540+ also have a magical effect on the player. As you might expect, not
541+ all of these are beneficial. They must be 'E'aten.
542+
543+ Note: undead races will get little or no nutritional value from
544+ eating mushrooms but will experience any magical effects.
545+
546+Wands ('-')
547+ Wands are flavored, magical devices containing a finite number of
548+ 'charges'. Each charge represents a single use of the wand and
549+ using the wand reduces the number of charges available by one. Once
550+ empty, the wand must be 'recharged' before it can be used again. In
551+ general, wands will fire a bolt, beam or ball rather than have an
552+ area affect. Wands do not normally affect the player directly and
553+ are generally useful for attacking purposes. Wands must be 'a'imed
554+ and most wands will require a target.
555+
556+Staffs ('_')
557+ Staves are a flavored item and are made of various types of wood.
558+ Like wands, they contain a limited number of charges and must be
559+ recharged when empty. In general, staves have an area affect or
560+ act on the player. Unlike wands, few staves may be used directly
561+ for offense. Staves must be 'u'sed and do not require a target.
562+
563+Rods ('-')
564+ Rods are similar to both wands and staves in that many magical
565+ effects available from wands and staves are also available from
566+ rods. The main difference is that a rod carries a single charge but
567+ over time will recharge itself. Typically, the better the rod, the
568+ longer it will take to recharge itself. This means you have an
569+ unlimited supply of the magical effect but can only use it
570+ infrequently compared to a wand or staff which can be used each
571+ turn until it is empty. Rods must be 'z'apped and many rods will
572+ require a target.
573+
574+Spellbooks ('?')
575+ There are four spell books for each of the magic realms and which
576+ are found either in the shops or at varying depths in the dungeons.
577+ If you are are a spellcaster, you may 'b'rowse any book belonging
578+ to your chosen realm(s) to see what spells it contains. You may not
579+ browse books from realms other than those that your character has
580+ chosen. You may learn new spells with the 'g' command and cast them
581+ with the '*' command.
582+
583+Chests ('&')
584+ Chests are complex objects, containing traps, locks, and possibly
585+ treasure or other objects inside them once they are opened. Many of
586+ the commands that apply to traps or doors also apply to chests and,
587+ like traps and doors, these commands do not work if you are
588+ carrying the chest.
589+
590+Magical Figurines ('`')
591+ A figurine is a small. magical replica of a monster from the
592+ dungeon. When a figurine is thrown, a pet of the figurine's monster
593+ type will be generated.
594+
595+Statues (''')
596+ Statues made of various materials can be found throughout the
597+ dungeon. Unlike figurines, they have no magical attributes but may
598+ be worth selling depending upon the material from which they are
599+ made.
600+
601+Corpses ('~')
602+ You may sometimes find the corpses and skeletons of monsters and
603+ other adventurers that have died in the dungeons.
604+
605+Various Junk ('~')
606+ Like any dungeon, you should expect to find various junk items like
607+ broken sticks, empty bottles, etc. lying around. While most of this
608+ junk is useless, iron spikes can be used to 'j'am doors to prevent
609+ a monster from chasing you.
610+
611+Light Sources ('~')
612+ Various light sources and their fuel may also be found in the
613+ dungeon. You may refill your light source if you are carrying the
614+ appropriate items by using the 'F' command. Lanterns can be filled
615+ with flasks of oil and torches combined with other torches.
616+
617+--
618+Original : (??)
619+Updated : (??)
620+Updated : Zangband DevTeam
621+Last update: February 2, 2000
622+
623+***** Begin Hyperlinks
624+***** [1] option.txt#UserInterface
625+***** [2] option.txt#Stacking
626+***** [3] objects.txt#Artifacts
627+***** [4] objects.txt#Inscriptions
628+***** [5] objects.txt#Identifying
629+***** [6] attack.txt#EgoArtifact
630+***** [7] defend.txt#EgoArtifact
631+***** [8] command.txt#ObjectSelection
--- /dev/null
+++ b/lib/help/option.hlp
@@ -0,0 +1,34 @@
1+Zangband Options.
2+
3+Please choose one of the following online help files:
4+
5+ (0) Zangband Options (option.txt)
6+ (1) Option Set 1 - User Interface (option.txt#UserInterface)
7+ (2) Option Set 2 - Disturbance (option.txt#Disturbance)
8+ (3) Option Set 3 - Game Play (option.txt#GamePlay)
9+ (4) Option Set 4 - Efficiency (option.txt#Efficiency)
10+ (5) Zangband Options (option.txt#Zangband)
11+ (6) Stacking Options (option.txt#Stacking)
12+ (7) Base Delay Factor (option.txt#BaseDelay)
13+ (8) Hitpoint Warning (option.txt#Hitpoint)
14+ (9) Autosave Options (option.txt#Autosave)
15+ (a) Window Flags (option.txt#Window)
16+ (b) Cheating Options (option.txt#Cheating)
17+ (c) Start-Up Options (option.txt#StartUp)
18+
19+ (?) Help System Commands (helpinfo.txt)
20+
21+
22+***** [0] option.txt
23+***** [1] option.txt#UserInterface
24+***** [2] option.txt#Disturbance
25+***** [3] option.txt#GamePlay
26+***** [4] option.txt#Efficiency
27+***** [5] option.txt#Zangband
28+***** [6] option.txt#Stacking
29+***** [7] option.txt#BaseDelay
30+***** [8] option.txt#HitPoint
31+***** [9] option.txt#Autosave
32+***** [a] option.txt#Window
33+***** [b] option.txt#Cheating
34+***** [c] option.txt#StartUp
--- /dev/null
+++ b/lib/help/option.txt
@@ -0,0 +1,699 @@
1+=== Options and Effects (Zangband 2.2.*) ===
2+
3+Most of the "options" are accessible through the '=' command, which
4+provides an interface to the various "sets" of options available to the
5+player.
6+
7+In the descriptions below, each option is listed as the textual summary
8+which is shown on the "options" screen, plus the internal name of the
9+option in brackets, followed by a textual description of the option.
10+
11+Note that the internal name of the option can be used in user pref
12+files to force the option to a given setting, see "command.txt" for
13+more info.
14+
15+Various concepts are mentioned in the descriptions below, including
16+"disturb", (cancel any running, resting, or repeated commands, which
17+are in progress), "flush" (forget any keypresses waiting in the keypress
18+queue, including any macros in progress), "fresh" (dump any pending
19+output to the screen).
20+
21+
22+***** <UserInterface>
23+=== Option Set 1 -- User Interface ===
24+
25+Rogue-like commands [rogue_like_commands]
26+ Selects the "roguelike" command set (see "command.txt" for info).
27+
28+Activate quick messages [quick_messages]
29+ Allows the use of any keypress as a response to the "-more-" prompt
30+ (useful for monster farming). Allows most keys to mean "no" to any
31+ "[y/n]" prompt.
32+
33+Prompt for various information [other_query_flag]
34+ Forces the game to ask you before taking various actions, such as
35+ using things which might cause your pack to overflow. Forces the
36+ game to ask you which hand to place rings on.
37+
38+Prompt before picking things up [carry_query_flag]
39+ Forces the game to ask you if you want to pick something up when
40+ you do something that would normally cause the item to be picked
41+ up.
42+
43+Use old target by default [use_old_target]
44+ Forces all commands which normally ask for a "direction" to use the
45+ current "target" if there is one. Use of this option can be
46+ dangerous if you target locations on the ground, unless you clear
47+ them when done.
48+
49+Pick things up by default [always_pickup]
50+ Tells the game that walking onto an item should attempt to pick it
51+ up. Otherwise, you must use the "g" command, or the "-" command
52+ while walking. Combined with "carry_query_flag", allows you to
53+ selectively pick up all items which you step on.
54+
55+Repeat obvious commands [always_repeat]
56+ Tells the game that when you attempt to "open" a door or chest,
57+ "bash" a door, "tunnel" through walls, or "disarm" traps or chests,
58+ that you wish to "repeat" the command 99 times (see "command.txt").
59+
60+Show dungeon level in feet [depth_in_feet]
61+ Display the dungeon depth in "feet" instead of as an actual level.
62+ This also affects the monster memory display.
63+
64+Merge inscriptions when stacking [stack_force_notes]
65+ Force otherwise identical objects to merge, even if one has an
66+ empty inscription and the other does not. The resulting stack keeps
67+ the non-empty inscription.
68+
69+Merge discounts when stacking [stack_force_costs]
70+ Force otherwise identical objects to merge, even if they have
71+ different discounts. The resulting stack keeps the largest
72+ discount. This option may cause you to lose "value", but will give
73+ you optimal pack usage.
74+
75+Show labels in object lists [show_labels]
76+ Display the "labels" for objects in the "equipment" list, and in
77+ any "special" window which is displaying the "equipment". These
78+ labels indicate what the player is "using" the object for, such as
79+ "wielding" or "wearing" (in a given location). After you have
80+ played for a while, this information is no longer useful, and can
81+ be annoying. Note that in Zangband 2.1.0 and later this option no
82+ longer controls the "plain flavored object descriptions": a
83+ separate option for them has been added under "Zangband Options".
84+
85+Show weights in object lists [show_weights]
86+ Display the weights of objects in the "inventory" and "equipment"
87+ lists, and in "stores", and in any "special" window which is
88+ displaying any of these lists.
89+
90+Show graphics in inventory list [show_inven_graph]
91+ Displays small icons of the items in your "inventory" list.
92+
93+Show graphics in equipment list [show_equip_graph]
94+ Displays small icons of the items in your "equipment" list.
95+
96+Show graphics in stores [show_store_graph]
97+ Displays small icons of the items in "stores".
98+
99+Show choices in certain sub-windows [show_choices]
100+ Indicate legal choices in "special" windows which display lists.
101+
102+Show details in certain sub-windows [show_details]
103+ Indicate extra details in "special" windows, currently used to
104+ activate the display of "death counts" and "monster descriptions"
105+ when recalling details about a monster.
106+
107+Audible bell (on errors, etc) [ring_bell]
108+ Attempt to make a "bell" noise when various "errors" occur.
109+
110+Use color if possible (slow) [use_color]
111+ This option enables the software support for "color". Since this
112+ makes the game slower, you should always disable this option if you
113+ are using a machine which is not capable of using color.
114+
115+
116+***** <Disturbance>
117+=== Option Set 2 -- Disturbance ===
118+
119+Run past stairs [find_ignore_stairs]
120+ Ignore stairs when running.
121+
122+Run through open doors [find_ignore_doors]
123+ Ignore open doors when running.
124+
125+Run past known corners [find_cut]
126+ Cut sharply around "known" corners when running. This will result
127+ in "faster" running, but may cause you to run into a "lurking"
128+ monster.
129+
130+Run into potential corners [find_examine]
131+ Fully explore "potential corners" in hallways.
132+
133+Disturb whenever any monster moves [disturb_move]
134+ Disturb the player when any monster moves, appears, or disappears.
135+ This includes monsters which are only visible due to telepathy, so
136+ you should probably turn this option off if you want to "rest" near
137+ such monsters.
138+
139+Disturb whenever viewable monster moves [disturb_near]
140+ Disturb the player when any viewable monster moves, whenever any
141+ monster becomes viewable for the first time, and also whenever any
142+ viewable monster becomes no longer viewable. This option ignores
143+ the existence of "telepathy" for the purpose of determining whether
144+ a monster is "viewable". See also the "view_reduce_view" option.
145+
146+Disturb whenever map panel changes [disturb_panel]
147+ This option causes you to be disturbed by the screen "scrolling",
148+ as it does when you get close to the "edge" of the screen.
149+
150+Disturb whenever player state changes [disturb_state]
151+ This option causes you to be disturbed whenever the player state
152+ changes, including changes in hunger, resistance, confusion, etc.
153+
154+Disturb whenever boring things happen [disturb_minor]
155+ This option causes you to be disturbed by various bring things,
156+ including monsters bashing down doors, inventory feelings, and
157+ beginning to run out of fuel.
158+
159+Alert user to critical hitpoints [alert_hitpoint]
160+ Produce a "bell" noise, and flush all pending input, when your
161+ hitpoints reach the "critical point" chosen elsewhere, preventing
162+ stupid deaths.
163+
164+Alert user to various failures [alert_failure]
165+ Produce a "bell" noise, and flush all pending input, when various
166+ "failures" occur, as described above.
167+
168+
169+***** <GamePlay>
170+=== Option Set 3 -- Game-play ===
171+
172+Auto-haggle in stores [auto_haggle]
173+ Disable "haggling" in stores, resulting in a ten percent sales tax
174+ on items which you would have otherwise been forced to haggle for.
175+ When this option is on, all prices listed in stores will be the
176+ actual price that you pay for an item, as opposed to the price
177+ that the shop-keeper will suggest.
178+
179+Auto-scum for good levels [auto_scum]
180+ This is a hack but allows you to force the generation of "good"
181+ levels in the dungeon. This option may be extremely slow on some
182+ machines, especially deep in the dungeon. The minimum "goodness" of
183+ the level is based on the dungeon level, so the deeper you go, the
184+ better the level will be. A lot of people consider this option to
185+ be cheating.
186+
187+Allow weapons and armor to stack [stack_allow_items]
188+ Allow identical weapons and armor to be combined into a stack. This
189+ also allows unidentified, but identical, ammo to be combined, which
190+ may result in the auto-identification of some of the ammo, but
191+ which makes it a lot easier to actually use unidentified ammo.
192+
193+Allow wands/staffs/rods to stack [stack_allow_wands]
194+ Allow identical wands/staffs/rods to be combined into a stack. This
195+ may force the items to be "unstacked" to use them, which may result
196+ in "overflow" of the stack. Also, the entire stack can be recharged
197+ (and possibly destroyed) at the same time.
198+
199+Expand the power of the look command [expand_look]
200+ Expand the "look" command to allow the user to "look" at grids
201+ which are not actually in view of the player, allowing the
202+ examination of objects/monsters which have only been detected by
203+ spells, or sensed via telepathy.
204+
205+Expand the power of the list commands [expand_wrap]
206+ Expand the "listing" commands so that they "wrap" at the "edges" of
207+ the appropriate list. This allows the "look" and "target" commands
208+ to "cycle" through all appropriate grids forever, and the "identify
209+ symbol" to browse through all of the monsters of a given type.
210+
211+Map remembers all perma-lit grids [view_perma_grids]
212+ Memorize all perma-lit floor grids which are seen by the player.
213+ This option allows you to keep track of which explored floor grids
214+ were perma-lit, but does not distinguish between dark floor grids,
215+ unexplored floor grids, and unknown grids. Turning off this option
216+ allows the player to always know which lit floor grids are in line
217+ of sight, but this is better accomplished by the "view_bright_lite"
218+ option. Note that any non-floor grids which is seen by the player
219+ are always memorized, and "object" which is seen by the player is
220+ memorized independantly from the memorization of the grid itself.
