Once you have generated a character and dead or quit game, you will be
asked whether you want to use quick start or not at start up. If you
choose to use quick start, you get new character with exactly same
-race, class, stat, background and etc.. as your last chatacter.
+race, class, stat, background and etc. as your last character.
***** <PrimaryStats>
"18/01" through "18/130". True maximum of each base stat is randomly
ranging from 18/70 to 18/130, and average of all your stat maximums
are always 18/100. These maximums are chosen randomly when your
-character is created or your character quaff a Potion of New Life.
+character is created or your character quaffs a Potion of New Life.
Actually, every stat can be raised even above these maximum of base
stat by modification from race, class, personality and magical
equipment, up to a pure maximum of 18/220, which is represented as
distance. This ability works equally well with or with out a
light source. The majority of Hengband's creatures are
cold-blooded, and will not be detected unless lit up by a light
- source. Most non human races have innate infra-vision ability.
+ source. Most non-human races have innate infra-vision ability.
Humans can gain infra-vision only if it is magically enhanced.
you disallow them to pick up anything.
Output list of random artifacts (^V)
- This command write file named "randifact.txt" to your user
+ This command writes file named "randifact.txt" to your user
directory with list of all random artifact you have.
--
of Elvenkind.
This is the same as Resistance armor, only generally better
- enchanted. It will also make you more stealthy.
+ enchanted. It will also make you stealthier.
of Permanence (Robes Only)
These robes provide resistance to fire, cold, acid, and
This item will both increase and sustain your intelligence.
of Wisdom
- This item and will both increase and sustain your wisdom.
+ This item will both increase and sustain your wisdom.
of Beauty
This item will both increase and sustain your charisma.
of Cure Light Wounds, Potions of Cure Serious Wounds, Potions of Cure
Critical Wounds, Potions, Staves and Rods of Healing, Potions of
*Healing* and Potions of Life, from weakest to strongest. Both the Life
-and Nature realms contains spells to heal the player.
+and Nature realms contain spells to heal the player.
Cure Light Wounds
restores 2d8 hitpoints and removes cuts, blindness and berserk.
=== Objects In The Dungeon ===
The dungeons are full of objects just waiting to be picked up and used.
-How did they get there? Well, the main source for useful items are all
+How did they get there? Well, the main sources for useful items are all
the foolish adventurers that proceeded into the dungeon before you.
They get killed, and the helpful creatures scatter the various treasure
throughout the dungeon. Most cursed items are placed there by the
How do I avoid starvation?
A. Scroll of Satisfy Hunger and Berserker's ability of Satisfy Hunger
- are obsoleted. And races which previously relyed on Satisfy Hunger
+ are obsoleted. And races which previously relied on Satisfy Hunger
have new sources of nutrition now; Android can quaff oil. Balrogs
can sacrifice human corpse using the 'E'at command. Golems,
Skeletons, Zombies, and Spectres can absorb mana from staves and
potions.
-Q. I got through the Yeek cave and I headed into the wilderness....and
+Q. I got through the Yeek cave and I headed into the wilderness... and
I'm still there searching endlessly down one road after another
looking for a town. Where are other towns and dungeons?
remove curse?
A. You can simply 't'ake off cursed equipments. Since cursed
- equipments are strongly sticking, you need to try 't'ake off
+ equipments are strongly sticking; you need to try 't'ake off
command many times.
Q. I know Berserkers cannot use scrolls, and rods. How do I recall
- from dungeon? Maybe I need to travel completely on foot?!!
+ from dungeon? Maybe I need to travel completely on foot!?
A. Berserkers gain a class power 'Recall' at level 10. Press the
'U'(original keyset) or 'O'(Roguelike keyset) to use class power.
Q. Where is the score server? And how do I register my character
dumps?
-A. Here;'http://hengband.sourceforge.jp/en/score.html'.
+A. Here; 'http://hengband.sourceforge.jp/en/score.html'.
