5 Nazghul is an old-school RPG clone modeled after those made in the heyday of
6 top-down, 2d tile-based graphics. It is specifically modeled after Ultima V, so
7 if you've played that game then this should be familiar.
12 If you downloaded a source distribution see the top-level INSTALL file.
14 If you downloaded a windows binary just unzip the distribution using Winzip or
27 Use the start menu or desktop icon
29 You can play the Tutorial first or jump right in with Start New Game.
34 You can save your game at any time while playing by using the CTRL-S key
35 sequence for the S)ave command. An unlimited number of saved games is
36 permitted. When you restart, use the Journey Onward option from the main menu
37 to select a saved game to continue.
39 If you die, the game will exit, and when you restart it will pick up where you
40 last saved via the Journey Onward option.
45 You can quit at any time by pressing Q for the Q)uit commmand. It will prompt
46 you to save if you like and then exit.
51 If you are unfamiliar with U5 I recommend the Tutorial option available from the
52 Main Menu when you start the game. Here are some more notes to help you get
57 When you start you will have a party consisting of one character known
58 initially as The Wanderer. The icon for this character will be in the center of
59 the map view on the left. Explore around a bit using the arrow keys to
60 move. Below the map you'll see a little window with a prompt. This gives you
61 hints when you're entering commands to tell you what type of input the command
62 wants. For example, if you type 'x' (for e[x]amine) the command prompt will
65 Xamine-<target>(ESC to exit)
67 Which means it wants you to hit the arrow keys and move the targeting
68 cursor. When you hit 'ESC' instead the command will cancel. Pretty much all
69 commands can be canceled by hitting 'ESC'.
71 To get a detailed explanation of where you are and what time it is, use the AT
72 command by pressing '@'. There is no displayed clock in the game, so this is the
73 only way to tell time other than guesstimating from the position of the sun or
74 finding time telling devices inside the game.
78 When you start the game, after selecting what kind of character to create, you'll
79 see your first NPC to the south. To talk to the NPC press 't' for T)alk.
80 This brings up a targeting crosshair. It might start out on the NPC or
81 on your character, it it's on you then move it to the NPC with the arrow keys
84 That starts a conversation. During conversation you enter a keyword and the NPC
85 will respond. For example, type NAME or JOB and see what this NPC says. When
86 you are done talking type 'bye' or hit enter by itself.
90 Eventually you will want to follow the road down to the chamber on the lower
91 left. The chamber is marked by mysterious runes on its walls. Within the
94 Walk over next to the chest and O)pen it by hitting 'o' and using your arrow
95 keys to indicate a direction. The chest will open and deposit a bunch of stuff
98 G)et the stuff using the 'g' key. Among the items will be some basic weapons,
99 armour and spell reagents as well as some scrolls and potions.
103 To see your stuff hit 'z' for Z)tats and scroll around. The left and right
104 arrow keys will switch between different status panes. Hit ESC when you tire of
105 admiring yourself and your loot.
107 To R)eady the weapons and armor hit 'r' then select them. Hit ESC when done.
111 To M)ix a heal spell type 'm' for mix. Next enter the spell name, in this case
112 'm' again for "Mani", and hit ENTER. Next, select Ginseng and Spider Silk from
113 the reagents list, and hit 'm' to mix them. Finally, you can mix batches of a
114 given spells at once, so you will need to input the quantity of "Mani" spells
115 you wish to produce. Enter '1' here, and you will have made a "Mani" spell, a
116 spell of minor healing. More on spells later.
118 Entering and Exiting Towns
120 When you are ready to face the world walk to the edge of the map and bravely
121 step off. You will zoom out to Wilderness Mode, and your entire party (all one
122 of you) will appear as an icon in the center. To re-enter take a step south (at
123 which point you will see a shrine icon where you just were) and step north
124 again. Now you know how to enter and exit towns. Congrats.
126 When you enter a town, unless you have some enemies there, you will start out
127 in "follow mode", which means you control the party leader and everybody else
128 in the party tries to keep up. But if hostiles are in town you will be in
129 "character mode", which means you control each party member in turn. To switch
130 between these two mode use the 'f' key. This will make more sense when you have
131 more characters join your party.
133 IMPORTANT: when you eventually get somebody to join you, don't forget about
134 Follow Mode (the 'f' key). It's much easier to have everybody follow
135 your main dude around than to always individually control them.
142 Above the map you'll see a little window embedded in the frame which shows
143 the position of the sun and two moons. It also shows the phase of the
144 moons, which is important for moongate travel.