221+
222+Map remembers all torch-lit grids [view_torch_grids]
223+ Memorize all (torch-lit) floor grids which are seen by the player.
224+ This option not only allows you to keep track of which floor grids
225+ have been explored, but also which ones are "dark", because the use
226+ of this option activates a special "color scheme" for the display
227+ of floor grids, in which "dark" grids are drawn in "dark gray",
228+ "lit" grids are drawn in "white", and (if the "view_bright_lite"
229+ option is set) "lit" grids which are also in line of sight are
230+ drawn in "orange". Note that grids which are currently "torch-lit"
231+ are considered to be "lit", and are thus drawn in "white", unless
232+ the "view_yellow_lite" option is set, in which case they are drawn
233+ in "yellow".
234+
235+Generate dungeons with aligned rooms [dungeon_align]
236+ Force all rooms to be "aligned" with the "panel" divisions. This
237+ results in a much "prettier" dungeon, but may result in fewer
238+ greater vaults.
239+
240+Generate dungeons with connected stairs [dungeon_stair]
241+ Always generate a staircase back to the level you came from, if you
242+ used a staircase to get to the level. This is more "realistic", and
243+ "safer", but less of a "challenge" for some people.
244+
245+Monsters chase current location (v.slow) [flow_by_sound]
246+ Allow monsters to make paths to the player when they are nearby.
247+ This option is extremely slow, but can produce viciously smart
248+ monsters.
249+
250+Monsters chase recent locations (v.slow) [flow_by_smell]
251+ As above, but also allow monsters to take advantage of "old" trails
252+ that you may have left in the dungeon.
253+
254+Monsters follow the player (beta) [track_follow]
255+ This option is currently non-functional.
256+
257+Monsters learn from their mistakes [smart_learn]
258+ Allow monsters to learn what spell attacks you are resistant to,
259+ and to use this information to choose the best attacks.
260+
261+Monsters exploit players weaknesses [smart_cheat]
262+ Allow monsters to know what spell attacks you are resistant to,
263+ and to use this information to choose the best attacks.
264+
265+
266+***** <Efficiency>
267+=== Option Set 4 -- Efficiency ===
268+
269+Reduce lite-radius when running [view_reduce_lite]
270+ Reduce the "radius" of the player's "lite" to that of a "torch"
271+ when the player is "running", which makes running more "efficient",
272+ but is extremely annoying. Certain older versions of Angband used
273+ this behavior always, so "purists" should turn it on.
274+
275+Reduce view-radius in town [view_reduce_view]
276+ Reduce the "radius" of the player's "view" by half when the player
277+ is in town. This makes running faster in town, and also allows the
278+ player to ignore monsters in town which are more than ten grids
279+ away, which is usually safe, since none have distance attacks.
280+
281+Avoid checking for user abort [avoid_abort]
282+ Avoid checking to see if the user has pressed a key during resting
283+ or running or repeated commands. This not only makes the game much
284+ more efficient (on many systems), but also allows the use of
285+ certain obscure macro sequences, such as turning this option on,
286+ resting until done, turning this option off, and casting a spell.
287+ Note that the use of this option may be dangerous on certain
288+ "graphic" machines. Resting for long periods of time with this
289+ option set is dangerous since the resting may not stop until the
290+ user takes damage from starvation.
291+
292+Avoid processing special colors [avoid_other]
293+ Avoid processing the "multi-hued" or "clear" attributes of
294+ monsters. This will cause all "multi-hued" monsters to appear
295+ "violet" and all "clear" monsters to appear "white", and will cause
296+ "trappers" and "lurkers" to be visible on some machines, but it may
297+ greatly increase efficiency especially when telepathy is active.
298+ Certain systems may choose to set this option if they are unable to
299+ support the special "color" processing, but if they handle graphics
300+ "correctly", by using attr/char pairs with the "high bits" set,
301+ then not only will the game correctly avoid using any "dangerous"
302+ color processing, but it will allow such processing to occur when
303+ it is not dangerous. So if you are using graphics, and you use a
304+ "normal" attr/char for the "floor" grids, then you can use the
305+ "special lighting effects" for floors.
306+
307+Flush input on various failures [flush_failure]
308+ This option forces the game to flush all pending input whenever
309+ various "failures" occur, such as failure to cast a spell, failure
310+ to use a wand, etc. This is very useful if you use macros which
311+ include "directional" components with commands that can fail, since
312+ it will prevent you from walking towards monsters when your spells
313+ fail.
314+
315+Flush input whenever disturbed [flush_disturb]
316+ This option forces the game to flush all pending input whenever
317+ the character is "disturbed". This is useful if you use macros
318+ which take time, since it will prevent you from continuing your
319+ macro while being attacked by a monster.
320+
321+Flush input before every command [flush_command]
322+ This option forces the game to flush all pending input before every
323+ command. This option is silly, unless you are very paranoid.
324+
325+Flush output before every command [fresh_before]
326+ This option forces the game to flush all output before every
327+ command. This will give you maximal information, but may slow down
328+ the game somewhat. Note that this option is only useful when using
329+ macros, resting, running, or repeating commands, since the output
330+ is always flushed when the game is waiting for a keypress from the
331+ user.
332+
333+Flush output after every command [fresh_after]
334+ This option forces the game to flush all output after not only
335+ every player command, but also after every round of processing
336+ monsters and objects, which will give you maximal information, but
337+ may slow down the game a lot, especially on slower machines, and on
338+ faster machines you normally do not have a chance to see the
339+ results anyway.
340+
341+Flush output after every message [fresh_message]
342+ This option forces the game to flush all output after every message
343+ displayed by the game. This will give you maximal information, but
344+ may slow down the game somewhat.
345+
346+Compress messages in savefiles [compress_savefile]
347+ Compress the savefile, by only saving the most recent "messages"
348+ that the player has received. This can cut the size of the savefile
349+ by a drastic amount, but will result in the loss of message
350+ information.
351+
352+Hilite the player with the cursor [hilite_player]
353+ Place the visible cursor on the player. This looks fine on some
354+ Unix machines, but horrible on most graphics machines. Note that
355+ only some machines are able to *not* show the cursor, but on those
356+ machines, hiding the cursor often speeds up the game and looks
357+ better.
358+
359+Use special colors for torch-lit grids [view_yellow_lite]
360+ This option causes special colors to be used for "torch-lit" grids
361+ in certain situations (see the entries for"view_granite_lite" and
362+ "view_special_lite"). Turning this option off will slightly improve
363+ game speed.
364+
365+Use special colors for 'viewable' grids [view_bright_lite]
366+ This option causes special colors to be used for non "viewable"
367+ grids in certain situations (see "view_granite_lite" and
368+ "view_special_lite"). When this option is set, floor grids which
369+ are normally drawn in "white" but which are not currently
370+ "viewable" by the player are instead drawn in "dark gray". This
371+ makes the "viewable" grids to appear "brighter" than the others,
372+ allowing the player to easily determine which floor grids are in
373+ "line of sight". Turning this option off will probably increase the
374+ speed of the game.
375+
376+Use special colors for wall grids (slow) [view_granite_lite]
377+ This option activates a special color scheme for all "wall" grids
378+ which are normally drawn in "white" (as walls and rubble normally
379+ are). When the player is blind, we use "dark gray", else if the
380+ grid is torch-lit, we use "yellow" (or "white") depending on the
381+ "view_yellow_lite" option, else if the "view_bright_lite" option is
382+ set, and the grid is not in line of sight, or the grid is dark, or
383+ the grid is only "partially" lit, then we use "gray", otherwise we
384+ use the normal "white". Turning this option off will probably
385+ increase the speed of the game.
386+
387+Use special colors for floor grids (slow) [view_special_lite]
388+ This option activates a special color scheme for all "floor" grids
389+ which are normally drawn in "white" (as they normally are). When the
390+ player is blind, we use "dark gray", else if the grid is torch-lit,
391+ we use "yellow" (or "white") depending on the "view_yellow_lite"
392+ option, else if the grid is "dark", we use "dark gray", else if the
393+ "view_bright_lite" option is set, and the grid is not in line of
394+ sight, we use "gray", otherwise we use the normal "white". Turning
395+ this option off will probably increase the speed of the game.
396+
397+
398+***** <Zangband>
399+=== Zangband Options ===
400+
401+All features which are typical to Zangband (i.e. which are not in
402+vanilla Angband) are collected in this menu (except for the Autosave
403+options).
404+
405+Disturb whenever random things happen [disturb_other]
406+ In Zangband, uncursed teleporting items may teleport you around
407+ sometimes, asking for your confirmation (and possibly disturbing
408+ your rest). If you unset this option, they will stop asking you
409+ and teleporting you randomly. Cursed items will neither ask for
410+ confirmation nor stop teleporting you even if this option is
411+ unset.
412+
413+Get last words when the character dies [last_words]
414+ Display a random line from the "death.txt" file when your character
415+ dies. If this option is not selected, the "You die." message is
416+ displayed instead.
417+
418+Allow shopkeepers and uniques to speak [speak_unique]
419+ If this option is in use, shopkeepers may sometimes whisper rumours
420+ to you. Also certain monsters start boasting as they attack you,
421+ and, when they die, they say their 'last words'. A speaking monster
422+ may also (if the option is selected) be wanted by the law, in which
423+ case you get the reward if you kill it.
424+
425+Allow unusually small dungeon levels [small_levels]
426+ This option enables the creation of levels of varying sizes. Levels
427+ that are as small as the town level (i.e. 1 'screen') are possible,
428+ yet they can be dangerous, especially for a low level character.
429+ Note that this option has the side effect of enabling / disabling
430+ 'destroyed' levels (they are enabled if small levels are).
431+
432+Always create unusually small dungeon levels [always_small_levels]
433+ If this option is enabled, then every level will be smaller than
434+ usual. See the 'Allow unusually small dungeon levels' option above.
435+
436+Allow empty 'arena' levels [empty_levels]
437+ Normal dungeon levels consist mostly of rock. If this option is in
438+ use, levels which have empty floor instead of solid rock may also
439+ be created (somewhat remniscent of Nethack's "big-room" levels).
440+ These levels can be extremely deadly, especially with breathing
441+ monsters (since there are few obstructions to shield). Arena levels
442+ may have vaults, nests and pits in them like normal levels. Some
443+ arena levels are dark when they are created, but most are lit.
444+
445+Use special symbols for the player char [player_symbols]
446+ If this option has been compiled in, it allows you to display your
447+ character using race / class / sex dependent colours and graphical
448+ symbols. Note that the support for this option may not have been
449+ compiled in on all platforms.
450+
451+Display 'equippy' chars [equippy_chars]
452+ This option will show you a graphical representation of your worn
453+ equipment on the main screen. The 'equippy' chars will use the
454+ standard symbols of the respective items.
455+
456+Skip mutations in 'C'haracer Display [skip_mutations]
457+ Normally, if your character has gained mutations, they will be
458+ displayed in an extra 'h' mode window under the 'C'haracter
459+ Description command. Some players may wish to view mutations only
460+ via the knowledge command ('~' or '|') and do not want any extra
461+ screens in the Character Description: they should set this option.
462+
463+Plain object descriptions [plain_descriptions]
464+ In Zangband, this option disables "full" names for identified
465+ 'flavored' objects, in other words, if this option is not in use,
466+ an identified Potion of Speed could be listed (for example) as a
467+ Blue Potion of Speed. If you prefer simpler, less verbose
468+ descriptions, set this option.
469+
470+Monsters behave stupidly [stupid_monsters]
471+ Zangband 2.1.0 incorporates Keldon Jones' improved monster
472+ Artificial Intelligence patch. While this patch most certainly
473+ makes monsters behave more realistically, they will also be more
474+ deadly with the improved AI. If you are a sissy, set this option to
475+ get the old, really stupid monster AI.
476+ Note that the new AI is a bit processing power expensive. If you
477+ have an old computer (386sx) and Zangband is running too slowly,
478+ you could try turning stupid_monsters on. Or buying that Pentium II
479+ so you can run Zangband. :-)
480+
481+No query to destroy known worthless items [auto_destroy]
482+ It can sometimes be annoying that the Destroy command asks for
483+ confirmation when you are attempting to destroy a Broken sword
484+ {cursed}. If this option is set, no confirmation will be asked if
485+ you attempt to destroy an object which you know to be worthless. Of
486+ course, cursed artifacts cannot be destroyed even if this option is
487+ set.
488+
489+Confirm to wear/wield known cursed items [confirm_wear]
490+ Some players may occasionally, due to a typing mistake, find
491+ themselves wearing an item which they knew was cursed. If this
492+ option is set, you should be safe from such typing mistakes: you
493+ will be prompted if you attempt to wear or wield an item if your
494+ character knows it is cursed.
495+
496+Prompt before exiting a dungeon level [confirm_stairs]
497+ Some players (such as myself) often accidentally press the '<' key
498+ and exit a Special feeling level. If this option is set, the
499+ program asks for confirmation before you go up or down the stairs.
500+ Others may find the prompt annoying, they should of course not set
501+ this option. :-)
502+
503+Disturb when visible pets move [disturb_pets]
504+ The player may wish that some of the disturbance options do not
505+ apply to pets: for example, it can be annoying if your rest is
506+ always disturbed by a pet dog who pops in every now and then. By
507+ default, pets do not disturb you even if full monster disturbance
508+ options are set. If you want your pets to disturb you like normal
509+ monsters, set this option.
510+
511+Automatically open doors [easy_open]
512+ Makes it easy for your character to open a door: simply by walking
513+ into it! Also the open command will automatically select one
514+ direction if only one door is near you.
515+
516+Automatically disarm traps [easy_disarm]
517+ Makes it easy for your character disarm a trap: simply by walking into
518+ it! Also the disarm command will automatically select one direction
519+ if only one known trap is near you.
520+
521+Display floor stacks in lists [easy_floor]
522+ Lets you select an item from a stack on the floor by browsing a
523+ list, Also floor stack are described as "You see a stack of n
524+ items.", when there is more than one item on a floor grid.
525+
526+Allow unified use command [use_command]
527+ Unifies the item commands like "zap a rod", "use a staff", "eat
528+ food", "aim a wand", ... into a general "use object" command. The
529+ command in the original keymap is "u", and "a" in the roguelike
530+ mode. The standard commands for eat, quaff, read, zap, aim, ... are
531+ still available, but can be used for macros.
532+
533+
534+***** <Stacking>
535+=== Stacking Options ===
536+
537+Allow objects to stack on the floor [testing_stack]
538+ Allows a cave grid to hold more than one object (or one kind of
539+ object).
540+
541+Allow monsters to carry objects [testing_carry]
542+ If this option is set, monsters which "pick up" objects will drop
543+ the objects they were carrying when you kill them. Note that
544+ monsters which "crush" objects are not affected by this option.
