From 3906be6b72b909ecefc90c26224c65e0aa794a5b Mon Sep 17 00:00:00 2001 From: mogami Date: Sat, 23 Mar 2002 03:57:16 +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=E4=BD=9C=E6=A5=AD=E9=96=8B=E5=A7=8B=E3=80=82?= =?utf8?q?=E6=89=8B=E5=A7=8B=E3=82=81=E3=81=AB=E5=8F=A4=E3=81=84=E3=81=AE?= =?utf8?q?=E3=82=92=E5=89=8A=E9=99=A4=E3=80=82Z24x=E3=81=AE=E3=81=A8?= =?utf8?q?=E5=85=A5=E3=82=8C=E6=8F=9B=E3=81=88=E3=81=A6=E4=BD=9C=E6=A5=AD?= =?utf8?q?=E3=81=99=E3=82=8B=E3=80=82?= MIME-Version: 1.0 Content-Type: text/plain; charset=utf8 Content-Transfer-Encoding: 8bit --- lib/help/arena.txt | 12 - lib/help/attack.hlp | 28 -- lib/help/attack.txt | 774 --------------------------------- lib/help/birth.hlp | 32 -- lib/help/birth.txt | 1149 ------------------------------------------------- lib/help/bldg.txt | 33 -- lib/help/command.hlp | 22 - lib/help/command.txt | 354 --------------- lib/help/commdesc.hlp | 42 -- lib/help/commdesc.txt | 655 ---------------------------- lib/help/dungeon.hlp | 32 -- lib/help/dungeon.txt | 616 -------------------------- lib/help/gambling.txt | 23 - lib/help/general.hlp | 18 - lib/help/general.txt | 132 ------ lib/help/help.hlp | 40 -- lib/help/helpinfo.txt | 21 - lib/help/magic.hlp | 26 -- lib/help/magic.txt | 695 ------------------------------ lib/help/option.hlp | 34 -- lib/help/option.txt | 699 ------------------------------ lib/help/pref.hlp | 22 - lib/help/pref.txt | 200 --------- lib/help/readme.txt | 111 ----- lib/help/spoiler.hlp | 4 - lib/help/tang.txt | 621 -------------------------- lib/help/version.txt | 597 ------------------------- 27 files changed, 6992 deletions(-) delete mode 100644 lib/help/arena.txt delete mode 100644 lib/help/attack.hlp delete mode 100644 lib/help/attack.txt delete mode 100644 lib/help/birth.hlp delete mode 100644 lib/help/birth.txt delete mode 100644 lib/help/bldg.txt delete mode 100644 lib/help/command.hlp delete mode 100644 lib/help/command.txt delete mode 100644 lib/help/commdesc.hlp delete mode 100644 lib/help/commdesc.txt delete mode 100644 lib/help/dungeon.hlp delete mode 100644 lib/help/dungeon.txt delete mode 100644 lib/help/gambling.txt delete mode 100644 lib/help/general.hlp delete mode 100644 lib/help/general.txt delete mode 100644 lib/help/help.hlp delete mode 100644 lib/help/helpinfo.txt delete mode 100644 lib/help/magic.hlp delete mode 100644 lib/help/magic.txt delete mode 100644 lib/help/option.hlp delete mode 100644 lib/help/option.txt delete mode 100644 lib/help/pref.hlp delete mode 100644 lib/help/pref.txt delete mode 100644 lib/help/readme.txt delete mode 100644 lib/help/spoiler.hlp delete mode 100644 lib/help/tang.txt delete mode 100644 lib/help/version.txt diff --git a/lib/help/arena.txt b/lib/help/arena.txt deleted file mode 100644 index 6f5390ed6..000000000 --- a/lib/help/arena.txt +++ /dev/null @@ -1,12 +0,0 @@ -=== Rules of the Arena === - -The Arena is a contest pitting the best against each other. -To ensure a good contest, note the following: - 1) NO MAGIC - No potions, wands, staffs, etc. - 2) NO THROWS- This is head-to-head. -If fortunate, you will face the Minotaur, most feared of all -in the arena. Defeat him and claim the prize of 10,000 gold pieces. - --- -This file was last updated for Kangband 2.8.3i. - diff --git a/lib/help/attack.hlp b/lib/help/attack.hlp deleted file mode 100644 index 7a79713ba..000000000 --- a/lib/help/attack.hlp +++ /dev/null @@ -1,28 +0,0 @@ -Zangband Combat. - -Please choose one of the following online help files: - - (0) Zangband Combat (attack.txt) - (1) Monster Memories (attack.txt#A) - (2) Your Weapon (attack.txt#B) - (3) Ego Weapons (attack.txt#C) - (4) Body and Shield Bashes (attack.txt#D) - (5) Your Armor (attack.txt#E) - (6) Ego Armor (attack.txt#F) - (7) Artifacts (attack.txt#G) - (8) Monk Attacks (attack.txt#H) - (9) Basic Tactics (attack.txt#I) - - (?) Help System Commands (helpinfo.txt) - - -***** [0] attack.txt -***** [1] attack.txt#A -***** [2] attack.txt#B -***** [3] attack.txt#C -***** [4] attack.txt#D -***** [5] attack.txt#E -***** [6] attack.txt#F -***** [7] attack.txt#G -***** [8] attack.txt#H -***** [9] attack.txt#I \ No newline at end of file diff --git a/lib/help/attack.txt b/lib/help/attack.txt deleted file mode 100644 index 0f215ab05..000000000 --- a/lib/help/attack.txt +++ /dev/null @@ -1,774 +0,0 @@ -=== Zangband Combat === - -Attacking is simple in Zangband. If you move into a creature, you -attack him. You can attack from a distance by firing a missile or by -magical means such as aiming a wand. Creatures attack in the same way. -If they move into you, they attack you. Some creatures can also cast -spells from a distance, and others can use various breath weapons such -as fire on you from a distance. - -Creatures in walls can not be attacked by wands and other magic attacks -normally stopped by walls. You can attack a creature in a wall normally -by trying to move into the wall space containing the creature. However, -if the creature is invisible (such as a ghost), you must tunnel into -the wall containing the creature. If you just try to move into the -wall, you will bump your head and look quite silly. - -If you are wielding a weapon, the damage for the weapon is used when -you hit a creature. Otherwise you get a single punch which does minimal -damage. - -You may wield both a primary weapon for melee combat, and a bow or -other missile launcher for launching missiles at the same time (along -with a light, an amulet, two rings, a helmet, boots, gloves, a shield, -a cloak, and body armor). Be sure not to try and kill a dragon with a -shovel, it makes you look silly and probably won't work... - -Firing a missile while wielding the appropriate launcher is the only -way to get the "full" power out of the missile. You may of course throw -an arrow at a monster without shooting it, but you will find the -effects may not be what you had hoped. - -Hits and misses are determined by ability to hit versus armor class. A -hit is a strike that does some damage; a miss may in fact reach a -target, but fails to do any damage. Higher armor classes make it -harder to do damage, and so lead to more misses; they also reduce the -damage from a strike that actually occurs. - - -***** -=== Monster Memories === - -There are hundreds of different creatures in Zangband, many of which -have the same letter symbol and color on the screen. The exact species -of a creature can be discovered by looking at it. It is also very -difficult to keep track of the capabilities of various creatures. -Luckily, Zangband automatically keeps track of your experiences with a -particular creature. - -This feature is called the monster memory. You monster memory recalls -the particular attacks of each creature (whether or not technically a -monster) which you have suffered, as well as recalling if you have -observed them to multiply or move erratically, or drop treasure, etc. -Otherwise you would simply have to take notes, which is an unnecessary -bother. - -If you have killed enough of a particular creature, or suffered enough -attacks, recalling the monster memory may also provide you with -information not otherwise available, such as a armor class or hit dice. -These are not explained, but may be useful to give the relative danger -of each creature. This memory can be passed on to a new character even -after you die by means of a reduced save file. - - -***** -=== Your Weapon === - -Carrying a weapon in your backpack does you no good. You must wield a -weapon before it can be used in a fight. A secondary weapon can be kept -by keeping it in the backpack, and switching it with the primary weapon -when needed. - -Weapons have two main magical characteristics, their enchanted ability -to hit and their enchanted ability to do damage, expressed as -`(+#,+#)'. A normal weapon would be `(+0,+0)'. Many weapons in Zangband -have bonuses to hit and/or do damage. Some weapons are cursed, and have -penalties that hurt the player. Cursed weapons cannot be unwielded -until the curse is lifted. Identifying a weapon will inform you of the -magical bonuses and penalties and whether or not it is cursed. - -Zangband assumes that your youth in the rough environment near the -dungeons has taught you the relative merits of different weapons, and -displays as part of their description the damage dice which define -their capabilities. Any damage enchantment is added to the dice roll -for that weapon. The dice used for a given weapon is displayed as -"#d#". The first number indicates how many dice to roll, and the second -indicates how many sides they have. A "2d6" weapon will give damage -from 2 to 12, plus any damage bonus. The weight of a weapon is also a -consideration. Heavy weapons may hit harder, but they are also harder -to use. Depending on your strength, dexterity, character class, and -weapon weight, you may get several attacks per turn. - -Missile booster weapons, such as bows, have their characteristics added -to those of the missile used, if the proper weapon/missile combination -is used, and the launcher multiplier is applied to the total damage, -making missile weapons very powerful given the proper missiles, -especially if they are enchanted. - -Although you receive any magical bonuses an unidentified weapon may -possess when you wield it, those bonuses will not be added in to the -displayed values of to-hit and to-dam on your character sheet. You must -identify the weapon before the displayed values reflect the real values -used. - - -***** -=== Ego Weapons === - -In addition to the ordinary weapons your character may find in the -dungeon, some of them may be endowed with additional powers. These -weapons fall into two types: (1) artifacts - which are dealt with -separately and can be identified by their name; and (2) Ego Weapons -which are addressed below. Unlike artifacts which are unique and may -only be found once in each game, it is not unusual to find several Ego -Weapons of the same type during the course of a character's adventures. - -Note: Zangband has extended the original Angband's concept of adding -random abilities to the various Ego types considerably. These can be -either guaranteed or have only a varying chance of being granted. (See -'Randabil.spo' for details of the the random powers of Ego Weapons). - - -(Defender) - A magical weapon that actually helps the wielder defend himself, - by increasing his/her armour class, and providing resistance - against damage from fire, cold, acid and lightning attacks. It also - grants levitation, increases your stealth, let you see invisible - creatures and protects from paralyzation and some slowing attacks. - It also helps you regenerate hit-points and mana faster. - -(Holy Avenger) - A Holy Avenger is one of the more powerful of weapons. It will - increase your wisdom and your armour class and prevent you from - becoming afraid. This weapon will do extra damage when used against - evil, demonic and undead creatures, and will also give you the - ability to see invisible creatures. These weapons are also blessed - and so can be wielded by priests with no penalty. - -Weapon of Westernesse - A Weapon of Westernesse is one of the more powerful weapons. It - slays orcs, trolls and giants while increasing your strength, - dexterity, and constitution. It also allows you to see invisible - creatures and protects from paralyzation and some slowing attacks. - -(Trump Weapon) - A Trump Weapon is especially deadly against evil creatures and will - increase your ability to discover hidden dungeon features. It will - help you regenerate hit-points and mana faster and at the same time - wll reduce your rate of food consumption. It provides resistance - to nexus and protects from paralyzation and some slowing attacks. - In addition it may cause you to teleport randomly and can be - activated for teleport once every 50+1d50 turns. - -(Pattern Weapon) - A Pattern Weapon has been embedded with a fragment of the Pattern. - It will increase your strength and constitution and also has a - chance of increasing your dexterity. It is especially effective - when used against evil, undead and demonic creatures. It will allow - you to see invisible creatures and protects from paralyzation and - some slowing attacks. - -(Blessed Blade) - A blessed blade will increase your wisdom and can be wielded by - priests with no penalty. - -Weapon of Extra Attacks - Thses weapons will grant the user additional attacks per round. - -Weapon of Sharpness (edged weapon only) - These are known to occasionally score vorpal hits (see below) and - will also increase your ability to tunnel through the dungeon - walls. - -Weapon of Earthquakes (hafted weapon only) - These weapons may cause an earthquake when they strike an opponent - which potentially may cause other monsters in the area to take - damage from falling rocks and wil destry a small portion of the - surrounding dungeon. They also increase your ability to tunnel - through the dungeon walls. - -Weapon of Slaying - These weapons have a chance of being granted unusually high damage - dice. - -Implement of Digging - These digging implements increase your ability to tunnel through - the dungeon walls, and have the acid brand (see below). - ---- The Elemental and Other Brands --- - -(Chaotic) - These bizarre, feared weapons have been manufactured in the Courts - of Chaos, and are very unpredictable in combat often producing - chaotic effects when they strike your opponent. Effects include - *destruction*, teleport away and vampiric drain amoung others. A - Chaotic weapon grants resistance to chaos attacks and cannot be - damaged by acid, fire and electricity. - -(Vampiric) - These foul weapons have been created by Death magic. They lust for - blood, and if such a weapon scores a hit, it greedily sucks life - from the hapless victim, transferring the life energy to its - master and healing them in the process. - -Weapon of Melting - A magical weapon of acid that will inflict three times the normal - damage when used against a creature that is not resistant to acid. - It also provides resistance against acid attacks. - -Weapon of Shocking - A magical weapon of lightning that will inflict three times the - normal damage when used against a creature that is not resistant to - electricity. It also provides resistance against lightning attacks. - -Weapon of Freezing - A magical weapon of ice that will inflict three times the normal - damage when used against a creature that is not resistant to cold. - It also provides resistance against cold attacks. - -Weapon of Burning - A magical weapon of fire that will inflict three times the normal - damage when used against a creature that is not resistant to fire. - It also provides resistance against fire attacks. - -Weapon of Poisoning - A magical weapon, coated with poison, that will inflict three times - the normal damage to creatures not resistant to poison. It also - provides resistance against toxic and poisonous attacks. - ---- Weapons of Slay {Monster-Type} --- - -Weapon of Slay Animal - This weapon is especially effective against natural creatures and - will do three times the normal damage against such creatures. - -Weapon of Slay Evil - This weapon is especially effective against evil creatures and will - do two times the normal damage against such creatures. - -Weapon of Slay Undead - This weapon is especially effective against undead creatures and - will do three times the normal damage against such creatures. It - will also provide resistance to life draining attacks. - -Weapon of Slay Demon - This weapon is especially effective against demonic creatures and - will do three times the normal damage against such creatures. - -Weapon of Slay Orc - This weapon is especially effective against orcs and will do - three times the normal damage against such creatures. - -Weapon of Slay Troll - This weapon is especially effective against trolls and will do - three times the normal damage against such creatures. - -Weapon of Slay Giant - This weapon is especially effective against giant humanoids and - will do three times the normal damage against such creatures. - -Weapon of Slay Dragon - This weapon is especially effective against dragons and will do - three times the normal damage against such creatures. - ---- Weapons of *Slay* {Monster-Type} --- - -Weapon of *Slay* Animal - This weapon is especially effective against natural creatures and - will do three times the normal damage against such creatures. It - will also increase your intelligence and allow you to regenerate - hit-points and mana faster. - -Weapon of *Slay* Evil - This weapon is especially effective against evil creatures and will - do two times the normal damage against such creatures. It will - increase your wisdom and will also be a blessed blade. - -Weapon of *Slay* Undead - This weapon is especially effective against undead creatures and - will do three times the normal damage against such creatures. It - will increase your wisdom and will also provide resistance to both - nether and life-draining attacks. Finally, it will allow you to see - invisible creatures. - -Weapon of *Slay* Demon - This weapon is especially effective against demonic creatures and - will do three times the normal damage against such creatures. It - will also increase your intelligence. - -Weapon of *Slay* Orc - This weapon is especially effective against orcs and will do three - times the normal damage against such creatures. It will also - increase your dexterity. - -Weapon of *Slay* Troll - This weapon is especially effective against trolls and will do - three times the normal damage against such creatures. It will also - increase your strength. - -Weapon of *Slay* Giant - This weapon is especially effective against giant humanoids and - will do three times the normal damage against such creatures. It - will also increase your strength. - -Weapon of *Slay* Dragon - This weapon is especially effective against dragons and will do - five times the normal damage against such creatures. It will also - increase your constitution. - ---- Missile Launchers --- - -Launcher of Accuracy - These missile launchers have an unusually high bonus to hit. - -Launcher of Velocity - These missile launchers have an unusually high bonus to dam. - -Launcher of Extra Might - These missile launchers have an unusually high damage multiplier. - -Launcher of Extra Shots - These missile launchers grant additional shots per round. - ---- Ammunition --- - -Ammunition of Hurt Animal - This ammunition is especialy effective against natural creatures - and will do three times the normal damage against such creatures. - -Ammunition of Hurt Evil - This ammunition is especialy effective against evil creatures and - will do two times the normal damage against such creatures. - -Ammunition of Hurt Dragon - This ammunition is especialy effective against dragons and will do - three times the normal damage against such creatures. - -Ammunition of Shocking - This ammunition will inflict three times the normal damage when - used against a creature that is not resistant to electricity. - -Ammunition of Flame - This ammunition will inflict three times the normal damage when - used against a creature that is not resistant to fire. - -Ammunition of Frost - This ammunition will