148 Below the map, embedded in the frame, is the wind direction
149 indicator. Currently the wind only affects ships. Tacking across the wind
150 provides the best rate of travel, the wind at your back is second best, and
151 heading into the wind is the worst. Note that this indicates the direction
152 the wind is blowing _FROM_.
156 Unlike u4/u5/u6 the command prompt has its own window, just below the wind
157 indicator. Interactive command prompts appear here, as well as the things
158 the player says in conversation.
162 In the top right you have a general-purpose window for viewing and
163 selecting lists of things. Normally it shows some basic party stats, but
164 its contents change as required by user commands. For example, (R)eady will
165 turn it into a selection list.
167 Normally the window lists all the player's party members and shows their
168 current hit points and status. The status is reflected in one or more
169 little icons. For example, if a character is poisoned you'll see a little
170 green skull-and-crossbones. You can get a better description of the status
171 by using the Z)tatus command to inspect individual party members.
175 It sounds sacrilegious, but that's just my acronym for Food/Gold
176 Window. This little window appears below the status window and shows the
177 turn, food and gold counters as well as the current combat status and any
178 active global effects (e.g., "Magic Negated"). If you board a vehicle it
179 will also show you the hit points for the vehicle. The effects are shown
180 with cryptic little icons that appear until the effect expires.
188 Party members get extra turns per round.
192 Invisible things are visible.
196 Everything in the world suspends while Party members get to move.
200 Party members can see through walls.
204 Finally on the right hand side you'll find the window where all the game
211 Here's your chance to let the sweat dry on your mouse - all commands are via
212 the keyboard. As it should be, forever and ever amen.
214 Addendum: For the sake of convenience to mousephiles, targeting prompts will
215 accept input from the mouse. But the shortcut keys are faster.
219 <dir> = one of the four arrow keys
220 <member> = a party member, selected from a list by scrolling with the arrow
221 keys and pressing <enter> or <space>
222 <item> = an inventory item, selected from a list
223 <spell> = a spell, selected from a list
225 <target> = a combat target, selected by moving the crosshairs and pressing
226 <enter> or <space> (or using the mouse and left-clicking)
227 <*> = varies depending on context
231 <dir>......................Move in that direction
232 A)ttack-<dir>..............Initiate combat
233 B)oard.....................Board/exit a vehicle like a ship or horse
234 C)ast-<member>-<spell>-<*>...Cast a spell (the last argument depends on the
236 E)nter.....................Enter a portal, including up or down ladders
237 F)ire-<dir>................Fire vehicle's weapon (e.g., ship cannon)
238 G)et-<dir>.................Get an object from the ground
239 H)andle-<member>-<target>..Activate a switch or lever
240 L)oiter-<0-9/sunrise>......Loiter a few hours
241 N)ew-order-<member>-<member>...Swap order of two party members
242 O)pen-<dir>................Open a container or door
243 Q)uit......................Quit & optionally save the game
244 R)eady-<member>-<item>.....Ready an armament like a weapon, shield, etc.
245 S)earch-<dir>..............Look carefully
246 T)alk-<target>.............Talk to an NPC
247 U)se-<member>-<item>.......Use an item like a torch or potion
248 X)amine-<target>...........Examine map tiles within view
249 Z)tats.....................Show party stats like inventory, armaments, etc
250 @)AT.......................Information about where the party is AT, etc
251 <space>....................Pass one turn
252 CTRL-S)ave.................Save a game
253 CTRL-R)eload...............Reload a game
255 Wilderness-only commands:
257 K)amp-<0-9/sunrise>-<y/n>-<player>
258 ...........................Camp in the wilderness (to heal and recover
259 mana) or aboard ship (to repair hull damage as
262 Town/Dungeon/Combat-only commands:
264 A)ttack-<target>.........Attack the specified target
265 C)ast-<spell>-<*>........Cast a spell
266 F)ollow..................Select follow mode, where the party members
267 automatically follow the party leader.
268 [1-9]....................Select a party member for solo mode.
269 [0]......................Select turn-based party mode, where each party
270 member takes directions one at a time.
