From 11b9bded0dac97eedaf876d2a449ffa9ca065801 Mon Sep 17 00:00:00 2001 From: mogami Date: Sun, 24 Mar 2002 12:56:20 +0000 Subject: [PATCH] =?utf8?q?=E8=8B=B1=E8=AA=9E=E7=89=88=E3=83=98=E3=83=AB?= =?utf8?q?=E3=83=97=E3=81=AE=E3=81=A7=E3=81=8D=E3=81=9F=E3=81=A8=E3=81=93?= =?utf8?q?=E3=81=AE=E3=81=BF=E3=80=82?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit --- lib/help/charattr.hlp | 16 +- lib/help/charattr.txt | 1197 +++++++++++++++++++++++-------------------------- lib/help/general.hlp | 16 +- lib/help/general.txt | 195 ++++---- lib/help/magic.hlp | 12 +- lib/help/magic.txt | 947 +++++++++++++++++--------------------- lib/help/version.txt | 196 ++++++++ 7 files changed, 1281 insertions(+), 1298 deletions(-) diff --git a/lib/help/charattr.hlp b/lib/help/charattr.hlp index 1b84a3a81..cdf10c79a 100644 --- a/lib/help/charattr.hlp +++ b/lib/help/charattr.hlp @@ -1,14 +1,13 @@ -Character Attributes. +Race, Class and Personality (Character Attributes) Please choose one of the following online help files: (0) Creating a Character (charattr.txt) (1) The Races (charattr.txt#TheRaces) (2) The Classes (charattr.txt#TheClasses) - (3) Primary Statistics (charattr.txt#PrimaryStats) - (4) Primary Skills (charattr.txt#PrimarySkills) - (5) Stat Bonus Tables (charattr.txt#StatBonusTable) - (6) Ability Tables (charattr.txt#SkillBonusTable) + (2) The Personality (charattr.txt#ThePersonality) + (4) Primary Statistics (charattr.txt#PrimaryStats) + (5) Primary Skills (charattr.txt#PrimarySkills) (?) Help System Commands (helpinfo.txt) @@ -16,7 +15,6 @@ Please choose one of the following online help files: ***** [0] charattr.txt ***** [1] charattr.txt#TheRaces ***** [2] charattr.txt#TheClasses -***** [3] charattr.txt#PrimaryStats -***** [4] charattr.txt#PrimarySkills -***** [5] charattr.txt#StatBonusTable -***** [6] charattr.txt#SkillBonusTable +***** [3] charattr.txt#ThePersonality +***** [4] charattr.txt#PrimaryStats +***** [5] charattr.txt#PrimarySkills diff --git a/lib/help/charattr.txt b/lib/help/charattr.txt index c5080a537..4d546f699 100644 --- a/lib/help/charattr.txt +++ b/lib/help/charattr.txt @@ -1,17 +1,19 @@ -=== Character Attributes === +=== Race, Class and Personality (Character Attributes) === During the process of Character Generation (see birth.txt [1]), you -will select your character's three primary attributes - its sex, race -and class. If you select a spellcasting class, you will also make a -choice of magic realms at that time. Your character will be randomly -assigned a number of other attributes such as height, weight, social -class, and background history - -Your choices as to sex, race, class and realm are irrevocable and will -remain fixed for the entire life of that character. The only exception -to this, is that the Chaos spell 'Polymorh Self' (and the mutation of -the same name) may cause your race to change as one of its possible -effects. +will select your character's four primary attributes - its sex, race, +class and personality. If you select a spellcasting class, you will +also make a choice of magic realms at that time. Your character will +be randomly assigned a number of other attributes such as height, +weight, social class, and background history + +Your choices as to sex, race, class, realm, personality are +irrevocable and will remain fixed for the entire life of that +character. There are a few exception to this; The Chaos spell +'Polymorh Self' (and the mutation of the same name) may cause your +race to change as one of its possible effects. And some classes which +can use two realm of magic at once such as Mage can change second +magic realm comparatively freely. In addition to these attributes, there are several statistics which are used to determine your character's relative skills and abilities as @@ -25,18 +27,18 @@ strength, intelligence, wisdom, dexterity, constitution and charisma, which modify the abilities of the character in a variety of ways. For example, strength affects your carrying capacity, the amount of damage you to a monster when you hit it and the number of blows per round you -get with a weapon. A more complete discussion of the primary statistics -is contained later in this document (see below [2]). +get with a weapon. A more complete discussion of the primary +statistics is contained later in this document (see below [2]). --- Experience --- -Experience affects almost everything else about your character. -Experience can be gained as your character kills monsters, casts spells -or prays for the first time, learns about an object kind by using it, -disarms traps and unlocks doors. Certain classes may also gain -experience by destroying specific dungeon spell books and there are -potions in the dungeon that will boost your experience if you quaff -them. +Experience affects almost everything else about your character. +Experience can be gained as your character kills monsters, casts +spells or prays for the first time, learns about an object kind by +using it, disarms traps and unlocks doors. Certain classes may also +gain experience by destroying specific dungeon spell books and there +are potions in the dungeon that will boost your experience if you +quaff them. When your character's experience crosses certain fixed boundaries, you will attain a new experience level (up to a maximum of 50). When this @@ -61,19 +63,18 @@ can be obtained by selling items to the shops, taking it from the corpses of dead monsters, mining it and by finding it lying on the dungeon floor. -Each character starts out with some gold, the amount of which is -based on the character's social class, charisma, sex (female -characters start with more gold), and other stats (less powerful -characters start with more gold). Each character also starts out -with a few useful items, which may be kept, or sold to a -shop-keeper for more gold. +Each character starts out with some gold, the amount of which is based +on the character's social class, charisma, sex (female characters +start with more gold), and other stats (less powerful characters start +with more gold). Each character also starts out with a few useful +items, which may be kept, or sold to a shop-keeper for more gold. --- Armor Class --- Each character has an armor class, representing how well the character can avoid damage. Your armor class is affected by your dexterity and your equipment. A more detailed discussion of Armor Class can be found -in the Combat section (see attack.txt#Armor [3]). +in the Combat section (see attack.txt#Armor [3]). --- Hit Points --- @@ -86,10 +87,10 @@ variety of magical means. --- Spell Points (Mana) --- Each character has spell points, or mana, which represents how many -spells (or prayers) a character can cast (or pray). Your spell -points (sometimes called mana) are derived from your class, level -and intelligence (for spells) or wisdom (for prayers). Spell points -may be regained by resting, or by a few magical means. +spells (or prayers) a character can cast (or pray). Your spell points +(sometimes called mana) are derived from your class, level and +intelligence (for spells) or wisdom (for prayers). Spell points may be +regained by resting, or by a few magical means. --- Character Skills --- @@ -110,243 +111,216 @@ activations. ***** === Races === -There are thirty different races that you can choose from in Zangband. -Each race has various strengths and weaknesses and its own adjustments -to a character's stats and abilities. Many races also have intrinsic -abilities and powers. - +There are thirty seven different races that you can choose from in +Hengband. Each race has various strengths and weaknesses and its own +adjustments to a character's stats and abilities. Many races also have +intrinsic abilities and powers. Their racial powers can be used by the +racial/class power command ("U"/"O"). + + Human - The human is the base character. All other races are compared - to them. Humans can choose any class and are average at - everything. Humans tend to go up levels faster than any other - race because of their shorter life spans. No racial adjustments or - intrinsics occur to characters choosing human. + The human is the base character. All other races are compared to + them. Humans can choose any class and are average at + everything. Humans tend to go up levels faster than most other + races because of their shorter life spans. No racial adjustments + or intrinsics occur to characters choosing human. Half-Elf - Half-elves tend to be smarter and faster than a human, but not as - strong. Half-elves are slightly better at searching, disarming, - saving throws, stealth, bows, and magic, but they are not as good - at hand weapons. Half-elves may choose any class and do not - receive any intrinsic abilities. + Half-elves tend to be smarter and faster than humans, but not as + strong. Half-elves are slightly better at searching, disarming, + saving throws, stealth, bows, and magic, but they are not as good + at hand weapons. Half-elves may choose any class and do not + receive any intrinsic abilities. Elf - Elves are better magicians then humans, but not as good at - fighting. They tend to be smarter than either humans or half-elves - and also have better wisdom. Elves are better at searching, - disarming, perception, stealth, bows, and magic, but they are not - as good at hand weapons. They resist light effects intrinsically. - + Elves are better magicians then humans, but not as good at + fighting. They tend to be smarter and faster than either humans or + half-elves and also have better wisdom. Elves are better at + searching, disarming, perception, stealth, bows, and magic, but + they are not as good at hand weapons. They resist light effects + intrinsically. + Hobbits - Hobbits, or Halflings, are very good at bows, throwing, and have - good saving throws. They also are very good at searching, - disarming, perception, and stealth; so they make excellent rogues - (but prefer to be called burglars). They will be much weaker than - humans, and no good at melee fighting. Halflings have fair - infravision, so they can detect warm creatures at a distance. - They have their dexterity sustained. They are very fond of food, - and learn, in due time, to cook a delicious meal from available - ingredients. - + Hobbits, or Halflings, are very good at bows, throwing, and have + good saving throws. They also are very good at searching, + disarming, perception, and stealth; so they make excellent rogues, + but prefer to be called burglars. They are much weaker than + humans, and no good at melee fighting. Halflings have fair + infravision, so they can detect warm creatures at a distance. They + have their dexterity sustained. + Gnome - Gnomes are smaller than dwarves but larger than Halflings. They, - like the Halflings, live in the earth in burrow-like homes. Gnomes - make excellent mages, and have very good saving throws. They are - good at searching, disarming, perception, and stealth. They have - lower strength than humans so they are not very good at fighting - with hand weapons. Gnomes have fair infra-vision, so they can - detect warm-blooded creatures at a distance. Gnomes are protected - intrinsically against paralysis and some slowing effects. At - higher levels, Gnomes learn to teleport at will. - + Gnomes are smaller than dwarves but larger than Halflings. They, + like the hobbits, live in the earth in burrow-like homes. Gnomes + make excellent mages, and have very good saving throws. They are + good at searching, disarming, perception, and stealth. They have + lower strength than humans so they are not very good at fighting + with hand weapons. Gnomes have fair infra-vision, so they can + detect warm-blooded creatures at a distance. Gnomes are + intrinsically protected against paralysis. + Dwarf - Dwarves are the headstrong miners and fighters of legend. They - tend to be stronger and tougher but slower and less intelligent - than humans. Because they are so headstrong and are somewhat wise, - they resist spells which are cast on them. Dwarves also have very - good infra-vision because they live underground. They do have one - big drawback, though. Dwarves are loudmouthed and proud, singing - in loud voices, arguing with themselves for no good reason, - screaming out challenges at imagined foes. In other words, dwarves - have miserable stealth. They can never be blinded. Dwarves also - learn to study the structure of a dungeon, and can spot things - that go unseen by the other races. - + Dwarves are the headstrong miners and fighters of legend. Dwarves + tend to be stronger and tougher but slower and less intelligent + than humans. Because they are so headstrong and are somewhat wise, + they resist spells which are cast on them. They are very good at + searching, perception, fighting, and bows. Dwarves have a + miserable stealth. They can never be blinded. + Half-Orc - Half-Orcs make excellent warriors and decent priests, but are - terrible at magic. They are as bad as dwarves at stealth, and - horrible at searching, disarming, and perception. Half-Orcs are, - let's face it, ugly. They tend to pay more for goods in town. - Half-Orcs do make good warriors and rogues, for the simple reason - that Half-Orcs tend to have great constitutions and lots of hit - points. Because of their preference to living underground to on - the surface, Half-Orcs resist darkness attacks. A Half-Orc will - learn to dispel any fear that may be upon him or her. - + Half-orcs make excellent warriors, but are terrible at magic. They + are as bad as dwarves at stealth, and horrible at searching, + disarming, and perception. Half-orcs are quite ugly, and tend to + pay more for goods in town. Because of their preference to living + underground to on the surface, half-orcs resist darkness attacks. + Half-Troll - Half-Trolls are incredibly strong, and have more hit points than - most other races. They are also very stupid and slow. They will - make great warriors and iffy priests. They are bad at searching, - disarming, perception, and stealth. They are so ugly that a - Half-Orc grimaces in their presence. They also happen to be fun to - run... Half-trolls always have their strength sustained. At higher - levels, Half-Trolls learn to enter a berserk fury, and regenerate - wounds automatically. + Half-Trolls are incredibly strong, and have more hit points than + most other races. They are also very stupid and slow. They are bad + at searching, disarming, perception, and stealth. They are so ugly + that a Half-Orc grimaces in their presence. They also happen to be + fun to run... Half-trolls always have their strength sustained. At + higher levels, Half-Trolls regenerate wounds automatically, and if + he or her is warrior slowly. Amberites - The Amberites are a reputedly immortal race, who are endowed with - numerous advantages in addition to their longevity. They are very - tough and their constitution cannot be reduced, and their ability - to heal wounds far surpasses that of any other race. Having seen - virtually everything, very little is new to them, and they gain - levels much slower than the other races. But should they advance - high enough, they will learn the innate Amberite powers of Pattern - Mindwalking and Shadow Shifting. + The Amberites are a reputedly immortal race, who are endowed with + numerous advantages in addition to their longevity. They are very + tough and their constitution cannot be reduced, and their ability + to heal wounds far surpasses that of any other race. Having seen + virtually everything, very little is new to them, and they gain + levels much slower than the other races. High-Elf - High-elves are a race of immortal beings dating from the beginning - of time. They are masters of all skills, and are strong and - intelligent, although their wisdom is sometimes suspect. They can - play most classes very well. High-elves begin their lives able to - see the unseen, and resist light effects just like regular elves. - However, there are few things that they have not seen already, and - experience is very hard for them to gain. + High-elves are a race of immortal beings dating from the beginning + of time. They are masters of all skills, and are strong and + intelligent, although their wisdom is sometimes + suspect. High-elves begin their lives able to see the unseen, and + resist light effects just like regular elves. However, there are + few things that they have not seen already, and experience is very + hard for them to gain. Barbarian - Barbarians are hardy men of the north. They are fierce in combat, - and their wrath is feared throughout the world. Combat is their - life: they feel no fear, and they learn to enter battle frenzy at - will even sooner than half-trolls. Barbarians are, however, - suspicious of magic, which makes magic devices fairly hard for - them to use and they are thus poorly suited to the spellcasting - classes. + Barbarians are hardy men of the north. They are fierce in combat, + and their wrath is feared throughout the world. Combat is their + life: they feel no fear, and they learn to enter battle frenzy at + will even sooner than half-trolls. Barbarians are, however, + suspicious of