When you die, Hengband will ask you as 'Do you send score to the
- world score sever?'. And if you answer 'y', Hengband will
+ world score server?'. And if you answer 'y', Hengband will
automatically register your character dump and screen shot.
addition to simple translation.
Hengband also includes codes from many other variants including
- ToME, OAngband, etc... Mr.Hoge wrote the first original part of
+ ToME, OAngband, etc. Mr.Hoge wrote the first original part of
Hengband. And currently, it is maintained by Hengband Development
Team including Mr.Hoge, Habu, Henkma, iks, Kuwa, Mogami, nsk, and
@nothere.
=== Monster Memories ===
Because there are so many monsters and because often different monsters
-share similar colors and symbols, it is very difficult to keep track of
+share similar colors and symbols; it is very difficult to keep track of
the capabilities of various creatures. Luckily, Hengband automatically
keeps track of your experiences with a particular creature.
If you have killed enough of a particular creature, or suffered enough
attacks, recalling the monster memory may also provide you with
-information not otherwise available, such as a armor class or hit dice.
+information not otherwise available, such as an armor class or hit dice.
These are not explained, but may be useful to give the relative danger
of each creature.
Your monster memory may be accessed by pressing '/' and then entering
the symbol you wish to research. Each monster with that symbol of which
you have some knowledge will displayed in turn beginning with the
-deepest. Alternatively, you may enter targetting mode by pressing '*'
+deepest. Alternatively, you may enter targeting mode by pressing '*'
and, with the cursor over the creature in question, press 'r' to
recall details.
***** <Uniques>
=== Unique Monsters ===
-The monsters in Hengband are unique in that each variety of monster
+The monsters in Hengband are unique in that each variety of monsters
has its own set of physical and, where applicable, magical abilities.
However, some monsters in Hengband are truly unique and this group
of monsters are often referred to as "Uniques".
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
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
option in brackets, followed by a textual description of the option.
Note that the internal name of the option can be used in user pref
-files to force the option to a given setting, see "command.txt" for
-more info.
+files to force the option to a given setting (see "command.txt" for
+more info).
Various concepts are mentioned in the descriptions below, including
"disturb", (cancel any running, resting, or repeated commands, which
Allow targetting pets [target_pet]
Normally, the program doesn't automatically choose pets as target
in the targeting mode of attack spells. If this option is set, the
- program always choose every monsters in sight as target.
+ program always chooses every monster in sight as target.
***** <easy_open>
Automatically open doors [easy_open]
***** <easy_disarm>
Automatically disarm traps [easy_disarm]
- Makes it easy for your character disarm a trap: simply by walking into
+ Makes it easy for your character disarms a trap: simply by walking into
it! Also the disarm command will automatically select one direction
if only one known trap is near you.
***** <empty_levels>
Allow empty 'arena' levels [empty_levels]
Normal dungeon levels consist mostly of rock. If this option is in
- use, levels which have empty floor instead of solid rock may also
+ use, levels which have empty floor instead of solid rock may also
be created (somewhat reminiscent of Nethack's "big-room" levels).
These levels can be extremely deadly, especially with breathing
monsters (since there are few obstructions to shield). Arena levels
***** <record_fix_quest>
Record fixed quests [record_fix_quest]
- If this option is set, result of every fixed quests will be
+ If this option is set, result of every fixed quest will be
written in the Play-record.
***** <record_rand_quest>
Record random quests [record_rand_quest]
- If this option is set, result of every random quests will be
+ If this option is set, result of every random quest will be
written in the Play-record.
***** <record_maxdepth>
***** <record_sell>
Record sold items [record_sell]
- If this option is set, names and numbers of every items you sold
+ If this option is set, names and numbers of every item you sold
will be written in the Play-record.
