変愚蛮怒のメインリポジトリです
Revision | fb355a82fe974ee1f886a261ab14a935efed3524 (tree) |
---|---|
Time | 2002-03-23 12:58:57 |
Author | mogami <mogami@0568...> |
Commiter | mogami |
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。
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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 | + |
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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 |
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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 |
@@ -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 |
@@ -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 |
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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 | + |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 | + |
@@ -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 |
@@ -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 | + |
@@ -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 |
@@ -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 |
@@ -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 |
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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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 | + |
@@ -0,0 +1,4 @@ | ||
1 | + | |
2 | + The spoiler files can be found at: | |
3 | + http://fmf.fwn.rug.nl/~scarblac/spoilers/ | |
4 | + |
@@ -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 |
@@ -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 |
@@ -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 |
@@ -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 |