magic, which makes magic devices fairly hard for + them to use. Half-Ogre - Half-Ogres are like Half-Orcs, only more so. They are big, bad, - and stupid. For warriors, they have all the necessary attributes, - and they can even become wizards: after all, they are related to - Ogre Magi, from whom they have learned the skill of setting - trapped runes once their level is high enough. Like Half-Orcs, - they resist darkness, and like Half-Trolls, they have their - strength sustained. + Half-Ogres are like Half-Orcs, only more so. They are big, bad, + and stupid. For warriors, they have all the necessary attributes, + and they can even become wizards: after all, they are related to + Ogre Magi, from whom they have learned the skill of setting + trapped runes once their level is high enough. Like Half-Orcs, + they resist darkness, and like Half-Trolls, they have their + strength sustained. Half-Giant - Half-Giants are not too unusual, as there has been a tradition - according to which it is a noble and brave thing to do to consort - a giant (especially a giant-maid). Nevertheless, the poor - offspring of such a union is seldom very popular in the world of - men. Their limited intelligence makes it difficult for them to - become full spellcasters, but with their huge strength they make - excellent warriors. No ordinary wall can withstand the fury of a - giant, or a half-giant, and at higher levels they can learn the - power of magical digging. Their thick skin makes them resistant to - shards, and like Half-Ogres and Half-Trolls, they have their - strength sustained. + Half-Giants limited intelligence makes it difficult for them to + become full spellcasters, but with their huge strength they make + excellent warriors. Their thick skin makes them resistant to + shards, and like Half-Ogres and Half-Trolls, they have their + strength sustained. Half-Titan - Half-mortal descendants of the mighty titans, these immensely - powerful creatures put almost any other race to shame. They may - lack the fascinating special powers of certain other races, but - their enhanced attributes more than make up for that. They learn - to estimate the strengths of their foes, and their love for law - and order makes them resistant to the effects of Chaos. + Half-mortal descendants of the mighty titans, these immensely + powerful creatures put almost any other race to shame. They may + lack the fascinating special powers of certain other races, but + their enhanced attributes more than make up for that. They learn + to estimate the strengths of their foes, and their love for law + and order makes them resistant to the effects of Chaos. Cyclops - With but one eye, a Cyclops can see more than many with two eyes. - They are headstrong, and loud noises bother them very little. They - are not quite qualified for the magic using professions, but as a - certain Mr. Ulysses can testify, their accuracy with thrown rocks - can be deadly... + With but one eye, a Cyclops can see more than many with two + eyes. They are headstrong, and loud noises bother them very + little. They are not quite qualified for the magic using + professions, but as a certain Mr. Ulysses can testify, their + accuracy with thrown rocks can be deadly... Yeek - Yeeks are among the most pathetic creatures. Fortunately, their - horrible screams can scare away less confident foes, and their - skin becomes more and more resistant to acid, as they gain - experience. But having said that, even a mediocre monster can wipe - the proverbial floor with an unwary Yeek. + Yeeks are among the most pathetic creatures. Fortunately, their + horrible screams can scare away less confident foes, and their + skin becomes more and more resistant to acid, as they gain + experience. But having said that, even a mediocre monster can wipe + the proverbial floor with an unwary Yeek. Klackon - Klackons are bizarre semi-intelligent ant-like insectoid - creatures. They make great fighters, but their mental abilities - are severely limited. Obedient and well-ordered, they can never be - confused. They are also very nimble, and become faster as they - advance levels. They are also very acidic, inherently resisting - acid, and capable of spitting acid at higher levels. + Klackons are bizarre semi-intelligent ant-like insectoid + creatures. They make great fighters, but their mental abilities + are severely limited. Obedient and well-ordered, they can never be + confused. They are also very nimble, and become faster as they + advance levels. They are also very acidic, inherently resisting + acid, and capable of spitting acid at higher levels. Kobold - Kobolds are a weak goblin race. They love poisoned weapons, and - can learn to throw poisoned darts (of which they carry an - unlimited supply). They are also inherently resistant to poison, - and can become adequate fighters, although they are not one of the - more powerful races. + Kobolds are a weak goblin race. They love poisoned weapons, and + can learn to throw poisoned darts (of which they carry an + unlimited supply). They are also inherently resistant to poison, + although they are not one of the more powerful races. Nibelung - The hated and persecuted race of nocturnal dwarves, these - cave-dwellers are not much bothered by darkness. Their natural - inclination to magical items has made them immune to effects which - could drain away magical energy, and like ordinary dwarves, they - can examine the dungeon to discover traps and secret doors. + The hated and persecuted race of nocturnal dwarves, these + cave-dwellers are not much bothered by darkness. Their natural + inclination to magical items has made them immune to effects which + could drain away magical energy. Dark Elf - Another dark, cave-dwelling race, likewise unhampered by darkness - attacks, the Dark Elves have a long tradition and knowledge of - magic. With their intelligence they can become superb mages or - priests, and they have an inherent magic missile attack available - to them at a low level. With their keen sight, they also learn to - see invisible things as their relatives High-Elves do, but at a - higher level. + Another dark, cave-dwelling race, likewise unhampered by darkness + attacks, the Dark Elves have a long tradition and knowledge of + magic. They have an inherent magic missile attack available to + them at a low level. With their keen sight, they also learn to see + invisible things as their relatives High-Elves do, but at a higher + level. Draconian - A humanoid race with dragon-like attributes. As they advance - levels, they gain new elemental resistances (up to Poison - Resistance), and they also have a breath weapon, which becomes - more powerful with experience. The exact type of the breath - weapon depends on the Draconian's class and level. With their - wings, they can easily escape any pit trap unharmed. + A humanoid race with dragon-like attributes. As they advance + levels, they gain new elemental resistances (up to Poison + Resistance), and they also have a breath weapon, which becomes + more powerful with experience. The exact type of the breath weapon + depends on the Draconian's class and level. With their wings, they + can easily escape any pit trap unharmed. Mind Flayer - A secretive and mysterious ancient race. Their civilization may - well be older than any other on our planet, and their intelligence - and wisdom are naturally sustained, and are so great that they - enable Mind Flayers to become more powerful spellcasters than any - other race, even if their physical attributes are a good deal less - admirable. As they advance levels, they gain the powers of See - Invisible, Telepathy and a mind blast attack. + A secretive and mysterious ancient race. Their civilization may + well be older than any other on our planet, and their intelligence + and wisdom are naturally sustained, and are so great that they + enable Mind Flayers to become more powerful spellcasters than any + other race, even if their physical attributes are a good deal less + admirable. As they advance levels, they gain the powers of See + Invisible and Telepathy. Imp - A demon-creature from the nether-world, naturally resistant to - fire attacks, and capable of learning fire bolt and fire ball - attacks. They are little loved by other races, but can perform - fairly well in most professions. + A demon-creature from the nether-world, naturally resistant to + fire attacks, and capable of learning fire bolt and fire ball + attacks. They are little loved by other races, but can perform + fairly well in most professions. As they advance levels, they gain + the powers of See Invisible. Golem - A Golem is an artificial creature, built from a lifeless raw - material like clay, and awakened to life. They are nearly - mindless, making them useless for professions which rely on magic, - but as warriors they are very tough. They are resistant to poison, - they can see invisible things, and move freely. At higher levels, - they also become resistant to attacks which threaten to drain away - their life force. They also learn to temporarily turn their skin - into a very hard, stonelike substance. In the most recent version, - Golems gain very little nutrition from ordinary food. They need to - collect scrolls of satisfy hunger, or perish of exhaustion when - the life force animating their body runs out. In the most recent - version Golems also gain natural armor class bonus from their - tough body. + A Golem is an artificial creature, built from a lifeless raw + material like clay, and awakened to life. They are nearly + mindless, making them useless for professions which rely on magic, + but as warriors they are very tough. They are resistant to poison, + they can see invisible things, and move freely. At higher levels, + they also become resistant to attacks which threaten to drain away + their life force. Golems gain very little nutrition from ordinary + food. Golems also gain a natural armor class bonus from their + tough body. Skeleton There are two types of skeletons: the ordinary, warrior-like skeletons, and the spell-using skeletons, which are also called - liches. As undead beings, skeletons need to worry very little about - poison or attacks that can drain life. They do not really use eyes - for perceiving things, and are thus not fooled by invisibility. - Their bones are resistant to sharp shrapnels (not much to cut - there), and they will quickly become resistant to cold. Should a - skeleton be unlucky enough to lose some of his or her remaining - life, he or she will learn to restore it at will. It is very hard - for skeletons to eat food or drink potions. Although the magical - effects of these will affect the skeleton even without entering the - skeleton's (non-existent) belly, the potion or food itself will - fall through the skeleton's jaws, giving no nutritional benefit. + liches. As undead beings, skeletons need to worry very little + about poison or attacks that can drain life. They do not really + use eyes for perceiving things, and are thus not fooled by + invisibility. Their bones are resistant to sharp shrapnel, and + they will quickly become resistant to cold. Although the magical + effects of these will affect the skeleton even without entering + the skeleton's (non-existent) belly, the potion or food itself + will fall through the skeleton's jaws, giving no nutritional + benefit. Zombie Much like Skeletons, Zombies too are undead horrors: they are @@ -354,352 +328,447 @@ Zombie life-force. Like skeletons, they become resistant to cold-based attacks (actually earlier than skeletons), resist poison and can see invisible. While still vulnerable to cuts (unlike skeletons), - Zombies are resistant to Nether. Like Golems, they gain very little - nutrition from the food of mortals. However, Zombies are, as the - name implies, practically mindless: in this company, Groo would - seem a genius. - + Zombies are resistant to Nether. Like Golems, they gain very + little nutrition from the food of mortals. + Vampire One of the mightier undead creatures, the Vampire is an - awe-inspiring sight. Yet this mighty creature has a serious + awe-inspiring sight. Yet this dread creature has a serious weakness: the bright rays of sun are its bane, and it will need to flee the surface to the deep recesses of earth until the sun finally sets. Darkness, on the other hand, only makes the Vampire - stronger. As undead, the Vampire has a firm hold on its life force, - and resists nether attacks. The Vampire also resists cold and - poison based attacks. It is, however, susceptible to its perpetual - hunger for fresh blood, which can only be satiated by sucking the - blood from a nearby monster, which is the Vampire's special power. - It should be noted that the vampires are so sensitive to daylight - that even certain artifact light items which are filled with - daylight will hurt them if they try to wield the items. - Fortunately, the vampires do not really need these items, since - they radiate an aura of 'dark light' of their own. Light resistance - will, in any case, protect the vampire from the adverse effects of - sunlight. + stronger. As undead, the Vampire has a firm hold on its life + force, and resists nether attacks. The Vampire also resists cold + and poison based attacks. It is, however, susceptible to its + perpetual hunger for fresh blood, which can only be satiated by + sucking the blood from a nearby monster. Spectre Another powerful undead creature: the Spectre is a ghastly apparition, surrounded by an unearthly green glow. They exist only partially on our plane of existence: half-corporeal, they can pass through walls, although the density of the wall will hurt them in - the process of doing this. The Spectre can scream an eldritch howl, - which is enough to scare lesser monsters witless. As undead, they - have a firm hold on their life force, see invisible, and resist - poison and cold. They also resist nether; in fact, their - half-corporeal form actually grows stronger from the effects of - nether. At higher levels they develop telepathic abilities. - Spectres make superb spellcasters, but their physical form is very - weak. Like Golems and Zombies, Spectres gain almost no nutrition - from ordinary food. + the process of doing this. As undead, they have a firm hold on + their life force, see invisible, and resist poison and cold. They + also resist nether. At higher levels they develop telepathic + abilities. Spectres make superb spellcasters, but their physical + form is very weak. Sprite One of the several fairy races, Sprites are very small. They have - tiny wings, and can fly over traps that may open up beneath them. - They enjoy sunlight intensely, and need worry little about light - based attacks. Although physically among the weakest races, Sprites - are very talented in magic, and can become highly skilled wizards. - Sprites have the special power of spraying Sleeping Dust, and at - higher levels they learn to fly faster. + tiny wings and can fly over traps that may open up beneath + them. They enjoy sunlight intensely, and need worry little about + light based attacks. Although physically among the weakest races, + Sprites are very talented in magic, and can become highly skilled + wizards. Sprites have the special power of spraying Sleeping Dust, + and at higher levels they learn to fly faster. Beastman - This race is a blasphemous abomination produced by Chaos. It is not - an independent race but rather a humanoid creature, most often a - human, twisted by the Chaos, or a nightmarsh crossbreed of a human - and a beast. All Beastmen are accustomed to Chaos so much that they - are untroubled by confusion and sound, although raw logrus can - still have effects on them. Beastmen revel in chaos, as it twists - them more and more. Beastmen are subject to mutations: when they - have been created, they receive a random mutation. After that, - every time they advance a level they have a little chance of + "This race is a blasphemous abomination produced by Chaos. It is + not an independent race but rather a humanoid creature, most often + a human, twisted by the Chaos, or a nightmarish crossbreed of a + human and a beast. All Beastmen are accustomed to Chaos so much + that they are untroubled by confusion and sound, although raw + logrus can still have effects on them. Beastmen revel in chaos, as + it twists them more and more. Beastmen are subject to mutations: + when they have been created, they receive a random mutation. After + that, every time they advance a level they have a small chance of gaining yet another mutation. +Ent + The Ents are a powerful race dating from the beginning of the + world, oldest of all animals or plants who inhabit Arda. Spirits + of the land, they were summoned to guard the forests of + Middle-earth. Being much like trees they are very slow but strong, + and very susceptible to fire. As the Shepherds of the Trees, they + have the innate ability to cause trees to rise about them for + protection. + +Archon + Archons are a higher class of angels. They are good at all skills, + and are strong, wise, and are a favorite with any people. They are + able to see the