inflict three times the normal damage when - used against a creature that is not resistant to cold. - -Ammunition of Slaying - This ammunition will have unusually large damage dice. - -Ammunition of Wounding - This ammunition will have unusually bonuses +to-hit and +to-dam. - ---- Other Items --- - -Apart from these there are some very rare and well made blades in -the dungeon. These include Blades of Chaos (which grant resistance -to chaos), Maces of Disruption (which are especially effective -against undead creatures) and Scythes of Slicing (which may score -vorpal hits). - -Note on Vorpal Weapons: A weapon with the vorpal flag will -have a 1-in-6 chance of doing additional damage each time it -strikes. If it passes the roll it has a chance of doing it again. -This continues until a roll is failed. The calculations are nasty -but the net effect is a 22% increase in damage (from the base -damage of the weapon only and not on the slays, +to-dam, etc.) - - -***** -=== Body and Shield Bashes === - -Weight is the primary factor in being able to bash something, but -strength plays a role too. After bashing, a character may be off -balance for several rounds depending upon his dexterity. - -Doors can be broken down by bashing them. Once a door is bashed open, -it is forever useless and cannot be closed. - -Finally, a creature may be bashed. If a shield is currently being worn, -the bash is a shield bash and will do more damage. In either case, a -bash may throw an opponent off balance for a number of rounds, allowing -a player to get in a free hit or more. If the player is thrown off -balance, his opponent may get free hits on him. This is a risky attack. -It is also a hack. :-) - - -***** -=== Your Armor Class === - -Your armor class (or AC) is a number that describes the amount and the -quality of armor being worn. Armor class will generally run from about -0 to 150, but could become negative or greater than 150 with rarer -armor or by magical means. - -The larger your armor class, the more protective it is. A negative -armor class would actually help get you hit. Armor protects you in -three manners. One, it makes you harder to be hit for damage. A hit for -no damage is the same as a miss. Two, good armor will absorb some of -the damage that your character would have taken from normal attacks. -Three, acid damage is reduced by wearing body armor (but the armor will -be damaged instead). It is obvious that a high armor class is a must -for surviving the deeper levels of Zangband. - -Each piece of armor has a base armor value, which, like the damage from -weapons, is assumed known by the player, and a magic bonus, which will -not be displayed unless the armor has been identified or was bought in -a store. - -Armor class values are always displayed between a set of brackets -as '[#]' or '[#,+#]'. The first value is the armor class of the -item. The second number is the magical bonus of the item which is -only displayed if known, and will always have a sign preceding the -value. - -Note: A few rings, amulets, and weapons also have the '[+#]' -notation, indicating that they provide an armor bonus. Many -pieces of heavy body armor will also have a '(-#)' before the -'[#,+#]', which indicates that the weight of the armor decreases -your chances of hitting monsters. This can range from nonexistent -for very light armor to (-8) for the very heaviest armor! - - -***** -=== Ego Armor === - -In addition to the ordinary armor items your character may find in -the dungeon, some of them may be endowed with additional powers. -These armors are fall into two types: (1) artifacts - which are -dealt with separately and can be identified by their name; and (2) -Ego Armors which are addressed below. Unlike artifacts which are -unique and may only be found once in each game, it is not unusual -to find several Ego Armors of the same type during the course of -a character's adventures. Each Ego type may only be found on -certain types of armor - for example, you can find a Shield of -Elvenkind but not Boots of Elvenkind. - -Note: Zangband has extended the original Angband's concept of adding -random abilities to the various Ego types considerably. These can be -either guaranteed or have only a varying chance of being granted. (See -'Randabil.spo' for details of the the random powers of Ego Armor). - ---- Armor/Shields --- - -of Resist Acid. - A character using such an object will take only one third normal - damage from any acid thrown upon him. In addition, armor so - enchanted will resist the acid's effects and not be damaged by it. - -of Resist Lightning. - A character using a resist lightning object will take only one - third damage from electrical attacks. - -of Resist Fire. - A character using a resist fire object will take only one third - damage from heat and fire. - -of Resist Cold. - A character using a resist cold object will take only one third - damage from frost and cold. - -of Resistance. - A character wearing armor with this ability will have resistance - to Acid, Cold, Fire, and Lightning as explained in each part - above. - -of Elvenkind. - This is the same as Resistance armour, only generally better - enchanted. It will also make you more stealthy. - -of Permanence (Robes Only) - These robes provide resistance to fire, cold, acid, and - electricity and cannot be damaged by acid. They also resist life - draining attacks and sustain all your primary stats. - -of Reflection (Shields Only) - These shields reflect missiles and bolt spells preventing damage - to the player character and often damaging the originating - monster. The reflection is not 100% effective but nearly so. - ---- Caps/Helms/Crowns --- - -of Intelligence - This item will both increase and sustain your intelligence. - -of Wisdom - This item and will both increase and sustain your wisdom. - -of Beauty - This item will both increase and sustain your charisma. - -of the Magi - This item will both increase and sustain your intelligence, and - grants resistance against fire, frost, acid, and lightning. - -of Might - This item will both increase and sustain your strength, dexterity, - and constituion and will also make you immune to any foe's attempt - to slow or paralyze you. - -of Lordliness - This item will both increase and sustain your wisdom and charisma. - -of Seeing - This item will grant the ability to see invisible creatures, and - will also increase your ability to locate traps and secret doors. - In addition it will also prevent you from being blinded. - -of Infravision - This item will increase the range of you infravision and grants - infravision if you are a race which does not get it intrinsically. - -of Light - This item provides a permanent light source. - -of Telepathy - This item grants its wielder telepathy. - -of Regeneration - This item will help you regenerate hit points and mana more - quickly than normal, allowing you to fight longer before needing - to rest. You will use food faster than normal while wearing this - crown because of the regenerative effects. - ---- Cloaks --- - -of Protection - These cloaks cannot be harmed by acid, fire, cold or lightning - attacks but do not grant resistance to these elements. - -of Stealth - These cloaks will make your character more stealthy. - -of Aman - These cloaks cannot be harmed by acid, fire, cold or lightning - attacks but do not grant resistance to these elements. They also - make your character more stealthy. - -of Immolation - These cloaks cannot be harmed by acid or fire attacks. They also - grant resistance to fire and give out a fiery aura. - -of Electricity - These cloaks cannot be harmed by acid or electricity attacks. They - also grant resistance to electricity and give out an electric - aura. - ---- Gloves/Gauntlets/Sets of Cesti --- - -of Free Action - This item will make you immune to any foe's attempt to slow or - paralyze you. A mage-type spellcaster who wields them will not - have their mana penalized. - -of Slaying - In addition to its armor bonus, this item will grant a bonus to - your +to-hit and +to-dam. - -of Agility - This item will increase your dexterity. A mage-type spellcaster - who wields them will not have their mana penalized. - -of Power - This item will increase your strength and will also grant a bonus - to your +to-hit and +to-dam. - ---- Boots --- - -of Levitation - These boots will grant you levitation. - -of Stealth - These boots will make your character more stealthy. - -of Free Action - This item will make you immune to any foe's attempt to slow or - paralyze you. - -of Speed - These boots will make your character more speedy. - ---- Special Items --- - -Dragon Scale Mails. - These extremely rare pieces of armour come in many different - colors, each protecting you against the relevent dragons. - Naturally they are all resistant to acid damage. They also - occasionally allow you to breathe as a dragon would! - -Dragon Shields and Helms - These shields and helms have a chance of granting one or more - random resistances. - -Other items - Apart from these there are some very rare, and well made armours - in the dungeon with not necessarily any special abilities. These - include Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain - Mail, Shields of Deflection, and Shadow Cloaks. The first four - cannot be damaged by acid because of the quality metals they - contain. Shadow Cloaks grant resistance to both light and darkness - attacks. - - -***** -=== Artifacts === - -Of all the objects in Zangband that you might find, by far the most -important group are artifacts. Artifacts are unique items with -additional properties such as increasing or sustaining one or more -of your stats and granting resistances or abilities. Often an -artifact cab be 'A'ctivated for a magical effect. These can be -Extremely useful - especialy for classes that are weak in magic. - -There are two types of artifacts - fixed and random. The fixed -artifacts each have entries in the lib/edit/a_info.txt file -and consequently have a chance of appearing in each game you play. -On the other hand, random artifacts are created by the game and -have both random names and random properites. Once created, there -is only a vanishingly small chance you will ever see one exactly -the same again. - - ---- (Non-) Preserve Mode --- - -One important thing to note when considering artifacts is your -initial choice of (non-)preserve mode. in non-preserve mode, once a -fixed artifact is generated (either on the dungeon floor or in a -monster drop), it will never be generated again during that game. -This means that if you miss the artifact by leaving the level before -you pick it up it is gone forever. On the other hand, in preserve mode -this behaviour is only exhibited once you have identified the artifact. -It is therefor safer to leave a level before it is comletely explored -as any fixed artifact can be regenerated in subsequent levels. - - ---- Special feelings --- - -If you have stayed on the previous level long enough, on entering a -new level you will receive a 'feeling' which reflects the quality -of the monsters and objects on the level. Feelings are discussed in -more detail in the Town and Dungeon section. One possible feeling -is 'You have a special feeling about this level'. This message is -only given when playing in non-preserve mode and is an indicator -that you have either a monster pit, vault or artifact on the level. -Artifacts always cause special feelings but pits and vaults are -increasingly less likely to do so as you get deeper in the dungeon. -At very deep levels, special feelings are almost always artifacts. - -Note: In non-preserve mode, you can still find artifacts on -levels that did not give a special feeling but these will always -be the result of a monster dropping them. - - ---- The '~' Command --- - -By pressing '~' and choosing the option for artifacts, you can see -what fixed (but not random) artifacts you have found so far. In -non-preserve mode, this option will also show which fixed (but not -random) artifacts you have missed. However, in this case, it will -show nothing about fixed artifacts on the curent dungeon level but -not yet found and as a result is often best used on the town level. - - ---- Random Abilities of Fixed Artifacts --- - -Some of the fixed artifacts are given random abilities such as -sustains, resistances or other powers. (See 'randabil.spo' for details -of the random abilities of the fixed artifacts). - - -***** -=== Monk Attacks === - -The Monk character is designed to be a barehanded fighter rather -than using a wepaon like the other Zangband classes. As a Monk's -level increases the number of attacks they get per round increases -and new, increasingly powerful attacks become available. Higher -level attacks have a chance to stun the Monk's opponent. - -While the type of attack that a Monk uses for each blow is chosen -at random from the list of available attacks, at higher levels -there is a bias towards the attacks which do greater damage. This -is because at these levels, the game will roll several times for -each blow with the highest attack type chosen. - - ---- Monks Attack Types --- - -Attack Name Min.lvl Damage Stun Notes ------------------------------------------------------------------------ -Punch 1 1d4 - -Kick 2 1d6 - -Strike 3 1d7 - -Knee 5 2d3 * Likely to stun male opponents -Elbow 7 1d8 - -Butt 9 2d5 - -Ankle Kick 11 3d4 - May slow down the opponent -Uppercut 13 4d4 6 -Double-kick 16 5d4 8 -Cat's Claw 20 5d5 - -Jump Kick 25 5d6 10 -Eagle's Claw 29 6d6 - -Circle Kick 33 6d8 10 -Iron Fist 37 8d8 10 -Flying Kick 41 8d10 12 -Dragon Fist 45 10d10 16 -Crushing Blow 48 10d12 18 - - -***** -=== Basic Tactics === - - -Pillardancing -------------- -Requires that you be at least twice as fast as the monster you are -fighting. Find a single block of wall, freestanding, and lure your -enemy to it. When both you and your eneny are standing next to the -pillar, hit him, and then move so that you are opposite the pillar -from him. He will use his turn to move so that he's standing next -to you. Hit him again, and then move again. Repeat until he's dead. - -Note: Some monsters move eratically, and cannot be relied upon -to move in the method expected. Also, some monsters (mostly -Ghosts) Can move through walls, and a small number of monsters -can chew through walls. - - -Shoot'n Scoot -------------- -Requires a large room, Phase Door, and some type of missile weapon. -Stand at one end of the room, your enemy at the other. Fire your -missile weapon at him until he gets close, and then Phase Door. -Fire again, until he gets close, and repeat. By the time you run -out of ammunition, he should be dead or weak enough for you to -finish him HTH (Hand to Hand). - - -Hack'n Back ------------ -Requires that you be at least twice as fast as your opponent. Stand -next to your enemy, hit him, and back up. He should use his turn to -move towards you instead of using a missile weapon or a spell. Hit -him again, back up again, repeat. This is a little more dangerous -than Pillardancing, because the monster gets a chance to breathe or -cast a spell, but it's easier to set up. - - -Wail'n Bail ------------ -Requires Teleport items. Fight the monster until you're almost -dead, teleport out, find him, and resume fighting. This is -dangerous, because you could teleport right next to some nasty that -will kill you. Also, it is not generally useful for killing unique -monsters, as they regenerate damage very quickly, and by the time -you find them again, they will have healed what you did to them. - - -The Anti-Summoning Corridor ---------------------------- -Requires a little time to set up. This can be done just about -anywhere. Dig a twisting corridor into the rock, and station -yourself at one end of it. When your opponent arrives, he won't be -able to summon any monsters next to you. This is a very important -technique for fighting many higher-end monsters which very quickly -bring in a horde of other monsters. - - --- -Original : (??) -Updated : (??) -Updated : Zangband DevTeam -Last update: December 3, 1999 diff --git a/lib/help/birth.hlp b/lib/help/birth.hlp deleted file mode 100644 index 8523194c2..000000000 --- a/lib/help/birth.hlp +++ /dev/null @@ -1,32 +0,0 @@ -Creating a Character. - -Please choose one of the following online help files: - - (0) Creating a Character (birth.txt) - (1) Start-Up Options (birth.txt#A) - (2) Character Attributes (birth.txt#A) - (3) The Races (birth.txt#C) - (4) The Classes (birth.txt#D) - (5) Primary Statistics (birth.txt#E) - (6) Primary Skills (birth.txt#F) - (7) The Auto-Roller (birth.txt#G) - (8) Life Ratings (birth.txt#H) - (9) Race/Class Combinations (birth.txt#I) - (a) Stat Bonus Tables (birth.txt#J) - (b) Ability Tables (birth.txt#K) - - (?) Help System Commands (helpinfo.txt) - - -***** [0] birth.txt -***** [1] birth.txt#A -***** [2] birth.txt#B -***** [3] birth.txt#C -***** [4] birth.txt#D -***** [5] birth.txt#E -***** [6] birth.txt#F -***** [7] birth.txt#G -***** [8] birth.txt#H -***** [9] birth.txt#I -***** [a] birth.txt#J -***** [b] birth.txt#K diff --git a/lib/help/birth.txt b/lib/help/birth.txt deleted file mode 100644 index a652acb06..000000000 --- a/lib/help/birth.txt +++ /dev/null @@ -1,1149 +0,0 @@ -=== Creating a Character === - -Zangband is a roleplaying game, in which you, the player, control a -character in the world of Zangband. Perhaps the most important thing -you control is the birth of your character, in which you choose or -allow to be chosen various attributes that will affect the future life -of your character. - -Character creation, or birth, is controlled through a variety of -choices as to constraints on the type of character you wish to play, -followed by a series of random calculations to generate ("roll up") a -random character matching the appropriate constraints. - -Once your character has been generated, you will be given the choice to -generate a new character obeying the same constraints, and once you -have generated more than one character, you can switch back and forth -between the two most recent characters, until you are presented with a -personality that you feel comfortable with. - -You may start the entire process over at any time. - -Once you have accepted a character you will asked to provide a name for -the character. In general, the actual choice of a name is not -important, but do keep in mind that it may have some effect on the game -itself. For example, on some machines, the character name determines -the filename that will be used to save the character to disk. On -others, the character name specifies special "pref" files. And the -character name is used on the high score list. - - -***** -=== Start-up Options === - -During character generation you may press '=' at any time to access -the start-up options. A more detailed description of the start-up -options can be found in the section on the Options Page. One -important feature of the start-up options is the ability to -decide what type of town level you want. The various town options -are discussed on the Town page. - - -***** -=== Character Attributes === - -Once you begin character generation you will be asked to choose -your character's three primary attributes - its