545+
546+
547+***** <BaseDealy>
548+=== Base Delay Factor ===
549+
550+The "delay_factor" value, if non-zero, is used to "slow down" the game,
551+which is useful to allow you to "observe" the temporal effects of bolt,
552+beam, and ball attacks. The actual delay is equal to "delay_factor"
553+cubed, in milliseconds.
554+
555+
556+***** <Hitpoint>
557+=== Hitpoint Warning ===
558+
559+The "hitpoint_warn" value, if non-zero, is the percentage of maximal
560+hitpoints at which the player is warned that he may die. It is also
561+used as the cut-off for using red to display both hitpoints and mana.
562+
563+
564+***** <Autosave>
565+=== Autosave Options ===
566+
567+Ideally, the game should be so stable that these options are not needed
568+at all. However, even if the game were 100% reliable (which it, to be
569+frank, probably is not), the user might forget to and his hardware
570+could fail him. For all of these reasons, you may want to use these
571+options:
572+
573+Autosave when entering new levels [autosave_l]
574+ If this option is set, the program will attempt to save your
575+ character every time before creating a new dungeon level.
576+ Useful if you experience hangups in level generation (although
577+ these should have been eliminated in 2.1.0).
578+
579+Timed autosave [autosave_t]
580+ If this option is set, the program will attempt to save your
581+ character every n game turns, where n is the "frequency".
582+ To set frequency press n: it will increase the frequency
583+ to the next category (and from 25000 to 0), the categories
584+ being every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and
585+ 25000 turns. Note that the frequency must be higher than 0
586+ and the "Timed autosave" set to "yes" for timed autosaves
587+ to take place.
588+
589+
590+***** <Window>
591+=== Window Flags ===
592+
593+Selects what kind of information is displayed in which window.
594+
595+
596+***** <Cheating>
597+=== Cheating Options ===
598+
599+Using the cheating options marks your character as "Cheater" and
600+you won't get into the high-score list. Turning off the cheating
601+options later does NOT allow your character to get a highscore entry,
602+so think twice before using any cheat.
603+
604+Peek into object creation [cheat_peek]
605+ Cheaters never win. But they can peek at object creation.
606+
607+Peek into monster creation [cheat_hear]
608+ Cheaters never win. But they can peek at monster creation.
609+
610+Peek into dungeon creation [cheat_room]
611+ Cheaters never win. But they can peek at room creation.
612+
613+Peek into something else [cheat_xtra]
614+ Cheaters never win. But they can see debugging messages.
615+
616+Know complete monster info [cheat_know]
617+ Cheaters never win. But they can know all about monsters.
618+
619+Allow player to avoid death [cheat_live]
620+ Cheaters never win. But they can cheat death.
621+
622+
623+***** <StartUp>
624+=== Startup Options ===
625+
626+While cheating makes the game easier, the following options can make
627+Zangband harder. So if you think the game is too easy, or if you want
628+to impress your friends, then switch on the following options. The
629+startup-options can only be accessed while creating a new character
630+(press '=' while creating the character). There is no way to turn them
631+off after the creation is finished!
632+
633+Use 'vanilla' town without quests and wilderness [vanilla_town]
634+ Uses the basic town known from the standard Angband and older
635+ versions of Zangband. This town is only one screen in size and
636+ contains only the 8 Zangband stores, your home, and the stairs to
637+ the dungeon. If you use the 'vanilla' town, then there is no
638+ wilderness, no special buildings and no set quests (but you can
639+ still use the random quests). This also speeds up the game on
640+ slower machines, since the wilderness doesn't need to be created.
641+
642+Use 'lite' town without a wilderness [lite_town]
643+ Uses a special town with all stores, your home, all buildings,
644+ and most quests, but without the wilderness and without other
645+ towns. This also speeds up the game on slower machines, since the
646+ wilderness doesn't need to be created. This option will have no
647+ effect, if the 'vanilla_town' option is active.
648+
649+Stores are permanently closed [ironman_shops]
650+ This option closes all shops. Try to survive in the deeps of
651+ the dungeon without supplies from town.
652+
653+Always create unusually small dungeon levels [ironman_small_levels]
654+ If this option is enabled, then every level will be smaller than
655+ usual. See the 'Allow unusually small dungeon levels' option above.
656+
657+Don't allow climbing upwards/recalling [ironman_downward]
658+ You are not allowed to climb upwards, or recall to town. All stairs
659+ are downstairs and every time you teleport level, you'll teleport
660+ to a deeper level. This option may be dangerous in combination with
661+ the 'small_levels' options, since the creation of quest-monsters
662+ may fail on very cramped levels, trapping you on the level with no
663+ stairs up or down.
664+
665+Permanently enable the autoscummer [ironman_autoscum]
666+ This option switches the "autoscummer" permanently on, so that only
667+ "good" levels are created. This can mean, that there are good
668+ items on this level, or that the level is protected by especially
669+ powerful monsters. In Zangband it often is the later, so use this
670+ option with care.
671+
672+Quest monsters get reinforcements [ironman_hard_quests]
673+ Using 'hard quests' mode makes the random quests harder, because
674+ you have to kill all monsters at the same visit to the quest level.
675+ If you leave the level while some quest monsters are still alive,
676+ then all killed quest monsters are revived on your next visit.
677+
678+
679+Preserve Mode
680+ The "preserve" flag, if set when the character was created, cancels
681+ all level feelings of the "special" variety, but allows "missed"
682+ artifacts to be "saved" by wandering monsters and found again at a
683+ later time. This only works for non-identified artifacts. Anything
684+ that would have caused a 'special' feeling contributes to the level
685+ feeling that your character receives instead.
686+
687+Maximize Mode
688+ The "maximize" flag, if set when the character was created, causes
689+ the "race" and "class" stat bonuses to be applied as "equipment"
690+ bonuses. This usually makes the character harder at the beginning
691+ of the game, but easier later on, since the stats are no longer
692+ limited to a "natural" value of "18/100".
693+
694+--
695+Original : Ben Harrison
696+Updated : Zangband 2.1.* by Topi Ylinen
697+Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
698+Updated : Zangband DevTeam
699+Last update: January 13, 2000
--- /dev/null
+++ b/lib/help/pref.hlp
@@ -0,0 +1,22 @@
1+User Preference Files.
2+
3+Please choose one of the following online help files:
4+
5+ (0) User Preferences (pref.txt)
6+ (1) User Preference File Commands (pref.txt#Commands)
7+ (2) Macros (pref.txt#Macros)
8+ (3) Key Maps (pref.txt#Keymaps)
9+ (4) Visuals (pref.txt#Visuals)
10+ (5) Colors (pref.txt#Colors)
11+ (6) Options (pref.txt#Options)
12+
13+ (?) Help System Commands (helpinfo.txt)
14+
15+
16+***** [0] pref.txt
17+***** [1] pref.txt#Commands
18+***** [2] pref.txt#Macros
19+***** [3] pref.txt#Keymaps
20+***** [4] pref.txt#Visuals
21+***** [5] pref.txt#Colors
22+***** [6] pref.txt#Options
--- /dev/null
+++ b/lib/help/pref.txt
@@ -0,0 +1,200 @@
1+=== User Pref Files ===
2+
3+Zangband allows you to change various aspects of the game to suit your
4+tastes. You may define keymaps (changing the way Zangband maps your
5+keypresses to underlying commands), create macros (allowing you to map
6+a single keypress to a series of keypresses), modify the visuals
7+(allowing you to change the appearance of monsters, objects, or terrain
8+features), change the colors (allowing you to make a given color
9+brighter, darker, or even completely different), or set options
10+(turning them off or on).
11+
12+Zangband stores your preferences in files called "user pref files",
13+which contain comments and "user pref commands", which are simple
14+strings describing one aspect of the system about which the user has a
15+preference. There are many ways to load a user pref file, and in fact,
16+some of these files are automatically loaded for you by the game. All
17+of the files are kept in the "lib/user/" directory, though you may have
18+to use one of the command line arguments to redirect this directory,
19+especially on multiuser systems. You may also enter single user pref
20+commands directly, using the special "Enter a user pref command"
21+command, activated by "double quote". You may have to use the "redraw"
22+command (^R) after changing certain of the aspects of the game, to
23+allow Zangband to adapt to your changes.
24+
25+When the game starts up, after you have loaded an old character, or
26+created a new character, some user pref files are loaded automatically.
27+First, the "pref.prf" file is loaded. This file contains some user
28+pref commands which will work on all platforms. Then one of
29+"font-xxx.prf" (for normal usage) or "graf-xxx.prf" (for bitmap usage)
30+is loaded. These files contain attr/char changes to allow the monsters,
31+objects, and/or terrain features to look "better" on your system. Then
32+the "pref-xxx.prf" file is loaded. This file contains pre-defined
33+system specific stuff (macros, color definitions, etc). Then, the
34+"user-xxx.prf" file is loaded. This file contains user-defined system
35+specific stuff. The "user-xxx.prf" file is used as the "default" user
36+pref file in many places. The "xxx" is the "system suffix" for your
37+system, taken from the "main-xxx.c" file which was used to generate
38+your executable. Finally, the "Race.prf", "Class.prf", and "Name.prf"
39+files are loaded, where "Race", "Class", and "Name" are replaced by the
40+actual race, class, and name of the current character.
41+
42+Several commands allow you to both load existing user pref files,
43+create new user pref files, append information to existing user pref
44+files, and/or interact with various of the user preferences in a more
45+intuitive way than the user pref commands allow. The commands include
46+"Interact with macros" (@), "Interact with visuals" (%), and "Interact
47+with colors" (&), described below.
48+
49+
50+***** <Commands>
51+--- User pref file commands ---
52+
53+Interact with options (=)
54+ Allow you to interact with options. Note that using the "cheat"
55+ options may mark your savefile as unsuitable for the high score
56+ list. You may change normal options using the "X" and "Y" user
57+ pref commands. You must use the "redraw" command (^R) after
58+ changing certain options.
59+
60+Interact with macros (@)
61+ Allow you to interact with macros. You may load or save macros
62+ from user pref files, create macros of various types, or define
63+ keymaps. You must define a "current action", shown at the bottom
64+ of the screen, before you attempt to use any of the "create macro"
65+ commands, which use that "current action" as their action. This
66+ is a horrible interface, and will be fixed eventually.
67+
68+Interact with visuals (%)
69+ Allow you to interact with visuals. You may load or save visuals
70+ from user pref files, or modify the attr/char mappings for the
71+ monsters, objects, and terrain features. You must use the "redraw"
72+ command (^R) to redraw the map after changing attr/char mappings.
73+
74+Interact with colors (&)
75+ Allow the user to interact with colors. This command only
76+ works on some systems.
77+
78+Interact with the system (!)
79+ Allow the user to interact with the underlying visual system.
80+ This command is currently unused.
81+
82+
83+***** <Macros>
84+--- User Pref Files (Macros) ---
85+
86+The "Interact with macros" command allows you to define or remove
87+"macros", which are mappings from a single logical keypress to a
88+sequence of keypresses, allowing you to use special keys on the
89+keyboard, such as function keys or keypad keys, possibly in conjunction
90+with modifier keys, to "automate" repetitive multi-keypress commands
91+that you use a lot.
92+
93+Since macros represent keypress sequences, and not all keypresses have
94+a printable representation, macro triggers and actions must often be
95+"encoded" into a human readable form. This is done using several types
96+of encoding, including "\xHH" for character number HH in hexadecimal,
97+"\e" for the "escape" code, "\n" for the "newline" code, "\r" for the
98+"return" code, "\s" for the "space" code, "\\" for backslash, "\^" for
99+caret, and "^X" for the code for any "control" key "ctrl-X". Note that
100+the "action" of a macro will not be checked against other macro
101+triggers (unless the macro action contains a "control-backslash"), so
102+you cannot make infinite loops. You may specify extremely long macros,
103+but you are limited in length by the underlying input mechanisms,
104+which in general limit you to about 1024 keys in both triggers and
105+actions.
106+
107+The special "\" command (which must be encoded in macros as "\\") is
108+very useful in macros, since it bypasses all keymaps and allows the
109+next keystroke to be considered a command in the underlying Zangband
110+command set. For a list of the Zangband command set, see the
111+"command.txt" help file. For example, a macro which maps Shift-KP6 to
112+"\" + "." + "6" will induce the "run east" behavior, regardless of what
113+keyset the user has chosen, and regardless of what keymaps have been
114+defined.
115+
116+Macros can be specified in user pref files as a pair of lines, one of
117+the form "A:<str>", which defines the encoded macro action, and one of
118+the form "P:<str>", which defines the encoded macro trigger.
119+
120+
121+***** <KeyMaps>
122+--- User Pref Files (Keymaps) ---
123+
124+The "Interact with macros" command also allows you to define "keymaps",
125+which are vaguely related to macros. A keymap maps a single keypress to
126+a series of keypresses, which bypass both other keymaps and any macros.
127+Zangband uses keymaps to map the original and the roguelike keysets to
128+the underlying command set, and allows the user to modify or add
129+keymaps of their own. Note that all keymap actions must be specified
130+using underlying commands, not keypresses from the original or
131+roguelike keysets. The original keyset is almost identical to the
132+underlying keyset, except that "numbers" are mapped to ";" plus a
133+direction, "5" is mapped to ",", and a few control-keys are mapped to
134+various things. See "command.txt" for the full set of underlying
135+commands. Some uses for keymaps include the ability to "disable" a
136+command by mapping it to "\x00".
137+
138+Keymaps can be specified in user pref files as lines of the form
139+"M:<T> <key> <str>", where <T> is the keyset (0 for original and 1 for
140+roguelike), <key> is the encoded trigger key, and <str> is the encoded
141+keymap action.
142+
143+
144+***** <Visuals>
145+--- User Pref Files (Visuals) ---
146+
147+You can use the "Interact with visuals" command to change various
148+visual information, currently including the choice of what attr/char
149+values are used to represent various monsters, objects, or terrain
150+features. Note that in combination appropriate support in "main-xxx.c",
151+and with the use of the "use_graphics" flag, you may be able to specify
152+that "graphic bitmaps" should be used instead of normal "colored
153+characters" for various things.
154+
155+When interactively modifying the attr/char values for monsters,
156+objects, or terrain features, pressing "n" or "N" will change which
157+entry you are changing, pressing "a" or "A" will rotate through the
158+available attr values, and pressing "c" or "C" will rotate though the
159+available char values. Note that attr/char values with the "high bit"
160+set may induce the display of special "graphic" pictures if the
161+"use_graphics" flag is set, and your system supports the "use_graphics"
162+flag.
163+
164+Note that this command can be abused in various ways, and if you must
165+do so, remember that you are only cheating yourself.
166+
167+Keymaps can be specified in user pref files as lines of the form
168+"R:<N>:<A>/<C>" or "K:<N>:<A>/<C>" or "F:<N>:<A>/<C>" or
169+"U:<N>:<A>/<C>".