271 K)amp-<0-9/sunrise>......Sleep on a bed.
275 <ESC>....................Aborts most commands
277 Editing commands (run nazghul with -d):
279 CTRL-E)valuate...........Evaluate a scheme expression within the game. For
280 example, the string: "(kern-obj-relocate
281 ch_wanderer (list p_shard 51 47) nil)" will
282 teleport the player to the surface at coords [51
284 CTRL-O)..................Save the current map to its own file
285 CTRL-T)erraform..........Alter terrain. This deserves its own section. [1]
286 CTRL-Z)oom...............Zoom in or out (like peering at a gem but free)
290 +/=......................When targeting an attack, moves cursor to next
292 -........................When targeting an attack, moves cursor to previous
294 ESC......................When wilderness combat is over, exits to
300 Party Mode (wilderness)
302 The party appears as a single icon in the center of the screen.
304 Follow Mode (town/combat/dungeons)
306 You control the party leader and the other members follow the
307 leader. Attacking a target will automatically switch to Round-Robin
308 Mode. The party leader is always the top person in the list who is alive
309 and still on the current map. Enter follow mode from Solo or Round Robin
310 Mode by pressing 'f'.
312 Solo Mode (town/combat/dungeons)
314 You control one party member while the others stand around looking
315 bored. Enter Solo Mode by pressing the number key associated with the
316 party member's order in the list. 1 is the first member in the list.
318 NOTE: Solo mode can be very useful if one of your party members has greater
319 passability than the others. For example, if a gazer joins your party
320 he can float over water. Now imagine the possibilities if you get a
321 ghost to join your party.
323 Round Robin Mode (town/combat/dungeons)
325 You control each member in turn. This is the default mode when you enter
326 combat. To enter Round Robin Mode from solo mode, press 0. To enter from
327 Follow Mode press 'f'. Yes, confusing to have two methods. I'll fix it
328 someday. Let me know if you have an opinion.
335 In the outdoor or wilderness map the party moves as a single unit. You can
336 enter into combat with enemy NPC parties by moving into them or waiting for
337 them to attack you. Likewise you can enter towns, dungeons or moongates by
338 simply walking into them.
342 This is a special temporary combat map that pops up when you engage an
343 enemy NPC party in the wilderness. In this mode you control individual
344 party members. You return to the wilderness map by having all of your
345 living party members walk off the edge of the map. (Hint: if combat is over
346 you can press <ESC> to quickly leave the map).
350 In towns and dungeons you move just like in combat mode. You can control
351 the individual party members in turn, have one of them scout around in solo
352 mode, or control the leader and have the other party members follow.
358 What can I say? It's pretty much like u5. Try the flaming oil at night or in an
359 underground place. Oh, and watch out for gazers. They can charm you. Kill them
360 or charm them right away.
366 As usual, characters advance a level when they gain sufficient experience
367 points. There is no maximum level limit. When a character advances his maximum
368 HP and MP increase, depending on his class, species and personal bonuses. At
369 the moment of advancment he is fully healed and mana is restored to their new
372 XP Required for Advancement
373 ============================================================================
375 ============================================================================
383 ============================================================================
387 Characters have three basic attributes: Strength, Dexterity and
388 Intelligence. These are fixed when the character is created and don't change
393 Strength limits the total weight of readied weapons and armour. Strong
394 characters do more damage and are better at hitting with heavy or
395 bludgeoning weapons. It is also used when breaking free of spider webs
396 (most trolls don't stay ensnared too long...).
400 Dexterity is used when attacking with missile and balanced weaponry, and
401 helps when avoiding your opponents' blows. It is also needed when
402 picking locks and disarming trapped chests.
406 Intelligence makes spells more potent and more likely to succeed.
412 The example game contains a full complement of spells. The magic system is
413 similar to Ultima 5 and Ultima 6: you select a spell by entering magic
414 syllables. A spell name is a combination of one to four syllables.