sex, race and -class. If you have selected a spellcasting class, you will also be -prompted for your choice of magic realms. - -Your character's sex has a minimal effect on game play - females start -with slightly more gold, males are generally heavier and so can bash -more effectively. Race, class and magic realms have a far more -significant effect and are discussed at some length in the Race, Class -and Magic Realms sections. - -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. - -Each character has a few secondary attributes, height, weight, social -class, and background history, which are randomly determined, but which -are affected by the sex and race of the character. In general, these -attributes are only used to provide "flavor" to the character, to -assist in the roll playing, but they do have a few minor effects on the -game. For example, background history affects social class, which -affects the amount of money the character will start with. And weight -affects carrying capacity and bashing ability. - -There are several stats which are used to determine your character's -relative skills and abilities. - ---- Primary Statistics --- - -Each character has six primary statistics or 'stats'. These are -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 ammount of damage -you to a monster when you hit it and the number of blows per round you -get with a weapon. - ---- 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. - -When your character's expereince crosses certain fixed boundaries, you -will attain a new experience level (up to a maximum of 50). When this -happens, your hitpoints, mana (if any), certain skills such as melee -fighting and bows and throws will all increase. Some races and classes -will also gain new powers and abilities when crossing certain -experience threshholds. - -Deep down inside, the real objective of the game is to increase your -experience, and certain other characteristics, and also to collect -useful items, to give you a decent chance against the great Serpent of -Chaos. Certain monsters can "drain" your experience, and thus your -level, which will cause you to lose all of the effects of the higher -level. Luckily, you can restore drained experience through magical -means, or by simply regaining the experience all over again. - ---- Gold (AU) --- - -Each character has some gold, which can be used to buy items and -services from the shops and other buildings on the town level. Gold -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. - ---- 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 on the Armor and Armor Class page. - ---- Hit Points --- - -Each character has hit points, representing how much damage the -character can sustain before he dies. Your hit points are derived -from your race, class, level, and constitution, and can be boosted -by magical means. Hit points may be regained by resting, or by a -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. - ---- Character Skills --- - -Each character also has several primary skills: disarming, magic -devices, saving throws, stealth, searching, perception, melee and bows -and throws, which are derived from the character's race, class, -experience level, stats and their current equipment. These skills have -fairly obvious effects, but will be described more completely below. -The starting abilities of a character are based upon race and class. -Abilities may be adjusted by high or low stats, and may increase with -the level of the character. - -Each character may have one or more racially intrinsic skills and -racial abilities, which may include special resistances and -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. - -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. - -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. - -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. - -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. - -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. - -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. - -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-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. - -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. - -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. - -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. - -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-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-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. - -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... - -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. - -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. - -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. - -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. - -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. - -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. - -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. - -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. - -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. - -Zombie - Much like Skeletons, Zombies too are undead horrors: they are - resistant to life-draining attacks, and can learn to restore their - 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. - -Vampire - One of the mightier undead creatures, the Vampire is an - awe-inspiring sight. Yet this mighty 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. - -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. - -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. - -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 - gaining yet another mutation. - - -***** -=== Classes === - -Once a race has been chosen, you will need to pick a class. Some -race/class combinations are not recommended and so certain classes -are shown inside brackets. This may be because the combination is -not conceptually sound or because the chosen race has stat -penalties in areas where that class needs bonuses. - -However, any race/class combination can be chosen and experienced -players may often choose unusual combinations for the challenge -that they represent. It is recommended that inexperienced players -choose warriors as spellcasting requires a player more familiar -with dungeon survival techniques. - ---- 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 such - high-level devices may be forever beyond their use. - - A warrior's prime statistics are STR, DEX and CON. 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 profficient - with his weapons gaining additional attacks per round with both his - sword and 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. Warriors also - receive a level dependent bonus to their to-hit and to-dam - statistics. - -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 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. - -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 - 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 focii 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 uncumfortable 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. - -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 stats are INT and - DEX but STR and CON 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 intersted 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. - -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 INT and DEX 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. - 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. - -Paladin - A Paladin is a combaination 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 STR, DEX, CON and WIS 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. - -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. - -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 anyother 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-warror will eventually - become resistant to the effects of chaos. - -Monk - The Monk character class is very different from all other classes. - Although they can use weapons and armour just like any other class, - their training in martial arts makes them much more powerful with - no armour 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 stike 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 neighbour. But there are also dark - monks, who practice Death magic. A monk will eventually learn all - prayers in the discipline of their choice. - -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 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. - - -***** -=== 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/***". Traditionally, a percentile stat such as "18/50" has been -though of as representing a value part way between 18 and 19, and this -is one way to think of them. However, often, the best way to view the -"bonus" values after the "18/" is as "tenth" points, since it often -takes the same magic to raise a stat from, say, 4 to 5, or 16 to 17, as -it does from, say, 18/40 to 18/50. The important thing to remember is -that almost all internal calculations "ignore" the final digit of any -"bonus", so that, for example, "18/40" and "18/49" are always have the -same effects. During character generation, each stat is rolled out as a -number from 8 to 17, with a normal distribution, and is then -immediately modified based on the race and class of the character. - -Strength - Strength is critical to fighting effectively in melee combat and - with missile weapons. A high strength will improve your chances of - getting multiple blows with your melee weapon and, in addition, - will dramatically increase the amount of damage done with each - hit. Strength also has a marginal effect on your chance to hit - your oponent. Characters with low strength may receive penalties. - Strength is also useful in tunneling, bashing and in carrying - heavy items without being slowed down. - -Intelligence - Intelligence affects the spellcasting abilities of mage-like - spellcasters (high mages, mages, warrior-mages, rangers, chaos - warriors and rogues). Intelligence will affect the number of - spells these classes may learn each level, the number of spell - points they receive and their spell fail rates. These classes - cannot learn spells if their intelligence is 7 or lower. Also, - intelligent characters are better at using magic devices, picking - locks and disarming traps. - -Wisdom - Wisdom afects the ability of priest-like spellcasters (priests, - paladins and monks) to use prayers. WIS will affect the number of - spells these classes may learn each level, the number of spell - points they receive and their spell fail rates. In addition, WIS - is also used to determine a mindcrafter's ability to use his or - her mental powers. These classes cannot learn spells if their - wisdom is 7 or lower. Wise character's will have better chances of - resisting magical spells cast upon them by monsters. - -Dexterity - Dexterity is a combination of agility and quickness. A high - dexterity may allow a character to get multiple blows with lighter - weapons, thus greatly increasing his kill power, and will increase - his chances of hitting with any weapon and dodging blows from - enemies. Dexterity is also useful in picking locks, disarming - traps, and protecting yourself from some of the thieves that - inhabit the dungeons. - -Constitution - Constitution is a character's ability to resist damage to his - body, and to recover from damage received. Therefore a character - with a high constitution will receive more hit points and also - recover them faster while resting. - -Charisma - Charisma represents a character's personality and physical - appearance. A character with a high charisma will receive better - prices from store owners, whereas a character with a very low - charisma may be robbed blind. A high charisma will also mean more - starting money for the character. Charisma is also used when - calculating the success of a mindcrafter at dominating a monster. - - -***** -=== Primary Skills === - -Characters possess some different abilities which can help them to -survive. The starting abilities of a character are based upon race and -class. Abilities may be adjusted by high or low stats, and may increase -with the level of the character. - -Melee - Melee is the ability to hit and do damage with weapons or fists. - Normally a character gets a single blow from any weapon, but if - his dexterity and strength are high enough, he may receive more - blows per round with lighter weapons. Strength and dexterity both - modify the ability to hit an opponent. This skill increases with - the level of the character. - -Bows and Throws - Using ranged missile weapons (and throwing objects) is included in - this skill. Different stats apply to different weapons, but this - ability may modify the distance an object is thrown/fired, the - amount of damage done, and the ability to hit a creature. This - skill increases with the level of the character. - -Saving Throws - A Saving Throw is the ability of a character to resist the effects - of a spell cast on him by another person/creature. This does not - include spells cast on the player by his own stupidity, such as - quaffing a nasty potion. This ability increases with the level of - the character, but then most high level creatures are better at - casting spells, so it tends to even out. A high wisdom also - increases this ability. - -Stealth - The ability to move silently about is very useful. Characters with - good stealth can usually surprise their opponents, gaining the - first blow. Also, creatures may fail to notice a stealthy - character entirely, allowing a player to avoid certain fights. - This skill is based entirely upon race and class, and will never - improve unless magically enhanced. - -Disarming - Disarming is the ability to remove traps (safely), and includes - picking locks on traps and doors. A successful disarming will gain - the character some experience. A trap must be found before it can - be disarmed. Dexterity and intelligence both modify the ability to - disarm, and this ability increases with the level of the - character. - -Magical Devices - Using a magical device such as a wand or staff requires experience - and knowledge. Spell users such as magi and priests are therefore - much better at using a magical device than say a warrior. This - skill is modified by intelligence, and increases with the level of - the character. - -Perception (Searching Frequency) - Perception is the ability to notice something without actively - seeking it out. This skill is based entirely upon race and class, - and will never improve unless magically enhanced. - -Searching (Searching Ability) - To search is to actively look for secret doors, floor traps, and - traps on chests. Rogues are the best at searching, but magi, - rangers, and priests are also good at it. This skill is based - entirely upon race and class, and will never improve unless - magically enhanced. - -Infra-vision - Infra-vision is the ability to see heat sources. Since most of the - dungeon is cool or cold, infra-vision will not allow the player to - 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 - 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. - - -***** -=== The Auto-Roller === - -Once you have chosen your race / class / magic combination, and -have decided whether or not you wish to use maximize and preserve -modes, you will be asked whether or not you wish to use the -auto-roller. - -The auto-roller is a quick means of generating start-up characters -based on a set of user-selected criteria. If you choose to use the -auto-roller, you will be presented with a column giving the maximum -possible stats for the race/class and choice of maximize mode. You -will then be prompted to enter your desired stats which should not -exceed the maximum stats displayed on the screen. - -Once you have entered your desired statistics, the computer will -randomly roll successive start-up characters and compare them to -your specified criteria. Each stat is rolled as a number from 8 to -17, with a normal distribution, and is then immediately modified -based on the race and class of the character. The quantum of this -modification can be found on the sections on races and classes -respectively. - -Once a character that matches or exceeds your expectations has been -rolled, the computer will display the character for you to look at -and also display the character's life-rating. If you accept the -rolled character, you will be asked for its name and then brought -to the town screen. If not, the computer will resume rolling and -searching for the next match. - -Note: The stats are not independant of each other and trying to -maximize each one using the auto-roller will not work. A good idea -is to specify stats close to maximum that are critical for your -class (for example, high WIS for priests, INT for mages and STR and -DEX for warriors). You should set minimum acceptable levels for the -remaining stats rather than looking for high rolls. - -If you select not to use the auto-roller, the computer will roll -one random character at a time and then display it for you to -either accept or reject. - - -***** -=== Life Ratings === - -During the course of 'rolling' your character you will be told its -life rating. This will be displayed in the form of x/100 where 'x' -is typically a number varying between 80 and 120. This is an -indication of how many hitpoints your character will have at level -50 before taking into consideration any bonus from having a high -CON. - -Your life rating is only a guarantee of hitpoints at level 50. This -might be achieved by small increases in the early stages and much -larger increases in the later game or the other way around. -Generally, however, the increases tend to be fairly even. - - -***** -=== Race/Class Combinations === - -These are the classes that are recommended for different races. You can -still select a race that is not in the chart, but these combinations -are either rather poor (like a zombie mage) or as a concept so silly -that they are not recommended. If you pick a combination that is not on -the chart, don't complain if things don't turn out as you expected them -to. - - - Warrior Mage Priest Rogue Ranger Paladin Warrior Chaos - -Mage Warrior -Human Yes Yes Yes Yes Yes Yes Yes Yes -Half-Elf Yes Yes Yes Yes Yes Yes Yes Yes -Elf Yes Yes Yes Yes Yes No Yes No -Hobbit Yes Yes No Yes No No No No -Gnome Yes Yes Yes Yes No No No No -Dwarf Yes No Yes No No No No No -Half-Orc Yes No Yes Yes No No No Yes -Half-Troll Yes No Yes No No No No No -Amberite Yes Yes Yes Yes Yes Yes Yes Yes -High-Elf Yes Yes Yes Yes Yes No Yes No -Barbarian Yes No Yes Yes Yes No No Yes -Half-Ogre Yes Yes Yes No No No No No -Half-Giant Yes No No No Yes No No No -Half-Titan Yes Yes Yes No No Yes No No -Cyclops Yes No Yes No No No No No -Yeek Yes Yes Yes Yes No No No No -Klackon Yes No No No Yes No No No -Kobold Yes No No Yes No No No No -Nibelung Yes Yes Yes Yes No No No No -Dark Elf Yes Yes Yes Yes Yes No Yes Yes -Draconian Yes Yes Yes No No No Yes No -Mind Flayer No Yes Yes No No No Yes No -Imp Yes Yes No Yes No No Yes Yes -Golem Yes No No No No No No No -Skeleton Yes Yes Yes Yes No No No No -Zombie Yes No No No No No No No -Vampire Yes Yes Yes Yes Yes Yes Yes