170+
171+
172+***** <Colors>
173+--- User Pref Files (Colors) ---
174+
175+The "Interact with colors" command allows you to change the actual
176+internal values used to display various colors. This command may or may
177+not have any effect on your machine. Advanced machines may allow you to
178+change the actual RGB values used to represent each of the 16 colors
179+used by Zangband, and perhaps even allow you to define new colors which
180+are not currently used by Zangband.
181+
182+Colors can be specified in user pref files as lines of the form
183+"V:<N>:<V>:<R>:<G>:<B>".
184+
185+
186+***** <Options>
187+--- User Pref Files (Options) ---
188+
189+The "Interact with options" command allows you to turn options on or
190+off. You may turn options off or on using the user pref commands of the
191+form "X:<option>" or "Y:<option>" respectively.
192+
193+
194+--
195+Original : Alexander Cutler and Andy Astrand
196+Updated : (2.7.6) by Russ Allbery (rra@cs.stanford.edu)
197+Updated : (2.7.9) by Ben Harrison (benh@phial.com)
198+Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
199+Updated : Zangband DevTeam
200+Last update: January 13, 2000
--- /dev/null
+++ b/lib/help/readme.txt
@@ -0,0 +1,112 @@
1+=== Notes on Zangband Documentation ===
2+
3+This file sets out basic information regarding the official Zangband
4+documentation package produced by the Zangband DevTeam.
5+
6+
7+--- Documentation Packages ---
8+
9+There are currently two documentation packages planned. The basic
10+package will include non-spoiler information necessary for a new player
11+to learn all he needs to know about playing Zangband and will be
12+included in all official Zangband source and binary releases. The
13+extended package will included additional spoiler files and will be
14+available for download separately. Care will be taken to ensure that
15+the two packages merge together properly.
16+
17+
18+--- Available Formats ---
19+
20+The Zangband documentation packages will be made available in three
21+formats for download, plain text, html and .chm (for windows users).
22+The plain text version will run from the in-game '?' command. The html
23+version will be placed on the web and will be made available for
24+download to allow local browsing. The *.chm file is a windows specific
25+format which allows adaption of html documentation packages to be used
26+in windows helpfiles. It introduces full text searching and many other
27+nice features.
28+
29+
30+--- Reporting Errors / Suggestions for Improvement ---
31+
32+While every effort will be taken to ensure that the documentation
33+packages are accurate and up to date, it is inevitable that some
34+errors will be made. If you find an error or have a suggestion to
35+improve documentation, please post your report or idea to the Zangband
36+Development list by mailing to zangband@onelist.com. Alternatively, you
37+may post your report or idea to rec.games.roguelike.angband.
38+
39+
40+--- Rules for Creating Documents ---
41+
42+Certain general rules have been applied in creating the official
43+documentation for Zangband. The DevTeam welcomes contributions by
44+players and if you wish to contribute a spoiler or other helpfile we
45+would appreciate your adherence to the following guidelines. We reserve
46+the right to modify your file but you will retain credit as the
47+original author.
48+
49+1. All documents should be named using the standard 8.3 format since
50+ Zangband is played on systems which do not support long filenames.
51+2. Menu files should be named *.hlp, non-spoiler help files *.txt and
52+ spoiler helpfiles *.spo.
53+3. All documents should be in a fixed font, plain text format.
54+4. Line length should be between 70 and 75 characters.
55+5. Please use US spelling unless it directly conflicts with the game
56+ (for example the 'Spectre' race).
57+6. No indenting of the first line of paragraphs.
58+7. Left justification.
59+8. Document titles are denoted by '=== Document Title ==='.
60+9. Section headings are denoted by '=== Section Heading ==='.
61+10. Sub-section headings are denoted by '--- Sub-section Heading ---'.
62+11. Information on document authors and editors and revisions should
63+ be included at the end of each document.
64+12. Indenting increments by 4 or 5 spaces each time.
65+
66+
67+=== Hyperlinks ===
68+
69+Zangband supports links between help files as follows. At the point in
70+the text where you wish to insert a link, place the text '[#]' where '#'
71+is any letter or digit ('a' and 'A' are distinct for this purpose).
72+This is to tell the reader which key to press to activate the link.
73+Then, at the end of the file, place the following text (including the
74+asterisks) where 'target_filename' is the name of the file you wish to
75+link to:
76+
77+ ***** [#] target_filename
78+
79+Now, when the user presses '#', the helpfile system will open up the
80+target file. Opening the new file will flush the previous links so
81+'#' may be reused.
82+
83+Note: because various operating systems use different conventions to
84+denote directory structures, Zangband does not support target file
85+names like './spoiler/races/races.spo'. This means that all help files
86+should be kept in the lib/help or lib/info directory.
87+
88+We are currently testing methods of linking to a particular section
89+in a document and may also implement histories to allow 'back' and
90+'forward' actions similar to web browsers.
91+
92+--- Tags ---
93+
94+A "tag" is something like a bookmark, it marks a line for reference by
95+a hyperlink. A tag is specified with:
96+
97+ ***** <tag_name>
98+
99+(the name of the tag can not be longer than 15 characters).
100+
101+You can then jump to the line marked with the tag with:
102+
103+ ***** [1] target_filename#tag_name
104+
105+This command jumps to the line with the tag "tag_name" in the file
106+target_file. You can jump inside the current file too (just use the
107+filename of the current file in the link).
108+
109+--
110+Original : Zangband DevTeam
111+Last update : January 13, 2000
112+
--- /dev/null
+++ b/lib/help/spoiler.hlp
@@ -0,0 +1,4 @@
1+
2+ The spoiler files can be found at:
3+ http://fmf.fwn.rug.nl/~scarblac/spoilers/
4+
--- /dev/null
+++ b/lib/help/tang.txt
@@ -0,0 +1,621 @@
1+=== The Zangband Newbie Guide ===
2+
3+
4+Note: This guide has been adapted from The Angband Newbie Guide by
5+Chris Weisiger and has undergone certain revisions to conform more
6+closely to Zangband.
7+
8+
9+=== Basic Training ===
10+
11+When you load the game, select "Start a new character." Go through the
12+step-by-step instructions for picking a gender, race, and class. For
13+your first time, we recommend choosing a Golem Warrior. Avoid the
14+spellcaster types; they're much more difficult to play. If you want
15+basic information about races and classes, go to the on-line help
16+(type "?") and read "Character Attributes". You should probably read
17+most of the help files here; the commands list is especially important
18+to someone new to Zangband.
19+
20+After naming your character, you'll start in the town. The various
21+numbers represent stores, where you can buy new equipment and sell
22+stuff you've found in the dungeon. The little ">" is a staircase, the
23+entrance to the dungeon. If you want to know what a specific symbol
24+stands for, type "/", and then the symbol. For instance, if you're
25+wondering what all the t's are, type "/t", and the game will tell you
26+that these are townspeople. You can also "l"ook at an item, feature, or
27+monster. While looking, pressing space or enter will cycle through the
28+different "interesting" things in view. There is also a full map
29+function: type "M". It will bring up a map of the entire area (just a
30+single screen in the case of the town, but useful later on in the
31+dungeon). Finally, if you type "L", you can scroll the (full-zoom) map
32+around the dungeon. In general, you can use "M" to find areas that look
33+interesting and "L" to look at them in detail.
34+
35+Take a look around the town, but avoid the Mean-Looking Mercenaries and
36+Battle-Scarred Veterans; they can kill you fairly easily. A note on
37+shop #7; it's the black market, where very powerful items are sold for
38+an absolutely ridiculous price. Any good item can show up in this store
39+(barring standard artifacts), so look here for those items that don't
40+show up in other stores.
41+
42+
43+Be sure to visit shops #1 and #2, the General Store and Armory,
44+respectively. At the General Store, buy a cloak and a Brass Lantern,
45+and a flask of oil or two. Sell your torches. At the Armory, buy some
46+of the light armor. Suggested: Hard Leather Boots, a Leather Cap,
47+Leather Gloves. If a Small Leather Shield is on sale and you can afford
48+it, buy it.
49+
50+This should have cleaned out your money. However, if it hasn't, it is
51+strongly recommended that you go to the Alchemist's shop (#5) and
52+purchase a scroll of Phase Door. If you get surrounded by monsters,
53+read it, and you'll be teleported a short distance away.
54+
55+Of course, it's possible that these items will not be available in the
56+stores. The stores will "refresh" themselves every 1000 turns, getting
57+rid of old items and buying new ones. If you ever find that there's
58+something you need which the stores don't currently have, you can wait
59+a while for the stores to refresh.
60+
61+Zangband's not actually all that difficult to learn to play. You should
62+get the hang of it fairly quickly.
63+
64+From here on we'll be giving detailed dungeon survival information.
65+Some of it is intuitive, and some of it you aren't likely to find out
66+without a lot of deaths first. If you want to experience the painful
67+learning process in all it's glory, don't read further. If, however,
68+you're sick and tired of dying, read ahead.
69+
70+=== On weapons and multiple blows ===
71+
72+Most characters will start the game being able to get two blows per
73+round with their weapon when attacking. Whether or not you get more
74+blows than this later in the game will be determined by your class,
75+your weapon weight, your Strength, and your Dexterity. Check your
76+Character display (type "C"). Somewhere on this page, there is a number
77+that is your number of blows/round.
78+
79+Multiple blows become very important later in the dungeon since the
80+more times you hit, the more damage your weapon does (obviously).
81+
82+
83+=== On important magical items ===
84+
85+You might think that you can get by without magical items. If so,
86+you're bound for an interesting, but short, stay in the dungeon. It'll
87+probably be one-way, too.
88+
89+--- Teleportation Items ---
90+
91+The most important items have be those of teleportation. There are many
92+basic types:
93+
94+Phase Door
95+ teleports you up to 10 squares away. Useful for the Shoot 'n Scoot
96+ maneuver; more on this later.
97+
98+Teleport
99+ teleports you across the dungeon, sometimes landing you in more
100+ trouble than you started in. Better than certain death, though.
101+
102+Teleport Away
103+ teleports a monster (or several monsters) away from you. Safer
104+ than Teleport, but you might not be able to get them all in one
105+ strike.
106+
107+Teleport Level
108+ moves you up or down one level. If the level you're on is full of
109+ dangerous monsters and you need to teleport, this could be your
110+ ticket to safety.
111+
112+*Destruction*
113+ this powerful spell removes everything except artifacts from the
114+ area around you, blasting the surroundings and causing rock to
115+ fall from the ceiling. If you're ever in deep trouble, this is the
116+ safest way to escape.
117+
118+--- Healing Items ---
119+
120+The second most important items are those of healing. Healing, in this
121+case, covers Cure Light/Serious/Critical Wounds, Healing, *Healing*,
122+and Life Potions, from weakest to strongest.
123+
124+Cure Light/Serious/Critical Wounds
125+ these generally restore a small amount of hitpoints and may also
126+ remove temporary bad effects like confusion, blindness, poison and
127+ cuts. The amount of hitpoints healed and the number of other bad
128+ effects cured increases from Light to Serious to Critical.
129+
130+Healing
131+ restores 200 hitpoints and removes all temporary bad effects with
132+ the exception of fear and cures all wounds.
133+
134+*Healing*
135+ restores 1000 hitpoints and removes all temporary bad effects and
136+ cures all wounds
137+
138+Potions of Life
139+ restores 5000 hitpoints (about 5 times more than you'll ever
140+ have), restores all drained stats and experience, and removes all
141+ bad effects except hunger. These are very rare; save them in your
142+ home for a dangerous fight.
143+
144+--- Items for Identifying Objects ---
145+
146+There are various methods of Identify which you *need*. Identify comes
147+in the form of scrolls, Staffs of Perception, Rods of Perception, the
148+spell Identify, and the prayer Perception. These will tell you any
149+magical properties of the item, like magical bonuses to hit and to
150+damage, and magical bonuses to stats. It also tells you if the item is
151+cursed. It tells you what a wand/rod/staff/potion/scroll/mushroom/etc.
152+does, and this is very important. There are nasty potions deep in the
153+dungeon that you *do not* want to drink! Sometimes, the descriptions of
154+the items are a little obscure; things like Staves of Holiness and
155+Power, Mushrooms of Unhealth, and others. You may have to experiment a
156+bit to determine their powers.
157+
158+There is also an advanced form of Identify, called *Identify*. This is
159+available primarily as a Scroll of *Identify* but certain magic realms
160+contain a similar spell although it may be called something different.
161+In addition, some towns may provide a shop offering *identify* as a
162+service. Identifying an item by one of these means tells you every
163+single property of the item, like whether or not it lets you see
164+invisible monsters, sustains stats, gives you regeneration, and so on.
165+You should only use *identify* on artifacts and certain powerful
166+ego-items some of which may have random abilities which can only be
167+discovered by this method.
168+
169+--- Items for Lighting the Dungeon ---
170+
171+Notes on lighting: You can't do much without light. You won't be able
172+to see most monsters, cast spells or read scrolls, or, in general, see
173+the dungeon. You should carry a light source of which torches and brass
174+lanterns are the most common and this will light up the area which is
175+immediately around you. There are items which will light up the
176+dungeon, but only parts of it. Any item/spell of Light or Illumination
177+will light up the room you are standing it (or part of the corridor). A
178+potion of Enlightenment/the prayer Clairvoyance will light up the
179+entire level.
180+
181+--- Word of Recall ---
182+
183+Finally, the most useful magical item in general is a Scroll of
184+Word-of-Recall (often abbreviated WoR). When you are in the town and
185+read it, you are teleported to the lowest level you have been to in the
186+dungeon. When read in the dungeon, you are teleported to the town. The
187+activation takes place about 50 turns after reading the scroll, so it's
188+not a perfect escape method.
189+
190+=== On Resistances ====
191+
192+There are many different kinds of attacks in ZAngband, generally
193+falling under physical, magical, and breath attacks. They can all cause
194+specialized kinds of damage, which can kill a character if he/she does
195+not have resistance to that attack. The majority of attack types have a
196+corresponding resistance. These resistances include: acid, electricity,
197+fire, and cold (often collectively referred to as "low" or "elemental"
198+resists) and poison, light, dark, shards, confusion, sound, nether,
199+nexus, chaos, disenchantment, blindness and fear (often collectively
200+referred to as "high" resists). Two other abilities - free action, and
201+hold life, can be considered as resists in some sense since they
202+provide resistance to paralyzing/slowing attacks and to experience
203+draining attacks respectively.
204+
205+Resistances can be provided by certain items and also may be part of
206+your racial characteristics. There are certain types of items that
207+provide all four elemental resistances. These include Defender weapons,
208+Robes of Permanence, armors/shields of Resistance, armor of Elvenkind,
209+and Helms/Crowns of the Magi. Many artifacts also provide some or all
210+of the basic resistances, and also perhaps one or two "high"
211+resistances.
212+
213+Resistances generally chop off a significant amount of damage, ranging
214+from 1/5 to 2/3. Also, it is possible to doubly resist the basic four
215+resistances and poison. When you doubly resist these, damage is chopped
216+to 1/9. Double resistance is NOT having two permanent sources of the
217+same resist! Double resistance is having both a permanent source and a
218+temporary source. Multiple permanent sources do nothing for you.