416 The syllables, spell names and reagent mixtures provided in the example game
417 are a direct ripoff of Ultima 5. If you don't have a u5 reference manual lying
418 around then the tables below will help:
421 ============================================================================
422 Name | Abbrev used in spell table
423 ============================================================================
432 ============================================================================
435 ============================================================================
436 Syllables | Effects | Reagents | Party/Combat
437 =================================(1)========================================
438 An Nox | Cure Poison | GI, GA | PC
439 An Zu | Awaken | GI, GA | PC
440 Grav Por | Magic Missile | SA, BP | C
441 In Lor | Light | SA | PC
442 Mani | Heal | GI, SS | PC
443 Wis Sanct | Detect Trap | SA | PC
444 An Sanct Ylem | Disarm Trap | BM | PC
445 ---------------------------------(2)----------------------------------------
446 An Sanct | Unlock | SA, BM | PC
447 An Xen Corp | Repel Undead | GA, SA | C
448 In Wis | Locate | NI | P
449 Rel Hur | Change Wind | SA, BM | P
450 In Nox Por | Poison Missile | NI, BM, BP | C
451 Bet Flam Hur | Fire Spray | BP, SA, BM | C
452 In Bet Xen | Summon Vermin | SS, BM, SA | C
453 ---------------------------------(3)----------------------------------------
454 In Flam Grav | Fire Field | SA, BP, SS | C
455 In Zu Grav | Sleep Field | GI, BP, SS | C
456 In Nox Grav | Poison Field | NI, BP, SS | C
457 Vas Flam | Fire Ball | BP, SA | C
458 Vas Lor | Great Light | SA, MA | PC
459 ---------------------------------(4)----------------------------------------
460 An Grav | Dispel Field | BP, SA | PC
461 In Sanct Grav | Energy Field | MA, BP, SS | C
462 In Sanct | Protection | SA, GI, GA | PC
463 Wis Quas | Reveal Hidden | NI, SA | PC
464 Bet Por | Blink (Caster) | BP, BM | C
465 ---------------------------------(5)----------------------------------------
466 In Ex Por | Unlock Magic | SA, BM | PC
467 An Ex Por | Magic Lock | SA, BM, GA | PC
468 In Zu | Sleep | GI, NI, SS | C
469 Vas Mani | Great Heal | GI, SS, MA | PC
470 Rel Tym | Quickness | SA, BM, MA | PC
471 Kal Xen | Summon Beast | SS, MA | C
472 ---------------------------------(6)----------------------------------------
473 An Xen Ex | Charm | BP, NI, SS | C
474 In An | Negate Magic | GA, MA, SA | C
475 In Vas Por Ylem | Earthquake | BM, MA, SA | C
476 Quas An Wis | Confuse | MA, NI | C
477 Wis An Ylen | Xray Vision | MA, SA | PC
478 In Rel Por | Telekinesis | BP, BM, SS | C
479 Vas Por | Blink (Party) | MA, BP, BM | P
480 ---------------------------------(7)----------------------------------------
481 In Nox Hur | Poison Wind | NI, SA, BM | C
482 In Zu Hur | Sleep Wind | MA, GI, BM | C
483 In Quas Corp | Fear | NI, MA, GA | C
484 In Quas Xen | Clone | NI, MA, SA, SS, BM, GI | C
485 Sanct Lor | Invisibility | NI, MA, BM | C
486 Xen Corp | Kill | NI, BP | C
487 ---------------------------------(8)----------------------------------------
488 An Tym | Stop Time | MA, GA, BM | WC
489 In Flam Hur | Flame Wind | MA, SA, BM | C
490 In Vas Grav Corp | Energy Wind | MA, SA, NI | C
491 In Mani Corp | Resurrect | GA, GI, SS, SA, BM, MA | PC
492 Kal Xen Corp | Summon Undead | SS, MA, NI | C
493 Vas Rel Por | Gate Travel | SA, MA, BP | P
494 ============================================================================
496 [1] In Towns and Dungeons teleport spells that can move the party from one
497 place to another will fail unless combat is over and the party is in Follow
503 From time to time your characters might run into a little trouble with magical
504 foes, natural hazards, or their own weakness for alcohol. Don't panic. Most
505 effects are non-fatal, but a few are.
509 Sleeping party members will eventually wake up of their own accord. If you
510 don't feel like waiting use the An Zu spell.
514 Enemy wizards might charm party members, causing them to fight on their
515 behalf. Charm wears off after 10 minutes.
519 Some monsters may infect party members with disease. Disease is not fatal,
520 but it will not wear off until your party member is nearly out of hit
525 Anytime your character buys alcoholic drinks or picks them up from the
526 ground he gets drunk. Drunkenness lasts an hour or so and causes him to
527 randomly bump into things.
531 When stuck in a spider web, a character will break free after struggling
532 for a while. The time required to free himself depends on the character's
537 Spiders inject paralyzing venom to make their foes helpless before feeding
538 on them. Paralysis will wear off after a short random interval.
542 Bogs or spells may poison party members, causing them to lose hit points
543 every turn until the poison is cured with a spell or potion. Poison is
544 fatal! It won't wear off like disease.
550 Start a conversation with an NPC with the T)alk command. During conversation
551 you type simple inquiries and the NPC responds, sometimes asking you a question
552 in return. Conversations with shopkeepers will allow you to BUY and SELL
553 items. Most NPCs respond to the 'NAME' and 'JOB' queries, as well as queries
554 about their town and fellow townsmen. Their responses usually give you clues to
555 further fruitful queries. Also, with the special 'JOIN' query you can ask an
556 NPC to join your party (some will join you, and some will join you only if you
557 do or say something that impresses them).