Yes -Spectre No Yes Yes Yes No No Yes No -Sprite No Yes Yes Yes Yes No Yes No -Beastman Yes Yes Yes Yes No No Yes Yes - - - - Mind- High - Monk crafter Mage -Human Yes Yes Yes -Half-Elf Yes Yes Yes -Elf Yes Yes Yes -Hobbit No No Yes -Gnome No Yes Yes -Dwarf No No No -Half-Orc Yes No No -Half-Troll No No No -Amberite Yes Yes Yes -High-Elf Yes Yes Yes -Barbarian No No No -Half-Ogre No No Yes -Half-Giant No No No -Half-Titan Yes Yes Yes -Cyclops No No No -Yeek No Yes Yes -Klackon No No No -Kobold No No No -Nibelung No No Yes -Dark Elf Yes Yes Yes -Draconian Yes Yes Yes -Mind Flayer Yes Yes Yes -Imp Yes Yes Yes -Golem No No No -Skeleton Yes Yes Yes -Zombie No No No -Vampire Yes Yes Yes -Spectre Yes Yes Yes -Sprite No Yes Yes -Beastman Yes Yes Yes - - -***** -=== Stat Bonus Tables === - -Stat, hit dice, and experience points per level modifications due to race -are listed in the following table. - - STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level -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% (**) - - (*) = Changed in 2.0.6. - (**) = Changed or new in 2.1.0. - - - STR INT WIS DEX CON CHR -Warrior +5 -2 -2 +2 +2 -1 -Mage -5 +3 0 +1 -2 +1 -Priest -1 -3 +3 -1 0 +2 -Rogue +2 +1 -2 +3 +1 -1 -Ranger +2 +2 0 +1 +1 +1 -Paladin +3 -3 +1 0 +2 +2 -Warrior-Mage +2 +2 0 +1 0 +1 -haos Warrior +2 +1 0 +1 +2 -2 -Monk +2 -1 +1 +3 +2 +1 -Mindcrafter -1 0 +3 -1 -1 +2 -High Mage -5 +4 0 0 -2 +1 - - -***** -=== Ability Tables === - - - - Dsrm Dvce Save Stlh Srch Prcp Melee Misl Infravision -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 - - - Disarm Device Save Stealth Search Melee Missile XP -Warrior 25+12 18+7 18+10 1 14/2 70+45 55+45 +0% -Mage 30+7 36+13 30+9 2 15/20 34+15 20+15 +30% -Priest 25+7 30+10 32+12 2 16/8 48+20 35+20 +20% -Rogue 45+15 32+10 28+10 5 32/24 60+40 66+30 +25% -Ranger 30+8 32+10 28+10 3 24/16 56+30 72+45 +30% -Paladin 20+7 24+10 26+11 1 12/2 68+35 40+30 +35% -Warrior-Mage 30+7 30+10 28+9 2 18/16 50+20 25+20 +50% -Chaos Warrior 20+7 25+11 25+10 1 14/12 65+34 40+29 +35% -Monk 45+15 32+11 28+10 5 32/24 64+40 60+30 +40% -Mindcrafter 30+10 30+10 30+10 3 22/16 50+20 40+30 +25% -High Mage 30+7 36+13 30+9 2 15/20 34+15 20+15 +30% - - --- -Original : (??) -Updated : (??) -Updated : Zangband DevTeam -Last update: December 3, 1999 diff --git a/lib/help/bldg.txt b/lib/help/bldg.txt deleted file mode 100644 index d47dd77ea..000000000 --- a/lib/help/bldg.txt +++ /dev/null @@ -1,33 +0,0 @@ -=== Functional Town Overview === - -The town is composed of both stores and buildings. - -Classical stores: -Magic Shop: buy your wands, staffs, rings and amulets here. -Alchemist: for all sorts of bubbling potions and scrolls. -Weaponsmith: they deal in anything sharp and to the point. -Armorer: to offer protection from the ravages of the dungeon. -General Store: food, torches, ammo, some necessities. -Temple Trade: those items permitted to the pious in life. -Black Market: the prices are usurious, but some depths items! -Home: to store some of your precious treasures. - -ZAngband additional (if you not prefer Ironman/Vanilla): -The Fighter's Halls, Order of Paladins, Ranger's Taverns, -Gilds of Thieves, and the diverse Towers of magic realms -are no longer restricted to the professionals involved. -Nevertheless some of the services are exclusive for members. -Look out for ambitious quests! - -Buildings that anyone can visit if in need of some diversion: -Gambling Houses: Read the rules before paying. And, the games -are not rigged, just naturally difficult. -Authorities: Ask for quests to gain reputation and rewards. -Libraries: For information indexes of all kinds. -Inns: Resting will refresh, and those ghosts prowl at night... - Rumors will be helpful or just a bit ironic. - -All buildings are made of stone and unlikely to move around. - -This file is accurate for Zangband 2.2.4 - diff --git a/lib/help/command.hlp b/lib/help/command.hlp deleted file mode 100644 index 844a4ea24..000000000 --- a/lib/help/command.hlp +++ /dev/null @@ -1,22 +0,0 @@ -Zangband Commands. - -Please choose one of the following online help files: - - (0) Zangband Commands (command.txt) - (1) Original Keyset (command.txt#A) - (2) Roguelike Keyset (command.txt#B) - (3) Special Keys (command.txt#C) - (4) Command Counts (command.txt#D) - (5) Selection of Objects (command.txt#E) - (6) Command Descriptions (commdesc.hlp) - - (?) Help System Commands (helpinfo.txt) - - -***** [0] command.txt -***** [1] command.txt#A -***** [2] command.txt#B -***** [3] command.txt#C -***** [4] command.txt#D -***** [5] command.txt#E -***** [6] commdesc.hlp diff --git a/lib/help/command.txt b/lib/help/command.txt deleted file mode 100644 index f1c7bdae0..000000000 --- a/lib/help/command.txt +++ /dev/null @@ -1,354 +0,0 @@ -=== Zangband Commands === - - -Zangband commands are entered as an "underlying command" (a single key) -plus a variety of optional or required arguments. You may choose how -the "keyboard keys" are mapped to the "underlying commands" by choosing -one of two standard "keysets", the "original" keyset or the "roguelike" -keyset. - -The original keyset is very similar to the "underlying" command set, -with a few additions (such as the ability to use the numeric -"directions" to "walk" or the "5" key to "stay still"). The roguelike -keyset provides similar additions, and also allows the use of the -h/j/k/l/y/u/b/n keys to "walk" (or, in combination with the shift or -control keys, to run or tunnel), which thus requires a variety of key -mappings to allow access to the underlying commands used for walking, -running and tunneling. In particular, the "roguelike" keyset includes -many more "capital" and "control" keys, as shown below. - -Note that any keys that are not required for access to the underlying -command set may be used by the user as "command macro" triggers (see -below). You may always specify any "underlying command" directly by -pressing backslash ("\") plus the "underlying command" key. This is -normally only used in "macro" definitions. You may often enter -"control-keys" as a caret ("^") plus the key (so "^" + "p" often -yields "^P"). - -Some commands allow an optional "repeat count", which allows you to -tell the game that you wish to do the command multiple times, unless -you press a key or are otherwise disturbed. To enter a "repeat count", -type '0', followed by the numerical count, followed by the command. You -must type "space" before entering certain commands. Skipping the -numerical count yields a count of 99. An option allows certain commands -(open, disarm, tunnel, etc) to auto-repeat. - -Some commands will prompt for extra information, such as a direction, -an inventory or equipment item, a spell, a textual inscription, the -symbol of a monster race, a sub-command, a verification, an amount of -time, a quantity, a file name, or various other things. Normally you -can hit return to choose the "default" response, or escape to cancel -the command entirely. - -Some commands will prompt for a spell or an inventory item. Pressing -space (or '*') will give you a list of choices. Pressing "-" (minus) -selects the item on the floor. Pressing a lowercase letter selects the -given item. Pressing a capital letter selects the given item after -verification. Pressing a numeric digit '#' selects the first item (if -any) whose inscription contains "@#" or "@x#", where "x" is the current -"underlying command". You may only specify items which are "legal" for -the command. Whenever an item inscription contains "!*" or "!x" (with -"x" as above) you must verify its selection. - -In Zangband, there are items which occasionally teleport you away, -asking for permission first. The recurring "Teleport (y/n)?" can be -annoying, and this behavior can be eliminated by inscribing the object -which causes the teleportation with "." (or any inscription containing -the character "."). With this inscription, the object will no longer -teleport you around nor keep asking you. If you want to restore the -teleport ability to the object, just remove the "." from its -inscription. Note that cursed items which teleport you are unaffected -by the inscription. - -Some commands will prompt for a direction. You may enter a "compass" -direction using any of the "direction keys" shown below. Sometimes, -you may specify that you wish to use the current "target", by pressing -"t" or "5", or that you wish to select a new target, by pressing "*" -(see "Target" below). - -Each of the standard keysets provides some short-cuts over the -"underlying commands". For example, both keysets allow you to "walk" by -simply pressing an "original" direction key (or a "roguelike" direction -key if you are using the roguelike keyset), instead of using the "walk" -command plus a direction. The roguelike keyset allows you to "run" or -"tunnel" by simply holding the shift or control modifier key down while -pressing a "roguelike" direction key, instead of using the "run" or -"tunnel" command plus a direction. Both keysets allow the use of the -"5" key to "stand still", which is most convenient when using the -original keyset. - -Note that on many systems, it is possible to define "macros" (or -"command macros") to various keys, or key combinations, so that it is -often possible to make macros which, for example, allow the use of the -shift or control modifier keys, plus a numeric keypad key, to specify -the "run" or "tunnel" command, with the given direction, regardless of -any keymap definitions, by using the fact that you can always, for -example, use "\" + "." + "6", to specify "run east". - - -***** -=== Original Keyset === - - Original Keyset Directions - - 7 8 9 - 4 6 - 1 2 3 - - a Aim a wand A Activate an artifact - b Browse a book B Bash a door - c Close a door C Character description - d Drop an item D Disarm a trap - e Equipment list E Eat some food - f Fire an item F Fuel your lantern/torch - g Stay still (flip pickup) G Gain new spells/prayers - h (unused) H (unused) - i Inventory list I Observe an item - j Jam a door J (unused) - k Destroy an item K (unused) - l Look around L Locate player on map - m Cast a spell / use mental power M Full dungeon map - n (unused) N (unused) - o Open a door or chest O (unused) - p Command your pets P (unused) - q Quaff a potion Q Quit (commit suicide) - r Read a scroll R Rest for a period - s Search for traps/doors S Toggle search mode - t Take off equipment T Dig a tunnel - u Use a staff U Use bonus power (if any) - v Throw an item V Version info - w Wear/wield equipment W (unused) - x (unused) X (unused) - y (unused) Y (unused) - z Zap a rod Z (unused) - ! Interact with system ^A (special - wizard command) - @ Interact with macros ^B (unused) - # (unused) ^C (special - break) - $ User interface ^D (unused) - % Interact with visuals ^E Toggle choice window - ^ (special - control key) ^F Repeat level feeling - & Interact with colors ^G (unused) - * Target monster or location ^H (unused) - ( Load screen dump ^I (special - tab) - ) Dump screen dump ^J (special - linefeed) - { Inscribe an object ^K (unused) - } Uninscribe an object ^L (unused) - [ (unused) ^M (special - return) - ] (unused) ^N (unused) - - Walk (flip pickup) ^O (unused) - _ Enter store ^P Show previous messages - + Alter grid ^Q Quit to next midi song - = Set options ^R Redraw the screen - ; Walk (with pickup) ^S Save and don't quit - : Take notes ^T (unused) - ' (unused) ^U (unused) - " Enter a user pref command ^V (unused) - , Stay still (with pickup) ^W (special - wizard mode) - < Go up staircase ^X Save and quit - . Run ^Y (unused) - > Go down staircase ^Z (special - borg command) - \ (special - bypass keymap) | Check various information - ` (special - escape) ~ Check various information - / Identify symbol ? Help - - -***** -=== Roguelike Keyset === - - Roguelike Keyset Directions - - y k u - h l - b j n - - a Zap a rod (Activate) A Activate an artifact - b (walk - south west) B (run - south west) - c Close a door C Character description - d Drop an item D Disarm a trap or chest - e Equipment list E Eat some food - f Bash a door (force) F Fuel your lantern/torch - g Stay still (flip pickup) G Gain new spells/prayers - h (walk - west) H (run - west) - i Inventory list I Observe an item - j (walk - south) J (run - south) - k (walk - north) K (run - north) - l (walk - east) L (run - east) - m Spell casting / mental power M Full dungeon map - n (walk - south east) N (run - south east) - o Open a door or chest O Use bonus power (if any) - p Command your pets P Browse a book - q Quaff a potion Q Quit (commit suicide) - r Read a scroll R Rest for a period - s Search for traps/doors S Jam a door (Spike) - t Fire an item T Take off equipment - u (walk - north east) U (run - north east) - v Throw an item V Version info - w Wear/wield equipment W Locate player on map - x Look around X (unused) - y (walk - north west) Y (run - north west) - z Aim a wand (Zap) Z Use a staff (Zap) - ! Interact with system ^A (special - wizard command) - @ Interact with macros ^B (tunnel - south west) - # Toggle search mode ^C (special - break) - $ (unused) ^D Destroy item - % Interact with visuals ^E Toggle choice window - ^ (special - control key) ^F Repeat level feeling - & Interact with colors ^G (unused) - * Target monster or location ^H (tunnel - west) - ( Load screen dump ^I (special - tab) - ) Dump screen dump ^J (tunnel - south) - { Inscribe an object ^K (tunnel - north) - } Uninscribe an object ^L (tunnel - east) - [ (unused) ^M (tunnel - south) - ] (unused) ^N (tunnel - south east) - - Walk (flip pickup) ^O (unused) - _ Enter store ^P Show previous messages - + Alter grid ^Q Quit to next midi song - = Set options ^R Redraw the screen - ; Walk (with pickup) ^S Save and don't quit - : Take notes ^T Dig a Tunnel - ' (unused) ^U (tunnel - north east) - " Enter a user pref command ^V Examine current target - , Run ^W (special - wizard mode) - < Go up staircase ^X Save and quit - . Stay still (with pickup) ^Y (tunnel - north west) - > Go down staircase ^Z (special - borg command) - \ (special - bypass keymap) | Check information - ` (special - escape) ~ Check information - / Identify symbol ? Help - - -***** -=== Special Keys === - -Certain special keys may be intercepted by the operating system or -the host machine, causing unexpected results. In general, these special -keys are control keys, and often, you can disable their special -effects. - -If you are playing on a UNIX or similar system, then Ctrl-C will -interrupt Zangband. The second and third interrupt will induce a -warning bell, and the fourth will induce both a warning bell and a -special message, since the fifth will quit the game, after killing your -character. Also, Ctrl-Z will suspend the game, and return you to the -original command shell, until you resume the game with the "fg" -command. There is now a compilation option to force the game to prevent -the "double ctrl-z escape death trick". The Ctrl-\ and Ctrl-D and -Ctrl-S keys should not be intercepted. - -It is often possible to specify "control-keys" without actually -pressing the control key, by typing a caret ("^") followed by the key. -This is useful for specifying control-key commands which might be -caught by the operating system as explained above. - -Pressing backslash ("\") before a command will bypass all keymaps, -and the next keypress will be interpreted as an "underlying command" -key, unless it is a caret ("^"), in which case the keypress after that -will be turned into a control-key and interpreted as a command in the -underlying Zangband keyset. The backslash key is useful for creating -macro actions which are not affected by any keymap definitions that may -be in force, for example, the sequence "\" + "." + "6" will always mean -"run east", even if the "." key has been mapped to a different -underlying command. - -The "0" and "^" and "\" keys all have special meaning when entered -at the command prompt, and there is no "useful" way to specify any of -them as an "underlying command", which is okay, since they would have -no effect. - -For many input requests or queries, the special character ESCAPE will -abort the command. The "[y/n]" prompts may be answered with "y" or -"n", or escape. The "-more-" message prompts may be cleared (after -reading the displayed message) by pressing ESCAPE, SPACE, RETURN, -LINEFEED, or by any keypress, if the "quick_messages" option is turned -on. - - -***** -=== Command Counts === - -Some commands can be executed a fixed number of times by preceding -them with a count. Counted commands will execute until the count -expires, until you type any character, or until something significant -happens, such as being attacked. Thus, a counted command doesn't work -to attack another creature. While the command is being repeated, the -number of times left to be repeated will flash by on the line at the -bottom of the screen. - -To give a count to a command, type 0, the repeat count, and then the -command. If you want to give a movement command and you are using the -original command set (where the movement commands are digits), press -space after the count and you will be prompted for the command. - -Counted commands are very useful for searching or tunneling, as they -automatically terminate on success, or if you are attacked. You may -also terminate any counted command (or resting or running), by typing -any character. This character is ignored, but it is safest to use a -SPACE or ESCAPE which are always ignored as commands in case you type -the command just after the count expires. - -You can tell Zangband to automatically use a repeat count of 99 with -commands you normally want to repeat (open, disarm, tunnel, bash, -alter, etc) by setting the "always_repeat" option. - - -***** -=== Selection of Objects === - -Many commands will also prompt for a particular object to be used. For -example, the command to read a scroll will ask you which of the scrolls -that you are carrying that you wish to read. In such cases, the -selection is made by typing a letter of the alphabet. The prompt will -indicate the possible letters, and will also allow you to type the key -"*", which causes all of the available options to be described. The -list of choices will also be shown in the Choice window, if you are -using a windows environment and windows are turned on. Often you will -be able to press "/" to select an object from your equipment instead of -your inventory. Pressing space once will have the same effect as "*", -and the second time will cancel the command and run the "i" or "e" -command. - -The particular object may be selected by an upper case or a lower case -letter. If lower case is used, the selection takes place immediately. -If upper case is used, then the particular option is described, and you -are given the option of confirming or retracting that choice. Upper -case selection is thus safer, but requires an extra key stroke. -Also see the "!