***** <record_danger>
***** <easy_band>
Easy Mode (*) [easy_band]
This option enables easy game mode for beginners. If this option is
- set, you takes only half damage from any enemy's attack compared
+ set, you take only half damage from any enemy's attack compared
to normal mode, and monster's summoning spells become much
weaker. But your score will be estimated to be negative number,
and you cannot send score record to world score board.
***** <ironman_empty_levels>
Always create empty 'arena' levels (*) [ironman_empty_levels]
If this option is enabled, then every level will be empty 'arena'
- level . See the "Allow empty 'arena' levels" option above.
+ level. See the "Allow empty 'arena' levels" option above.
***** <ironman_rooms>
Always generate very unusual rooms (*) [ironman_rooms]
***** <autoroller>
Allow use of autoroller for stats (*) [autoroller]
If you choose to use the auto-roller, you can specify minimum
- limit of each stats. Once you have specified your desired
+ limit of each stat. Once you have specified your desired
statistics, the computer will then randomly roll successive
start-up characters and compare them to your specified
criteria. Each stat is rolled as a number from 8 to 17, with a
their special combat techniques when surrounded by an anti-magic
barrier. Berserkers, however, cannot use any magical devices or
read any scrolls, and are hopeless at all non-combat skills.
- Since Berserker Amberite or Spectres are quite easy to *win* with,
- their scores are lowered.
+ Since Berserker Spectres are quite easy to *win* with, their
+ scores are lowered.
Berserkers use a unique system of techniques called 'Rage'. They
gain more techniques as they gain levels. They use no magic:
The first number is the average damage per shot, and the second is
average damage per round. The two numbers can differ because the
-shooting weapons have differing energy requirements per shot (unlike
+shooting weapons have different energy requirements per shot (unlike
melee weapons.)
=== On Slays ===
aware that they can do the same to you! This rule change has a lot of
consequences; playing the game will teach them to you...
-Apart from this, things are pretty familar. The amount of energy you
+Apart from this, things are pretty familiar. The amount of energy you
can gain each game turn is 10 for an average-speed player or monster,
can be almost 50 for very fast ones, and most actions you take cost 100
-energy to perform. The biggest exception are weapons of Extra Shots;
+energy to perform. The biggest exception is weapons of Extra Shots;
firing one of these takes less energy, making monsters appear to move
in slow motion.
and many dungeons. Fixed quests (see below [d]) could be begun by
entering certain buildings in the towns.
-While most people welcome these large world, they are not for everyone
+While most people welcome this large world, they are not for everyone
and consequently, there are three possible town options in Hengband -
the 'Standard' town(s), the 'Lite' town and the 'Vanilla' town. The
default is the standard town and the lite town and the vanilla town
--- The 'Vanilla' Town ---
The vanilla town consists of the nine standard shops only and an
-impenetrable wall which surrounds the town. There are no other
+impenetrable wall which surrounds the town. There is no other
embellishments. The special buildings and the fixed quests are
unavailable if you select this option as is the wilderness.
constant annoyance, but not harmful. Public drunks wander about the
town singing, and are of no threat to anyone. Sneaky rogues who work
for the black market are always greedily eyeing your backpack for
-potential new 'purchases'. . . And finally, what town would be complete
+potential new 'purchases'... And finally, what town would be complete
without a swarm of half drunk warriors, who take offense or become
annoyed just for the fun of it.
return "¼öʸ";
#else
case TV_HISSATSU_BOOK:
- return "arts";
+ return "art";
case TV_LIFE_BOOK:
return "prayer";
case TV_MUSIC_BOOK:
prt(format(" %s staff", (menu_line == 1) ? "> " : " "), 2, 14);
prt(format(" %s wand", (menu_line == 2) ? "> " : " "), 3, 14);
prt(format(" %s rod", (menu_line == 3) ? "> " : " "), 4, 14);
- prt("Which type of magic do you usu?", 0, 0);
+ prt("Which type of magic do you use?", 0, 0);
#endif
choice = inkey();
switch(choice)