219+Resistances are vital to survival in the dungeon. For instance, the
220+most powerful of fire dragons, the Great Hell Wyrm, can breath fire
221+(big surprise). Unresisted, the damage caused is 1600 HPs worth; more
222+than enough to kill the mightiest of warriors (if he's lucky, a warrior
223+might top out at about 1200 HPs at level 50). However, if you have fire
224+resistance, this is chopped to 1/3-533 damage. If you doubly resist the
225+breath, the damage is a paltry 178 HP.
226+
227+=== On Important Depths ===
228+
229+There are certain depths in the dungeon beyond which it is important to
230+have a certain resist or attribute. The depths given here are
231+guidelines, and should not be taken literally. However, if you decide
232+to go past the depth without the attribute, be very careful and don't
233+complain if you get the dreaded "It breathes -more- You are dead"
234+message.
235+
236+1000': Free Action, See Invisible
237+1250': Basic four Resistances
238+1900': Maxxed Stats, Confusion Resistance, Blindness Resistance
239+2000': Poison Resistance
240+2500': Hold Life
241+2700': Chaos Resistance, Nether Resistance
242+3000': Permanent and Temporary Speed of +20 or greater
243+4000': Permanent + Temporary Speed of +30 or greater
244+4950': As much as you can get. Sustains, Speed, every resistance,
245+
246+Notes: If you have high infravision, you can probably hold off on See
247+Invisible for a few levels. Not very many, however; Ghosts start
248+showing up soon, and they're cold-blooded.
249+
250+Without Free Action you are very dead. Some monsters have a melee
251+paralyzation attack, which can keep you immobile until death. Also,
252+monsters start getting the paralyze spell about here. Nothing is more
253+aggravating than watching a puny monster slowly kill your character as
254+you watch, helpless.
255+
256+Confusion and Blindness resistance are vital. If you have these, you
257+can rely on scrolls of Teleportation to get you out of any situation.
258+Before this, you need Staves of Teleportation which can be activated
259+when blinded or confused, although with a decent failure rate. Scrolls
260+are fail-safe.
261+
262+Poison Resistance is necessary because two monsters, Ancient Multi-Hued
263+Dragons, and Drolems, start showing up at about depth. Both of these
264+monsters breath poison for huge amounts of damage (700 and 800 points,
265+respectively).
266+
267+Hold Life is very nice, but not important. If you can't get it, carry
268+lots of Potions of Restore Life Levels.
269+
270+Chaos Resistance is *vital* since it not only does significant damage
271+but can also have nasty side effects like causing hallucinations or
272+mutating your character.
273+
274+Nether Resistance is also very important since there are a fairly large
275+number of monsters with attacks of this type and because it can do
276+significant damage.
277+
278+=== On Secret Doors ===
279+
280+Throughout the dungeon, many doors are hidden from view. To find them,
281+use the (S)earch command, which toggles on and off the Searching mode.
282+However, it is often difficult enough just knowing where to search.
283+Usually, situations like this will have secret doors (walls containing
284+secret doors are marked by *s):
285+
286+#*### ###'### ####*# ###*###
287+*@... ..'@'.. ..@'.* ..'@...
288+#*### ###*### ####'# #######
289+
290+In general, if you see a door by itself in a corridor, there are
291+usually others nearby. If you find a corner in a corridor with two
292+doors, look for more. Intersections often have some secret doors.
293+Finally, secret doors will never be in a situation where you have to
294+move diagonally to open them. The dead-end situation (the first one)
295+usually does have a secret door, but not always. If you search for a
296+while and don't find anything, just give up and move on. Sometimes a
297+dead end will occur near the end of a map, where there is no room to
298+have a continuing corridor, and so no secret door is generated.
299+
300+=== On the Maximize/Preserve modes ===
301+
302+These are selected on or off at character creation, and cannot be
303+changed after that.
304+
305+Maximize mode: with Maximize mode off, your statistics max out at
306+18/100, without outside magical effects, like a Ring of Strength. When
307+Maximize mode is on, where your stats max out at is determined by your
308+race and class. For instance, any Mage has -5 to Strength. A Human
309+Mage's strength (Humans have no racial stat differences), therefore,
310+could max out at 18/50, instead of 18/100. However, Mages also have +3
311+to Intelligence. A Human Mage's Intelligence would max out at 18/130.
312+When Maximize mode is off, it is possible to achieve higher starting
313+stats for characters; a Gnomish Mage might be able to start with 18/80
314+Intelligence. However, since your stats can't reach as high levels,
315+the end game is harder than with Maximize mode on.
316+
317+Preserve mode: with Preserve mode off, if a level is created with an
318+artifact on it, and you don't get that artifact, it is gone forever.
319+When Preserve mode is on, you always can find the artifact again unless
320+you have already identified it and then leave it behind. However, in
321+preserve mode you lose the "special" level feeling (more below).
322+
323+=== On Level Feelings ===
324+
325+When you enter a level, you receive a feeling giving you a vague idea
326+how good the level is. In general, the more scary the feeling sounds,
327+the better the items on the level, and the more difficult the monsters.
328+Each unusual item or monster bumps up the rating of the level a bit. An
329+item or monster is considered unusual if it is out of depth [normally
330+occurs at a lower depth; for instance, a Longsword has a base level of
331+20, and would be considered unusual anywhere above that level (although
332+not below it)]. Items can be out of depth without necessarily being
333+anything special; a normal, non-magical katana could provoke a high
334+level feeling at low depths, because it is so unusual. Also, pits
335+(large rooms filled with a single type of monster) and vaults (dense,
336+dangerous rooms with many out of depth monsters and items) can cause
337+high level feelings. There is also a Special feeling, available only to
338+players with Preserve mode off, which tells the player that there is an
339+artifact on the level (most of the time. Sometimes, especially in the
340+earlier levels, a monster pit or a vault will often trigger a special
341+feeling). Also, if you have not spent enough time on the previous level
342+before entering the new one, you get the feeling "Looks like any other
343+level" which gives you no information whatsoever.
344+
345+=== On weapons and armor ===
346+
347+Your equipment will always carry around little numbers that tell you
348+how effective it is. Armors take this form:
349+
350+A Foobar (+x, +y) [a, +b] (+c)
351+
352+Weapons take this form:
353+
354+A Foobaz XdY (+x, +y) [a, +b] (+c)
355+
356+When unidentified, armors will show just this:
357+
358+[a]
359+
360+Weapons will show this:
361+
362+XdY
363+
364+(+x, +y). This is the item's magical bonuses to your skill and your
365+deadliness respectively. These are added to whatever other bonuses you
366+have when you attack. Some armors have similar bonuses to your skill
367+and deadliness, but they are mostly artifacts, the exceptions being
368+Gloves/Gauntlets/Cesti of Slaying and Power. Many body armors have a
369+small negative number before the base armor bonus (see below); this is
370+a penalty to your skill (the armor is so heavy that you have trouble
371+moving around in it). However, this penalty is small enough for all but
372+the youngest of characters to ignore.
373+
374+Rings of Combat or Skill have a single (+y) or (+x). When worn, they
375+affect your deadliness and skill in melee battle respectively.
376+
377+[a, +b]. This is the item's base armor class and magical bonus to
378+armor. The higher, the better. While theoretically, a weapon could
379+provide a base armor bonus, none of them do, and only a few weapons
380+have a magical bonus to armor.
381+
382+Rings of Protection have a single [+b], which increases your AC. They
383+are also practically worthless; the valuable ring slot is almost
384+certainly better off being used for something else.
385+
386+(+c). This is the item's magical bonus to other statistics: Strength,
387+Intelligence, Wisdom, Constitution, Dexterity, Charisma, Speed,
388+Stealth, Searching, Infravision, Attacks, and Tunneling. Not on every
389+item, it is generally a good reason to choose the item. [Note that it
390+does not affect every stat in this list! Most items that have a +c only
391+affect one or two of these stats. Some items affect more (A Weapon of
392+Westernesse affects Strength, Dexterity, and Constitution)].
393+
394+As a side note for the above: Zangband follows the parenthesis for any
395+item. If you see a number in brackets, like this: [b], it is a bonus to
396+AC. If it is in parenthesis, like this: (+x), it is either a bonus to a
397+stat or to hit/damage (and which should normally be obvious by the name
398+of the item). For instance, a Holy Avenger (a powerful ego-item), looks
399+like this:
400+
401+A Mace (Holy Avenger) (2d4) (+7, +5) [+4] (+1)
402+
403+Thus, it rolls 2 four-sided dice when attacking, has +7 bonus to your
404+skill and +5 bonus to your deadliness, increases your AC by 4, and
405+increases a stat (In this case Wisdom) by 1.
406+
407+XdY. This is the weapon's base damage. When you successfully hit a
408+monster, X number of Y-sided dice are rolled. This number represents
409+the amount of damage you do to the monster before magical bonuses,
410+slays, brands, criticals, etc are applied. A Longsword, for example,
411+rolls 2 five-sided dice (2d5) when you hit a monster.
412+
413+Ammunition, as well as having the normal weapon information, also
414+shows how much damage they will do per shot and per round. This
415+information will only be displayed if you have the proper shooting
416+weapon. (Your melee weapon's average damage is displayed on the info-
417+screen.) The format of this is:
418+
419+An arrow (3d5) (+0, +0) (26/26)
420+
421+The first number is the average damage per shot, and the second is
422+average damage per round. The two numbers can differ because the
423+shooting weapons have differing energy requirements per shot (unlike
424+melee weapons.)
425+
426+=== On Slays ===
427+
428+Many weapons you find in the dungeon are considered to be particularly
429+deadly against a type of creature. These qualities are collectively
430+known as slays. They double, triple, or multiply by five *the damage
431+done by the damage dice*. They DO NOT affect bonuses to damage. Thus,
432+while slays may play an important part in the early game (especially if
433+you find a weapon of Slay Orc), in the later part of the game, where
434+magical bonuses to damage all but take over combat, slays play a very
435+minor role. The rundown on slays:
436+
437+ Slay (or *Slay*) Evil: x1.7 damage dice against evil monsters
438+ Slay (or *Slay*) Animal, Undead, Demon, Giant, Dragon: x2 damage
439+ dice against the relevant monster type
440+
441+The brands ("of Melting", "of Burning", "of Freezing", "of Shocking",
442+and "of Poisoning") all do x2 damage dice to those monsters not
443+resistant to the relevant element. There is also a "(Vampiric)" brand
444+which will suck life from your foes and heal you at the same time and
445+a "(Chaotic)" brand which can cause some unexpected results when using
446+it!
447+
448+
449+=== On the Monster Memory ===
450+
451+In many other games, you are required to take notes on monster's
452+weaknesses, strengths, spells, et cetera. Zangband takes care of this
453+for you, with the handy Monster Memory. Every time you find out
454+something new about a monster, like that it can breathe fire, this is
455+added to your knowledge of the monster. To look over this knowledge,
456+type /, then the symbol of the monster. You may have to scroll through
457+other monster memories to get to the one you're looking for. [Note: you
458+can set a window to display the monster memory at the preferences
459+screen (see below). This window will then automatically update as you
460+fight monsters].
461+
462+In the unpleasant event of your character's death, you can create a new
463+character using your old character's file (instead of simply creating a
464+new character, open the dead character's savefile, and the Creating a
465+Character section will come up). This new character will have all of
466+the old one's monster memories, and some special text for the monster
467+that killed him.
468+
469+
470+=== On the Colors of Monsters ===
471+
472+You can often determine some information about a monster based solely
473+on it's color. This would be the color it is described as, like "a
474+White Dragon," not the color of it's image on the screen (you can't
475+rely on a white "p" to be a cold based monster! It will probably be a
476+paladin or some such). In general, White monsters are cold-based, Red
477+are fire-based, Blue are electrical, Black is acidic, and Yellow/Green
478+are poisonous. A Multi-Hued monster is all of these. Crimson monsters
479+can cause weakness.
480+
481+
482+=== On the Preferences ===
483+
484+The preferences screen is reached by typing "=". It contains many
485+different preferences that make Zangband more enjoyable. There are a few
486+that I would recommend. Turn both stacking options ON. This maximizes
487+your treasure collection. Turn the Low Hitpoint Warning ON, and place
488+the warning percent at about 50%. You'll see the effects of this
489+whenever you start to die:). The Delay Factor determines how long it
490+takes for special effects to "move;" that is: balls exploding, bolts
491+moving, missile weapons flying, et cetera. This is machine dependant;
492+I usually set mine at about 3 or 4. The Window Flags screen allows you
493+to set various windows (assuming your platform supports them) to show
494+certain things. Using this, you can set some windows to always show
495+monster memory, your character's inventory and/or equipment, a dungeon
496+map, and others.
497+
498+=== On the Autoscummer ===
499+
500+Available in the Preferences screen, the autoscummer keeps generating
501+levels until it comes across one that is interesting, meaning that it
502+has a decent level feeling. At shallow depths, it doesn't do much,
503+because it's very hard to generate out of depth monsters and items.
504+Some people consider it cheating, but keep in mind that, along with
505+better items, the autoscummer brings nastier monsters, and the monsters
506+generally outweigh the items. The autoscummer becomes more effective
507+at lower depths.
508+
509+=== On Death ===
510+
511+Death in Zangband is permanent. Saving in Zangband is meant only to let
512+you pick up where you left off; if you die, your savefile is marked.
513+The next time you try to use the savefile, you will get the new
514+character dialogue. Ancestors of dead characters will retain their
515+monster memory and preferences. Many people here have characters like
516+"Yuppy XIV"; people die very often in Zangband.
517+
518+Some people make backup savefiles; if their character dies, they simply
519+load the older character, and pick up where they left off. They lose
520+what happened after making the backup, but they're alive. However, this
521+is considered cheating of the highest degree. The only really legal
522+reason to use savefile abuse ("savefile scumming") is if your computer
523+crashed or some other external problem killed your character.
524+
525+There is an option in the Cheating menu in the preferences which
526+allows you to cheat death. However, like all the other cheating
527+options, it invalidates your high-score and makes it impossible to
528+truly win the game. It also sets your Social Status to zero, so
529+everyone knows what a scumbag you are.
530+
531+
532+=== On ZAngband Time ===
533+
534+If there is one feature of Zangband that tends to confuse people
535+(especially veterans of other roguelikes), it's how the speed system in
536+Zangband works. Most other roguelikes have a simple incremental system,
537+where +1 to speed means you move twice as fast as normal-speed
538+monsters, +2 is three times as fast (or twice as fast as fast
539+monsters), and so on. Zangband has a decimalized version. +10 is the
540+old +1 to speed, and +20 is the old +2. This allows for characters to
541+be "half again as fast" as a monster, with the in-game effect that the
542+character occasionally gets a free turn.
