objects.
Many objects found within the dungeon have special commands for their
-use. Wands must be 'a'imed, staves must be 'u'sed, scrolls must be
+use. Wands must be 'a'imed, staffs must be 'u'sed, scrolls must be
'r'ead, and potions must be 'q'uaffed. You may, in general, not only
use items in your pack, but also items on the ground, if you are
standing on top of them.
***** <ObjectFlavors>
=== Object Flavors ===
-Some objects (scrolls, potions, wands, rods and staves) are 'flavored
+Some objects (scrolls, potions, wands, rods and staffs) are 'flavored
items'. This means that with each game they are given a random flavor.
For example, the first time you find a Potion of Heroism it might be
described as a 'Dark Blue Potion'. Once you have identified it, the
Occasionally, as you wander around the dungeon you will sense something
about the quality of an item or items you are wielding or carrying in
-your backpack. This sensing ability is called 'pseudo-id' and is
-limited to weapons and armor. The speed and accuracy of your pseudo-id
-ability depends on a number of factors but the primary considerations
-are your class and level. Pseudo-id can be 'strong' or 'weak' and
-'slow', 'medium' or 'fast'.
+your backpack. This sensing ability is called 'pseudo-id'. The speed
+and accuracy of your pseudo-id ability depends on a number of factors
+but the primary considerations are your class and level. Pseudo-id
+speed can be 'slow', 'medium' or 'fast'. Pseudo-id method of weapons
+and armor can be 'strong' or 'weak'. Pseudo-id method of others is
+always 'strong'.
Table 1 - Pseudo-Id ability of the Classes
- Class Method Speed
- ----------------------------------------
- Warrior Strong Very Fast
- Mage/High-Mage Weak Slow
- Priest Weak Very Fast
- Rogue Strong Fast
- Ranger Strong Medium
- Paladin Strong Medium
- Warrior-Mage Weak Medium
- Mindcrafter Weak Medium
- Chaos Warrior Strong Medium
- Monk Weak Fast
+ Weapons and Armor Others
+ Class Method Speed Speed
+ --------------------------------------------------------
+ Warrior Strong Very Fast Impossible
+ Mage Weak Slow Very Fast
+ Priest Weak Very Fast Fast
+ Rogue Strong Fast Fast
+ Ranger Strong Medium Medium
+ Paladin Strong Medium Slow
+ Warrior-Mage Weak Medium Medium
+ Chaos-Warrior Strong Medium Slow
+ Monk Weak Fast Medium
+ Mindcrafter Weak Medium Fast
+ High-Mage Weak Slow Very Fast
+ Tourist Strong Extr. Fast Extr. Fast
+ Imitator Weak Medium Slow
+ BeastMaster Weak Medium Slow
+ Sorcerer Weak Slow Very Fast
+ Archer Strong Very Fast Impossible
+ Magic-Eater Weak Slow Very Fast
+ Bard Weak Very Fast Fast
+ Red-Mage Weak Medium Medium
+ Samurai Strong Very Fast Impossible
+ ForceTrainer Weak Fast Fast
+ Blue-Mage Weak Medium Very Fast
+ Cavalry Strong Very Fast Impossible
+ Berserker Strong Extr. Fast Impossible
+ Weaponsmith Strong Very Fast Slow
+ Mirror-Master Weak Medium Very Fast
+ Ninja Strong Fast Slow
+ Sniper Strong Medium Impossible
When you pseudo-id an item, it will be inscribed (see below [e]) with
------------------------------------------------
cursed a cursed item (includes bad ego
items and artifacts)
- good an enchanted item (includes good
+ uncursed an enchanted item (includes good
ego items and artifacts)
part you will need to identify them before you can ascertain how much
use they will be to you. There are several methods of identifying items
available to you. These include Scrolls of Identify and *Identify*,
-Staves and Rods of Perception, spells and prayers and services from
+Staffs and Rods of Perception, spells and prayers and services from
town buildings among others.
There is an important difference between 'identify'ing an object and
These objects fall into three types: (b) artifacts which are dealt with
below and can be identified by their name; (c) Ego Weapons which are
described more fully in Attacking Monsters (see attack.txt#EgoArtifact
-[g]); and (d) Ego Armors which are discussed more fully in Defending
-Yourself (see defend.txt#EgoArtifact [h]).