*" and "!x" inscriptions, below. - -For many commands, you can also use "-" to select an object on the -floor where you are standing. This lets you read scrolls or quaff -potions, for example, off the dungeon floor without picking them up. - -If you enter a number between 0 and 9, the first item engraved with -"@#" where "#" is the number you entered will be selected. For example, -if you have a shovel engraved with "@0" and you type "w" (for wield) -and then 0, you will wield the shovel. This is very useful for macros -(see below), since you can use this to select an object regardless of -its location in your pack. For example, Zangband automatically defines -a macro for the key "X" to do "w0". If you then engrave both your -digging instrument and your primary weapon with @0, pressing X will -wield whichever one is not being currently wielded (letting you quickly -switch between them). Multiple numbers can be engraved on the same -object; for example, if a sword is engraved with @1@0, then either "w1" -or "w0" will wield it. Normally, you inscribe "@1@0" on your primary -weapon, and "@2@0" on your digger or secondary weapon. Note that an -inscription containing "@x#" will act like "@#" but only when the -current "Zangband command" is "x". Thus you can put "@z4" on a rod and -"@u4" on a staff, and then use both "z4" and "u4" as desired. - -Note that any object containing "!x" in its inscription, where "x" is -the current "Zangband command" (or containing "!*" ever) will induce -"verification" whenever that object is "selected". Thus, inscribing, -say, "!f!k!d" on an object will greatly reduce the odds of you "losing" -it by accident, and inscribing "!*" on an object will allow you to be -very paranoid about the object. Note that "selling" and "dropping" both -use the "d" command. - - --- -Original : Alexander Cutler and Andy Astrand -Updated : (2.7.6) by Russ Allbery (rra@cs.stanford.edu) -Updated : (2.7.9) by Ben Harrison (benh@phial.com) -Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann -Updated : Zangband DevTeam -Last update: December 3, 1999 diff --git a/lib/help/commdesc.hlp b/lib/help/commdesc.hlp deleted file mode 100644 index ff5f5c0c6..000000000 --- a/lib/help/commdesc.hlp +++ /dev/null @@ -1,42 +0,0 @@ -Zangband Command Descriptions. - -Please choose one of the following online help files: - - (0) Command Descriptions (commdesc.txt) - (1) Inventory Commands (commdesc.txt#A) - (2) Movement Commands (commdesc.txt#B) - (3) Resting Commands (commdesc.txt#C) - (4) Searching Commands (commdesc.txt#D) - (5) Alter Commands (commdesc.txt#E) - (6) Spell and Prayer Commands (commdesc.txt#F) - (7) Object Manipulation Commands (commdesc.txt#G) - (8) Magical Item Commands (commdesc.txt#H) - (9) Throwing and Missile Weapons (commdesc.txt#I) - (a) Looking Commands (commdesc.txt#J) - (b) Message Commands (commdesc.txt#K) - (c) Game Status Commands (commdesc.txt#L) - (d) Saving and Exiting Commands (commdesc.txt#M) - (e) User Preference Commands (commdesc.txt#N) - (f) Help Commands (commdesc.txt#O) - (g) Extra Commands (commdesc.txt#P) - - (?) Help System Commands (helpinfo.txt) - - -***** [0] commdesc.txt -***** [1] commdesc.txt#A -***** [2] commdesc.txt#B -***** [3] commdesc.txt#C -***** [4] commdesc.txt#D -***** [5] commdesc.txt#E -***** [6] commdesc.txt#F -***** [7] commdesc.txt#G -***** [8] commdesc.txt#H -***** [9] commdesc.txt#I -***** [a] commdesc.txt#J -***** [b] commdesc.txt#K -***** [c] commdesc.txt#L -***** [d] commdesc.txt#M -***** [e] commdesc.txt#N -***** [f] commdesc.txt#O -***** [g] commdesc.txt#P diff --git a/lib/help/commdesc.txt b/lib/help/commdesc.txt deleted file mode 100644 index 4bc250c47..000000000 --- a/lib/help/commdesc.txt +++ /dev/null @@ -1,655 +0,0 @@ -=== Command Descriptions === - -The following command descriptions are listed as the command name plus -the "underlying command" key. This is followed by the command name and -"roguelike" keyset key, if different from the underlying command key. -Then comes a brief description of the command, including information -about alternative methods of specifying the command in each keyset, -when needed. Several commands (tunnel, disarm, bash, open) are repeated -99 times if the "always_repeat" option is set and no repeat count is -given. Some commands use the "repeat count" to automatically repeat the -command several times, while others use the "repeat count" as an -"argument", for example, commands which need a "quantity" will use the -"repeat count" instead of asking for a quantity, allowing the use of -"0d" for "drop all". Commands which ask for a quantity will convert any -"letters" into the maximal legal value. - - -***** ---- Inventory Commands --- - -Inventory list (i) - Displays a list of objects being carried but not equipped. You can - carry up to 23 different items, not counting those in your - equipment. Often, many identical objects can be "stacked" into a - "pile" which will count as a single item. This is always true of - things like potions, scrolls, and food, but you may have to set - options to allow wands, staves, and other such objects to stack. - Each object has a weight, and if you carry more objects than your - strength permits, you will begin to slow down. - -Equipment list (e) - Use this command to display a list of the objects currently being - used by your character. Your character has 12 slots for equipment, - each corresponding to a different location on the body, and each - of which may contain only a single object at a time, and each of - which may only contain objects of the proper "type", and which - include WIELD (weapon), BOW (missile launcher), LEFT (ring), RIGHT - (ring), NECK (amulet), LITE (light source), BODY (armor), OUTER - (cloak), ARM (shield), HEAD (helmet), HANDS (gloves), FEET - (boots). You must be using an object to receive any of its special - powers. - -Drop an item (d) - This drops an item from your inventory or equipment onto the - dungeon floor. If the floor spot you are standing on already has - an object in it, Zangband will attempt to drop the item onto an - adjacent space. Be warned that if the floor is full and you - attempt to drop something, it may disappear and be destroyed. - Doors and traps are considered objects for the purpose of - determining if the space is occupied. If the selected pile - contains multiple items, you may specify a quantity. - -Destroy an item (k) or Destroy an item (^D) - This destroys an item in your inventory or on the dungeon floor. - If the selected pile contains multiple objects, you may specify - a quantity. You must always (currently) verify this command. - -Wear/Wield equipment (w) - To wear or wield an object in your inventory, use this command. - Since only one object can be in each slot at a time, if you wear - or wield an item into a slot which is already occupied, the old - item will be first be taken off, and may in fact be dropped if - there is no room for it in your inventory. - -Take off equipment (t) or Take off equipment (T) - Use this command to take off a piece of equipment and return it - to your inventory. Occasionally, you will run into a cursed item - which cannot be removed. These items normally penalize you in some - way and cannot be taken off until the curse is removed. If there - is no room in your inventory for the item, your pack will overflow - and you will drop the item after taking it off. - - -***** ---- Movement Commands --- - -Walk (with pickup) (;) - Moves one step in the given direction. The square you are moving - into must not be blocked by walls or doors. You will pick up any - items in the destination grid if the "always_pickup" option is - set, or if the "query_pickup" option is set and you respond - correctly. This command can take a count and requires a direction. - You may also use the "original" direction keys (both keysets) or - the "roguelike" direction keys (roguelike keyset) to walk in a - direction. - -Walk (flip pickup) (-) - This is just like normal move, except that the "Pick things up" - option is inverted. In other words, if you normally pick up - anything you encounter (the default), you will not pick things up - when using this command. If you normally do not pick things up, - you will when using this command. This command can take a count - and requires a direction. - -Run (.) or Run (,) - This command will move in the given direction, following any bends - in the corridor, until you either have to make a "choice" between - two directions or you are disturbed. You can configure what will - disturb you by setting the disturbance options. Run requires a - direction. You may also use shift plus the "roguelike" direction - keys (roguelike keyset), or shift plus the "original" direction - keys on the keypad (both keysets, some machines) to run in a - direction. - -Go up staircase (<) - Climbs up an up staircase you are standing on. There is always at - least one staircase going up on every level except for the town - level (this doesn't mean it's easy to find). Going up a staircase - will take you to a new dungeon level unless you are at 50 feet - (dungeon level 1), in which case you will return to the town - level. Note that whenever you leave a level (not the town), you - will never find it again. This means that for all intents and - purposes, any objects on that level are destroyed. This includes - artifacts unless the "Create characters in preserve mode" option - was set when your character was created, in which case the - artifacts may show up again later. - -Go down staircase (>) - Descends a down staircase you are standing on. There are always - at least two staircases going down on each level, except for the - town which has only one, and "quest" levels, which have none until - the quest monster is killed. Going down a staircase will take you - to a new dungeon level. See "Go Up Staircase" for more info. - - -***** ---- Resting Commands --- - -Stay still (with pickup) (,) or Stay still (with pickup) (.) - Stays in the same square for one move. If you normally pick up - objects you encounter, you will pick up whatever you are standing - on. This command can take a count. You may also use the "5" key - (both keysets). - -Stay still (flip pickup) (g) - Stays in the same square for one move. If you normally pick up - objects you encounter, you will not pick up whatever you are - standing on. If you normally do not pick up objects, you will - pick up what you are standing on. This command is normally only - used when the "always_pickup" option is false. This command can - take a count. - -Rest (R) - Resting is better for you than repeatedly staying still, and can - be told to automatically stop after a certain amount of time, or - when various conditions are met. In any case, you always wake up - when anything disturbing happens, or when you press any key. To - rest, enter the Rest command, followed by the number of turns you - want to rest, or "*" to rest until your hitpoints and mana are - restored, or "&" to rest until you are fully "healed". This - command can take a count, which is used for the number of turns to - rest. - - -***** ---- Searching Commands --- - -Search (s) - This command can be used to locate hidden traps and secret doors - in the spaces adjacent to the player. More than a single turn of - searching will be required in most cases. You should always search - a chest before trying to open it, since they are generally - trapped. This command can take a count, which is useful if you - are fairly sure of finding something eventually, since the command - stops as soon as anything is found. This command can take a count. - -Toggle search mode (S) or Toggle search mode (#) - This command will take you into and out of search mode. When first - pressed, the message "Searching" will appear at the bottom of the - screen. You are now taking two turns for each command, one for the - command and one turn to search. This means that you are taking - twice the time to move around the dungeon, and therefore twice the - food. Search mode will automatically turn off if you are - disturbed. You may also turn off search mode by entering the - Search Mode command again. - - -***** ---- Alter Commands --- - -Tunnel (T) or Tunnel (^T) - Tunneling or mining is a very useful art. There are many kinds of - rock, with varying hardness, including permanent rock (permanent), - granite (very hard), quartz veins (hard), magma veins (soft), and - rubble (very soft). Quartz and Magma veins may be displayed in a - special way, and may sometimes contain treasure, in which case - they will be displayed in a different way. Rubble sometimes covers - an object. It is hard to tunnel unless you are wielding a heavy - weapon or a shovel or a pick. Tunneling ability increases with - strength and weapon weight. This command can take a count, - requires a direction, and is affected by the "always_repeat" - option. - -Open a door or chest (o) - To open an object such as a door or chest, you must use this - command. If the object is locked, you will attempt to pick the - lock based on your disarming ability. If you open a trapped chest - without disarming the traps first, the trap will be set off. Some - doors will be jammed shut and may have to be forced open. You may - need several tries to open a door or chest. Open can take a count, - requires a direction, and is affected by the "always_repeat" - option. - -Close a door (c) - Non-intelligent and some other creatures cannot open doors, so - shutting doors can be quite valuable. Broken doors cannot be - closed. Bashing a door open may break it. Close can take a count, - requires a direction, and is affected by the "always_repeat" - option. - -Jam a door (j) or Spike a door (S) - Many monsters can simply open closed doors, and can eventually - get through a locked door. You may therefore occasionally want - to jam a door shut with iron spikes. Each spike used on the door - will make it harder to bash down the door, up to a certain limit. - Smaller monsters are less able to bash down doors. In order to - use this command, you must be carrying iron spikes. Jam or Spike - requires a direction. - -Bash a door (B) or Force a door (f) - This command allows you to bash down jammed doors. Your bashing - ability increases with strength. Bashing open a door can (briefly) - throw you off balance. Doors that are stuck, or which have been - jammed closed with spikes can only be opened by bashing, and all - closed doors can be bashed open if desired. Bashing a door open - may permanently break it so that it can never be closed. Bash or - Force can take a count, requires a direction, and is affected by - the "always_repeat" option. - -Disarm a trap or chest (D) - You can attempt to disarm traps on the floor or on chests. If you - fail, there is a chance that you will blunder and set it off. You - can only disarm a trap after you have found it (usually with the - Search command). Disarm can take a count, requires a direction, - and is affected by the "always_repeat" option. - -Alter (+) - This special command allows the use of a single keypress to select - any of the "obvious" commands above (attack, tunnel, bash, open, - disarm, close), and, by using macros or keymaps, to combine this - keypress with directions. In general, this allows the use of the - "control" key plus the appropriate "direction" key (including the - roguelike direction keys in roguelike mode) as a kind of generic - "alter the terrain feature of an adjacent grid" command. Alter can - take a count, requires a direction, and is affected by the - "always_repeat" option. - - -***** ---- Spell and Prayer Commands --- - -Browse a book (b) or Peruse a book (P) - Only mages, rogues, and rangers can read magic books, and only - priests and paladins can read prayer books. Warriors cannot read - any books. When this command is used, all of the spells or prayers - contained in the selected book are displayed, along with such - information as their level, the amount of mana required to cast - them, and whether or not you know the spell or prayer. - -Gain new spells or prayers (G) - Use this command to actually learn new spells or prayers. When you - are able to learn new spells or prayers, the word "Study" will - appear on the status line at the bottom of the screen. If you have - a book in your possession, containing spells or prayers which you - may learn, then you may choose to study that book. If you are a - mage, rogue, or ranger, you may actually choose which spell to - study. If you are a priest or paladin, your gods will choose a - prayer for you. There are nine books of each type, some normally - found only in the dungeon. - -Cast a spell / Pray a prayer (m) - To cast a spell, you must have previously learned the spell and - must have in your inventory a book from which the spell can be - read. Each spell has a chance of failure which starts out fairly - large but decreases as you gain levels. If you don't have enough - mana to cast a spell, you will be prompted for confirmation. If - you decide to go ahead, the chance of failure is greatly increased, - and you may lose a point of constitution. Since you must read the - spell from a book, you cannot be blind or confused while casting, - and there must be some light present. - - To pray effectively, you must have previously learned the prayer - and must have in your inventory a book from which the prayer can - be read. Each prayer has a chance of being ignored which starts - out fairly large but decreases as you gain levels. If you don't - have enough mana to cast a spell, you will be prompted for - confirmation. If you decide to go ahead, the chance of failure - is greatly increased, and you may lose a point of constitution. - Since you must read the prayer from a book, you cannot be blind - or confused while praying, and there must be some light present. - - -***** ---- Object Manipulation Commands --- - -Eat some food (E) - You must eat regularly to prevent starvation. As you grow hungry, - a message will appear at the bottom of the screen saying "Hungry". - If you go hungry long enough, you will become weak, then start - fainting, and eventually, you may will die of starvation. You may - use this command to eat food in your inventory. Note that you can - sometimes find food in the dungeon, but it is not always wise to - eat strange food. - -Fuel your lantern/torch (F) - If you are using a torch and have more torches in your pack, - or you are using a lantern and have flasks of oil in your pack, - then your can "refuel" them with this command. Torches and - Lanterns are limited in their maximal fuel. In general, two flasks - will fully fuel a lantern and two torches will fully fuel a torch. - -Quaff a potion (q) - Use this command to drink a potion. Potions affect the player in - various ways, but the effects are not always immediately obvious. - -Read a scroll (r) - Use this command to read a scroll. Scroll spells usually have an - area effect, except for a few cases where they act on other - objects. Reading a scroll causes the parchment to disintegrate as - the scroll takes effect. Most scrolls which prompt for more - information can be aborted (by pressing escape), which will stop - reading the scroll before it disintegrates. - -Inscribe an object ({) - This command inscribes a string on an object. The inscription is - displayed inside curly braces after the object description. The - inscription is limited to the particular object (or pile) and is - not automatically transferred to all similar objects. Under - certain circumstances, Zangband will display "fake" inscriptions - on certain objects ("cursed", "broken", "tried", "empty", "NN% - off") when appropriate. These "fake" inscriptions are "covered up" - by real inscriptions, but will re-appear if the real inscription - is removed. In addition, Zangband will occasionally place a "real" - inscription on an object for you, normally as the result of your - character getting a "feeling" about the item. All characters will - get "feelings" about weapons and armor after carrying them for a - while. Warriors get the most detailed feelings, and get them - quicker than any other class. An item labeled as "{empty}" was - found to be out of charges, and an item labeled as "{tried}" is a - "flavored" item which the character has used, but whose effects - are unknown. Certain inscriptions have a meaning to the game, see - "@#", "@x#", "!