unseen, and their wings allow them to safely fly + over traps and other dangerous places. However, belonging to a + higher plane as they do, the experiences of this world do not + leave a strong impression on them and they gain levels slowly. + +Balrog + Balrogs are a higher class of demons. They are strong, intelligent + and tough. They do not believe in gods, and are not suitable for + priest at all. Balrog are resistant to fire and nether, and have a + firm hold on their life force. They also eventually learn to see + invisible things. They are good at almost all skills except + stealth. + +Dunedain + Dunedain are a race of hardy men from the West. This elder race + surpasses human abilities in every field, especially + constitution. However, being men of the world, very little is new + to them, and levels are very hard for them to gain. Their + constitution cannot be reduced. + +Shadow Fairy + Shadow Fairies are one of the several fairy races. They have + wings, and can fly over traps that may open up beneath + them. Shadow Fairies must beware of sunlight, as they are + vulnerable to bright light. They are physically weak, but have + advantages in using magic and are amazingly stealthy. Shadow + Fairies have a wonderful advantage in that they never aggravate + monsters (If their equipment normally aggravates monsters, they + only suffer a penalty to stealth, but if they aggravate by their + personality itself, the advantage will be lost). + +Kutar + A Kutar is an expressionless animal-like living creature. The word + 'kuta' means 'absentmindedly' or 'vacantly'. Their + absentmindedness hurts their searching and perception skills, but + renders them incapable of being confused. Their unearthly + calmness and serenity make them among the most stealthy of any + race. Kutars, although expressionless, are beautiful and so have + a high charisma. Members of this race can learn to expand their + body horizontally. This increases armour class, but renders them + vulnerable to magical attacks. + +Android + An android is a artificial creation with a body of machinery. They + are poor at spell casting, but they make excellent warriors. They + don't acquire experience like other races, but rather gain in + power as they attach new equipment to their frame. Rings, amulets, + and lights do not influence growth. Androids are resistant to + poison, can move freely, and are immune to life-draining + attacks. Moreover, because of their hard metallic bodies, they get + a bonus to AC. Androids have electronic circuits throughout their + body and must beware of electric shocks. + ***** === Classes === -There are eleven different classes that you can choose from in -ZAngband. Each class has various strengths and weaknesses and its own +There are twenty seven different classes that you can choose from in +Hengband. Each class has various strengths and weaknesses and its own adjustments to a character's stats and abilities. Many classes also have intrinsic abilities and powers. These are often linked to the character's experience level and only become available later in the -game. +game. Their class powers can be used by the racial/class power +command("U"/"O"). + --- The Classes --- Warrior A Warrior is a hack-and-slash character, who solves most of his - problems by cutting them to pieces, but will occasionally fall back - on the help of a magical device. Unfortunately, many high-level - devices may be forever beyond their use. - - A warrior's prime statistics are his or her Strength, Dexterity and - Constitution. A Warrior will be good at Fighting and Throwing/Bows, - but bad at most other skills. Warriors cannot learn magic and gain - experience for destroying high level spellbooks. - - As a warrior's experience increases, he becomes more proficient - with his weapons gaining an additional attack per round with his - missile weapon. As his skill improves, a warrior will become more - confident in his ability to defeat his opponents and eventually - will become resistant to fear attacks. + problems by cutting them to pieces, but will occasionally fall + back on the help of a magical device. Unfortunately, many + high-level devices may be forever beyond their use. Mage A Mage is a spell caster that must live by his wits as he cannot hope to simply hack his way through the dungeon like a warrior. In addition to his spellbooks, a mage should carry a range of magical devices to help him in his endeavors which he can master far more - easily than anyone else. A mage is also better able to resist the - effects of spells cast at him by his enemies. - - A mage's prime statistic is Intelligence as this determines his - spell casting ability. Good Wisdom and Dexterity also help. There - is no rule that says a mage cannot become a good fighter, but - spells are the mage's true strength. With two notable exceptions, - mages should avoid wearing armor on their hands as this can - restrict their spell casting ability. - - Unlike other spellcasting classes, mages can freely choose any two - magic realms, although they will never be as good at Life magic as - a priest. Otherwise, mages tend to learn and cast all the spells in - their realms better than any other character except the high mage - who has concentrated his efforts so as to excel in a single realm. + easily than anyone else. A mage's prime statistic is Intelligence + as this determines his spell casting ability. Priest A Priest is a character devoted to serving a higher power. They - explore the dungeon in the service of their God and if treasure - just happens to fall into their packs, well, so much more to the - glory of their religion. A Priest's primary stat is Wisdom since - this determine his success at praying to his deity. Since Priests + explore the dungeon in the service of their God. Since Priests receive new prayers as gifts from their patron deity, they cannot choose which ones they will learn. Priests are familiar with magical devices which they believe act as foci for divine - intervention in the natural order of things, but are not as good as - a mage in their use. - - Priests are good at resisting spells cast at them and make decent - fighters but prefer blunt weapons over edged ones. A priest - wielding an edged weapon will be so uncomfortable with it that his - fighting ability will be affected unless it has first been blessed - by the Gods. High level priests who practice Life magic will learn - to invoke the power of their patron deity to bless such weapons. - - There are two types of priests in Zangband: the ordinary priests - who, select Life magic as their primary realm, and the 'dark' - priests, who select Death magic instead. Since the natural - inclination of priests is towards Life Magic, priests who select - Life magic will be able to learn their prayers faster and better - than their evil colleagues. Priests can also select a secondary - realm from the other five realms, and should be able to learn all - spells in it although not as efficiently as mages. + intervention in the natural order of things. A priest wielding an + edged weapon will be so uncomfortable with it that his fighting + ability. A Priest's primary stat is Wisdom since this determine + his success at praying to his deity. Rogue A Rogue is a character that prefers to live by his cunning, but is - capable of fighting his way out of a tight spot. Rogues are good at - locating hidden traps and doors and are the masters of disarming - traps and picking locks. A rogue has a high stealth allowing him to - sneak around many creatures without having to fight, or to get in a - telling first blow. A rogue may also backstab a fleeing monster. - - A rogue is better than a warrior or paladin with magical devices, - but still cannot rely on their performance. Rogues can also learn a - few spells from a choice of four realms, but not the powerful - offensive spells magi can use. A rogue's primary statistics are - Intelligence and Dexterity but Strength and Constitution are - important too. - - There are several subtypes of Rogues in Zangband and the exact type - is determined by the realm of magic chosen. The common Thief, will - probably be content with Arcane magic and its wide applicability. - The Burglar, on the other hand, is more interested in the Sorcery - spells, which allow him or her to do the job fast and efficiently. - Assassins' partiality for Death magic is well known, and they are - feared for it. Finally, there is the Card Shark, who will opt for - Trump magic, and shuffles the decks with amazing proficiency. - - As a rogue increases in experience, his proficiency with the sling - improves and he will ultimately gain two additional shots per round - with his favorite missile launcher. + capable of fighting his way out of a tight spot. Rogues are good + at locating hidden traps and doors and are the masters of + disarming traps and picking locks. A rogue has a high stealth + allowing him to sneak around many creatures without having to + fight, or to get in a telling first blow. A rogue may also + backstab a fleeing monster. Intelligence determines a Rogue's + spell casting ability. Ranger - A Ranger is a combination of a warrior and a mage who has developed - a special affinity for the natural world around him. He is a good - fighter and the best of the classes with a missile weapon such as - a bow. A ranger has a good stealth, good perception, good - searching, a good saving throw and is good with magical devices. - - A Ranger's primary stats are Intelligence and Dexterity since these - affect his spell casting ability and his ability with his bow but, - as a fighter, Strength and Constitution are important too. As a - ranger's experience increases, so does his skill with his primary - weapon - the bow and he will learn to notch and loose arrows very - quickly. His ability with a cross bow will similarly increase but - not to the same extent. Unfortunately, because a ranger is really a - dual class character, more experience is required for him to - advance through the levels. - - All rangers are trained in Nature magic, and all Nature spells are - available to them. They even learn these spells almost as fast as - mages. They can also select a secondary realm and may choose from - any realm except Life magic, but they are slow learners of the - second realm, and may find themselves unable to learn some of the - highest level spells. + A Ranger is a combination of a warrior and a mage who has + developed a special affinity for the natural world around him. He + is a good fighter and also good about a missile weapon such as a + bow. A ranger has a good stealth, good perception, good searching, + a good saving throw and is good with magical devices. Intelligence + determines a Ranger's spell casting ability. Paladin A Paladin is a combination of a warrior and a priest. Paladins are - very good fighters, second only to the warrior class, but not very - good at missile weapons. A paladin lacks much in the way of - abilities. He is poor at stealth, perception, searching, and - magical devices but has a decent saving throw due to his divine - alliance. - - A paladin's primary stats are Strength, Dexterity, Constitution and - Wisdom since he must both fight and pray for divine intervention. - The paladin receives prayers at a slower pace then the priest, but - can receive even the most powerful prayers although at a higher - cost and fail rate. Unlike priests, Paladins do not learn a second - magic realm. Because a paladin is really a dual class character, - more experience is required for him to advance through the levels. - - There are two types of Paladins: those trained in Life magic and - their evil counterparts (the 'Death Knights') who are trained in - Death magic. An 'ordinary' paladin will gain experience for - destroying high-level spellbooks from all the magic realms except - Life. A Death Knight, on the other hand, is very tolerant of the - other realms and will only gain experience for destroying - high-level Life books. - - As a Paladin gains in experience he will become more confident in - his abilities to defeat his enemies and in his deity's power to - protect him. As a result, Paladins become resistant to fear at - higher levels. + very good fighters, but not very good at missile weapons. A + paladin lacks much in the way of abilities. He is poor at stealth, + perception, searching, and magical devices but has a decent saving + throw due to his divine alliance. Wisdom determines a Paradin's + success at praying to his deity. Warrior-Mage - A Warrior-Mage is precisely what the name suggests: a cross between - the warrior and mage classes. While their brothers, the rangers, - specialize in Nature magic and survival skills, true Warrior-Mages - attempt to reach the best of both worlds. As warriors they are much - superior to the usual Mage class. - - The Warrior-Mage is recommended for the players who want to cast - spells but whose mages tend to die too quickly. However, the power - does not come without a price as Warrior-Mages require more - experience to advance levels than any other class. - - Warrior-mages begin the game with Arcane magic, and they can freely - select another realm of magic. Although they do not gain new spells - as fast as regular mages, they will eventually learn every spell in - both realms, thus making a very competitive choice for players who - appreciate Arcane magic. + A Warrior-Mage is precisely what the name suggests: a cross + between the warrior and mage classes. While their brothers, the + rangers, specialize in Nature magic and survival skills, true + Warrior-Mages attempt to reach the best of both worlds. As + warriors they are much superior to the usual Mage + class. Intelligence determines a Warrior-Mage's spell casting + ability. Chaos-Warrior Chaos Warriors are the feared servants of the terrible Demon Lords of Chaos. Every Chaos Warrior has a Patron Demon and, when gaining a level, may receive a reward from his Patron. He might be healed or polymorphed, his stats could be increased, or he might be - rewarded with an awesome weapon. His Patron Demon might, for some - reason, get annoyed with him and do something fairly nasty like - surround him with monsters, drain his stats or wreck his equipment - or they might simply ignore him. The Demon Lords of Chaos are - chaotic and unpredictable indeed. The exact type of reward depends - on both the Patron Demon (different Demons give different rewards) - and chance. - - Chaos Warriors are, as one might expect, trained in Chaos magic. - They are not interested in any other form of magic. They can learn - every Chaos spell. - - As a chaos-warrior gains in experience, he becomes more confident - of his ability to defeat his enemies and will learn to resist fear - at higher levels. In addition, as a result of their prolonged - service to the Demon Lords of Chaos, a chaos-warrior will eventually - become resistant to the effects of chaos. + rewarded with an awesome weapon. On the other hand, the Patrons + might surround him with monsters, drain his stats or wreck his + equipment or they might simply ignore him. The Demon Lords of + Chaos are chaotic and unpredictable indeed. The exact type of + reward depends on both the Patron Demon (different Demons give + different rewards) and chance. Monk - The Monk character class is very different from all other classes. - Although they can use weapons and armor just like any other class, - their training in martial arts makes them much more powerful with - no armor or weapons. To gain the resistances necessary for - survival at higher levels a monk may need to wear some kind of - armor, but if the armor he wears is too heavy, it will severely - disturb his martial arts maneuvers. - - As a monk gains in experience he learns, new, powerful forms of - attack and is able to land more blows per round. His defensive - capabilities increase likewise. Fortunately, the amount of armor a - monk can wear, while still fighting efficiently, also increases - with experience. - - In addition, the monk's agility allows him to resist paralyzing - attacks once he reaches a high enough level (but only if his armor - is not restricting his movement). Monk's are able to move quickly - and will become faster and be able to strike more quickly as they - gain experience. - - The different sects of monks are devoted to different areas of - magic. The typical monk is interested in the harmony of nature, and - studies Nature magic. An idealist monk would select Life magic, and - try to work to benefit his neighbor. But there are also dark - monks, who practice Death magic. A monk will eventually learn all - prayers in the discipline of their choice. + The Monk character class is very different from all other + classes. Their training in martial arts makes them much more + powerful with no armor or weapons. To gain the resistances + necessary for survival a monk may need to wear some kind of armor, + but if the armor he wears is too heavy, it will severely disturb + his martial arts maneuvers. As the monk advances levels, new, + powerful forms of attack become available. Their defensive + capabilities increase likewise, but if armour is being worn, this + effect decreases. Wisdom determines a Monk's spell casting + ability. Mindcrafter The Mindcrafter is a unique class that uses the powers of the mind - instead of magic. These powers are unique to Mindcrafters, and vary - from simple extrasensory powers to mental domination of others. - Since these powers are developed by the practice of certain - disciplines, a Mindcrafter requires no spellbooks to use them. The - available powers are simply determined by the character's level. - - A Mindcrafter's primary stat is Wisdom since this is used to - determine how well he / she can perform the psychic powers, and in - combat a Mindcrafter is roughly the equivalent of a priest. Unlike - the priest, however, a Mindcrafter is never penalized for wielding - an edged weapon. - - Although the powers of a Mindcrafter may seem like magic, this is - not strictly speaking the case. They are mental powers, independent - of the ordinary sources of magic. Consequently, Mindcrafters are - not interested in 'magic' and learn no spells or prayers. - - As a Mindcrafter's experience increases, so does his ability to - control his body with his mind as do his mental powers. A - mindcrafter will learn to control his fear early in his career and - to resist becoming confused at higher levels. His practice of - mental discipline will mean that eventually his wisdom will be - sustained. Very experienced mindcrafters will gain the power of - telepathy. - -High Mage - High mages are mages who specialize in one particular field of - magic and learn it very well - much better than the ordinary mage. - For the price of giving up a second realm of magic, they gain - substantial benefits in the mana costs, minimum levels, and failure - rates in the spells of the realm of their specialty. - - A high mage's prime statistic is intelligence as this determines - his spell casting ability. Good wisdom and dexterity also help. - There is no rule that says a high mage cannot become a good - fighter, but spells are the mage's true strength. With two notable - exceptions, high mages should avoid wearing armor on their hands as - this can restrict their spell casting ability. - - High mages may freely choose any realm but it should be noted that - a high mage specializing in Life Magic will not learn it as well as - a priest. + instead of magic. These powers are unique to Mindcrafters, and + vary from simple extrasensory powers to mental domination of + others. Since these powers are developed by the practice of + certain disciplines, a Mindcrafter requires no spellbooks to use + them. The available powers are simply determined by the + character's level. Wisdom determines a Mindcrafter's ability to + use mind powers, + +High-Mage + High-mages are mages who specialize in one particular field of + magic and learn it very well - much better than the ordinary + mage. For the price of giving up a second realm of magic, they + gain substantial benefits in the mana costs, minimum levels, and + failure rates in the spells of the realm of their specialty. A + high mage's prime statistic is intelligence as this determines his + spell casting ability. + +Tourist + Tourists have visited this world for the purpose of + sightseeing. Their fighting skills is bad, and they cannot cast + powerful spells. They are the most difficult class to win the game + with. Intelligence determines a tourist's spell casting ability. + +Imitator + Imitators have enough fighting skills to survive, but rely on + their ability to imitate monster spells. When monsters in line of + sight use spells, they are added to a temporary spell list which + the imitator can choose among. Spells should be imitated quickly, + because timing and situation are everything. An imitator can only + repeat a spell once each time he observes it. Dexterity + determines general imitation ability, but a stat related to the + specific action is often also taken into account. + +BeastMaster + Beastmasters are in tune with the minds of the creatures of the + world of Hengband. They are very good at riding, and have enough + fighting ability. They use monsters which summoned or dominated by + him as his hands and feet. Beastmasters can cast trump magic, and + very good at summoning spell, but they can not summon non-living + creatures. Charisma determines a Beastmaster's spell casting + ability. + +Sorcerer + Sorcerers are the all-around best magicians, being able to cast + any spell from most magic realms without having to learn it. On + the downside, they are the worst fighters in the dungeon, being + unable to use any weapon but a Wizardstaff. + +Archer + Archers are to bows what warriors are to melee. They are the best + class around with any bow, crossbow, or sling. They need a lot of + ammunition, but will learn how to make it from junk found in the + dungeon. An archer is better than a warrior at stealth, + perception, searching and magical devices. + +Magic-Eater + Magic-Eaters can absorb the energy of wands, staffs, and rods, and + can then use these magics as if they were carrying all of these + absorbed devices. They are middling-poor at fighting. A + Magic-Eater's prime statistic is intelligence. + +Bard + Bards are something like traditional musicians. Their magical + attacks are sound-based, and last as long as the Bard has + mana. Although a bard cannot sing two or more songs at the same + time, he or she does have the advantage that many songs affect all + areas in sight. A bard's prime statistic is charisma. + +Red-Mage + Red-Mages can use almost all spells from lower rank spellbooks of + most realms without having to learn it. At higher level, they + develop the powerful ability \"Double Magic\". However, they have + large penalties in the mana costs, minimum levels, and failure + rates of spells, and they cannot use any spells from higher rank + spellbooks. They are not bad at using magical devices and magic + resistance, and are decent fighter, but are bad at other skills. A + red-mage's prime statistic is intelligence. + +Samurai + Samurai, masters of the art of the blade, are the next strongest + fighters after Warriors. Their spellpoints do not depend on level, + but depend solely on wisdom, and they can use the technique + Concentration to temporarily increase SP beyond its usual maximum + value. Samurai are not good at most other skills, and many magical + devices may be too difficult for them to use. Wisdom determines a + Samurai's ability to use the special combat techniques available + to him. + +ForceTrainer + A ForceTrainer is a master of the spiritual Force. They prefer + fighting with neither weapon nor armor. They are not as good + fighters as are Monks, but they can use both magic and the + spiritual Force. Wielding weapons or wearing heavy armor disturbs + use of the Force. Wisdom is a ForceTrainer's primary stat. + +Blue-Mage + A Blue-Mage is a spell caster that must live by his wits, as he + cannot hope to simply hack his way through the dungeon like a + warrior. A major difference between the Mage and the Blue-Mage is + the method of learning spells: Blue-Mages may learn spells from + monsters by activating his Learning ability. A Blue-Mage's prime + statistic is Intelligence as this determines his spell casting + ability. + +Cavalry + Cavalry ride on horses into battle. Although they cannot cast + spells, they are proud of their overwhelming offensive strength on + horseback. They are good at shooting. At high levels, they learn + to forcibly saddle and tame wild monsters. Since they take pride + in the body and the soul, they don't use magical devices well. + +Berserker + A Berserker is a fearful fighter indeed, immune to fear and + paralysis. At high levels, Berserkers can reflect bolt spells with + their tough flesh. Furthermore, they can fight without weapons, + can remove cursed equipment by force, and can even use 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. + +Weaponsmith + A Weaponsmith can improve weapons and armors for him or + herself. They can extract the essences of special effects from + weapons or armors which have various special abilities, and can + add these essences to another weapon or armor. They are good at + fighting, but cannot cast spells, and are poor at skills such as + stealth or magic defense. + +Mirror-Master + Mirror-Masters are spell casters; like other mages, they must live + by their wits. They can create magical mirrors, and employ them in + the casting of Mirror-Magic spells. A Mirror-Master standing on a + mirror has greater ability and, for example, can perform quick + teleports. The maximum number of Magical Mirrors which can be + controlled simultaneously depends on the level. Intelligence + determines a Mirror-Master's spell casting ability. + +Ninja + A Ninja is a fearful assassin lurking in darkness. He or she can + navigate effectively with no light source, catch enemies unawares, + and kill with a single blow. Ninjas can use Ninjutsu, and are good + at locating hidden traps and doors, disarming traps and picking + locks. Since heavy armors, heavy weapons, or shields will restrict + their motion greatly, they prefer light clothes, and become faster + and more stealthy as they gain levels. A Ninja knows no fear and, + at high level, becomes almost immune to poison and able to see + invisible things. Dexterity determines a Ninja's ability to use + Ninjutsu. +***** +=== The Personality === + +There are twelve different personality that you can choose from in +Hengband. Each personality has various strengths and weaknesses and +its own adjustments to a character's stats and abilities. + + +Ordinary + "Ordinary" is a personality with no special skills or talents, + with unmodified stats and skills. + +Mighty + "Mighty" raises your physical stats and skills, but reduces stats + and skills which influence magic. It makes your stats suitable for + a warrior. + +Shrewd + "Shrewd" reduces your physical stats, and raises your intelligence + and magical skills. It makes your stats suitable for a mage. + +Pious + "Pious" deepens your faith in your God. It makes your physical + ability average, and your stats suitable for priest. + +Nimble + "Nimble" renders you highly skilled comparatively well, but + reduces your physical ability. + +Fearless + "Fearless" raises both your melee and magical ability. Stats such + as magic defense and constitution are reduced. + +Combat + "Combat" gives you comparatively high melee and shooting + abilities, and average constitution. Other skills such as stealth, + magic defence, and magical devices are weakened. All "Combat" + people have great respect for the legendary "Combat Echizen".\ + (See "Death Crimson" / Ecole Software Corp.)", "A "Lazy" person + has no good stats and can do no action well. + +Sexy + "Sexy" rises all of your abilities, but your haughty attitude will + aggravate all monsters. Only females can choose this personality. + +Lucky + A "Lucky" man has poor stats, equivalent to a "Lazy" + person. Mysteriously, however, he can do all things well. Only + males can choose this personality. + +Patient + A "Patient" person does things carefully. Patient people have high + constitution, and high resilience, but poor abilities in most + other skills. + +munchkin + "munchkin" is a personality for beginners. It raises all your + stats and skills. With this personality, you can win the game + easily, but gain little honor in doing so. + + ***** === Primary Statistcs === -Each character has six primary "stats", strength, intelligence, wisdom, -dexterity, constitution, and charisma, which modify the abilities of -the character in a variety of ways. Every stat has a numerical value, -ranging from a minimum of 3, up to a normal maximum of 18, and even -higher, into the "percentile" range, represented as "18/01" through -"18/100". Actually, every stat can be raised even above 18/100 by -magical means, up to a pure maximum of 18/220, which is represented as -"18/***". +Each character has six primary "stats", strength, intelligence, +wisdom, dexterity, constitution, and charisma, which modify the +abilities of the character in a variety of ways. Every stat has a +numerical value, ranging from a minimum of 3, up to a normal maximum +of 18, and even higher, into the "percentile" range, represented as +"18/01" through "18/130". True maximum of each base stat is randomly +ranging from 18/70 to 18/130, and avarage of all your stat maximums +are always 18/100. These maxiums are choosen randomly when your +character is created or your character quaff a Potion of New Life. +Actually, every stat can be raised even above 18/100 by modification +from race, class, personality and magical equipment, up to a pure +maximum of 18/220, which is represented as "18/***". Traditionally, a percentile stat such as "18/50" has been thought of as representing a value part way between 18 and 19, and this is one way to @@ -840,139 +909,17 @@ Infra-vision see walls and objects. Infra-vision will allow a character to see any warm-blooded creatures up to a certain distance. This ability works equally well with or with out a light source. The majority - of Zangband's creatures are cold-blooded, and will not be detected + 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. Human can gain infra-vision only if it is magically enhanced. -***** -=== Stat Bonus Tables === - -Each of the races and classes has certain modifications to their -starting statistics an experience penalty. The experience penalty is -designed to 'balance' the races with better starting statistics and -abilities by requiring them to earn more experience before advancing a -level. - - ---- Table 1 - Race Statistic Bonus Table --- - - STR INT WIS DEX CON CHR Hit Dice Exp Penalty -Human 0 0 0 0 0 0 10 +0% -Half-Elf -1 +1 +1 +1 -1 +1 9 +10% -Elf -1 +2 +2 +1 -2 +2 8 +20% -Hobbit -2 +2 +1 +3 +2 +1 7 +10% -Gnome -1 +2 0 +2 +1 -2 8 +35% -Dwarf +2 -2 +2 -2 +2 -3 11 +35% -Half-Orc +2 -1 0 0 +1 -4 10 +10% -Half-Troll +4 -4 -2 -4 +3 -6 12 +37% -Amberite +1 +2 +2 +2 +3 +2 10 +125% -High-Elf +1 +3 +2 +3 +1 +5 10 +100% -Barbarian +3 -2 -1 +1 +2 -2 11 +20% -Half-Ogre +3 -1 -1 -1 +3 -3 12 +30% -Half-Giant +4 -2 -2 -2 +3 -3 13 +50% -Half-Titan +5 +1 +1 -2 +3 +1 14 +155% -Cyclops +4 -3 -3 -3 +4 -6 13 +30% -Yeek -2 +1 +1 +1 -2 -7 7 +0% -Klackon +2 -1 -1 +1 +2 -2 12 +35% -Kobold +1 -1 0 +1 0 -4 9 +25% -Nibelung +1 -1 +2 0 +2 -4 11 +35% -Dark Elf -1 +3 +2 +2 -2 +1 9 +50% -Draconian +2 +1 +1 +1 +2 -3 11 +150% -Mind Flayer -3 +4 +4 0 -2 -5 9 +40% -Imp -1 -1 -1 +1 +2 -3 10 +10% -Golem +4 -5 -5 -2 +4 -4 12 +100% -Skeleton 0 -2 -2 0 +1 -4 10 +45% -Zombie +2 -6 -6 +1 +4 -5 13 +35% -Vampire +3 +3 -1 -1 +1 +2 11 +100% -Spectre -5 +4 +4 +2 -3 -6 7 +80% -Sprite -4 +3 +3 +3 -2 +2 7 +75% -Beastman +2 -2 -1 -1 +2 -4 11 +40% - - ---- Table 2 - Class Statistic Bonus Table --- - - STR INT WIS DEX CON CHR Hit Dice Exp Penalty -Warrior +5 -2 -2 +2 +2 -1 +9 +0% -Mage -5 +3 0 +1 -2 +1 0 +30% -Priest -1 -3 +3 -1 0 +2 +2 +20% -Rogue +2 +1 -2 +3 +1 -1 +6 +25% -Ranger +2 +2 0 +1 +1 +1 +4 +30% -Paladin +3 -3 +1 0 +2 +2 +6 +35% -Warrior-Mage +2 +2 0 +1 0 +1 +4 +50% -Chaos Warrior +2 +1 0 +1 +2 -2 +5 +35 -Monk +2 -1 +1 +3 +2 +1 +6 +40% -Mindcrafter -1 0 +3 -1 -1 +2 +2 +25% -High Mage -5 +4 0 0 -2 +1 0 +30% - - -***** -=== Ability Tables === - -Each of the races and classes has certain modifications to their -starting abilities. Players may also receive an additional level-based -bonus to certain skills which is based on their class. For example -mages improve their magical device skill more rapidly than warriors. As -noted above, some skills will not improve unless magically enhanced. - - ---- Table 1 - Race Skill Bonus Table --- - - Dsrm Dvce Save Stlh Srch Prcp Melee Bows Infra -Human +0 +0 +0 +0 +0 +10 +0 +0 None -Half-Elf +2 +3 +3 +1 +6 +11 -1 +5 20 feet -Elf +5 +6 +6 +2 +8 +12 -5 +5 30 feet -Hobbit +15 +18 +18 +5 +12 +15 -10 +20 40 feet -Gnome +10 +12 +12 +3 +6 +13 -8 +12 40 feet -Dwarf +2 +9 +10 -1 +7 +10 +15 +0 50 feet -Half-Orc -3 -3 -3 -1 +0 +7 +12 -5 30 feet -Half-Troll -5 -8 -8 -2 -1 +5 +20 -10 30 feet -Amberite +4 +5 +5 +2 +3 +13 +15 +10 None -High-Elf +4 +20 +20 +4 +3 +14 +10 +25 40 feet -Barbarian -2 -10 +2 -1 +1 +7 +12 +10 None -Half-Ogre -3 -5 -5 -2 -1 +5 +20 +0 30 feet -Half-Giant -6 -8 -6 -2 -1 +5 +25 +5 30 feet -Half-Titan -5 +5 +2 -2 +1 +8 +25 +0 None -Cyclops -4 -5 -5 -2 -2 +5 +20 +12 10 feet -Yeek +2 +4 +10 +3 +5 +15 -5 -5 20 feet -Klackon +10 +5 +5 +0 -1 +10 +5 +5 20 feet -Kobold -2 -3 -2 -1 +1 +8 +10 -8 30 feet -Nibelung +3 +5 +10 +1 +5 +10 +9 +0 50 feet -Dark Elf +5 +15 +20 +3 +8 +12 -5 +10 50 feet -Draconian -2 +5 +3 +0 +1 +10 +5 +5 20 feet -Mind Flayer +10 +25 +15 +2 +5 +12 -10 -5 40 feet -Imp -3 +2 -1 +1 -1 +10 +5 -5 30 feet -Golem -5 -5 +10 -1 -1 +8 +20 +0 40 feet -Skeleton -5 -5 +5 -1 -1 +8 +10 +0 20 feet -Zombie -5 -5 +8 -1 -1 +5 +15 +0 20 feet -Vampire +4 +10 +10 +4 +1 +8 +5 +0 50 feet -Spectre +10 +25 +20 +5 +5 +14 -15 -5 50 feet -Sprite +10 +10 +10 +4 +10 +10 -12 +0 40 feet -Beastman -5 -2 -1 -1 -1 +5 +12 +5 None - - ---- Table 2 - Class Skill Bonus Table --- - - Dsrm Dvce Save Stlh Srch Prcp Melee Bows -Warrior 25+12 18+7 