543+
544+However, problems start to arise when one's speed gets much higher than
545+about +28. After this, each point of extra speed contributes slightly
546+less than a full point of speed (i.e. the points are worth less). There
547+is little point in trying for speed higher than +35 or so.
548+
549+It might help to understand this if an explanation of Zangband time were
550+given. In Zangband, every game turn, the player and monsters gain a
551+certain amount of "energy". At normal speed, you gain 10 points of
552+energy every game turn. Once you have 100 energy points, you get to
553+take an action. Most actions cost 100 energy units (the major exception
554+being shooting an arrow or bolt with a bow of Extra Shots. This divides
555+the energy cost by two or, if it's a bow of Extra Shots +2, by three,
556+thus allowing you to shoot several times before a monster gets an
557+action).
558+
559+However, each extra speed point that you have gains you an extra energy
560+point each game turn. Thus, if you have +10 to speed, you gain 20
561+energy points per game turn, twice as fast as normal. Normal monsters
562+only get 10 energy points per game turn (same as the player), so you
563+move twice as fast as they do.
564+
565+The slowing of gains from speed that occurs at about +28 or so to speed
566+is then translated to each point of speed not giving a complete point
567+of energy each game turn. It's the same effect, subjectively.
568+
569+
570+=== Advanced techniques for killing monsters ===
571+
572+Pillardancing.
573+ Requires that you be at least twice as fast as the monster you are
574+ fighting. Find a single block of wall, freestanding, and lure your
575+ enemy to it. When both you and your enemy are standing next to the
576+ pillar, hit him, and then move so that you are opposite the pillar
577+ from him. He will use his turn to move so that he's standing next
578+ to you. Hit him again, and then move again. Repeat until he's
579+ dead. Note that some monsters move erratically, and cannot be
580+ relied upon to move in the method expected. Also, some monsters
581+ (mostly Ghosts) can move through walls, and a small number of
582+ monsters can chew through walls.
583+
584+Shoot'n Scoot.
585+ Requires a large room, Phase Door, and some type of missile
586+ weapon. Stand at one end of the room, your enemy at the other.
587+ Fire your missile weapon at him until he gets close, and then
588+ Phase Door. Fire again, until he gets close, and repeat. By the
589+ time you run out of ammunition, he should be dead or weak enough
590+ for you to finish him HTH (Hand to Hand).
591+
592+Hack'n Back.
593+ Requires that you be at least twice as fast as your opponent.
594+ Stand next to your enemy, hit him, and back up. He should use his
595+ turn to move towards you instead of using a missile weapon or a
596+ spell. Hit him again, back up again, repeat. This is a little more
597+ dangerous than Pillardancing, because the monster gets a chance to
598+ breathe or cast a spell, but it's easier to set up.
599+
600+Wail'n Bail.
601+ Requires Teleport items. Fight the monster until you're almost
602+ dead, teleport out, find him, and resume fighting. This is
603+ dangerous, because you could teleport right next to some nasty
604+ that will kill you. Also, it is not generally useful for killing
605+ unique monsters, as they regenerate damage very quickly, and by
606+ the time you find them again, they will have healed what you did
607+ to them.
608+
609+The Anti-Summoning Corridor.
610+ Required a little time to set up. This can be done just about
611+ anywhere. Dig a twisting corridor into the rock, and station
612+ yourself at one end of it. When your opponent arrives, he won't be
613+ able to summon any monsters next to you. This is a very important
614+ technique for fighting many higher-end monsters which very quickly
615+ bring in a horde of other monsters.
616+
617+
618+--
619+Original : Chris Weisiger (TANG version 1.6.2)
620+Updated : Zangband DevTeam
621+Last Update: January 13, 2000
--- /dev/null
+++ b/lib/help/town.hlp
@@ -0,0 +1,34 @@
1+The Town and Wilderness.
2+
3+Please choose one of the following online help files:
4+
5+ (0) The Town and Wilderness (town.txt)
6+ (1) Town and Wilderness Symbols (town.txt#MapSymbols)
7+ (2) The Town Level (town.txt#TownLevel)
8+ (3) The Standard Town (town.txt#StandardTown)
9+ (4) The 'Lite' Town (town.txt#LiteTown)
10+ (5) The 'Vanilla' Town (town.txt#VanillaTown)
11+ (6) Townspeople (town.txt#Townspeople)
12+ (7) Shopping in Town (town.txt#Shopping)
13+ (8) Bartering (town.txt#Bartering)
14+ (9) Object Pricing (town.txt#ObjectPricing)
15+ (a) List of Shops (town.txt#TheShops)
16+ (b) Special Buildings (town.txt#Buildings)
17+ (c) Fixed Quests (town.txt#FixedQuests)
18+
19+ (?) Help System Commands (helpinfo.txt)
20+
21+
22+***** [0] town.txt
23+***** [1] town.txt#MapSymbols
24+***** [2] town.txt#TownLevel
25+***** [3] town.txt#StandardTown
26+***** [4] town.txt#LiteTown
27+***** [5] town.txt#VanillaTown
28+***** [6] town.txt#Townspeople
29+***** [7] town.txt#Shopping
30+***** [8] town.txt#Bartering
31+***** [9] town.txt#ObjectPricing
32+***** [a] town.txt#TheShops
33+***** [b] town.txt#Buildings
34+***** [c] town.txt#FixedQuests
--- /dev/null
+++ b/lib/help/town.txt
@@ -0,0 +1,337 @@
1+=== The Town and Wilderness ===
2+
3+
4+After you have created your character, you will begin your Zangband
5+adventure in the town. Symbols appearing on your screen will represent
6+the walls, floor, objects, features, and creatures lurking about. In
7+order to direct your character through his adventure, you will enter
8+single character commands (see command.txt [1]).
9+
10+
11+***** <MapSymbols>
12+=== Town and Wilderness Symbols ===
13+
14+Symbols on your map can be broken down into three categories: terrain
15+features such as walls, floor and doors, and trees, water and lava;
16+objects which can be picked up such as treasure, weapons, magical
17+devices, etc; and creatures which may or may not move about, but are
18+mostly harmful to your character's well being. Symbols specific to the
19+town and wilderness are shown below. Note that many creatures and
20+objects from the dungeon may also appear in town and you should also
21+review the comprehensive listing of all the various symbols which can
22+be found in the dungeon section (see dungeon.txt#MapSymbols [2]).
23+
24+ Terrain Shops
25+ ------- -----
26+ # (Green) A Tree 1 Entrance to General Store
27+ # (Light Blue) Shallow Water 2 Entrance to Armory
28+ # (Dark Blue) Deep Water 3 Entrance to Weapon Smith
29+ # (Orange) Shallow Lava 4 Entrance to Temple
30+ # (Red) Deep Lava 5 Entrance to Alchemy Shop
31+ ^ (Brown) Mountains 6 Entrance to Magic Shop
32+ . (White) Floor / Road 7 Entrance to the Black Market
33+ . (Brown) Dirt 8 Entrance to your Home
34+ . (Green) Grass
35+ > (White) Dungeon Entrance
36+ > (Yellow) Quest Entrance
37+ < (Yellow) Quest Exit
38+
39+Note that trees, water (deep and shallow) and lava (deep and shallow)
40+may also appear in the dungeon.
41+
42+
43+***** <TownLevel>
44+=== The Town Level ===
45+
46+The town level is where you will begin your adventure. The first time
47+you are in town it will be daytime (unless you are playing an undead
48+race who start at night), but note that the sun rises and falls as time
49+passes and if you enter the town at night, the town will be dark.
50+Fortunately, the various shops and the other special buildings are open
51+on a 24-hour basis.
52+
53+Later versions of Zangband have introduced a dramatically extended town
54+level to the game. In addition to the basic town and the standard nine
55+shops, new buildings and multiple towns separated by a wilderness were
56+added. Fixed quests (see below [3]) were also added to the game and
57+could be begun by entering certain buildings in the town(s).
58+
59+While most people welcome these new additions, they are not for
60+everyone and consequently, there are three possible town options in
61+Zangband - the 'Standard' town(s), the 'Lite' town and the 'Vanilla'
62+town. The default is the standard town and the lite town and the
63+vanilla town options can be selected by pressing '=' during character
64+generation. (see option.txt#StartUp [4])
65+
66+Your choice of town is fixed for the duration of your character's
67+life and will be the new default for future characters created with
68+that savefile. This of course may be changed by again pressing '='
69+during the creation of your next character.
70+
71+***** <StandardTown>
72+--- The 'Standard' Town ---
73+
74+The 'standard' town consists of a 10x10 square world. Each square
75+(actually a rectangle) is the size of a standard Zangband dungeon level
76+and contains themed wilderness terrain (mountainous areas, oceans,
77+plains, etc). There are several towns located in various parts of the
78+world and each town is situated in its own wilderness square.
79+
80+The wilderness is not uninhabited and can be dangerous indeed for the
81+unwary. As a general rule, the further your character gets from
82+civilization the more cautious he or she should be.
83+
84+Each of the towns contains the standard nine shops where you can
85+purchase your supplies for your trips into the dungeon and sell the
86+items you have collected. There are also special buildings offering
87+services for a fee. The services available and the prices charged may
88+vary from town to town so it can be worth hunting around for the best
89+prices.
90+
91+Selection of the standard option also allows the creation of the
92+buildings from which the various fixed quests begin.
93+
94+
95+***** <LiteTown>
96+--- The 'Lite' Town ---
97+
98+The 'Lite' town option creates a 1x1 wilderness square containing a
99+single town. This town contains the nine standard shops, the special
100+buildings and access to a limited wilderness. The fixed quests are also
101+available. This option is intended to be used by players who want to
102+take advantage of the special buildings and fixed quests but don't want
103+the large 10x10 wilderness and by players who need a smaller wilderness
104+for computer efficiency reasons.
105+
106+
107+***** <VanillaTown>
108+--- The 'Vanilla' Town ---
109+
110+The vanilla town consists of the nine standard shops only and an
111+impenetrable wall which surrounds the town. There are no other
112+embellishments. The special buildings and the fixed quests are
113+unavailable if you select this option as is the wilderness.
114+
115+
116+***** <Townspeople>
117+=== Townspeople ===
118+
119+The town contains many different kinds of people. There are the street
120+urchins, young children who will mob an adventurer for money, and seem
121+to come out of the woodwork when excited. Blubbering idiots are a
122+constant annoyance, but not harmful. Public drunks wander about the
123+town singing, and are of no threat to anyone. Sneaky rogues who work
124+for the black market are always greedily eyeing your backpack for
125+potential new 'purchases'. . . And finally, what town would be complete
126+without a swarm of half drunk warriors, who take offense or become
127+annoyed just for the fun of it.
128+
129+Most of the townspeople should be avoided by the largest possible
130+distance when you wander from store to store. Fights will break out,
131+though, so be prepared. Since your character grew up in this world of
132+intrigue, no experience is awarded for killing the town inhabitants,
133+though you may acquire treasure.
134+
135+One word of warning however, occasionally a creature who normally
136+would inhabit only the wilderness and dungeons may wander into the
137+town. These should generally be handled with much more caution
138+than the ordinary townspeople.
139+
140+
141+***** <Shopping>
142+=== Shopping in Town ===
143+
144+Your character will begin his adventure with some basic supplies, and
145+some extra gold with which to purchase more supplies at the town
146+stores. You may enter any open store and barter with the owner for
147+items you can afford by simply moving onto the entrance, which is
148+represented by a number from 1 to 9.
149+
150+Once inside a store, you will see the name and race of the store owner,
151+the name of the store, the maximum amount of cash that the store owner
152+will pay for any one item, and the store inventory, listed along with
153+tentative prices, which will become "fixed" (at the "final offer")
154+should you ever manage to haggle a store owner down to his final offer
155+(see below [5]).
156+
157+You will also see an (incomplete) list of available commands. Note that
158+many of the commands which work in the dungeon work in the stores as
159+well, but some do not, especially those which involve "using" objects.
160+
161+Stores do not always have everything in stock. As the game progresses,
162+they may get new items so check from time to time. Also, if you sell
163+them an item, it may get sold to a customer while you are adventuring,
164+so don't always expect to be able to get back everything you have sold.
165+Note that the inventory of a store will not change while you are in
166+town, even if you save the game and return. You must spend time in the
167+dungeon if you wish the store owner to clear out his stock and acquire
168+new items. If you have a lot of spare gold, you can purchase every item
169+in a store, which will induce the store owner to bring out new stock,
170+and perhaps even retire.
171+
172+Store owners will not buy harmful or useless items. If an object is
173+unidentified, they will pay you some base price for it. Once they have
174+bought it they will immediately identify the object. If it is a good
175+object, they will add it to their inventory. If it was a bad bargain,
176+they simply throw the item away. In any case, you may receive some
177+knowledge of the item if another is encountered.
178+
179+***** <Bartering>
180+--- Bartering ---
181+
182+When bartering, you enter prices you will pay (or accept) for some
183+object. You can either enter the absolute amount, or precede a number
184+with a plus or minus sign to give a positive or negative increment on
185+your previous offer. But be warned that the owners can easily be
186+insulted, and may even throw you out for a while if you insult them too
187+often.
188+
189+If you consistently bargain well in a store, that is, you reach the
190+final offer much more often than not, then the store owner will
191+eventually recognize that you are a superb haggler, and will go
192+directly to the final offer instead of haggling with you. Items which
193+cost less than 10 gold pieces do not count, as haggling well with these
194+items is usually either very easy or almost impossible. The more
195+expensive the item is, the less likely the store owner is to assume
196+that you are a good haggler.
197+
198+Note that you may disable haggling with a software option, though this
199+will inflict a 10% "sales tax" on all purchases for which the store
200+owner would have required you to haggle. (See option.txt for details).
201+
202+
203+***** <ObjectPricing>
204+---- Object Pricing ---
205+
206+Each store owner has three primary attributes: the maximum amount they
207+will pay for an object, their race and how greedy they are. Each of
208+these affects how much a store owner will charge for an object and how
209+much they are prepared to pay for something. Only the first two
210+attributes can be known by the player. The final factors affecting
211+pricing are the race and charisma of the player.
212+
213+Each object has a base value which is contained in the game's source
214+code. This value is modified based on the store owner's greed (greedy
215+store owners charge more and will pay less), your charisma (charismatic
216+players pay less and can charge more) and whether or not the shopkeeper
217+is friendly to your race (dwarves dislike elves so a dwarf shopkeeper
218+will charge an elf player more and pay less for items the player is
219+selling).
220+
221+Finally, when selling objects, the cap on the store owner's purse is
222+applied so that even a favored race with a high charisma can not sell
223+an item for more than that amount. This cap applies only to single
224+items so it is possible to sell a stack of similar items for more than
225+the cap on the store owner's purse.
226+
227+
228+***** <TheShops>
229+=== List of Shops ===
230+
231+The General Store ("1")
232+ The General Store sells foods, drinks, some clothing, torches,
233+ lamps, oil, shovels, picks, and spikes. All of these items and
234+ some others can be sold back to the General store for money.