*", and "!x", in the section on inventory object - selection. - -Uninscribe an object (}) - This command removes the inscription on an object. This command - will have no effect on "fake" inscriptions added by the game - itself. - - -***** ---- Magical Object Commands --- - -Activate an artifact (A) - You have heard rumors of special weapons and armor deep in the - Pits, items that can let you breath fire like a dragon or light - rooms with just a thought. Should you ever be lucky enough to - find such an item, this command will let you activate its special - ability. Special abilities can only be used if you are wearing or - wielding the item. - -Aim a wand (a) or Zap a wand (z) - Wands must be aimed in a direction to be used. Wands are magical - devices, and therefore there is a chance you will not be able to - figure out how to use them if you aren't good with magical - devices. They will fire a shot that affects the first object or - creature encountered or fire a beam that affects anything in a - given direction, depending on the wand. An obstruction such as a - door or wall will generally stop the effects from traveling any - farther. This command requires a direction and can use a target. - -Use a staff (u) or Zap a staff (Z) - This command will use a staff. A staff is normally very similar - to a scroll, in that they normally either have an area effect or - affect a specific object. Staves are magical devices, and there - is a chance you will not be able to figure out how to use them. - -Zap a rod (z) or Activate a rod (a) - Rods are extremely powerful magical items, which cannot be burnt - or shattered, and which can have either staff-like or wand-like - effects, but unlike staves and wands, they don't have charges. - Instead, they draw on the ambient magical energy to recharge - themselves, and therefore can only be activated once every few - turns. The recharging time varies depending on the type of rod. - This command may require a direction (depending on the type of - rod, and whether you are aware of its type) and can use a target. - - -***** ---- Throwing and Missile Weapons --- - -Fire an item (f) or Fire an item (t) - You may throw any object carried by your character. Depending on - the weight, it may travel across the room or drop down beside you. - Only one object from a pile will be thrown at a time. Note that - throwing an object will often cause it to break, so be careful! - If you throw something at a creature, your chances of hitting it - are determined by your pluses to hit, your ability at throwing, - and the object's pluses to hit. Once the creature is it, the - object may or may not do any damage to it. You've heard rumors - that some objects found in the dungeon can do huge amounts of - damage when thrown, but you're not sure which objects those - are.... Note that flasks of oil will do a fairly large chunk - of damage to a monster on impact, supposedly representing fire - damage, but it works against fire elementals too... If you are - wielding a missile launcher compatible with the object you are - throwing, then you automatically use the launcher to fire the - missile with much higher range, accuracy, and damage, then you - would get by just throwing the missile. Fire or Throw requires - a direction. Targeting mode (see the next command) can be invoked - with "*" at the "Direction?" prompt. - -Throw an item (v) - You may throw any object carried by your character. The lighter - the object, the farther you can throw it. Only one object from a - stack may be thrown at a time. Throwing an object may break it. - If you throw something at a monster, your chances of hitting it - are determined by your pluses to hit, your ability at throwing, - and the object's pluses to hit. If the object hits the monster, - it may or may not do damage. Some objects, such as weapons, or - flasks of oil, can do a substantial amount of damage. This - command requires a direction, and can take a target. - -Targeting Mode (*) - This will allow you to aim your spells and such at a specific - monster or grid, so that you can point directly towards that - monster or grid (even if this is not a "compass" direction) when - you are asked for a direction. You can set a target using this - command, or you can set a new target at the "Direction?" prompt - when appropriate. At the targeting prompt, you have many options. - First of all, targeting mode starts targeting nearby monsters - which can be reached by "projectable" spells and thrown objects. - In this mode, you can press "t" (or "5" or ".") to select the - current monster, space to advance to the next monster, "-" to back - up to the previous monster, direction keys to advance to a monster - more or less in that direction, "r" to "recall" the current - monster, "q" to exit targeting mode, and "p" (or "o") to stop - targeting monsters and enter the mode for targeting a location on - the floor or in a wall. Note that if there are no nearby monsters, - you will automatically enter this mode. Note that hitting "o" is - just like "p", except that the location cursor starts on the last - examined monster instead of on the player. In this mode, you use - the "direction" keys to move around, and the "q" key to quit, and - the "t" (or "5" or ".") key to target the cursor location. Note - that targeting a location is slightly "dangerous", as the target - is maintained even if you are far away. To cancel an old target, - simply hit "*" and then ESCAPE (or "q"). Note that when you cast - a spell or throw an object at the target location, the path chosen - is the "optimal" path towards that location, which may or may not - be the path you want. Sometimes, by clever choice of a location on - the floor for your target, you may be able to convince a thrown - object or cast spell to squeeze through a hole or corridor that is - blocking direct access to a different grid. Launching a ball spell - or breath weapon at a location in the middle of a group of - monsters can often improve the effects of that attack, since ball - attacks are not stopped by interposed monsters if the ball is - launched at a target. This command takes no time. - - -***** ---- Looking Commands --- - -Full screen map (M) - This command will show a map of the entire dungeon, reduced by a - factor of nine, on the screen. Only the major dungeon features - will be visible because of the scale, so even some important - objects may not show up on the map. This is particularly useful - in locating where the stairs are relative to your current - position, or for identifying unexplored areas of the dungeon. - This command takes no time. - -Locate player on map (L) or Where is the player (W) - This command lets you scroll your map around, looking at all - sectors of the current dungeon level, until you press escape, at - which point the map will be re-centered on the player if - necessary. To scroll the map around, simply press any of the - "direction" keys. The top line will display the sector location, - and the offset from your current sector. This command takes no - time. - -Look around (l) or Examine things (x) - This command is used to look around at nearby monsters (to - determine their type and health) and objects (to determine their - type). It is also used to find out what objects (if any) are under - monsters, and if a monster is currently inside a wall. This - command takes no time. - - When you are looking at something, you may hit space for more - details, or to advance to the next interesting monster or object, - or minus ("-") to go back to the previous monster or object, or a - direction key to advance to the nearest interesting monster or - object (if any) in that general direction, or "r" to recall - information about the current monster race, or "q" or escape to - stop looking around. You always start out looking at the "nearest" - interesting monster or object. - -Observe an item (I) - This command lets you observe a previously *identified* item. - This will tell you things about the special powers of the object. - Currently, it only makes sense for artifacts and ego-items. - - -***** ---- Message Commands --- - -Repeat level feeling (^F) - Repeats the feeling about the dungeon level that you got when you - first entered the level. - -View previous messages (^P) - This command shows you all the recent messages. You can scroll - through them, or exit with ESCAPE. This command takes no time. - -Take notes (:) - This command allows you to take notes, which will then appear in - your message list (prefixed with "Note:"). This command takes - no time. - - -***** ---- Game Status Commands --- - -Character Description (C) - Brings up a full description of your character, including your - skill levels, your current and potential stats, and various other - information. From this screen, you can change your name or use - the file character description command to save your character - status to a file. That command saves additional information, - including your background, your inventory, and the contents of - your house. - -Check Artifacts, Uniques and Objects (~ or |) - The command opens a menu from which you can select information - about seen Artifacts, Unique monsters, and identified objects. - -Display known artifacts - This selection lists all of the artifacts that you've encountered. - Any artifact that appears in this list, which you cannot seem to - find, has been lost forever. The "preserve" mode will prevent - you from accidentally losing any artifacts, but will also prevent - you from ever getting a "special" level feeling. This command can - only be used on the town level, not inside the dungeon. - -Display known uniques - Brings up a list of known unique monsters, plus their current - status. Once killed, unique monsters never show up again. - -Display known objects - This list all 'flavored' objects (such as rings, scrolls, wands, - potions, etc.) which you have identified. - - -***** ---- Saving and Exiting Commands --- - -Save and Quit (Ctrl-X) - To save your game so that you can return to it later, use this - command. Save files will also be generated (hopefully) if the - game crashes due to a system error. After you die, you can use - your savefile to play again with the same options and such. - -Save (Ctrl-S) - This command saves the game but doesn't exit Zangband. Use this - frequently if you are paranoid about having the computer crash - while you are playing. - -Quit (commit suicide) (Q) - Kills your character and exits Zangband. You will be prompted to - make sure you really want to do this, and then asked to verify - that choice. Note that dead characters are dead forever. - - -***** ---- User pref file commands --- - -See the file pref.hlp for a description of the user preference commands -together with a detailed description of this function. - - -***** ---- Help --- - -Help (?) - Brings up the Zangband on-line help system. Note that the help - files are just text files in a particular format, and that other - help files may be available on the Net. In particular, there are - a variety of spoiler files which do not come with the standard - distribution. Check the place you got Zangband from or ask on the - newsgroup rec.games.roguelike.angband about them. - -Identify Symbol (/) - Use this command to find out what a character stands for. For - instance, by pressing "/.", you can find out that the "." symbol - stands for a floor spot. When used with a symbol that represents - creatures, the this command will tell you only what class of - creature the symbol stands for, not give you specific information - about a creature you can see. To get that, use the Look command. - - There are three special symbols you can use with the Identify - Symbol command to access specific parts of your monster memory. - Typing Ctrl-A when asked for a symbol will recall details about - all monsters, typing Ctrl-U will recall details about all unique - monsters, and typing Ctrl-N will recall details about all - non-unique monsters. - - If the character stands for a creature, you are asked if you want - to recall details. If you answer yes, information about the - creatures you have encountered with that symbol is shown in the - Recall window if available, or on the screen if not. You can also - answer "k" to see the list sorted by number of kills, or "p" to - see the list sorted by dungeon level the monster is normally found - on. Pressing ESCAPE at any point will exit this command. - -Game Version (V) - This command will tell you what version of Zangband you are using. - For more information, see the "version.txt" help file. - - -*****

---- Extra Commands --- - -Toggle Choice Window (^E) - Toggles the display in the choice window (if available) between - your inventory and your equipment. This command only applies if - you are running Zangband under a windowing environment and the - choice window is available. This also redraws the choice window. - -Redraw Screen (^R) - This command adapts to various changes in global options, and - redraws all of the windows. This command should be used after - changing various global properties (options, attr/char mappings, - color definitions, etc). When in doubt, use it. - -Load screen dump (left-paren) - This command loads a "snap-shot" of the current screen from the - file "dump.txt", and displays it on the screen. - -Save screen dump (right-paren) - This command dumps a "snap-shot" of the current screen to the file - "dump.txt", including encoded color information. - -Command your pets (p) - If you have pets then this command allows you to give orders - to your pets. You can call them to you, send them out to kill - other monsters, dismiss them, and allow/disallow opening of door - and picking up items. Your pets will drop all picked up items when - you disallow them to pick up anything. - --- -Original : Alexander Cutler and Andy Astrand -Updated : (2.7.6) by Russ Allbery (rra@cs.stanford.edu) -Updated : (2.7.9) by Ben Harrison (benh@phial.com) -Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann -Updated : Zangband DevTeam -Last update: November 26th, 1999 diff --git a/lib/help/dungeon.hlp b/lib/help/dungeon.hlp deleted file mode 100644 index f3f8ea165..000000000 --- a/lib/help/dungeon.hlp +++ /dev/null @@ -1,32 +0,0 @@ -The Town and Dungeon. - -Please choose one of the following online help files: - - (0) Town and Dungeon (dungeon.txt) - (1) Symbols on Your Map (dungeon.txt#A) - (2) The Town Level (dungeon.txt#B) - (3) Townspeople (dungeon.txt#C) - (4) The Town Buildings (dungeon.txt#D) - (5) Within the Dungeon (dungeon.txt#E) - (6) Objects in the Dungeon (dungeon.txt#F) - (7) Mining (dungeon.txt#G) - (8) Staircases, Doors, Passages & Rooms (dungeon.txt#H) - (9) Random Quests (dungeon.txt#I) - (a) Winning the Game (dungeon.txt#J) - (b) Upon Death and Dying (dungeon.txt#K) - - (?) Help System Commands (helpinfo.txt) - - -***** [0] dungeon.txt -***** [1] dungeon.txt#A -***** [2] dungeon.txt#B -***** [3] dungeon.txt#C -***** [4] dungeon.txt#D -***** [5] dungeon.txt#E -***** [6] dungeon.txt#F -***** [7] dungeon.txt#G -***** [8] dungeon.txt#H -***** [9] dungeon.txt#I -***** [a] dungeon.txt#J -***** [b] dungeon.txt#K diff --git a/lib/help/dungeon.txt b/lib/help/dungeon.txt deleted file mode 100644 index 86f859218..000000000 --- a/lib/help/dungeon.txt +++ /dev/null @@ -1,616 +0,0 @@ -=== Town and Dungeon === - - -After you have created your character, you will begin your Zangband -adventure. Symbols appearing on your screen will represent the -dungeon's walls, floor, objects, features, and creatures lurking about. -In order to direct your character through his adventure, you will enter -single character commands (see "commands.txt"). - - -***** -=== Symbols On Your Map === - -Symbols on your map can be broken down into three categories: Features -of the dungeon such as walls, floor, doors, and traps; Objects which -can be picked up such as treasure, weapons, magical devices, etc; and -creatures which may or may not move about the dungeon, but are mostly -harmful to your character's well being. - -Some symbols are used to represent more than one type of entity, and -some symbols are used to represent entities in more than one category. -The "@" symbol (by default) is used to represent the character. - -It will not be necessary to remember all of the symbols and their -meanings. The "slash" command ("/") will identify any character -appearing on your map (see "commands.txt"). - -Note that you can use a "user pref file" to change any of these symbols -to something you are more comfortable with. - - - Features that do not block line of sight - - . A floor space 1 Entrance to General Store - . A trap (hidden) 2 Entrance to Armory - ^ A trap (known) 3 Entrance to Weapon Smith - ; A glyph of warding 4 Entrance to Temple - ' An open door 5 Entrance to Alchemy Shop - ' A broken door 6 Entrance to Magic Shop - < A staircase up 7 Entrance to the Black Market - > A staircase down 8 Entrance to your Home - - - Features that block line of sight - - # A secret door # A wall - + A closed door % A mineral vein - + A locked door * Treasure in wall / Pattern - + A jammed door : A pile of rubble - - - Objects - - ! A potion (or flask) / A pole-arm - ? A scroll (or book) | An edged weapon - , A mushroom (or food) \ A hafted weapon - - A wand or rod } A sling, bow, or x-bow - _ A staff { A shot, arrow, or bolt - = A ring ( Soft armor - " An amulet [ Hard armor - $ Gold or gems ] Misc. armor - ~ Lites, Tools, Chests, etc ) A shield - ~ Junk, Sticks, Skeletons, etc & (unused) - - - Monsters - - $ Creeping Coins , Mushroom Patch - a Giant Ant A Angelic being - b Giant Bat B Bird - c Giant Centipede C Canine - d Dragon D Ancient Dragon - e Floating Eye E Elemental - f Feline F Dragon Fly - g Golem G Ghost - h Humanoids H Hybrid - i Icky-Thing I Insect - j Jelly J Snake - k Kobold K Killer Beetle - l Giant Louse L Lich - m Mold M Multi-Headed Hydra - n Naga N (unused) - o Orc O Ogre - p Human P Giant Human(oid) - q Quadruped Q Quylthulg - r Rodent R Reptile/Amphibian - s Skeleton S Spider/Scorpion/Tick - t Townsperson T Troll - u Minor demon U Major demon - v Vortex V Vampire - w Worm or Worm Mass W Wight/Wraith - x (unused) X Xorn/Xaren - y Yeek Y Yeti - z Zombie/Mummy Z Zephyr Hound - ~ Aquatic monsters - - -***** -=== The Town Level === - -The town level is where you will begin your adventure. The first time -you are in town it will be daytime, but note that the