18+10 1 14/2 25+100 25+80 -Mage 30+7 36+13 30+9 2 15/20 10+25 15+20 -Priest 25+7 30+10 32+12 2 16/8 16+50 15+25 -Rogue 45+15 32+10 28+10 5 32/24 15+70 29+60 -Ranger 30+8 32+10 28+10 3 24/16 15+65 30+95 -Paladin 20+7 24+10 26+11 1 12/2 19+76 15+20 -Warrior-Mage 30+7 30+10 28+9 2 18/16 20+75 30+75 -Chaos Warrior 20+7 25+11 25+10 1 14/12 23+90 20+60 -Monk 45+15 32+11 28+10 5 32/24 12+30 21+40 -Mindcrafter 30+10 30+10 30+10 3 22/16 10+30 15+30 -High Mage 30+7 36+13 30+9 2 15/20 10+15 15+15 - - -- Original : (??) Updated : (??) Updated : Zangband DevTeam -Last update: January 13, 2000 +Updated : someone ***** Begin Hyperlinks ***** [1] birth.txt diff --git a/lib/help/general.hlp b/lib/help/general.hlp index a746d71c0..7c157390c 100644 --- a/lib/help/general.hlp +++ b/lib/help/general.hlp @@ -1,15 +1,13 @@ -An Introduction to Zangband and general information. +An Introduction to Hengband and general information. Please choose one of the following online help files: (0) General Information (general.txt) - (1) An Overview (general.txt#Overview) + (1) First Place to Go (general.txt#First) (2) Winning the Game (general.txt#Winning) (3) Upon Death and Dying (general.txt#UponDeath) - (4) The Zangband DevTeam (general.txt#DevTeam) - (5) Zangband on the Web (general.txt#Web) - (6) Version Numbering (general.txt#VersionNumber) - (7) Version History (version.txt) + (4) Hengband on the Web (general.txt#Web) + (5) Version History (version.txt) (?) Help System Commands (helpinfo.txt) @@ -18,7 +16,5 @@ Please choose one of the following online help files: ***** [1] general.txt#Overview ***** [2] general.txt#Winning ***** [3] general.txt#UponDeath -***** [4] general.txt#DevTeam -***** [5] general.txt#Web -***** [6] general.txt#VersionNumber -***** [7] version.txt +***** [4] general.txt#Web +***** [5] version.txt diff --git a/lib/help/general.txt b/lib/help/general.txt index ca0eb5122..99493711b 100644 --- a/lib/help/general.txt +++ b/lib/help/general.txt @@ -1,15 +1,12 @@ === General Information === -This document gives a brief introduction to Zangband. You will probably +This document gives a brief introduction to Hengband. You will probably want to browse through all the "help files", especially the sections on available commands (see command.txt [1] and commdesc.txt [2]), before beginning any serious adventuring... -***** -=== An Overview === - -The game of Zangband is a single player dungeon simulation. A player +The game of Hengband is a single player dungeon simulation. A player may choose from a number of races, classes and magic realms when creating a character (see charattr.txt [3]), and then "run" that character over a period of days, weeks, even months. Deep down inside, @@ -18,32 +15,56 @@ certain other characteristics, and also to collect useful items, to give you a decent chance against the great Serpent of Chaos, who lurks somewhere in the depths of the dungeon. -The player will begin his adventure on the town level where he may -acquire supplies, weapons, armor, and magical devices by bartering with -various shop owners. After preparing for his adventure, the player can -descend into the dungeon where fantastic adventures await his coming! +***** +--- First Place to Go +The player will begin his adventure on the town level where he may +acquire supplies, weapons, armor, and magical devices by bartering +with various shop owners. After preparing for his adventure, the +player can descend into the dungeon where fantastic adventures await +his coming! + +We recommend that you go to the Yeek cave next to your starting +position in the town of Outpost. Although the King of Yeeks at the +lowest level is a fierce enemy, the rest of the cave should be fairly +safe. Once you complete this dungeon, you will be strong enough to +leave Outpost in search of greater adventures. Carry lots of food and +fuel, for the journey can be a long one. + +--- The Global Map ( Press the '<' key, And you see all of the world! ) + +Since this world is very large, it is convenient to go into global map +mode by pressing the '<' key, and then return to local map mode by '>' +key when you are at the destination. When in the wilderness, stay in +safe grids such as roads or plains; seas and lava fields are best +avoided for a while. + +Many towns and dungeons await you; good ones to explore early on +include the orc caves and the Labyrinth. To the northeast of the town +of Morivant, near the center of the map, is the dread dungeon of +Angband. It is home to the Serpent of Chaos, whom you must kill in +order to win the game. (see town.txt [5]) ***** --- Winning The Game --- -Once your character has killed Oberon, who lives on level 99 (4950') in -the dungeon, a magical staircase will appear that will finally allow -you to reach level 100. The Serpent of Chaos lurks on this level of his -dungeon, and you will not be able to go below his level until you have -killed him. Try to avoid wandering around on level 100 unless you are -ready for him, since it has a habit of coming at you across the -dungeon, to slay you for your impudence. +Once your character has killed Oberon, who lives on level 99 (4950') +in the dungeon, a magical staircase will appear that will finally +allow you to reach level 100. The Serpent of Chaos lurks on this level +of his dungeon, and you will not be able to go below his level until +you have killed him. Try to avoid wandering around on level 100 unless +you are ready for him, since it has a habit of coming at you across +the dungeon, to slay you for your impudence. The Serpent of Chaos cannot be killed by some of the easier methods -used on normal creatures. The Serpent of Chaos, like all other "Unique" -monsters, will simply teleport away to another region of the level if -you attempt to use a spell such as destruction is upon it. The Serpent -of Chaos, like some other monsters, cannot be polymorphed, slept, -charmed, or genocided. Magical spells like Mana Storm and Orb of -Draining are effective against it, as are some of the more powerful -weapons, but it is difficult to kill and if allowed to escape for a -time it will heal itself rapidly. +used on normal creatures. The Serpent of Chaos, like all other +"Unique" monsters, will simply teleport away to another region of the +level if you attempt to use a spell such as destruction is upon +it. The Serpent of Chaos, like some other monsters, cannot be +polymorphed, slept, charmed, or genocided. Magical spells like Mana +Storm and Orb of Draining are effective against it, as are some of the +more powerful weapons, but it is difficult to kill and if allowed to +escape for a time it will heal itself rapidly. If you should actually survive the attempt of killing the Serpent of Chaos, you will receive the status of WINNER. You may continue to @@ -62,9 +83,12 @@ before wandering into a hoard of Cyberdemons... --- Upon Death and Dying --- If your character falls below 0 hit points, he has died and cannot be -restored. A tombstone showing information about your character will be -displayed. You are also permitted to get a record of your character, -and all your equipment (identified) either on the screen or in a file. +restored. You can write last word for the World Score Board on the +Internet. And then, tombstone showing information about your +character will be displayed. You are also permitted to get a record of +your character, and all your equipment (identified) either on the +screen or in a file. If you wish, the record of your character will be +send to the World Score Board. Whether your character is killed or you retire victorious, it will leave behind a reduced save file, which contains only the monster @@ -75,120 +99,52 @@ memory containing all the experience of past incarnations. -***** -=== The Zangband DevTeam === - -Zangband is currently maintained by a small development team which -includes both Zangband's original creator, Topi Ylinen, and Robert -Ruehlmann who maintained and developed the game from versions 2.01d -through to 2.2.6c. Robert coordinates the efforts of the DevTeam and -is the designated project leader. - -Since its inception, Zangband has developed a reputation for being more -difficult than other Angband variants and its maintainers are known for -their devious and contrary natures. The DevTeam neither confirms nor -denies its intention to live up to this perception. - - ***** -=== Zangband on the Web === +=== Hengband on the Web === ---- Thangorodrim --- +--- The official Hengband website --- +(http://echizen.s5.xrea.com/heng/eng-hengband/score.html) -Robert Ruehlmann maintains the official Zangband website - Thangorodrim -(http://thangorodrim.angband.org/). It includes information on where -to download the Zangband source code and current executables for most -popular operating systems as well as information on current development -issues such as future plans, bug lists, etc. Thangorodrim is also an -excellent site for information on Angband itself and other variants of -Angband. There are also links to many other Angband and Zangband -related sites. +http://echizen.s5.xrea.com/heng/ is the official Hengband website. It +includes information on where to download the Hengband source code and +current executables for most popular operating systems as well as +information on current development issues. +--- Hengband World Score Board --- +(http://echizen.s5.xrea.com/heng/eng-hengband/score.html) ---- Daily Snapshots --- +The official Hengband website includes this score board. You can see +hundreds of character records at here. And there is translated version +of Japanese score board which includes over 5000 records already! -This website (http://matrix.crosswinds.net/~dailyzangband/) contains -downloads of the current source code the DevTeam is working on. It is -updated daily at approximately 04:00 GMT. The source is untested and it -may not compile. Also available are logs showing what has been changed -in the last 24 hours and in the last month. +--- Hengband BBS --- +(http://6904.teacup.com/combatechizen/bbs) +If you read and write Japanese, you can ask question and get various +infomation from this BBS (Bulletin Board System). --- FTP Sites --- +(ftp://clockwork.dementia.org/angband/Variant/Hengband/) -Zangband sources and executables are uploaded regularly to the official -Angband ftp site (ftp://export.andrew.cmu.edu/angband/). Links to the -files are available at Thangorodrim but you may also wish to visit the -site directly. Various mirror sites exist, the most popular of which is -(ftp://ftp.sunset.se/pub/games/Angband/). - - ---- The Zangband Development Mailing List --- - -The Zangband mailing list is for discussion on Zangband development -issues and is hosted at ONEList's website (http://onelist.com/). The -mailing list probably represents the quickest method of getting the -DevTeam's attention and is an ideal forum for posting your ideas and -bug reports. - -You can send your ideas and bug reports to the mailing list by mailing -to 'zangband@onelist.com'. If you wish to join the mailing list, send -an e-mail to 'zangband-subscribe@onelist.com'. - - ---- The Zangband Knowledge Base --- - -Maintained by John I'anson-Holton, the Zangband Knowledge Base -(http://home4.pacific.net.sg/~jianson/) is, or will be, the repository -of the official Zangband documentation on the web. Once completed, -downloads of the documents in various formats will be made available -here. - - ---- ZangbandTk --- - -ZangbandTk is a graphical Windows port of Zangband which adds several -new features and a very nice interface to Zangband. If you use Windows, -you may want to take a look at the AngbandTk homepage which can be -found at (http://persweb.direct.ca/dbaker/angbandtk.html/). ZangbandTk -is more properly termed a variant of Zangband but, other than the -graphical interface, the differences are fairly minor. ZangbandTk is -typically only updated for official releases of Zangband and not for -the development releases. ZangbandTk is maintained by Tim Baker. - +Hengband sources and executables are uploaded to +clockwork.dementia.org FTP site which include most variant of Angband. +Links to the files are available at Thangorodrim. --- The Newsgroup (rec.games.roguelike.angband) --- The newsgroup is a forum for the discussion of all things relating to -Angband and its variants (including Zangband) and is a good place to +Angband and its variants (including Hengband) and is a good place to ask various questions about both game play and game design. Be sure to -include '[Z]' in your subject heading so people know your question is -about Zangband. - - ---- #Angband IRC Chat --- - -Join the #Angband IRC channel located at 'http://www.othernet.org/'. -Most of the DevTeam are regulars and sometimes we're even talking about -Zangband!! - - -***** -=== Version Numbering System === - -Zangband uses a version numbering system similar to that of Linux. Odd -minor version numbers (for example 2.3.2) denote a development version. -Even minor version numbers (for example 2.2.7 ) denote a stable -release. The development versions are released for beta-testing and are -likely to contain bugs of varying significance. +include '[Heng]' in your subject heading so people know your question +is about Hengband. -- Original : (??) Updated : (??) Updated : Zangband DevTeam -Last update: January 13, 2000 +Updated : Many others ***** Begin Hyperlinks @@ -196,4 +152,5 @@ Last update: January 13, 2000 ***** [2] commdesc.txt ***** [3] charattr.txt ***** [4] attack.txt#MonsterMemory +***** [5] jtown.txt diff --git a/lib/help/magic.hlp b/lib/help/magic.hlp index fa1031f0d..1b440a8a2 100644 --- a/lib/help/magic.hlp +++ b/lib/help/magic.hlp @@ -1,15 +1,13 @@ -Zangband Magic System. +Hengband Magic System. Please choose one of the following online help files: - (0) Zangband Magic System (magic.txt) + (0) Hengband Magic System (magic.txt) (1) Class Spell Ability (magic.txt#ClassSpellAbil) (2) The Magic Realms (magic.txt#MagicRealms) (3) On Casting Spells ... (magic.txt#CastingSpells) (4) Spell Types (magic.txt#SpellTypes) - (5) Summoned/Charmed Creatures (magic.txt#Pets) - (6) Hints and Tips (magic.txt#Hints) - (7) Spell Lists (magic.txt#SpellLists) + (5) Hints and Tips (magic.txt#Hints) (?) Help System Commands (helpinfo.txt) @@ -19,6 +17,4 @@ Please choose one of the following online help files: ***** [2] magic.txt#MagicRealms ***** [3] magic.txt#CastingSpells ***** [4] magic.txt#SpellTypes -***** [5] magic.txt#Pets -***** [6] magic.txt#Hints -***** [7] magic.txt#SpellLists +***** [5] magic.txt#Hints diff --git a/lib/help/magic.txt b/lib/help/magic.txt index 3812e5d3e..a1a8b8304 100644 --- a/lib/help/magic.txt +++ b/lib/help/magic.txt @@ -1,181 +1,341 @@ -=== Zangband Magic System === - -In the official releases of Angband there are only two types magic -spells: Magic spells and priestly prayers. If the character is a mage, -ranger or a rogue (s)he can learn magic spells; if (s)he is a priest or -a paladin, (s)he can learn prayers. All mages can learn the same spells -and all priests can learn the same spells. - -Zangband uses a more complex "realms of magic" system inspired by the -commercial fantasy strategy game Master of Magic (Microprose), which in -turn has supposedly borrowed it from the card game Magic the Gathering -(by Wizards of the Coast). The magic system, as implemented in -Zangband, consists of seven realms: Life, Arcane, Sorcery, Nature, -Trump, Chaos and Death. - -While any given realm of magic typically includes spells of a certain -type or theme, each realm should have enough high-level spells to -remain effective throughout the later stages of the game. The main -difference lies in how they support your playing strategy. For example, -some offer attacking spells which let you directly hurt your enemy, -while others offer spells for protection, healing and gathering -information. - -In general, Life is defensive although it offers some good attacking -spells against evil monsters, Arcane offers utility spells with limited -offensive capability, Sorcery offers utility spells and some defensive -capability, Nature specializes in the elements and offers both -defensive and offensive spells, Trump specializes in teleportation and -summoning spells and Chaos and Death are offensive. - -In Zangband, spellcasting classes can select either one or two realms -from those available. Note that certain realms may be prohibited for -some classes. Since a character can have (at most) two realms of magic, -and the old spells have been split between the existing realms, on the -first glance it may seem that this system makes spell-users less -powerful. However, the opposite holds true. While a given realm of -magic typically includes spells of a certain type, new ultra powerful -rare high-level spells have been added to many realms. - -Any spell realm should have enough high-level spells even for the later -stages of the game. The main difference lies in how they support your -playing strategy: some offer "weapon" spells which let you directly -hurt your enemy, while others offer spells for protection, healing and -gathering information. - -In standard Angband, there were 9 spellbooks for all