235+
236+The Armory ("2")
237+ The Armory is where the town's armor is fashioned. All sorts of
238+ protective gear may be bought and sold here.
239+
240+The Weaponsmith's Shop ("3")
241+ The Weaponsmith's Shop is where the town's weapons are fashioned.
242+ Hand and missile weapons may be purchased and sold here, along
243+ with arrows, bolts, and shots.
244+
245+The Temple ("4")
246+ The Temple deals in healing and restoration potions, as well as
247+ bless scrolls, word of recall scrolls, some approved priestly
248+ weapons, as well as books of Life magic for priests and paladins.
249+
250+The Alchemy shop ("5")
251+ The Alchemy Shop deals in all types of potions and scrolls.
252+
253+The Magic User's Shop ("6")
254+ The Magic User's Shop deals in all sorts of rings, wands, amulets,
255+ and staves, as well as some magic books.
256+
257+The Black Market ("7")
258+ The Black Market will sell and buy anything at extortionate
259+ prices. However, it occasionally has VERY good items in it. The
260+ shopkeepers are not known for their tolerance...
261+
262+Your Home ("8")
263+ This is your house where you can store objects that you cannot
264+ carry on your travels, or will need at a later date.
265+
266+The Bookstore ("9")
267+ The Bookstore deals in all sorts of magical books. You can purchase
268+ and sell spellbooks for the spellcasters here.
269+
270+***** <Buildings>
271+=== Special Buildings ===
272+
273+In addition to the shops, the Standard and Lite town options will cause
274+special buildings to be generated. The buildings vary from town to town
275+significantly both in terms of their name and the services they offer.
276+Each town contains an Inn where the player may obtain food (assuming
277+food does them any good) and rest for the night. Each town also
278+contains a building which houses the local ruler.
279+
280+In addition to the inn and the ruler's house or castle, other buildings
281+might include libraries where you can research objects and monsters,
282+guilds for the various classes and magic realms, gambling dens and
283+casinos, temples, healers and more. Note that some buildings such as
284+guilds may offer preferential prices to members of their guild or offer
285+services which are only available to their guild. Some building owners
286+may offer preferential treatment to their own race or to a group of
287+races.
288+
289+
290+***** <FixedQuests>
291+=== Fixed Quests ===
292+
293+At least one building in each town available in the Standard and Lite
294+towns will offer the player the opportunity to undertake a quest. Such
295+quests typically fall under the following categories: kill a certain
296+number of a certain type of monster (for example kill 10 orcs), kill
297+all the monsters in the quest level, retrieve a certain object, and
298+escape from the quest level.
299+
300+When you request a quest, you will be given a brief description of the
301+quest and your objective and also an indication of its danger level (a
302+number which represents the dungeon level equivalence of the quest).
303+Note that the danger indication can be somewhat misleading since the
304+fixed nature of the quests allows you to apply tactics learned through
305+several attempts to the same situation often making successive attempts
306+easier. It also allows the quest designers to set up some particularly
307+nasty ambushes!
308+
309+Once you have accepted a quest an quest entrance will appear and you
310+may enter the quest level. Note that you do not have to enter the quest
311+at that time and can delay entering until much later in the game should
312+you wish. Many of the quests only allow you to attempt them once per
313+game and you should therefore not enter them until you are confident in
314+your ability to succeed.
315+
316+Whether you complete a quest or fail it, upon leaving the quest level
317+return to the person who assigned the quest and report. If you were
318+successful you may receive a reward which will normally be waiting
319+for you outside the building when you leave however the rewards may
320+take other forms. If you failed, you will receive a damning review of
321+your performance. Note that you may not request another quest from that
322+person until you have collected your reward or reported your failure.
323+
324+
325+--
326+Original : (??)
327+Updated : (??)
328+Updated : Zangband DevTeam
329+Last update: January 13, 2000
330+
331+
332+***** Begin Hyperlinks
333+***** [1] command.txt
334+***** [2] dungeon.txt#MapSymbols
335+***** [3] town.txt#FixedQuests
336+***** [4] option.txt#StartUp
337+***** [5] town.txt#Bartering
--- /dev/null
+++ b/lib/help/version.txt
@@ -0,0 +1,597 @@
1+=== Zangband History and Information ===
2+
3+Versions 1.0 - 2.1.0c
4+---------------------
5+
6+The seeds of Zangband lie in an obsolete and long ago vanished PC
7+variant (somewhat misleadingly) dubbed Angband--. The variant was
8+written by a hopeless Angband addict (previously Moria veteran and
9+winner) who got bored with the standard monsters and wanted to
10+introduce some new monsters. Angband-- was based on the PC Angband 1.31
11+sources, and it was set in Roger Zelazny's 'Amber' universe.
12+
13+Later this individual got a better computer and learned to code, and
14+produced the PC Zangband, and most Angband-- monsters survived into
15+PC Zangband 1.0. PC Zangband 1.0 was the first PC Angband to introduce
16+(simple, font-based) graphics, which were also used in the graphical
17+PC Angband 1.40.
18+
19+Yet this individual was still not cured of his addiction... his almost
20+as strong addiction to the Civilization style fantasy strategy game
21+'Master of Magic' inspired him to write a new magic system. The current
22+version of Zangband (2.*) incorporates this magic system, as well as
23+the best features from Angband-- and PC Zangband 1.0. It is based on
24+the Angband 2.8.1 sources (by Ben Harrison), and is therefore portable
25+to other systems (unlike the earlier versions which were for dos-pc's
26+only).
27+
28+Incidentally, this person (me, Topi Ylinen) also thought that the
29+standard Angband monsters were too easy, which led him to introduce
30+such monsters as Death swords, Cyberdemons and Great wyrms of power...
31+
32+Versions 2.1.0d - present
33+-------------------------
34+
35+ZAngband 2.1.0c was Topi's last version, he has got a job and and
36+doesn't have enough time anymore to continue work on ZAngband.
37+He asked for a new maintainer and I was the one to take over the task.
38+May I introduce myself, my name is Robert Ruehlmann, I'm the creator
39+of the graphical Angband versions for DOS and webmaster of
40+"Thangorodrim - The Angband Page" ("http://thangorodrim.angband.org").
41+
42+Special thanks
43+--------------
44+
45+The newer versions of Zangband might not have come into existence
46+without the significant help from these excellent Angband programmers.
47+
48+Topi would like to thank:
49+
50+ Ben Harrison, for obvious reasons.
51+
52+ Greg Wooledge, who pointed out a bug in the dos compiler,
53+ which was preventing Topi's progress with the first 2.* version
54+ of Zangband and for various patches.
55+
56+ Julian Lighton, who must have sent Topi more ideas, patches,
57+ and bug reports, than all the others toghether.
58+
59+ Robert Ruehlmann, whose nice new main-dos.c enables SVGA
60+ graphics and even windows in ms-dos.
61+
62+ Paul Sexton, who is responsible for about 50% of the new code
63+ in 2.1.0.
64+
65+Robert would also like to thank:
66+
67+ Heino Vander Sanden, who created the quest-code and
68+ Dean Anderson, whose patch showed me the quickest way to
69+ implement the quests.
70+
71+ Adam Bolt, who created the new ZAngband tiles.
72+
73+ Scott Bigham, for the S-Lang patch.
74+
75+ Jeff Duprey for the new mutations.
76+
77+ John Duffin and Leigh Silas Hanrihan for the new items.
78+
79+ Marten Woxberg for many new ideas.
80+
81+ Ken Wigle for allowing me to include his town and quest code.
82+
83+ Tim Baker for many patches and bugfixes and for ZAngbandTk.
84+
85+ Chris Weisiger for many new vault layouts.
86+
87+ Juergen Neitzel for countless new rumors.
88+
89+ Topi Ylinen, Mark Howson, Adam Horowitz, Oscar Nelson and
90+ all the other regular members of the #angband chat channel
91+ for giving me lots of new ideas and being good friends.
92+
93+ Benny S. Hofmann, Aram Harrow, Greg Harvey, Keldon Jones,
94+ Graham Murray, Remco Gerlich, Tim Baker, Oscar Nelson,
95+ Adam Horowitz, David A. Henry, "Strikes", Chris Hadgis,
96+ David Howdon, Jenni Henzel, Stephen Lee, Gwidon S. Naskrent,
97+ Eric Wright, Bob Martin, Jeff Coleburn, Ethan Sicotte,
98+ Brandon Walker, Kelly Trinh, Brian Graham, James W. Sager III,
99+ John Holton, Larry Bassel, Markus Linnala, Musus Umbra,
100+ Mike Hommel, Christopher Stranczek, Werner Baer, Andreas Koch,
101+ Jon Boehnker, Jason Willoughby, David Paoletti and many others
102+ for bugreports, patches, bugfixes, and ideas.
103+
104+
105+=== Brief Version History (of standard Angband) ===
106+
107+First came "VMS Moria", by Robert Alan Koeneke (1985).
108+
109+Then came "Umoria" (Unix Moria), by James E. Wilson (1989).
110+
111+In 1990, Alex Cutler and Andy Astrand, with the help of other students
112+at the University of Warwick, created Angband 1.0, based on the
113+existing code for Umoria 5.2.1. They wanted to expand the game, keeping
114+or even strengthening the grounding in Tolkien lore, while adding more
115+monsters and items, including unique monsters and artifact items, plus
116+activation, pseudo-sensing, level feelings, and special dungeon rooms.
117+
118+Over time, Sean Marsh, Geoff Hill, Charles Teague, and others, worked
119+on the source, releasing a copy known as "Angband 2.4.frog_knows" at
120+some point, which ran only on Unix systems, but which was ported by
121+various people to various other systems.
122+
123+Then Charles Swiger (cs4w+@andrew.cmu.edu) attempted to clean up the
124+mess, resulting in several versions, starting sometime around November,
125+1993, with Angband 2.5.1 (more or less) and leading up to Angband 2.6.2
126+in late 1994. Several people ported (the primarily Unix/NeXT centered)
127+Angband 2.6.1 to other platforms, including Keith Randall, who made a
128+Macintosh port that added support for color usage. Some of the changes
129+during this period were based on suggestions from the "net", PC Angband
130+1.40, UMoria 5.5, and some of the Angband "variations", such as
131+FAngband.
132+
133+Finally, I (Ben Harrison) took over in late 1994 when Charles Swiger
134+left. Initially my intention was simply to clean up what had become,
135+after ten years, a rather unholy mess, but the deeper I delved into the
136+code, the more it became apparent that drastic changes were needed, so,
137+starting with MacAngband 2.6.1, I began a more or less total rewrite,
138+resulting, eventually, in Angband 2.7.0, released around January first,
139+1995.
140+
141+Angband 2.7.0 was a very clean (but very buggy) rewrite that, among
142+other things, allowed extremely simple porting to multiple platforms,
143+starting with Unix and Macintosh, and by the time most of the bugs were
144+cleaned up, in Angband 2.7.2, including X11, and various IBM machines.
145+Angband 2.7.4 was released to the "ftp.cis.ksu.edu" site, and quickly
146+gained acceptance, perhaps helped by the OS2 and Windows and Amiga and
147+Linux ports. Angband 2.7.5 and 2.7.6 added important capabilities such
148+as macros and user pref files, and continued to clean up the source.
149+Angband 2.7.8 was designed to supply another "stable" version that we
150+can all give to our friends, with new "help files" and "spoiler files"
151+for the "online help", plus a variety of minor tweaks and some new
152+features. Angband 2.7.9 optimized a few things, and tweaked a few other
153+things, and cleaned up a few other things, and introduced a few minor
154+semantic changes.
155+
156+It is very hard to pin down, along the way from 2.6.2 to 2.7.0, and
157+thence to 2.7.8, exactly what was added exactly when. Most of these
158+steps involved so many changes as to make "diff files" not very useful,
159+since often the diff files were as long as the code itself. Most of the
160+changes, with the notable exception of the creation of the new
161+"main-xxx.c" files for the various new platforms, and a few other
162+exceptions generally noted in the source, were written by myself,
163+either spontaneously, or, more commonly, as the result of a suggestion
164+or comment by an Angband player. So if you have any problems with
165+anything that you do not recognize from older versions, you can blame
166+them on me. And if you like the new features and such, you can send me
167+a brief little "thank you" email (to benh@phial.com) or something...
168+
169+The Official Angband Home Page ("http://www.phial.com/")
170+was created along with Angband 2.7.9 to serve as an up to date
171+description of any bugs found in various versions, and to list all of
172+the people whose email addresses I kept having to look up.
173+
174+
175+=== Some of the changes from Angband 2.6.1 to Angband 2.7.9 ===
176+
177+The most important modification was a massive "code level cleanup" that
178+made all of my other modifications much simpler and safer. This cleanup
179+was so massive that in many places the code is no longer recognizable,
180+for example, via "diff -r", often because it was rewritten from
181+scratch.
182+
183+The second most important modification was the design of a generic
184+"term.c" package, which allows Angband to be ported to a new machine
185+with as few as 50 lines of code. Angband 2.7.9 thus runs without
186+modification on many machines, including Macintosh, PowerMac, Unix/X11,
187+Unix/Curses, Amiga, Windows, OS2-386, DOS-386, and even DOS-286.
188+
189+It would be difficult to list all of the changes between Angband 2.6.1
190+and Angband 2.7.9, because many of them were made in passing during the
191+massive code level cleanup. Many of the changes are invisible to the
192+user, but still provide increased simplicity and efficiency, and
193+decreased code size, or make other more visable changes possible. For
194+example, the new "project()" code that handles all bolts, beams, and
195+balls, the new "update_view()" code that simplifies line of sight
196+computation, or the new "generate()" code that builds new levels in the
197+dungeon. Many changes have been made to increase efficiency, including
198+the new "process_monsters()" and "update_monsters()" functions, and
199+the new "objdes()" and "lite_spot()" routines. The generic "Term"
200+package yielded efficient screen updates, and enabled the efficient use
201+of "color".
202+
203+But anyway, here are a few things that come to mind, in no particular
204+order, and with very little time or effort. Somehow I managed to put
205+off updating this file to the very end, and it will just have to do for
206+now. The recent changes (and bug fixes) can be found at the Official
207+Angband Home Page.