sun rises and -falls as time passes and if you enter the town at night, the town will -be dark. Fortunately the various shops and the other special buildings -are open on a 24-hour basis. - -Zangband 2.2.0 introduced a dramaticlly extended town level to the -game. In addition to the basic town and the standard nine shops, new -buildings and multiple towns seperated by a wilderness were added. -Fixed quests were also added to the game and could be begun by entering -certain buildings in the town(s). - -While most people welcome these new additions, they are not for -everyone and consequently, there are three possible town options in -Zangband - the 'Standard' town(s), the 'Lite' town and the 'Vanilla' -town. The default is the standard town and the lite town and the -vanilla town options can be selected by pressing '=' during character -generation. - -Your choice of town is fixed for the duration of your character's -life and will be the new default for future characters created with -that savefile. This of course may be changed by again pressing '=' -during the creation of your next character. - - ---- The 'Standard' Town --- - -The 'standard' town consists of a 10x10 square world. Each square -(actually a rectangle) is the size of a standard ZAngband dungeon level -and contains themed wilderness terrain (mountainous areas, oceans, -plains, etc). There are several towns located in various parts of the -world. Each town is situated in its own wilderness square. - -The wilderness is not uninhabited and can be dangerous indeed for the -unwary. As a general rule, the further your character gets from -civilization the more cautious he or she should be. - -Each of the towns contains the standard nine shops where you can -puchase your supplies for your trips into the dungeon and sell the -items you have collected. There are also special buildings offering -services for a fee. The services available and the prices charged may -vary from town to town so it can be worth hunting around for the best -prices. - -Selection of the standard option also allows the creation of the -buildings from which the various fixed quests begin. - - ---- The 'Lite' Town --- - -The 'Lite' town option creates a 1x1 wilderness square containing a -single town. This town contains the nine standard shops, the special -buildings and access to a limited wilderness. The fixed quests are also -available. This option is intended to be used by players who want to -take advantage of the special buildings and fixed quests but don't want -the large 10x10 wilderness and by players who need a smaller wilderness -for computer efficiency reasons. - - ---- The 'Vanilla' Town --- - -The vanilla town consists of the nine standard shops only and an -inpenetrable wall which surrounds the town. There are no other -embellishments. The special buildings and the fixed quests are -unavailable if you select this option as is the wilderness. - - -***** -=== Townspeople === - -The town contains many different kinds of people. There are the street -urchins, young children who will mob an adventurer for money, and seem -to come out of the woodwork when excited. Blubbering idiots are a -constant annoyance, but not harmful. Public drunks wander about the -town singing, and are of no threat to anyone. Sneaky rogues who work -for the black market are always greedily eyeing your backpack for -potential new 'purchases'. . . And finally, what town would be complete -without a swarm of half drunk warriors, who take offense or become -annoyed just for the fun of it. - -Most of the townspeople should be avoided by the largest possible -distance when you wander from store to store. Fights will break out, -though, so be prepared. Since your character grew up in this world of -intrigue, no experience is awarded for killing the town inhabitants, -though you may acquire treasure. - -One word of warning however, occasionally a creature who normally -would inhabit only the wilderness and dungeons may wander into the -town. These should generaly be handled with much more caution -than the ordinary townspeople. - - -***** -=== Town Buildings === - -Your character will begin his adventure with some basic supplies, and -some extra gold with which to purchase more supplies at the town -stores. - -You may enter any open store and barter with the owner for items you -can afford. When bartering, you enter prices you will pay (or accept) -for some object. You can either enter the absolute amount, or precede a -number with a plus or minus sign to give a positive or negative -increment on your previous offer. But be warned that the owners can -easily be insulted, and may even throw you out for a while if you -insult them too often. To enter a store, simply move onto the entrance, -which is represented by a number from 1 to 9. - -If you consistently bargain well in a store, that is, you reach the -final offer much more often than not, then the store owner will -eventually recognize that you are a superb haggler, and will go -directly to the final offer instead of haggling with you. Items which -cost less than 10 gold pieces do not count, as haggling well with these -items is usually either very easy or almost impossible. The more -expensive the item is, the less likely the store owner is to assume -that you are a good haggler. Note that you may disable haggling with a -software option, though this will inflict a 10% "sales tax" on all -purchases for which the store owner would have required you to haggle. - -Once inside a store, you will see the name and race of the store owner, -the name of the store, the maximum amount of cash that the store owner -will pay for any one item, and the store inventory, listed along with -tentative prices, which will become "fixed" (at the "final offer") -should you ever manage to haggle a store owner down to his final offer. - -You will also see an (incomplete) list of available commands. Note that -many of the commands which work in the dungeon work in the stores as -well, but some do not, especially those which involve "using" objects. - -Stores do not always have everything in stock. As the game progresses, -they may get new items so check from time to time. Also, if you sell -them an item, it may get sold to a customer while you are adventuring, -so don't always expect to be able to get back everything you have sold. -Note that the inventory of a store will not change while you are in -town, even if you save the game and return. You must spend time in the -dungeon if you wish the store owner to clear out his stock and acquire -new items. If you have a lot of spare gold, you can purchase every item -in a store, which will induce the store owner to bring out new stock, -and perhaps even retire. - -Store owners will not buy harmful or useless items. If an object is -unidentified, they will pay you some base price for it. Once they have -bought it they will immediately identify the object. If it is a good -object, they will add it to their inventory. If it was a bad bargain, -they simply throw the item away. In any case, you may receive some -knowledge of the item if another is encountered. - -The General Store ("1") - The General Store sells foods, drinks, some clothing, torches, - lamps, oil, shovels, picks, and spikes. All of these items and - some others can be sold back to the General store for money. - -The Armory ("2") - The Armory is where the town's armor is fashioned. All sorts of - protective gear may be bought and sold here. - -The Weaponsmith's Shop ("3") - The Weaponsmith's Shop is where the town's weapons are fashioned. - Hand and missile weapons may be purchased and sold here, along - with arrows, bolts, and shots. - -The Temple ("4") - The Temple deals in healing and restoration potions, as well as - bless scrolls, word of recall scrolls, some approved priestly - weapons, as well as books of Life magic for priests and paladins. - -The Alchemy shop ("5") - The Alchemy Shop deals in all types of potions and scrolls. - -The Magic User's Shop ("6") - The Magic User's Shop deals in all sorts of rings, wands, amulets, - and staves, as well as some magic books. - -The Black Market ("7") - The Black Market will sell and buy anything at extortionate - prices. However, it occasionally has VERY good items in it. The - shopkeepers are not known for their tolerance... - -Your Home ("8") - This is your house where you can store objects that you cannot - carry on your travels, or will need at a later date. - -The Bookstore ("9") - The Bookstore deals in all sorts of magical books. You can purchase - and sell spellbooks for the spellcasters here. - - -***** -=== Within The Dungeon === - -Once your character is adequately supplied with food, light, armor, and -weapons, he is ready to enter the dungeon. Move on top of the '>' -symbol and use the "Down" command (">"). - -Your character will enter a maze of interconnecting staircases and -finally arrive somewhere on the first level of the dungeon. Each level -of the dungeon is fifty feet high (thus dungeon level "Lev 1" is often -called "50 ft"), and is divided into (large) rectangular regions -(several times larger than the screen) by titanium walls. Once you -leave a level by a staircase, you will never again find your way back -to that region of that level, but there are an infinite number of other -regions at that same "depth" that you can explore later. So be careful -that you have found all the treasure before you leave a level, or you -may never find it again! The monsters, of course, can use the stairs, -and you may eventually encounter them again. - -In the dungeon, there are many things to find, but your character must -survive many horrible and challenging encounters to find the treasure -lying about and take it safely back to the town to sell. - -There are two sources for light once inside the dungeon. Permanent -light which has been magically placed within rooms, and a light source -carried by the player. If neither is present, the character will be -unable to see. This will affect searching, picking locks, disarming -traps, reading scrolls, casting spells, browsing books, etc. So be very -careful not to run out of light! - -A character must wield a torch or lamp in order to supply his own -light. A torch or lamp burns fuel as it is used, and once it is out of -fuel, it stops supplying light. You will be warned as the light -approaches this point. You may use the "Fuel" command ("F") to refuel -your lantern (with flasks of oil) or your torch (with other torches), -so it is a good idea to carry extra torches or flasks of oil, as -appropriate. There are rumors of objects of exceptional power which -glow with their own never-ending light. - - -***** -=== Objects In The Dungeon === - -The mines are full of objects just waiting to be picked up and used. -How did they get there? Well, the main source for useful items are all -the foolish adventurers that proceeded into the dungeon before you. -They get killed, and the helpful creatures scatter the various treasure -throughout the dungeon. Most cursed items are placed there by the -joyful evil sorcerers, who enjoy a good joke when it gets you killed. - -Only one object may occupy a given floor location, which may or may not -also contain one creature. Doors, rubble, traps, and staircases are -considered "objects" for this purpose. As below, any item may actually -be a "pile" of up to 99 identical items. - -You pick up objects by moving on top of them. You can carry up to 23 -different items in your backpack while wearing and wielding up to 12 -others. Although you are limited to 23 different items, each item may -actually be a "pile" of up to 99 similar items. If you somehow manage -to stuff 24 items into your pack, for example, by removing an item -from your head while your pack is full, then your pack will "overflow" -and the most recently added item will fall out and onto the ground. You -will be warned about any command that seems likely to induce this -behavior. - -You are, however, limited in the total amount of weight that you can -carry. As you approach this value, you become slower, making it easier -for monsters to chase you. Note that there is no upper bound on how -much you can carry, if you do not mind being slow. Your weight limit is -determined by your strength. - -Many objects found within the dungeon have special commands for their -use. Wands must be Aimed, staves must be Used, scrolls must be Read, -and potions must be Quaffed. You may, in general, not only use items in -your pack, but also items on the ground, if you are standing on top of -them. - -Chests are complex objects, containing traps, locks, and possibly -treasure or other objects inside them once they are opened. Many of the -commands that apply to traps or doors also apply to chests and, like -traps and doors, these commands do not work if you are carrying the -chest. - -One item in particular will be discussed here. The scroll of "Word of -Recall" can be found within the dungeon, or bought at the temple in -town. It acts in two manners, depending upon your current location. -If read within the dungeon, it will teleport you back to town. If read -in town, it will teleport you back down to the deepest level of the -dungeon which your character has previously been on. This makes the -scroll very useful for getting back to the deeper levels of Zangband. -Once the scroll has been read it takes a while for the spell to act, so -don't expect it to save you in a crisis. Reading a second scroll before -the first has had a chance to take effect will cancel both scrolls. - -Since an accidental dive to a new depth (via a trapdoor, for example), -may result in the Word of Recall dungeon depth being 'broken', so to -speak (meaning that the next Word of Recall in town will take you back -deeper than you would like to), there is a new feature in Zangband -which allows you to read a scroll of Word of Recall on a different -level and 'reset' the recall depth to that level (instead of the -deepest level). - -You may "inscribe" any object with a textual inscription of your -choice. These inscriptions are not limited in length, though you may -not be able to see the whole inscription on the item. The game applies -special meaning to inscriptions containing any text of the form "@#" or -"@x#" or "!x" or "!*", see "commands.txt". - -The game provides some "fake" inscriptions to help you keep track of -your possessions. Wands and staves which are known to be empty will be -inscribed with "empty". Objects which have been tried at least once but -haven't been identified yet will be inscribed with "tried". Cursed -objects are inscribed with "cursed". Broken objects may be inscribed -with "broken". Also, any item which was purchased at a discount, -implying that it is slightly "sub-standard", will be inscribed with the -appropriate "discount", such as "25% off". Note that these inscriptions -are fake, and cannot be removed, though they can be covered up by a -real inscription if you so desire. Try "_" as a nice short one. - -Also, occasionally you will notice that something in your inventory or -equipment list seems to be magical. High level characters are much more -likely to notice this than beginning characters. When you do notice -this, the item in question will be inscribed with "good" or "cursed" as -is relevant. Priests acquire this ability far more readily than other -character classes. - -Warriors, Rogues, Rangers and Paladins have a special method of -"sensing" their inventory/equipment items, which tells them not only if -an item is "good" or "cursed", but also if it is "average", and if it -is "special" or "excellent", or "terrible" or "worthless". - -It is rumored that rings of power and extra rare spell books may be -found deeper in the dungeon... - -And lastly, a final warning: not all objects are what they seem. The -line between tasty food and annoying mushroom is a fine one, and -sometimes a potion will reach out and bite you... - - ---- Cursed Objects --- - -Some objects, mainly armor and weapons, have had curses laid upon them. -These horrible objects will look like any other normal item, but will -detract from your character's stats or abilities if worn. They will -also be impossible to remove until a remove curse is done. In fact some -are so badly cursed that even this will not work, and more potent -methods are needed. - -If you wear or wield a cursed item, you will immediately feel something -wrong. The item will also be inscribed "cursed". - -Shopkeepers will refuse to buy any known cursed item. - - -***** -=== Mining === - -Much of the treasure within the dungeon can be found only by mining it -out of the walls. Many rich strikes exist within each level, but must -be found and mined. Quartz veins are the richest, yielding the most -metals and gems, but magma veins will have some hordes hidden within. - -Mining is rather difficult without a pick or shovel. Picks and shovels -have an additional magical ability expressed as '(+#)'. The higher the -number, the better the magical digging ability of the tool. A pick or -shovel also has plusses to hit and damage, and can be used as a weapon, -because, in fact, it is one. - -When a vein of quartz or magma is located, the character may wield his -pick or shovel and begin digging out a section. When that section is -removed, he can locate another section of the vein and begin the -process again. Since granite rock is much harder to dig through, it is -much faster to follow the vein exactly and dig around the granite. -There is an option for highlighting magma and quartz. At a certain -point, it becomes more cumbersome to dig out treasure than to simply -kill monsters and discover items in the dungeon to sell. However, early -on mineral veins can be a wonderful source of easy treasure. - -If the character has a scroll, staff, or spell of treasure location, he -can immediately locate all strikes of treasure within a vein shown on -the screen. This makes mining much easier and more profitable. - -Note that a character with high strength and/or a heavy weapon does not -need a shovel/pick to dig, but even the strongest character will -benefit from a pick if trying to dig through a granite wall. - -It is sometimes possible to get a character trapped within the dungeon -by using various magical spells and items. So it can be a good idea to -always carry some kind of digging tool, even when you are not planning -on tunneling for treasure. - -There are rumors of certain incredibly profitable rooms buried deep in -the dungeon and completely surrounded by titanium and granite walls, -requiring a digging implement or magical means to enter. The same -rumors imply that these rooms are guarded by incredibly powerful -monsters, so beware! - - -***** -=== Staircases, Secret Doors, Passages, and Rooms === - -Staircases are the manner in which you get deeper or climb out of the -dungeon. The symbols for the up and down staircases are the same as the -commands to use them. A "<" represents an up staircase and a ">" -represents a down staircase. You must move your character over the -staircase before you can use it. - -Each level has at least one up staircase and at least two down -staircases. There are no exceptions to this rule. You may have trouble -finding some well hidden secret doors, or you may have to dig through -obstructions to get to them, but you can always find the stairs if you -look hard enough. Stairs, like titanium walls, and the doors into -shops, cannot be destroyed by any means. - -Many secret doors are used within the dungeon to confuse and demoralize -adventurers foolish enough to enter. But with some luck, and lots of -concentration, you can find these secret doors. Secret doors will -sometimes hide rooms or corridors, or even entire sections of that -level of the dungeon. Sometimes they simply hide small empty closets or -even dead ends. Secret doors always look like granite walls, just like -traps always look like normal floors. - -Creatures in the dungeon will generally know and use these secret -doors, and can often be counted on to leave them open behind them when -they pass through. - -For historical reasons, secret doors are never locked. - - -***** -=== Random Quests === - -During character generation, you will be asked to input the number -of random quests you wish to participate in. You may choose any -number from 0 to 49. Random quests are always of the type 'Kill a -random number of an out-of depth monster'. There is a limit to the -number of levels a random quest monster may be out-of-depth but -these quests can still be very dangerous. - -Random quests always appear on even levels and are equally spaced -throughout the dungeon (for example, a choice of 49 random quests -results in one such quest on every even level until level 98 (level -100 is the Serpent quest)). On entering a random quest level you -will be told what the quest monster is and how many you have to -kill (for example, 'This level is guarded by 10 young green -dragons'). - -On random quest levels, no down staircases are generated until the -last monster is killed whcih means that you cannot continue further -into the dungeon until you have completed your quests. When you -kill the last quest monster, the down staircase will be created and -the monster will drop an item of 'excellent' quality or above. This -is true even of monsters that do not normally drop items. Using the -services of the Trump Tower (see the Town section) can teleport you -past a particularly nasty quest but you must come back and finish -it later if you want your character to be a winner. - -Random quests can be either 'easy' or 'hard' and you must choose -which type you want during character generation. This choice is -irrevocable for the duration of the character's dungeon diving -career. 