spellcasters. In -Zangband, there are 4 spellbooks per realm. Two of them can be bought -in the town stores and the remaining two must be found in the dungeon -(although they may occasionally appear in the Black Market). The -exception to this rule is the Arcane realm since all Arcane spellbooks -can be found in the magic shop or book store. Just as one might expect, -Arcane magic lacks the really powerful high level spells. - -A character with two realms of magic will thus need to carry a maximum -of 8 spellbooks while a character with only one realm of magic will -only need to carry a maximum of 4 spellbooks. All realms have 32 -spells, and each book contains 8 spells. +=== Hengband Magic System === + +The magic system of Hengband is a modified version of Zangband magic +system. And many many new features have been added. There are two +kind of magic in Hengband. First one is spellbook magic which is much +similar to normal magic system of Zangband. Second one is class +specific magic which is similar to Mindcraft of Zangband. + +There are nine different realms of spellbook magic; Life, Sorcery, +Nature, Chaos, Death, Trump, Arcane, Craft and Daemon. Players of +each class can study and cast spells from spellbooks using one stat; +intelligence, wisdom or charisma. For spellcasting, you must always +carry spellbooks which include spells which you want to cast. You can +choose either one or two realms depend on class. In Hengband, you can +change second realm in the middile of game. (Simply study('G') from a +spellbook of new magic realm.) + +There are eleven classes which use class specific magic(or technique); +Mindcraft(Mindcrafter), Imitation(Imitator), +Device-Eating-Magic(Magic-Eater), Music(Bard), Kendo(Samurai), The +Force(ForceTrainer), Blue-Magic(Blue Mage), Rage(Berserker), +Smithery(Weaponsmith), Mirror-magic(Mirror Master), Ninjutsu(Ninja) + +In addition to the above, each class has one or two special techniques +called Class Power. The Class Power can be use by the racial/class +power command ("U"/"O"). Class powers are different from magic, but +explained in this text together with magic. + +You might not be able to understand the function of every magic spell +by reading its name or casting it a few times. In Hengband, there is +in-game description of each spell. Use the browse command ("b"/"P") +and choose a spell from the list to get a description of each spell. ***** === Class Spell Ability === -Warriors +Warrior Warriors cast no spells. They hate magic. In fact, they even gain - experience for destroying high level spellbooks. - -Mages - Mages have the least restrictions in choosing and learning spells. - They can freely choose any two realms when a character is created: - in the current version, all seven realms are available to them, - although their natural inclination makes Life magic fairly hard - for them. Otherwise, a mage tends to learn and cast all the spells - in his / her realms better than any other character. The ability - to select both realms of magic (which no other character class can - do) allows the best support for experimenting and combining - different realms, and, thus, for different playing strategies as - well. - -Priests - There are two types of priests in Zangband: the 'ordinary' priests - who, select Life magic as their primary realm, and the 'dark' - priests, who select Death magic instead of Life magic. No priest - can have both realms (unless (s)he was created in Zangband 2.0.0 - or 2.0.1). Priests can also select a secondary realm from the - other five realms, and should be able to learn all spells in it as - well, even if not as efficiently as mages. However, when learning - spells, priests cannot voluntarily decide which spells to study: - they are rewarded with new prayers by their patron deities, with - no money-back satisfaction guarantee. It should also be noted that - since the natural inclination of a priest is towards Life magic, - priests who select Life magic will be able to learn their prayers - faster and better than their evil colleagues with Death magic. - -Rogues - There are several subtypes of Rogues in Zangband: the exact 'type' - is determined by the realm of magic chosen by the Rogue. The - common Thief, agent of the underworld, will probably be content - with Arcane magic and its wide applicability. The Burglar, on the - other hand, is more interested in the Sorcery spells, which allow - him or her to do the job fast and efficiently. The Assassins' - partiality for Death magic is well known, and they are feared for - it. Finally, there is the Card Shark, who will opt for Trump - magic, and shuffles the decks with amazing proficiency. All Rogues - have certain limitations on which spells they can learn, and they - are not too fast to learn new spells. - -Rangers - All rangers are trained in Nature magic, and all Nature spells are - available to them. They even learn these spells almost as fast as - mages. They can also select a secondary realm (from Sorcery, - Arcane, Trump, Nature, Chaos and Death), but they are slow - learners in them, and may find themselves unable to learn some of - the highest level spells. - -Paladins - Paladins are trained in Life magic (only), and they despise the - other realms of magic (which they regard as the Devil's work). - Like priests, they cannot select which prayers to learn but are - rewarded with new prayers by their deities. They can learn all - Life spells, but not as fast as priests. Death Knights study Death - magic instead of Life magic, but in other respects they are - similar to normal paladins. Death Knights can learn all Death - spells. The endless enmity between these two subtypes is most - evident in their attitudes to other realms of magic: an 'ordinary' - detests the other realms of magic (than Life) so strongly that he - or she will even gain experience for destroying their high-level - spellbooks. A Death Knight, on the other hand, is very tolerant of - the other realms -- to annoy Paladins, perhaps, if for no other - reason. A Death Knight will, however, be very offended by the - sight of Life spellbook, and will do anything to destroy it; and - this will even give him or her experience, if the Life spellbook - in question is a high-level one. - -Warrior-Mages + experience for destroying high level spellbooks. They have a + class power 'Sword Dancing' which attacks in mellee to six random + directions at once. + +Mage + Mages have the least restrictions in choosing and learning + spells. They can freely choose any two realms when a character + is created: in the current version, all seven realms are + available to them, although their natural inclination makes Life + magic fairly hard for them. Otherwise, a mage tends to learn and + cast all the spells in his / her realms better than any other + character. The ability to choose second realm of magic has a + special meaning in Hengband; only second realm can be changed in + the middle of the game. You can change second realm by + studying("G") from a spellbook of new realm. They have a class + power 'Eat Magic' which absorb mana from wands, staves or rods. + Intelligence determines their spell casting ability. + + +Priest + Priest can select from Life, Death or Daemon as first realm, and + choose second realm almost freely. But two kind of pair selection + Life-Death or Life-Daemon are not allowed. Priests can learn all + spells in the selected realms, even if not as efficiently as + mages. However, when learning spells, priests cannot voluntarily + decide which spells to study: they are rewarded with new prayers + by their patron deities, with no money-back satisfaction + guarantee. Every priests which select Life realm have a class + power 'Bless Weapon' which bless any edged weapon to be suitable + for priests to wield. Every priests which select Death or Daemon + realms have a class power 'Evocation' which damages, scares and + banish all monsters in sight. Wisdom determines their success at + praying to his deity. + +Rogue + Rogues can select one realm from Sorcery, Death, Trump, Arcane or + Craft. All Rogues have certain limitations on which spells they + can learn, and they are not too fast to learn new spells. After + all, for Rogue who are very good at both melee and shooting, the + magic is only auxiliary support. They have a class power 'Hit + and Away' which allows them to attack in melee and teleport away + from there at once. Intelligence determines a Rogue's spell + casting ability. + +Ranger + All rangers are trained in Nature magic, and all Nature spells + are available to them. They even learn these spells almost as + fast as mages. They can also select a secondary realm (from + Sorcery, Chaos, Death, Trump, Arcane and Daemon), but they are + slow learners in them, and may find themselves unable to learn + some of the highest level spells. They have a class power 'Probe + Monster' which allow you to know monsters' HP, speed and needed + experience to evolution. Intelligence determines a their spell + casting ability. + +Paladin + Paladins can select a realm from Life and Death. Like priests, + they cannot select which prayers to learn but are rewarded with + new prayers by their deities. They can learn all spells, but not + as fast as priests. Since they detest paganism so strongly that + they will even gain experience for destroying pagan high-level + spellbooks: 'pagan' means Life spellbooks for a Death Paladin and + all other spellbooks than Life for a Life Paladin. Each of them + have a class power 'Holy Lance' or 'Hell Lance'. Wisdom + determines a Paradin's success at praying to his deity. + +Warrior-Mage Warrior-mages begin the game with Arcane magic, and they can freely select another realm of magic. Although they do not gain new spells as fast as regular mages, they will eventually learn every spell in both realms, thus making a very competitive choice - for players who appreciate Arcane magic. - -Chaos Warriors - Chaos Warriors are, as one might expect, trained in Chaos magic. - They are not interested in any other form of magic. They can learn - every Chaos spell. - -Monks + for players who appreciate Arcane magic. They have two class + powers 'Convert HP to SP' and 'Convert SP to HP' which allow them + to heal HP using mana or gain mana using HP. Intelligence + determines a Warrior-Mage's spell casting ability. + +Chaos-Warrior + Chaos Warriors can select a realm from Chaos and Daemon. They + are not interested in any other form of magic. They can learn + every spell. They have a class power 'Confusing Light' which + stuns, confuses and scares all monsters in sight. Intelligence + determines their spell casting ability. + +Monk The different sects of monks are devoted to different areas of - magic. The typical monk is interested in the harmony of the - nature, and studies Nature magic. An idealist monk would select - Life magic, and try work to benefit his neighbor. But there also - are dark monks, who specialize in Death magic. A monk can thus - select any one of these three Realms. They will eventually learn - all prayers in the discipline of their choice. + magic. They select a realm from Life, Nature, Craft and Death. + They will eventually learn all prayers in the discipline of their + choice. They have two class powers 'Asuume a Posture' and + 'Double Attack'. They can choose diferent forms of posture in + different situations. And use powerful successive combination of + attacks for finish blow. Wisdom determines a Monk's spell + casting ability. Mindcrafter Although the powers of a Mindcrafter may seem like magic, this is not -- strictly speaking -- the case. They are mental powers, independent of the ordinary sources of magic. Consequently, - Mindcrafters are not interested in 'magic' and learn no spells. - -High Mage - High mages are mages who specialize in one particular field of + Mindcrafters are not interested in spellbooks. They gain more + number of Mindcraft and each Mindcraft becomes more powerful as + they gain more levels. They can use their Mindcraft even when + blinded. They have a class power 'Clear Mind' which allows them + to rapidly regenerate their mana. Wisdom determines ability to + use Mindcraft. + +High-Mage + High-mages are mages who specialize in one particular field of magic and learn it very well -- much better than the ordinary mage. For the price of giving up a second realm of magic, they gain substantial benefits in the mana costs, minimum levels, and failure rates in the spells of the realm of their specialty. - + They have a class power 'Eat Magic' which absorb mana from wands, + staves or rods. Intelligence determines their spell casting + ability. + +Tourist + Since Tourists are always seeing more of the world to add to + their stock of information, surprisingly they can cast Arcane + magic. But their spell casting ability is very low; they cannot + use any attack spells and cannot use the highest level + spells. There is one exception; they are very good at identify + spell. They have two class powers 'Take a Photograph' and + 'Identify True' which is used to gather more and more knowledge + of the world! Intelligence determines a tourist's spell casting + ability. + +Imitator + Imitators use unique technique 'Imitation' which imitates monster + spells/techniques include whose damage/duration value. When + monsters in line of sight use spells, they are added to a + temporary spell list which the imitator can choose among. Spells + should be imitated quickly, because timing and situation are + everything. An imitator can only repeat a spell once each time he + observes it. They have only small number of long-term memory, + ranging from one to three which depends on their level. When they + memorized spells more than this number, they will forget the + oldest spell in the list each turn. They have a class power + 'Double Revenge' which allows them to imitate spells at double + damage or duration. Dexterity determines general imitation + ability, but a stat related to the specific action is often also + taken into account. + +BeastMaster + Beastmasters use Trump magic to make good use of their monster + domination ability and riding ability. They are very good at + summoning living creatures, and they learn summoning spells + quicker than Mages. But they cannot summon non-living creatures, + and cannot learn such spells. They have two class powers + 'Dominate a Living Thing' and 'Dominate Living Things'. Charisma + determines a Beastmaster's spell casting ability. + +Sorcerer + Sorcerers are the all-around best magicians, being able to cast + any spell from most magic realms without having to learn it. On + the downside, they are the worst fighters in the dungeon, being + unable to use any weapon but a Wizardstaff. They have a class + power 'Eat Magic' which absorb mana from wands, staves or rods. + Intelligence determines their spell casting ability. + +Archer + Archers don't use magic like Warrior. They have a class power + 'Create Ammo' which creates stones or shots from pile of rubble, + arrows and crossbow bolts from bones. + +Magic-Eater + Magic-Eaters can absorb the energy of wands, staffs, and rods, and + can then use these magics as if they were carrying all of these + absorbed devices. Mana and changes of absorbed devices are + regenerated naturaly by a Magic-Eaters power, and speed of + regeneration is influenced by their intelligence. They have a + class power 'Absorb Magic' which is used to absorb magic devices. + A Magic-Eater's prime statistic is intelligence. + +Bard + Bards use Music magic. System of Music magic is almost same as + system of spellbook magic, but only Bard can use Music. Bards use + songbooks to study and to sing magical songs. There are four + songbooks, and first and second songbooks is sold at town. There + is a special feature of song; many songs continue to be sung until + either the Bard chooses to stop, or he runs out of the energy + required to sing that type of song. They have a class power 'Stop + Singing'. Charisma determines their singing ability. + +Red-Mage + Red Mages are similar to Warrior-Mage; they are decent figher and + spellcaster. Red-Mages can use almost all spells from lower rank + spellbooks of all realms, first and second spellbooks of all + realms and third and fourth Arcane spellbooks, without having to + learn it, but they cannot cast spells from higher rank spellbooks; + third and fourth spellbooks for all realms other than Arcane. + Since they use all realms at once, they are extremely slow + learners in them, and have major disadvantage in the mana costs, + They have a class power 'Double Magic' which allows them to cast + two spells at once. Intelligence determines their spell casting + ability. + +Samurai + Samurai can use the art of the blade called Kendo or Bugei. Books + of Kendo is similar to spellbooks, but Samurai don't need to carry + it around; the books is needed only when they study new combat + techniques. Samurai need a weapon wielded to use techniques of + Kendo, and most techniques will add powerful special properties to + their blows; such as flaming, poisoning, vamparic, etc... There is + special