208+
209+ color
210+ macros
211+ keymaps
212+ user pref files
213+ generic feature array, with template file
214+ generic object array, with template file
215+ generic artifact array, with template file
216+ generic ego-item array, with template file
217+ generic monster array, with template fils
218+ generic vault array, with template file
219+ binary image files for the template files
220+ special stat effect tables
221+ a special table of spells
222+ a special table of options
223+ inventory tagging
224+ inventory restrictions
225+ using objects off the floor
226+ various new runtime options
227+ the new "destroy" command
228+ the new "examine" command
229+ the new "note" command
230+ the new "dump screen" command
231+ the new "load screen" command
232+ the new "un-inscribe" command
233+ the new "change visuals" command
234+ the new "change colors" command
235+ the new "change macros" command
236+ the new "save game" command
237+ the new "fire" vs "throw" commands
238+ rearranged equipment slots
239+ a standard bow slot
240+ an extra inventory slot
241+ an underlying keyset
242+ refueling torches
243+ better monster memory
244+ nicer targeting mode
245+ object stacking
246+ the recall window
247+ the choice window
248+ the mirror window
249+ new high score code
250+ special lighting effects
251+ intelligent monsters
252+ new monster flags
253+ text formatting code
254+ much cleaner store code
255+ generic spell projections
256+ scrolls of *identify*
257+ maximize mode
258+ preserve mode
259+ new inscription code
260+ new message recall code
261+ new spell and prayer code
262+ massive cleanup of effects code
263+ new object allocation routines
264+ powerful (but simple) on line help
265+ robust savefile cheat preventers
266+ new official cheating options
267+ new blindness code
268+ new hallucination code
269+ optimized object description code
270+ new keypress input routines
271+ actual object discounts
272+ fractional (asymptotic) speed
273+ postponing updates/redraws
274+ run-time price determination
275+ better wizard commands
276+ the automatic player
277+ launchers of extra shots
278+ elemental ignore flags
279+ new ego-item types
280+ new player ghost creation
281+ no more sliding objects
282+ no more sliding monsters
283+ new object flags
284+ new chest trap code
285+ regularized the artifact code
286+ regularized the ego-item code
287+ new monster abilities
288+ new monster spell attacks
289+ some new store owners
290+ run-time skill computation
291+ player kills vs ancestor kills
292+ better room illumination code
293+ better group monster code
294+ table access through pointers
295+ more redefinable constants
296+ slightly new screen layout
297+ extreme code cleaning
298+ extreme optimizations
299+
300+
301+=== A Note from the Maintainer (of standard Angband) ===
302+
303+Welcome to Angband 2.7.9v6.
304+
305+My name is Ben Harrison, and I have been the maintainer of Angband
306+since November, 1994, when the previous maintainer, Charles Swiger
307+(who developed Angband 2.5.1 through 2.6.2), got a real job. Starting
308+with Angband 2.7.0, and continuing through the current version (2.7.9),
309+I have been responsible for a number of major improvements to the basic
310+Angband game, some of them obvious to the casual user and others hidden
311+below the surface, but no less significant. The most significant
312+improvement has been a total rewrite of large portions of the code,
313+which, after ten years of modifications by various people, had begun to
314+resemble a rotting death mold. Also significant was the design of a
315+generic "term.c" package, which has allowed Angband to be easily ported
316+to Macintosh, Amiga, X11, Windows, and basically every system in
317+existance (including a beta-version for DOS-286).
318+
319+In addition, I have added lots of new commands, features, and
320+functionalities, most of which appear to have been accepted by most
321+people as a good idea (TM).
322+
323+It is extremely easy to port Angband 2.7.9 to a new system. If you
324+cannot find a version that will compile on your machine, you can
325+usually make one by writing a single file of about one hundred lines of
326+C code.
327+
328+Angband 2.7.8 was intended to be a nice, clean, stable version, so we
329+can all give copies to our friends. Unfortunately, it contained a few
330+minor bugs. The *enchant* armor/weapon scrolls were "swapped". The game
331+starts to look funny if too many objects accumulate on the floor. The
332+"Q" command (commit suicide) does not work. You may not be able to load
333+older savefiles. Some special dungeon levels may take a long time to
334+generate. Good drops can include cursed rings of speed. But you can see
335+that none of these are "fatal", so Angband 2.7.8 remains for now the
336+most "official" version.
337+
338+Angband 2.7.9v1 through Angband 2.7.9v6 are intended as "transition"
339+versions leading up to the release of Angband 2.8.0. Angband 2.8.0 will
340+include many extensive changes from Angband 2.7.8, see the web page for
341+more information.
342+
343+Most of these changes have been completed, and include things like
344+cleaning up some internal code issues, optimizing the code (again),
345+extending the functionality of some existing commands (such as target
346+and look, which now handle directional motion), tweaking various
347+aspects of the program, most notably in the introduction of new
348+symbols and colors for various monsters, and in the use of a more
349+regular set of RGB values for the various color codes, etc. Again, see
350+the web page for a complete list.
351+
352+Angband 2.8.0 will introduce a version independent savefile format,
353+along with a new terrain feature concept, and the ability to allow
354+multiple objects in the same cave grid. It may or may not separate the
355+"unique" monsters from the "normal" monsters, perhaps introducing some
356+new "normal" monsters, such as "skeleton lord" or "giant boar" or
357+"master mage".
358+
359+You can email compliments, complaints, bug reports, and presents to
360+me ("benh@voicenet.com"), and you can post interesting experiences,
361+general questions, compilation questions and code suggestions to the
362+newsgroup ("rec.games.roguelike.angband").
363+
364+You can obtain the latest source and pre-compiled executables from
365+various places, try "ftp://ftp.cis.ksu.edu/pub/Games/Angband/Angband-2.7.x"
366+and the developer site at "ftp://export.andrew.cmu.edu/angband". You
367+will need to enter the appropriate sub-directory, such as "Source" or
368+"Macintosh".
369+
370+You should visit "http://www.voicenet.com/~benh/Angband/" (the
371+Official Angband Home Page) and "http://www.paranoia.com/~jth/angband.html"
372+(the Unofficial Angband Home Page), for more up to date information.
373+
374+You may freely distribute the game, and its source, though you are
375+bound not only by the existing copyright notice from 1984, but also
376+whatever restrictions may be present on various other pieces of the
377+code, including the fact that any source written by me is technically
378+automatically placed under copyright and may thus not be used for
379+commercial purposes.
380+
381+The basic help files supplied with this game are more or less up to
382+date, but when in doubt, the source (or the newsgroup) is the place to
383+turn for advice. Or attempt to figure it out by experimentation, this
384+is sometimes the most fun. In particular, see "commands.txt" for
385+information on the available commands, some of which have been recently
386+added or changed, and "options.txt", which describe how to customize
387+several aspects of the game to suit your preferences.
388+
389+The documentation is very easy to modify and update, so you may want to
390+check in to the ftp site occasionally to see if there are any new help
391+files (or spoiler files) for you to acquire. Note that the spoiler
392+files are not distributed with the source since they are so huge, but
393+you can obtain them from various places as with the source and
394+executables. New spoiler files may be placed in the "lib/help" or
395+"lib/info" directories, to allow access via the "online help" system.
396+
397+Remember to tell all your friends about how much you like Angband...
398+
399+Happy adventuring!
400+
401++++ Ben +++
402+
403+
404+=== A Posting from the Original Author ===
405+
406+From: koeneke@ionet.net (Robert Alan Koeneke)
407+Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.moria
408+Subject: Early history of Moria
409+Date: Wed, 21 Feb 1996 04:20:51 GMT
410+
411+I had some email show up asking about the origin of Moria, and its
412+relation to Rogue. So I thought I would just post some text on the
413+early days of Moria.
414+
415+First of all, yes, I really am the Robert Koeneke who wrote the first
416+Moria. I had a lot of mail accusing me of pulling their leg and
417+such. I just recently connected to Internet (yes, I work for a
418+company in the dark ages where Internet is concerned) and
419+was real surprised to find Moria in the news groups... Angband was an
420+even bigger surprise, since I have never seen it. I probably spoke to
421+its originator though... I have given permission to lots of people
422+through the years to enhance, modify, or whatever as long as they
423+freely distributed the results. I have always been a proponent of
424+sharing games, not selling them.
425+
426+Anyway...
427+
428+Around 1980 or 81 I was enrolled in engineering courses at the
429+University of Oklahoma. The engineering lab ran on a PDP 1170 under
430+an early version of UNIX. I was always good at computers, so it was
431+natural for me to get to know the system administrators. They invited
432+me one night to stay and play some games, an early startrek game, The
433+Colossal Cave Adventure (later just 'Adventure'), and late one night,
434+a new dungeon game called 'Rogue'.
435+
436+So yes, I was exposed to Rogue before Moria was even a gleam in my
437+eye. In fact, Rogue was directly responsible for millions of hours of
438+play time wasted on Moria and its descendents...
439+
440+Soon after playing Rogue (and man, was I HOOKED), I got a job in a
441+different department as a student assistant in computers. I worked on
442+one of the early VAX 11/780's running VMS, and no games were available
443+for it at that time. The engineering lab got a real geek of an
444+administrator who thought the only purpose of a computer was WORK!
445+Imagine... Soooo, no more games, and no more rogue!
446+
447+This was intolerable! So I decided to write my own rogue game, Moria
448+Beta 1.0. I had three languages available on my VMS system. Fortran
449+IV, PASCAL V1.?, and BASIC. Since most of the game was string
450+manipulation, I wrote the first attempt at Moria in VMS BASIC, and it
451+looked a LOT like Rogue, at least what I could remember of it. Then I
452+began getting ideas of how to improve it, how it should work
453+differently, and I pretty much didn't touch it for about a year.
454+
455+Around 1983, two things happened that caused Moria to be born in its
456+recognizable form. I was engaged to be married, and the only cure for
457+THAT is to work so hard you can't think about it; and I was enrolled
458+for fall to take an operating systems class in PASCAL.
459+
460+So, I investigated the new version of VMS PASCAL and found out it had
461+a new feature. Variable length strings! Wow...
462+
463+That summer I finished Moria 1.0 in VMS PASCAL. I learned more about
464+data structures, optimization, and just plain programming that summer
465+then in all of my years in school. I soon drew a crowd of devoted
466+Moria players... All at OU.
467+
468+I asked Jimmey Todd, a good friend of mine, to write a better
469+character generator for the game, and so the skills and history were
470+born. Jimmey helped out on many of the functions in the game as well.
471+This would have been about Moria 2.0
472+
473+In the following two years, I listened a lot to my players and kept
474+making enhancements to the game to fix problems, to challenge them,
475+and to keep them going. If anyone managed to win, I immediately found
476+out how, and 'enhanced' the game to make it harder. I once vowed it
477+was 'unbeatable', and a week later a friend of mine beat it! His
478+character, 'Iggy', was placed into the game as 'The Evil Iggy', and
479+immortalized... And of course, I went in and plugged up the trick he
480+used to win...
481+
482+Around 1985 I started sending out source to other universities. Just
483+before a OU / Texas football clash, I was asked to send a copy to the
484+University of Texas... I couldn't resist... I modified it so that
485+the begger on the town level was 'An OU football fan' and they moved
486+at maximum rate. They also multiplied at maximum rate... So the
487+first step you took and woke one up, it crossed the floor increasing
488+to hundreds of them and pounded you into oblivion... I soon received
489+a call and provided instructions on how to 'de-enhance' the game!
490+
491+Around 1986 - 87 I released Moria 4.7, my last official release. I
492+was working on a Moria 5.0 when I left OU to go to work for American
493+Airlines (and yes, I still work there). Moria 5.0 was a complete
494+rewrite, and contained many neat enhancements, features, you name it.
495+It had water, streams, lakes, pools, with water monsters. It had
496+'mysterious orbs' which could be carried like torches for light but
497+also gave off magical aura's (like protection from fire, or aggravate
498+monster...). It had new weapons and treasures... I left it with the
499+student assistants at OU to be finished, but I guess it soon died on
500+the vine. As far as I know, that source was lost...
501+
502+I gave permission to anyone who asked to work on the game. Several
503+people asked if they could convert it to 'C', and I said fine as long
504+as a complete credit history was maintained, and that it could NEVER
505+be sold, only given. So I guess one or more of them succeeded in
506+their efforts to rewrite it in 'C'.
507+
508+I have since received thousands of letters from all over the world
509+from players telling about their exploits, and from administrators
510+cursing the day I was born... I received mail from behind the iron
511+curtain (while it was still standing) talking about the game on VAX's
512+(which supposedly couldn't be there due to export laws). I used to
513+have a map with pins for every letter I received, but I gave up on
514+that!
515+
516+I am very happy to learn my creation keeps on going... I plan to
517+download it and Angband and play them... Maybe something has been
518+added that will surprise me! That would be nice... I never got to
519+play Moria and be surprised...
520+
521+Robert Alan Koeneke
522+koeneke@ionet.net
523+
524+
525+=== Previous Versions (outdated) ===
526+
527+
528+ VMS Moria Version 4.8
529+Version 0.1 : 03/25/83
530+Version 1.0 : 05/01/84
531+Version 2.0 : 07/10/84
532+Version 3.0 : 11/20/84
533+Version 4.0 : 01/20/85
534+
535+Modules :
536+ V1.0 Dungeon Generator - RAK
537+ Character Generator - RAK & JWT
538+ Moria Module - RAK
539+ Miscellaneous - RAK & JWT
540+ V2.0 Town Level & Misc - RAK
541+ V3.0 Internal Help & Misc - RAK
542+ V4.0 Source Release Version - RAK
543+
544+Robert Alan Koeneke Jimmey Wayne Todd Jr.
545+Student/University of Oklahoma Student/University of Oklahoma
546+
547+
548+
549+
550+
551+ Umoria Version 5.2 (formerly UNIX Moria)
552+Version 4.83 : 5/14/87
553+Version 4.85 : 10/26/87
554+Version 4.87 : 5/27/88
555+Version 5.0 : 11/2/89
556+Version 5.2 : 5/9/90
557+
558+James E. Wilson, U.C. Berkeley
559+ wilson@ernie.Berkeley.EDU
560+ ...!ucbvax!ucbernie!wilson
561+
562+Other contributors:
563+D. G. Kneller - MSDOS Moria port
564+Christopher J. Stuart - recall, options, inventory, and running code
565+Curtis McCauley - Macintosh Moria port
566+Stephen A. Jacobs - Atari ST Moria port
567+William Setzer - object naming code
568+David J. Grabiner - numerous bug reports, and consistency checking
569+Dan Bernstein - UNIX hangup signal fix, many bug fixes
570+and many others...
571+
572+
573+
574+
575+Copyright (c) 1989 James E. Wilson, Robert A. Keoneke
576+ This software may be copied and distributed for educational,
577+ research, and not for profit purposes provided that this copyright
578+ and statement are included in all such copies.
579+
580+Umoria Version 5.2, patch level 1
581+
582+Angband Version 2.0 Alex Cutler, Andy Astrand, Sean Marsh, Geoff Hill,
583+ Charles Teague.
584+
585+Angband Version 2.4 : 5/09/93
586+
587+Angband Version 2.5 : 12/05/93 Charles Swiger.
588+
589+Angband Version 2.6 : 9/04/94
590+
591+Angband Version 2.7 : 1/1/95 Ben Harrison
592+
593+--
594+Original : (??)
595+Updated : (??)
596+Updated : Zangband DevTeam
597+Last update: December 12, 1999
Show on old repository browser