+[g]); and (d) pieces of Ego Armor which are discussed more fully in
+Defending Yourself (see defend.txt#EgoArtifact [h]).
Unlike artifacts which are unique and may only be found once in each
-game, it is not unusual to find several Ego Weapons or Ego Armor of the
-same type during the course of a character's adventures.
+game, it is not unusual to find several Ego Weapons or pieces of Ego
+Armor of the same type during the course of a character's adventures.
Note that some Ego Armor types are limited to only certain types of
armor. For example, you can find a Shield of Elvenkind but not Boots of
important group are artifacts. Artifacts are unique items with
additional properties such as increasing or sustaining one or more
of your stats and granting resistances or abilities. Often an
-artifact cab be 'A'ctivated for a magical effect. These can be
+artifact can be 'A'ctivated for a magical effect. These can be
Extremely useful - especially for classes that are weak in magic.
There are two types of artifacts - fixed and random. The fixed
"@x#" or "!x" or "!*" (see command.txt#ObjectSelection [i]) .
The game provides some "fake" inscriptions to help you keep track of
-your possessions. Wands and staves which are known to be empty will be
+your possessions. Wands and staffs which are known to be empty will be
inscribed with "empty". Objects which have been tried at least once but
haven't been identified yet will be inscribed with "tried". Cursed
objects are inscribed with "cursed". Broken objects may be inscribed
Wr : provides warning |Ca : chaotic effects
Xm : xtra might when shooting |V : vampiric weapon
Xs : xtra number of shots |Q : weapon of quake
-Ag : aggravate monsters |S : vorpal hit
-Bs : blessed weapon |M : weapon of the force
+Te : random teleportaion |S : vorpal hit
+Ag : aggravate monsters |M : weapon of the force
+Bs : blessed weapon
/* : slay evil /X* : *slay* evil
/p : slay human /Xp : *slay* human
/L : slay undead /XL : *slay* undead
/Z : slay animal /XZ : *slay* animal
-~Tele : telepathy . : random teleportaion
-~Evil : ESP evil (St : sustain strength
-~Good : ESP good (In : sustain intelligence
-~Nolv : ESP non-living (Wi : sustain wisdom
-~p : ESP human (Dx : sustain dexterity
-~D : ESP dragon (Cn : sustain constitution
-~o : ESP orc (Ch : sustain charisma
+~Tele : telepathy (St : sustain strength
+~Evil : ESP evil (In : sustain intelligence
+~Good : ESP good (Wi : sustain wisdom
+~Nolv : ESP non-living (Dx : sustain dexterity
+~p : ESP human (Cn : sustain constitution
+~D : ESP dragon (Ch : sustain charisma
+~o : ESP orc
~T : ESP troll
~P : ESP giant
~U : ESP demon
and most wands will require a target.
Staffs ('_')
- Staves are a flavored item and are made of various types of wood.
+ Staffs are a flavored item and are made of various types of wood.
Like wands, they contain a limited number of charges and must be
- recharged when empty. In general, staves have an area affect or
- act on the player. Unlike wands, few staves may be used directly
- for offense. Staves must be 'u'sed and do not require a target.
+ recharged when empty. In general, staffs have an area affect or
+ act on the player. Unlike wands, few staffs may be used directly
+ for offense. Staffs must be 'u'sed and do not require a target.
Rods ('-')
- Rods are similar to both wands and staves in that many magical
- effects available from wands and staves are also available from
+ Rods are similar to both wands and staffs in that many magical
+ effects available from wands and staffs are also available from
rods. The main difference is that a rod carries a single charge but
over time will recharge itself. Typically, the better the rod, the
longer it will take to recharge itself. This means you have an
Spellbooks ('?')
There are four spell books for each of the magic realms and which
are found either in the shops or at varying depths in the dungeons.
- If you are are a spellcaster, you may 'b'rowse any book belonging
+ If you are a spellcaster, you may 'b'rowse any book which belonging
to your chosen realm(s) to see what spells it contains. You may not
browse books from realms other than those that your character has
chosen. You may learn new spells with the 'g' command and cast them