treatment about their spellpoints; usual maximum of SP + doesn't depend on their level, but depend solely on wisdom, and + they can use the class power 'Concentration' to temporarily + increase SP beyond its usual maximum value. They have one more + class power 'Assume a Posture'; They can choose diferent forms of + posture in different situations. Wisdom determines a Samurai's + ability to use the special combat techniques available to him. + +ForceTrainer + ForceTrainer use both spellbook magic and their special spiritual + force called the Force. They can select a realm from Life, Nature, + Craft and Death like Monks. To use ordinary spellbook magic, you + can use the cast a spell command("m") normaly. And to use The + Force, you can select it just as if it is spellbook 'w'; which + means you need to press 'm' and then 'w' to select the Force. The + most important spell of the Force is the 'Improve Force'; each + time a ForceTrainer activate it, their Force power become more + powerful, and their attack power in bare-handed melee fighting is + increased temporaly. And then the improved Force can be released + at one stroke when a ForceTrainer activates some other Force + spell, typicaly an attack spell. They prefer fighting with neither + weapon nor armor, and wielding weapons or wearing heavy armor + disturbs use of the Force. They have a class power 'Clear Mind' + which allows them to rapidly regenerate their mana. Wisdom is a + ForceTrainer's primary stat. + +Blue-Mage + A Blue-Mage can learn and cast spells/techniques of monsters as + their own spell, this magic system is called Blue magic. Unlike + Imitators, Blue-Mages remember their spells permanently, but they + must learn spells from monsters by acrivating their class power + 'Learning', and they can learn only attack spells and summoning + spells; they cannot learn healing, speed or etc., because these + spells don't hit Blue-Mages. Intelligence determines their spell + casting ability. + +Cavalry + Cavalrys don't use magic like Warrior. Since they are very good + at riding, they have a class power 'Rodeo' which allows them to + forcibly saddle and tame wild monsters. + +Berserker + Berserkers can use their system of unique techniques called + 'Rage'. They gain more number of techniques as they gain levels. + They cannot use magic like Warrior, on the contrary, they cannot + use any magic devices and activation of artifacts, and cannot read + scrolls. For the relief of this big disadvantage, Berserkers are + allowed to have two important class power 'Satisfy Hunger' and + 'Recall'. Why they can satisfy hunger in dungeon and recall from + dungeon? Don't ask me. + +Weaponsmith + A Weaponsmith can improve weapons and armors for him or + herself. They can extract the essences of special effects from + weapons or armors which have various special abilities, and can + add these essences to another weapon or armor. Normaly, each + equipment can be improved only once, but they can remove + previously added essence from improved equipment to improve it + with another essence. To-hit, to-damage bonus and AC can be + improved freely to the maximum value which depend on the level. + They have a class power 'Judgment' which allow them to identify, + or *identify* at high level, weapons and armor. + +Mirror-Master + Mirror-Masters can create magical mirrors, and employ them in the + casting of Mirror-Magic spells. They gain more number of spell and + each spell becomes more powerful as they gain more levels. They + can use their spells even when blinded. For Mirror-Masters, + arrangement of mirrors is very important; Some attack spells + reflect from mirror, and some other spells are effective only to + monsters stand on a mirror. A Mirror-Master standing on a mirror + has greater ability and, for example, can perform quick teleports. + The maximum number of Magical Mirrors which can be controlled + simultaneously depends on the level, and breaking unnecessary + mirror is important work for them. They have two class powers + 'Break Mirrors' which breaks all mirrors in current dungeon level + and 'Mirror Concentration' which allows them to rapidly regenerate + their mana on a mirror. Intelligence determines a Mirror-Master's + spell casting ability. + +Ninja + A Ninja can use Ninjutsu for application to lurking and surprise + attack. They gain more number of Ninjutsu as they gain levels. + They have a class power 'Quick Walk' which makes their walking + speed very fast. Dexterity determines a Ninja's ability to use + Ninjutsu. + ***** === The Realms of Magic === Life - Life is magic is 'good' magic; it relies mostly on healing and + Life magic is 'good' magic; it relies mostly on healing and protective spells. It does have a few attack spells as well, but these are mostly used for harming and banishing foul minions of - evil. It is rumored that there is a secret high level prayer which - will make the priest (or paladin) completely impervious to all - forms of hostile action. + evil, especially undead monsters. Fail rate of Life spells goes + up when casters alignment tend to be evil. Sorcery Sorcery is a `meta` realm, including enchantment and general @@ -191,19 +351,40 @@ Sorcery one weakness: it has no spells to deal direct damage to your enemies. -Arcane - Even more than Sorcery, Arcane magic is a general purpose realm of - magic. It attempts to encompass all 'useful' spells from all - realms, and almost succeeds, with the probable exception of - *Identify*. This is the downside of Arcane magic: while Arcane - does have all the necessary 'tool' spells for a dungeon delver, it - has no ultra-powerful high level spells. As a consequence, all - Arcane spellbooks can be bought in town. It should also be noted - that the 'specialized' realms (i.e. other than Arcane) usually - offer the same spell at a lower level and cost. Arcane magic is - therefore perhaps not recommendable as one's only realm of magic, - but it should be a very nice addition to fill up the gaps in the - selection of tools spells in another realm. +Nature + Nature magic makes you master of elements; it provides + protection, detection, curing and attack spells, and most + importantly, spells changing surrounding geographical feature. + Nature also has a spell of Herbal Healing, which is the only + powerful healing spell outside the realm of Life magic. Fail + rate of Nature spells goes up when casters alignment tend to be + good or evil. + +Chaos + Chaos is the very element of unmaking, and the Chaos spells are + the most terrible weapons of destruction imaginable. From Magic + Missile and Acid Bolt to the medium level Fire Ball and Doom + Bolt, and finally to the awesome spells of Invoke Logrus, Mana + Storm and Call the Void, Chaos offers an unsurpassable arsenal of + attack spells. And Chaos is the only realm which provides + *Destruction* spell. The caster can also call on the primal + forces of Chaos to induce mutations in his/her opponents and even + him/herself, but otherwise, Chaos has no protective spells. + Beware, though, Chaos spells are known to backfire easily and + product undesired effects. + +Death + There is no fouler nor more evil category of spells than the + necromantic spells of Death Magic. These spells are relatively + hard to learn, but at higher levels the spells give the caster + power over living and the (un)dead. Poison, vampirism, death + spells and even hellfire can be directed by the caster, but the + most powerful spells need his / her own blood as the focus, often + hurting the caster in the process of casting. Should a Death + wizard find the legendary tome Necronomicon, he can expect to + gain very great powers indeed, but at a cost: few that have + studied the accursed tome have retained their sanity. Fail rate + of Nature spells goes up when casters alignment tend to be good. Trump Trump magic seems an independent source of power, although its @@ -224,44 +405,38 @@ Trump the Phantasmal Servants, who lack a will of their own (but can develop one, if you treat them badly). -Nature - Early levels may be rather difficult for a spellcaster relying on - Nature magic, as the early spells offer only limited protection, - detection and curing capabilities. However, at higher levels there - are very useful offensive spells available, especially should the - spellcaster be lucky enough to find an extremely rare spellbook - called "Nature's Wrath". Nature also has a spell of Herbal - Healing, which is the only powerful healing spell outside the - realm of Life magic. - -Chaos - There are few types of magic more unpredictable and difficult to - control than Chaos magic. Chaos is the very element of unmaking, - and the Chaos spells are the most terrible weapons of destruction - imaginable. From Magic Missile and Acid Bolt to the medium level - Fire Ball and Doom Bolt, and finally to the awesome spells of - Invoke Logrus, Mana Storm and Call the Void, Chaos offers an - unsurpassable arsenal of attack spells. The caster can also call - on the primal forces of Chaos to induce mutations in his/her - opponents and even him/herself, but otherwise, Chaos has no - protective spells. Beware, though, Chaos spells are known to - backfire easily and product undesired effects. This is especially - true in the version 2.1.0 of Zangband and later, where the forces - of Chaos can easily twist the hapless individual foolish enough to - invoke them, turning them horrendous spawns of Chaos. - -Death - There is no fouler nor more evil category of spells than the - necromantic spells of Death Magic. These spells are relatively - hard to learn, but at higher levels the spells give the caster - power over living and the (un)dead. Poison, vampirism, death - spells and even hellfire can be directed by the caster, but the - most powerful spells need his / her own blood as the focus, often - hurting the caster in the process of casting. Should a Death - wizard find the legendary tome Necronomicon, he can expect to gain - very great powers indeed, but at a cost: few that have studied the - accursed tome have retained their sanity. +Arcane + Even more than Sorcery, Arcane magic is a general purpose realm of + magic. It attempts to encompass all 'useful' spells from all + realms, and almost succeeds, with the probable exception of + *Identify*. This is the downside of Arcane magic: while Arcane + does have all the necessary 'tool' spells for a dungeon delver, it + has no ultra-powerful high level spells. As a consequence, all + Arcane spellbooks can be bought in town. It should also be noted + that the 'specialized' realms (i.e. other than Arcane) usually + offer the same spell at a lower level and cost. Arcane magic is + therefore perhaps not recommendable as one's only realm of magic, + but it should be a very nice addition to fill up the gaps in the + selection of tools spells in another realm. +Craft + Craft magic is an original realm in Hengband. It provides spells + which reinforce casters physical ability, for example, offensive + power, defensive power, speed, regeneration power, infravision, + etc.. Especially, the 'Regeneration' and the 'Walk through Wall' + are very powerful for considering its spell level. Craft magic + doesn't provide detection spell, but provides temporary telepathy + spell. + +Daemon + Daemon magic is an original realm in Hengband. It offers powerful + attack spells which has property of fire or Nether. There are a + few detection spells which provide map of nearby area or temporal + telepathy. Daemon magic also provides temporal transformation + spells, which allow caster to become a Demon or a Demon Lord. + Fail rate of Nature spells goes up when casters alignment tend to + be good. + ***** === On Casting Spells ... === @@ -282,16 +457,16 @@ generally be ignored by high level ones. --- Mage-Types and Gloves --- -Spellcasters who use INT as the stat determining their spellcasting -ability will be penalized heavily for wielding armor on their -hands. The exception to this is that wielding gloves, gauntlets or -cesti which boost DEX or which grant Free Action will result in no -penalty. The rationale behind this is that the hands are needed to -perform intricate gestures that accompany the casting of the spell -and anything encumbering the hands would interfere with this. The -priest-type classes (priest, paladin and monk) do not have the same -restrictions as they are viewed as invoking the power of their -deity directly through prayer. +Spellcasters who cast spells from spellbooks using INT as the stat +determining their spellcasting ability and Blue-Mage will be penalized +heavily for wielding armor on their hands. The exception to this is +that wielding gloves, gauntlets or cesti which boost DEX or which +grant Free Action will result in no penalty. The rationale behind this +is that the hands are needed to perform intricate gestures that +accompany the casting of the spell and anything encumbering the hands +would interfere with this. The priest-type classes (priest, paladin +and monk) do not have the same restrictions as they are viewed as +invoking the power of their deity directly through prayer. --- Casting Spells With Insufficient Mana --- @@ -312,9 +487,12 @@ Some spells such as Haste-Self or Resistance grant an effect which wears off after a certain period of time. With very few exceptions, multiple castings of such spells are not cumulative in terms of the duration of the spell. In other words, casting a spell which has a -duration of 20 turns three times will not result in a duration of -60 turns. Typically, the subsequent castings will add only a small -amount to the total duration. +duration of 20 turns three times will not result in a duration of 60 +turns. Typically, the subsequent castings will add only a small amount +to the total duration. Some monsters such as wraith or ghost is often +floating in a wall. When ball spell is directed to such monsters, the +ball will blow up at the front of the wall, and the monster will take +only half damage compared to direct hit. ***** @@ -322,71 +500,38 @@ amount to the total duration. --- Bolts and Beams --- -A bolt spell is aimed in a direction or at a target but will hit -the first monster or obstruction in its targeted direction. This -may or may not be the intended target. Occasionally, you may note -that your bolt spell hits multiple targets along the line of fire. -This is because some bolt spells are granted a chance of 'beaming' -which may be either fixed or level-dependent. A beam will hit every -target within range along a 'straight' line in the direction in -which it was aimed. +A bolt spell is aimed in a direction or at a target but will hit the +first monster or obstruction in its targeted direction. This may or +may not be the intended target. Occasionally, you may note that your +bolt spell hits multiple targets along the line of fire. This is +because some bolt spells are granted a chance of 'beaming' which may +be either fixed or level-dependent. A beam will hit every target +within range along a 'straight' line in the direction in which it was +aimed. --- Balls --- There are two things to remember about ball spells. Firstly, unlike -bolt spells, they can be aimed at a specific target which allows -you to target a specific monster as opposed to the first one in the -direction you are aiming. Secondly, they have a radius (which -varies from spell to spell). A radius value of one or more will -result in the spell affecting monsters (and possibly objects, etc) -around the target in addition to the target itself. +bolt spells, they can be aimed at a specific target which allows you +to target a specific monster as opposed to the first one in the +direction you are aiming. Secondly, they have a radius (which varies +from spell to spell). A radius value of one or more will result in the +spell affecting monsters (and possibly objects, etc) around the target +in addition to the target itself. --- Line-of-Sight --- -Line-of-sight spells affect all monsters that that are currently -in sight of your character. This includes monsters that may not -currently be visible due to darkness but would be if it was light. +Line-of-sight spells affect all monsters that that are currently in +sight of your character. This includes monsters that may not currently +be visible due to darkness but would be if it was light. --- Area --- -Area spells affect an area around the player. The size of the area -can vary considerably. For example, Light Area lights a single room -while Detect Traps affects a map panel and Genocide the entire -level. - -***** -=== Summoned/Charmed Creatures === - -A friendly creature can be a mixed blessing. At first sight, one -might think that they can make the game much easier. It is of -course highly satisfying to send your pet Hell Wyrm into a Troll -pit and wait outside listening for the howls of agony and terror, -the sounds of guts splattering, bones crunching and so on. But one -should not expect to gain any experience for such a combat: you -will only gain experience for creatures to whom you deliver the -death blow yourself. New experiences require hazards, nobody gains -experience by sitting