562 Food is consumed three times per day, one unit for each living party
563 member. When the food runs out, party members take a point of damage at each
567 APPENDIX A: MAP HACKING
569 Like many games, "nazghul" is separated into an engine [2] and some data
570 files. In this case the data files are written in the Scheme programmming
571 language. If you examine the default start file 'session.scm' you will see that
572 it is a scheme file which loads the game types from other files and then
573 defines the starting game variables.
575 I encourage people to experiment with modifying the example files or even using
576 them as a basis to create their own games. The example script code is all
577 committed to the public domain. The image and sound files come from various
578 sources - see the COPYING file in the top nazghul directory for details on
579 where they came from.
581 If you want to make a proprietary game you may use the example script files,
582 but you will probably need to make your own image and sound resource files as
583 the ones in the examples directory come from other open-source or freeware
584 projects and their copyright holders might object to proprietary use.
589 These apply specifically to Haxima, and not necessarily to any other game made
590 with the Nazghul engine.
592 Projectile Weapon Stats
593 ============================================================================
594 Name To-Hit Damage To-Def Hnds Rng Ammo Weight
595 ============================================================================
596 Sling 1d2-2 1d4 -1 1 4 slingstone 0
597 Sling+4 3 1d4+4 0 1 6 slingstone 0
598 Bow 1d3-2 2d4 -2 2 6 arrow 2
599 Crossbow 1d4-2 4d4 -1 2 4 bolt 3
600 Doom Staff 1d4 1 +2 2 5 - 2
601 Stun Wand [1] -2 1d4 -1 1 6 - 2
602 ============================================================================
603 [1] Temporarily paralyzes target
606 ============================================================================
607 Name To-Hit Damage To-Def Hnds Rng Weight
608 ============================================================================
609 Flaming oil [1] -1 1d6 -2 1 4 1
611 Boulder -2 3d4+1 -2 2 5 10
612 ============================================================================
613 [1] Leaves a temporary burning patch of ground
616 ============================================================================
617 Name To-Hit Damage To-Def Hnds Rng Weight
618 ============================================================================
619 Dagger 1d4 1d4 1d2 1 1 0
620 Dagger+4 1d4+4 1d4+4 1d2+4 1 1 0
621 Mace 1d4 1d6+2 +0 1 1 3
622 Axe 1d2 2d3+2 +0 1 1 3
623 Sword 1d2 1d8+1 1d2 1 1 2
624 Sword+2 1d2+2 1d8+3 1d2+2 1 1 2
625 Sword+4 1d2+4 1d8+5 1d2+4 1 1 2
626 2H Axe 0 4d3+2 -2 2 1 4
627 2H Sword 0 2d8+2 1 2 1 4
628 Morning star 1d2+2 1d6+1 -1 1 2 3
629 Morning star+2 1d2+4 1d6+3 2 1 2 3
630 Halberd 1d3+1 2d8-2 1d2 2 2 4
631 Staff 1d3 1d4 1d3 2 2 2
632 Eldritch blade 2 2d8+5 +0 2 1 2
633 Mystic sword +3 1d10+5 +2 1 1 1
634 Flaming sword 1d2 1d10+3 1d2 1 1 2
635 ============================================================================
638 ============================================================================
639 Name To-Hit Damage Armor To-Def Weight
640 ============================================================================
641 Leather helm -1 - 1d2 - 0
642 Leather helm+2 0 - 1d2+2 - 0
643 Leather helm+4 0 - 1d2+4 - 0
644 chain coif -1 - 1d3 - 1
645 Chain coif+4 0 - 1d3+4 - 1
646 iron helm -1 - 1d4 - 2
647 Iron helm+4 0 - 1d4+4 - 2
648 leather armor -1 - 1d4 - 2
649 Leather armor+2 0 - 1d4+2 - 2
650 Leather armor+4 0 - 1d4+4 - 2
651 chain armor -2 - 2d4 - 4
652 Chain armor+4 0 - 2d4+4 - 4
653 plate armor -4 - 4d4 - 8
654 Plate armor+4 0 - 4d4+4 - 8
655 Small shield -1 - 0 2 2
656 Small shield+4 0 - 0 6 2
657 Spiked shield 0 1d5 0 1 3
658 Spiked helm 0 1d4 3 0 2
659 ============================================================================
662 --gmcnutt (gmcnutt@cableone.net)
667 [1] Alas, there isn't one. Yet.
669 [2] I like to refer to it as a "kernel". This makes me feel like it is really
670 cool, and like I'm not a loser since Linus Torvalds and I are about the
671 same age and he works on a kernel, too.