home watching the TV. - -Secondly, friendly monsters are often so eager to destroy your -opponents they may forget all about you, and you get trampled under -their feet as they charge at your foe. They are not as smart as the -regular monsters, since they have given up their free will to serve -you. So don't stand next to that Snaga when your pet Cyberdemon -brandishes its rocket launcher! Pets are also rather easily -irritable. - -Once you do something which causes the slightest discomfort to -them, they will revert to their normal behavior and consider you -their main target. This is something to think about before lighting -up a room if you have pet orcs. Needless to say, nobody wants to be -your friend if you are aggravating them. - -Finally, it takes a lot of mental energy to maintain the control -over the charmed monsters. The first monster or the first few are -'free', but after that maintaining the control will start taxing -your mana regain rate. The higher the sum of the levels of your -pets the less mana you will be able to regain. Keep this in mind if -you have a pet which can summon or otherwise produce more pets... +Area spells affect an area around the player. The size of the area can +vary considerably. For example, Light Area lights a single room while +Detect Traps and Mass Genocide affects within a circle of a specific +radius and normal Genocide affects the entire level. + ***** @@ -396,276 +541,24 @@ If you miss the `old` magic user, try picking Sorcery and Chaos magic to get the most commonly used mage spells early on (Magic Missile, Detect Monsters + Traps + etc, Identify). -It is generally a good idea to pick one defensive realm and one +It is generally a good idea to pick one defensive realm and one offensive realm. For example try using life or sorcery with chaos or death magic. Nature is somewhat neutral: it has both offensive and defensive spells, but is not very generous with either, not at least early in the game. Nature should work best with characters who can use other means to survive until they get the more powerful high level -spells. +spells. If you pick the realms always in the same order (e.g. nature as your first realm and chaos as your second realm, not the other way around) you will be less confused when trying to pick the correct spellbook to -use in the game. If you still get confused trying to select the correct -spellbook, try using macros (either the 'full' macros or inscriptions). - - -***** -=== Spell Lists === - - -LIFE: Standard Spellbooks - -Book of Common Prayer - 1. Detect Evil - 2. Cure Light Wounds - 3. Bless - 4. Remove Fear - 5. Call Light - 6. Detect Traps and Secret Doors - 7. Cure Medium Wounds - 8. Satisfy Hunger - -High Mass - 1. Remove Curse - 2. Cure Poison - 3. Cure Critical Wounds - 4. Sense Unseen - 5. Holy Orb - 6. Protection from Evil - 7. Healing - 8. Glyph of Warding - - -LIFE: Rare Spellbooks - -Book of the Unicorn - This book has powerful prayers to ward off, banish and destroy the - forces of evil. - -Blessings of the Grail - This book has the most powerful prayers of protection and healing, - as well as prayers of holy visions. - - -SORCERY: Standard Spellbooks - -Beginner's Handbook - 1. Detect Monsters - 2. Phase Door - 3. Detect Doors and Traps - 4. Light Area - 5. Confuse Monster - 6. Teleport - 7. Sleep Monster - 8. Recharging - -Master Sorcerer's Handbook - 1. Magic Mapping - 2. Identify - 3. Slow Monster - 4. Mass Sleep - 5. Teleport Away - 6. Haste Self - 7. Detection True - 8. Identify True - - -SORCERY: Rare Spellbooks - -Pattern Sorcery - More powerful spells of detection, information and transportation. - -Grimoire of Power - More powerful enchantments against monsters, spells to enchant - items, and the Globe of Invulnerability. - - -ARCANE: All Spellbooks - -Cantrips for Beginners - 1. Zap - 2. Wizard Lock - 3. Detect Invisibility - 4. Detect Monsters - 5. Blink - 6. Light Area - 7. Trap & Door Destruction - 8. Cure Light Wounds - -Minor Arcana - 1. Detect Doors & Traps - 2. Phlogiston - 3. Detect Treasure - 4. Detect Enchantment - 5. Detect Objects - 6. Cure Poison - 7. Resist Cold - 8. Resist Fire - -Major Arcana - 1. Resist Lightning - 2. Resist Acid - 3. Cure Medium Wounds - 4. Teleport - 5. Stone to Mud - 6. Ray of Light - 7. Satisfy Hunger - 8. See Invisible - -Manual of Mastery - 1. Recharging - 2. Teleport Level - 3. Identify - 4. Teleport Away - 5. Elemental Ball - 6. Detection - 7. Word of Recall - 8. Clairvoyance - - - -TRUMP: Standard Spellbooks - -Conjurings & Tricks - 1. Phase Door - 2. Mind Blast - 3. Shuffle - 4. Reset Recall - 5. Teleport - 6. Dimension Door - 7. Trump Spying - 8. Teleport Away - -Deck of Many Things - 1. Trump Reach - 2. Trump Animal - 3. Phantasmal Servant - 4. Trump Monster - 5. Conjure Elemental - 6. Teleport Level - 7. Word of Recall - 8. Banish - - -TRUMP: Rare Spellbooks - -Trumps of Doom - This tome tells you the secrets of the Living Trump treatment, as - well how to deal the Joker card and how to deal death. It also has - rather powerful summoning Trumps which may yet prove your own - Doom... - -Five Aces - A superb collection of the most classic summoning Trumps ever - crafted. - - -NATURE: Standard Spellbooks - -Call of the Wild - 1. Detect Creatures - 2. First Aid - 3. Detect Doors and Traps - 4. Foraging - 5. Daylight - 6. Animal Taming - 7. Resist Environment - 8. Cure Wounds & Poison - -Nature Mastery - 1. Stone to Mud - 2. Lightning Bolt - 3. Nature Awareness - 4. Frost Bolt - 5. Ray of Sunlight - 6. Entangle - 7. Summon Animal - 8. Herbal Healing - - -NATURE: Rare Spellbooks - -Nature's Gifts - Nature's Gifts for protection against the forces of nature and - hostiles. - -Nature's Wrath - Nature's destructive force harnessed for your use against your - enemies. - - -CHAOS: Standard Spellbooks - -Sign of Chaos - 1. Magic Missile - 2. Trap / Door Destruction - 3. Flash of Light - 4. Touch of Confusion - 5. Mana Burst - 6. Fire Bolt - 7. Fist of Force - 8. Teleport Self - -Chaos Mastery - 1. Wonder - 2. Chaos Bolt - 3. Sonic Boom - 4. Doom Bolt - 5. Fire Ball - 6. Teleport Other - 7. Word of Destruction - 8. Invoke Logrus - - -CHAOS: Rare Spellbooks - -Chaos Channels - Unusual spells that allow you to call on the forces of chaos to - induce changes in your possessions, in your enemies and in - yourself. - -Armageddon Tome - The rarest of all spellbooks, filled with the most devastating - spells. - - -DEATH: Standard Spellbooks - -Black Prayers - 1. Detect Unlife - 2. Malediction - 3. Detect Evil - 4. Stinking Cloud - 5. Black Sleep - 6. Resist Poison - 7. Horrify - 8. Enslave Undead - -Black Mass - 1. Orb of Entropy - 2. Nether Bolt - 3. Terror - 4. Vampiric Drain - 5. Poison Branding - 6. Dispel Good - 7. Genocide - 8. Restore Life - - -DEATH: Rare Spellbooks - -Black Channels - Spells that turn you into a bloodthirsty killing machine, and - which enable you to call upon the nether forces of darkness to - wreak havoc upon your foes. +use in the game. If you still get confused trying to select the +correct spellbook, try using macros (either the 'full' macros or +inscriptions). -Necronomicon - The legendary tome of unholy visions, death and destruction. -- Original : (??) Updated : (??) Updated : Zangband DevTeam -Last update: January 13, 2000 +Updated : Some other people diff --git a/lib/help/version.txt b/lib/help/version.txt index 2e6dd7990..349d24581 100644 --- a/lib/help/version.txt +++ b/lib/help/version.txt @@ -1,3 +1,199 @@ +=== History of Hengband from 1.0.7 to 1.0.10 === + + Mar. 6th, 2002 hengband 1.0.10 released. + - New artifact, ego-ammo and vault. + - Class power of Red-Mage is more useful. + - Force Trainer becomes more and more powerful in melee when + they use 'Improve Force'. + - Monster AI is a bit improved. + - The Serpent of Chaos summons guardians of each dungeons. + - Random artifact names list was expanded. + - Iron Spikes has (dmg per shot/dmg per turn) display. + - Automaticaly tidy up bandles of ammo to 99 ammo and the rest. + - Interact with visual command takes ^N ^A ^C. + - Support 16x16 tile. Selected by extra option -- -a on X11. + - 8x8 tile supports lighting effects. + - Screen shot is supported in graphics mode. + - Support in MPW environment of Macintosh. + + Feb. 7th, 2002 Macintosh and Amiga binary for hengband 1.0.9 revision 1 are + now available. + Feb. 1st, 2002 Windows binary for hengband 1.0.9 revision 1 is now available. + + Jan.30th, 2002 hengband 1.0.9 revision 1 released. + Fixed one more bug which cause crash (English version only). + + Jan.27th, 2002 hengband 1.0.9 released. + - New character making screen + - New character infomation 'C' screen + - Range and accuracy of crossbow are changed. + - Rod of Pesticide was changed. + - The score server now holds colored screenshots at dying and winning. + screenshots will be placed at: + 'http://www.kmc.gr.jp/~habu/local/hengscore-en/screens/'. + But links on the webpage to the screenshots are not yet available. + - Limited support of 8x8 tile graphics. + - Hengband online help in *Japanese*. + (sadly English version of online help is not yet available) + - Rune of explosion no longer has anti-summoning effects. + - Rune of protection no longer has perfect + anti-summonig effects. Sea of runes are no longer + perfect. But this change has a good side effect: + monsters can waste its time to try summoning. + - Identify spell now shows only unidentified items in the list. + - Difficulty to activate random artifact is changed. + + Dec.31th, 2001 hengband 108fix2 revision 1 released. + - 'fix2' is japanese bug fixed version but this bug was + not effect on English version. + - The 'interact with knowledge' command changed. + You can get display of lines of auto picker/destroyer. + + Dec.31th, 2001 hengband 108fix1 version 3 released. + - Auto macro dump and other auto dump is now + more usefull. Old dump lines will be deleted + before appending new dump. + - A minor typo and a minor bug fixed. + + Dec.30th, 2001 hengband 108fix1 version 2 released. + - All remained japanese messages are found and fixed, + using a exclusive C program. + - You can now define macros in the 'pickpref.prf'. + + Dec.29th, 2001 hengband 108fix1 released. + This is a bug fixed japanese version, and almost + same as 108eng3, but a few more bugs are fixed. + + Dec.25th, 2001 hengband 108eng2(stable) and 108eng3(test version) released. + 108eng2: fixed some typo. ']' key now can be used as macro key. + 108eng3: macro trigger is displayed in more suitable way; + such that \[F1] or \[control-shift-alt-HOME]. + And you can use alt-key plus alphabet-key as macro + key on Windows now; \[alt-A] or \[shift-alt-B]. + + Dec.24th, 2001 hengband 108eng1: makefile.bcc was not work. now fixed. + Dec.24th, 2001 hengband 1.0.8 released. This is a new Japanese version. + The source can be used to compile English version too. + - The address of the world score server is changed. + - Makefiles was changed again. + - New item: Magic Whistle. + - Ninja had been a bit weakened. + - can study known spells using 'G' command for more proficiency. + - Some minor bugs was fixed. + - Yet another japanese massage was taranslated. + Dec.17th, 2001 hengband 1.0.7fix2 english beta4 released. + Yet another remained japanese messages are now translated. + Changed some option info texts and names again. + Inventory lists of Home and Museum in the character dump is fixed. + Some bugs related groo and Metal Babble is fixed. + Dec.11th, 2001 hengband 1.0.7fix2 english beta3 released. + fixed a compile error. English info message of artifacts added. + changed some info text and name of options. + Dec. 9th, 2001 hengband 1.0.7fix2 english beta2 released. fixed a terrible bug, + items in the home was not saved when more than 24 items stored. + Binary for Macintosh (ppc, osX) is now available. + Dec. 8th, 2001 hengband 1.0.7fix2 english beta released. + Many mistakes of English messages, and bugs are fixed. + Dec. 5th, 2001 fixed some mistakes of archives. 1.0.7fix2 english alpha2 released. + Dec. 4th, 2001 hengband 1.0.7fix2 english alpha version released. + + +=== The main differences of Hengband 1.0.7 from ZAngband2.2.8 === + +- World score server: You can register scores and character dumps. +- Player can write last words when died, which is displayed in the + character dump registered to the score server. +- Menu interface: return key activates the main menu which include almost + all commands. So beginners don't need to memorize all commands. + +- Player can ride on some pet monsters, horses, dragons etc. +- Player can wield two weapons at once or wield a weapon with two-handed. +- Player have proficiency levels of each weapons and spells, like Nethack. +- Player can change second magic realm. All previous realm's spell will + be lost. There is a limit in the total of studying spells. + +- New classes: + Tourist : thay can poorly cast arcane spells. difficult to survive. + Imitator : imitate spells or abilities which monsters have just used. + BeastMaster : dominate or summon monsters and ride on these. + Sorcerer : cast spells of all magic realms. But physically hopeless. + Archer : a warrior specialized in missile weapon. can create ammo. + Magic-Eater : absorb wands, staffs and rods to use it as magic spell. + Bard : sing songs. like Harper of PernAngband. + Red-Mage : dual-class, can cast all lower rank spells of all realms. + Samurai : use Samurai Arts which include various special attack. + ForceTrainer : use the spiritual Force. prefer to be bare-hand + Blue-Mage : study monster's spells. use these as his own spell. + Cavalry : a warrior specialized in riding. + Berserker : powerful warrior. but cannot use magic items except potions. + Weaponsmith : extract essences from items. use it to improve equipment. + Mirror-Master : create magical mirror. use its fantastic power. + Ninja : act without lights, attack monsters with possible insta kill. + +- New races: + Ent, Archon, Balrog, Dunadan, Shadow-Fairy, Kutar, Android +- Player's Personality: + At the character making, you can choose Personality, which include + Ordinary, Mighty, Shrewd, Pious, Nimble, Fearless, Combat, Lazy, + Sexy, Lucky, Patient, and Munchkin. +- New magic realms: Craft magic, Daemon magic + Other magic realms also exist for new classes' exclusive use. + Existing realms are modified. +- Class powers: class specific powers, like the racial one. +- Pernangband-like large wilderness map and many differnt dungeons, + including Maze, Volcano, R'lyeh, Anti-magic cave, Anti-melee cave, + Chameleon cave, Dark cave, Hell, Heaven, etc. + +- The amount of energy which player and monsters take in each turn are + randomized, which makes piller-dancing impossible, and produces + danger of possible sudden death. +- Monsters can breath or cast spells to a place adjacent to player. +- A monster which was attacked in the last turn can move and cast spells + even if the attacker is not in the line of sight. + So a Quylthulg pit is no more an easy source of experience. +- The path shape of bolt spells is same as the path of missile weapons. +- New abilities of monsters + - Dispel magic spell: dispels all magic of player, including + Globe of Invulnerability. And many deeper unique monsters, + including Serpent of Chaos, wisely cast dispel magic spell. + - Psycho spear: beam spell which penetrate Globe of Invulnerability. + - Stop the Time: A few monsters can cast it... + - blow with drain mana: some monster cause damage at SP with its blow. +- Higher level monsters can resist genocide. +- Even artifacts will be removed by *destruction*. + +- Player can name his pets, and can take pets over to any place. +- Pet monsters will not turn agaist player when attacked by player. +- Monsters killed by player's pets don't drop items. +- Player and monsters cannot summon monsters of opposite alignment. +- New items: + - Capture Ball, capture a monster to make pets, or carry a pet. + - Wizardstaff and Ring of Mana, decrease mana consumption of spells. + - ring of warning, warn before dangerous move. + and many other new items... +- Many new artifacts and new monsters. +- Random Quest monster is always unique, and one-time only. +- Ego rings and Ego amulets. +- Names of random artifacts will reflect it's ability. + A weapon which has fire brand, fire resistance, and fiery aura is + more likely named 'Fire Bland' or like that. + +- When player level advances, stats increase sometimes. Instead, + stat gaining potion is much rarer. +- Players start with more HP and more SP, early stage is not very hard. +- Home is expanded to 20 pages. and all 4 Homes in 4 towns is same. +- New building Museum: Give as many items as you like for memorial. +- New building Hunter's office: They offer prize for wanted monsters. + +- New casino game Poker : It's real poker. +- New casino game Monster Arena : You bets to one of four monsters. + They battle each other and you win when your monster wins. +- Auto picker: write item names on a file named 'pickpref.prf', then + these items will be automaticaly picked up or destroyed and even + automaticaly inscribed. + + + === Zangband History and Information === Versions 1.0 - 2.1.0c -- 2.11.0