'Easy' means that the game tracks how many quest monsters -you have killed on each attempt at the quest and adds these to the -total count. This allows you to kill one or more quest monsters, -leave the level and return later to finish up. 'Hard' means that -each time you enter the quest level the number of quest monsters -remaining is reset. In other words, you have to kill all the quest -monsters in one go. - -'Hard' quests can allow you to 'farm' the quest monsters by killing -all but one, leaving the level and repeating. This allows you to -collect and sell the dropped items and gain repeated experience for -killing the monsters. This technique is frowned upon by many players -and should be noted in any 'winner' post to the newsgroup. - - -***** -=== 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. - -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. - -If you should actually survive the attempt of killing the Serpent of -Chaos, you will receive the status of WINNER. You may continue to -explore, and may even save the game and play more later, but since you -have defeated the toughest creature alive, there is really not much -point. Unless you wish to listen to the rumors of a powerful ring -buried somewhere in the dungeon... - -When you are ready to retire, simply "commit suicide" ("^K") to have -your character entered into the high score list as a winner. Note that -until you retire, you can still be killed, so you may want to retire -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. - -Your character will leave behind a reduced save file, which contains -only the monster memory and your option choices. It may be restored, in -which case the new character is generated exactly as if the file was -not there, but the new player will find his monster memory containing -all the experience of past incarnations. - - --- -Original : (??) -Updated : (??) -Updated : Zangband DevTeam -Last update: December 3, 1999 diff --git a/lib/help/gambling.txt b/lib/help/gambling.txt deleted file mode 100644 index f53614704..000000000 --- a/lib/help/gambling.txt +++ /dev/null @@ -1,23 +0,0 @@ -=== Gambling Rules === - -Between : Three 12-sided dice rolled; 2 black, 1 red. The red - die must be between both black to win. If the red die. - matches a black die, you lose. Pays 3 to 1 -Craps: Two dice are rolled. On first roll, a 7 or 11 wins. A - 2,3 or 12 loses. Otherwise roll until the first roll - is matched (win) or a 7 is rolled (loss). Pays 2 to 1 -Wheel: Pick a number from 0-9. If the number shows on wheel - after it stops spinning, you win. Pays 10 to 1 -Slots: Three dice rolled. Matches win gold. Numbers are: - 1=Lemon, 2=Orange, 3=Sword, 4=Shield, 5=Plum, 6=Cherry - Payoffs are as follows: - Cherry Cherry Lemon 2-1 Cherry Cherry Orange 3-1 - Cherry Cherry Sword 4-1 Cherry Cherry Shield 5-1 - Cherry Cherry Plum 6-1 - Lemon Lemon Lemon 4-1 Orange Orange Orange 16-1 - Sword Sword Sword 6-1 Shield Shield Shield 25-1 - Plum Plum Plum 9-1 Cherry Cherry Cherry 36-1 - --- -This file was last updated for Kangband 2.8.3i. - diff --git a/lib/help/general.hlp b/lib/help/general.hlp deleted file mode 100644 index 561a30744..000000000 --- a/lib/help/general.hlp +++ /dev/null @@ -1,18 +0,0 @@ -An Introduction to Zangband and general information. - -Please choose one of the following online help files: - - (0) General Information (general.txt) - (1) The Zangband DevTeam (general.txt#A) - (2) Zangband on the Web (general.txt#B) - (3) Version Numbering (general.txt#C) - (4) Version History (version.txt) - - (?) Help System Commands (helpinfo.txt) - - -***** [0] general.txt -***** [1] general.txt#A -***** [2] general.txt#B -***** [3] general.txt#C -***** [4] version.txt diff --git a/lib/help/general.txt b/lib/help/general.txt deleted file mode 100644 index 3b715238b..000000000 --- a/lib/help/general.txt +++ /dev/null @@ -1,132 +0,0 @@ -=== General Information === - -The game of Zangband is a single player dungeon simulation. A player -may choose from a number of races and classes when creating a -character, and then "run" that character over a period of days, weeks, -even months, attempting to win the game by defeating 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! - -You will probably want to browse through the "help files", especially -the sections on available commands, before beginning any serious -adventuring... - - -***** -=== 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 === - - ---- Thangorodrim --- - -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. - - ---- Daily Snapshots --- - -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. - - ---- FTP Sites --- - -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. - - ---- 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 -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. - - --- -Original : (??) -Updated : (??) -Updated : Zangband DevTeam -Last update: December 3, 1999 diff --git a/lib/help/help.hlp b/lib/help/help.hlp deleted file mode 100644 index bd82870fd..000000000 --- a/lib/help/help.hlp +++ /dev/null @@ -1,40 +0,0 @@ -Welcome to the Hengband Online Help System. - -Full help documents of Hengband are not yet available. -There are documents which explains only special features of Hengband. - -Please choose one of the following online help files: - - (a) General Information for Hengband (readme_eng.txt) - (b) How to use auto-picker/destroyer (autopick_eng.txt) - - - - -Documents below are the Zangband 2.2.8 Online Help for reference. - - (0) General Information (general.hlp) - (1) Creating a Character (birth.hlp) - (2) The Town and Dungeon (dungeon.hlp) - (3) Zangband Combat (attack.hlp) - (4) Zangband Magic System (magic.hlp) - (5) Zangband Commands (command.hlp) - (6) Zangband Options (option.hlp) - (7) User Preference Files (pref.hlp) - (8) The Angband Newbie Guide (tang.txt) - - (?) Help System Commands (helpinfo.txt) - - -***** [a] ..\readme_eng.txt -***** [b] ..\autopick_eng.txt -***** [0] general.hlp -***** [1] birth.hlp -***** [2] dungeon.hlp -***** [3] attack.hlp -***** [4] magic.hlp -***** [5] command.hlp -***** [6] option.hlp -***** [7] pref.hlp -***** [8] tang.txt - diff --git a/lib/help/helpinfo.txt b/lib/help/helpinfo.txt deleted file mode 100644 index 54b14689f..000000000 --- a/lib/help/helpinfo.txt +++ /dev/null @@ -1,21 +0,0 @@ -=== Online Help Commands === - -Esc : Leave the online help system. -? : Get help for the online help (this file). -< : Return to the previous help file or menu. -Space : Advance one page (wraps to the start at the end of the file). -Return : Advance one line (wraps to the start at the end of the file). -(-) : Back-up half a page. -(#) : Jump to a specific line (defaults to line zero). -(%) : Jump to a specific file (defaults to "help.hlp"). -(=) : Hilite lines containing a string (case sensitive). -(/) : Search for a string (use '/' + Return to continue a search). - (Use '#' + '0' + Return + '/' + Return to restart a search.) -(|) : Save the current document to a file. -[0..9] [a..z] [A..Z] : Press the indicated number to activate a link. - - --- -Original : (??) -Updated : Zangband DevTeam -Last update: November 29, 1999 diff --git a/lib/help/magic.hlp b/lib/help/magic.hlp deleted file mode 100644 index 3b8a09fbd..000000000 --- a/lib/help/magic.hlp +++ /dev/null @@ -1,26 +0,0 @@ -Zangband Magic System. - -Please choose one of the following online help files: - - (0) Zangband Magic System (magic.txt) - (1) Class Spell Ability (magic.txt#A) - (2) The Magic Realms (magic.txt#B) - (3) Class/Realm Restrictions (magic.txt#C) - (4) On Casting Spells ... (magic.txt#D) - (5) Spell Types (magic.txt#E) - (6) Summoned/Charmed Creatures (magic.txt#F) - (7) Hints and Tips (magic.txt#G) - (8) Spell Lists (magic.txt#H) - - (?) Help System Commands (helpinfo.txt) - - -***** [0] magic.txt -***** [1] magic.txt#A -***** [2] magic.txt#B -***** [3] magic.txt#C -***** [4] magic.txt#D -***** [5] magic.txt#E -***** [6] magic.txt#F -***** [7] magic.txt#G -***** [8] magic.txt#H diff --git a/lib/help/magic.txt b/lib/help/magic.txt deleted file mode 100644 index c1714b542..000000000 --- a/lib/help/magic.txt +++ /dev/null @@ -1,695 +0,0 @@ -=== 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. - - -***** -=== Class Spell Ability === - -Warriors - 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 - 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 - 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. - -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 - 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. - - -***** -=== The Realms of Magic === - -Life - Life is 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. - -Sorcery - Sorcery is a `meta` realm, including enchantment and general - spells. It provides superb protection spells (such as Teleport - spells for fleeing and even Globe of Invulnerability), spells to - enhance your odds in combat (Slow Monster, Haste Self, Confuse - Monster) and, most importantly, a vast selection of spells for - gathering information: in addition to the usual detection and - identify spells, one of the standard spellbooks has a spell called - Identify True, which gives you full knowledge of a given object! - In the rare books, there are spells with which you can enchant - your items or turn unwanted items to gold. However, Sorcery has - 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. - -Trump - Trump magic seems an independent source of power, although its - supposed association with Chaos magic has been mentioned in - several places. Although it lacks the unpredictable chaotic - side-effects of Chaos magic, it has a few spells whose exact - effects seem more or less random. One such spell is Shuffle: the - Trump spellbooks actually consist of decks of trumps, and the - Shuffle spell allows the caster to shuffle the deck and pick one - card at random. The effect depends on the card picked, and is not - always pleasant. In the Amber universe, the Trump gateways are - also a major method of transportation: Trump magic has, indeed, an - admirable selection of teleportation spells. Since the Trump - gateways can also be used to summon other creatures, Trump magic - has an equally impressive selection of summoning spells. However, - not all monsters appreciate being drawn to another place by Trump - user. The only summoned creatures whose loyalty is guaranteed are - 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 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. - - -***** -=== Class/Realm Restrictions === - -In the table below, '1st' indicates that the realm may only be the -first choice, '2nd' indicates that the realm may only be the second -choice and '1st/2nd' indicates that it can be either. Classes that -only have '1st' options do not get a second realm. Classes with -only one '1st' option must choose this option as their first realm. - -Class Life Arcane Sorcery Nature Trump Chaos Death ----------------------------------------------------------------------- -Mage 1st/2nd 1st/2nd 1st/2nd 1st/2nd 1st/2nd 1st/2nd 1st/2nd -Priest 1st 2nd 2nd 2nd 2nd 2nd 1st -Rogue 1st 1st 1st 1st -Ranger 2nd 2nd 1st 2nd 2nd 2nd -Paladin 1st 1st -Warrior-Mage 2nd 1st 2nd 2nd 2nd 2nd 2nd -Chaos Warrior 1st -Monk 1st 1st 1st -High Mage 1st 1st 1st 1st 1st 1st 1st - - -***** -=== On Casting Spells ... === - -Players who select spellcasting characters may notice a few unusual -phenomona during the course of the game. Here's a few helps and -hints on what may be happening. - ---- Armor and Spell Casting --- - -All spellcasting classes are penalized for wielding armor above a -certain total combined weight. The threshold varies between 30lbs -for a mage and 40lbs for a paladin. Typically, the more reliant on -spells/prayers your class is deemed to be, the lower your weight -allowance. If you exceed your weight limit, your mana will drop. -This penalty is fairly stiff for low level characters but can -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. - ---- Casting Spells With Insufficent Mana --- - -Occasionally, you may try (either by accident or in desperation) to -cast a spell when you have insufficient mana to do so. In these -circumstances you will be told by the game that you do not have -enough mana to cast the spell and then asked if you want to anyway. -Casting the spell under these conditions has a drastically reduced -chance of success and may also result in your constitution being -damaged. It may also casue you to faint from the effort which will -effectively paralyze you for several turns (even with free action). -The CON drain and the paralyzation may happen regardless of whether -the casting was successful or not. - ---- Spell Durations --- - -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. - - -***** -=== Spell Types === - ---- 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. - ---- 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. - ---- Line-of-Sight --- - -Line-of-sight spells affect all monsters that that are currently -in sight of your character. This inlcudes 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 behaviour 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... - - -***** -=== Hints and Tips === - -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 -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. - -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. - -Necronomicon - The legendary tome of unholy visions, death and destruction. - --- -Original : (??) -Updated : (??) -Updated : Zangband DevTeam -Last update: December 5, 1999 diff --git a/lib/help/option.hlp b/lib/help/option.hlp deleted file mode 100644 index ffc02452d..000000000 --- a/lib/help/option.hlp +++ /dev/null @@ -1,34 +0,0 @@ -Zangband Options. - -Please choose one of the following online help files: - - (0) Zangband Options (option.txt) - (1) Option Set 1 - User Interface (option.txt#A) - (2) Option Set 2 - Disturbance (option.txt#B) - (3) Option Set 3 - Game Play (option.txt#C) - (4) Option Set 4 - Efficiency (option.txt#D) - (5) Zangband Options (option.txt#E) - (6) Stacking Options (option.txt#F) - (7) Base Delay Factor (option.txt#G) - (8) Hitpoint Warning (option.txt#H) - (9) Autosave Options (option.txt#I) - (a) Window Flags (option.txt#J) - (b) Cheating Options (option.txt#K) - (c) Start-Up Options (option.txt#L) - - (?) Help System Commands (helpinfo.txt) - - -***** [0] option.txt -***** [1] option.txt#A -***** [2] option.txt#B -***** [3] option.txt#C -***** [4] option.txt#D -***** [5] option.txt#E -***** [6] option.txt#F -***** [7] option.txt#G -***** [8] option.txt#H -***** [9] option.txt#I -***** [a] option.txt#J -***** [b] option.txt#K -***** [c] option.txt#L diff --git a/lib/help/option.txt b/lib/help/option.txt deleted file mode 100644 index fdca51594..000000000 --- a/lib/help/option.txt +++ /dev/null @@ -1,699 +0,0 @@ -=== Options and Effects (Zangband 2.2.*) === - -Most of the "options" are accessible through the '=' command, which -provides an interface to the various "sets" of options available to the -player. - -In the descriptions below, each option is listed as the textual summary -which is shown on the "options" screen, plus the internal name of the -option in brackets, followed by a textual description of the option. - -Note that the internal name of the option can be used in user pref -files to force the option to a given setting, see "command.txt" for -more info. - -Various concepts are mentioned in the descriptions below, including -"disturb", (cancel any running, resting, or repeated commands, which -are in progress), "flush" (forget any keypresses waiting in the keypress -queue, including any macros in progress), "fresh" (dump any pending -output to the screen). - - -***** -=== Option Set 1 -- User Interface === - -Rogue-like commands [rogue_like_commands] - Selects the "roguelike" command set (see "command.txt" for info). - -Activate quick messages [quick_messages] - Allows the use of any keypress as a response to the "-more-" prompt - (useful for monster farming). Allows most keys to mean "no" to any - "[y/n]" prompt. - -Prompt for various information [other_query_flag] - Forces the game to ask you before taking various actions, such as - using things which might cause your pack to overflow. Forces the - game to ask you which hand to place rings on. - -Prompt before picking things up [carry_query_flag] - Forces the game to ask you if you want to pick something up when - you do something that would normally cause the item to be picked - up. - -Use old target by default [use_old_target] - Forces all commands which normally ask for a "direction" to use the - current "target" if there is one. Use of this option can be - dangerous if you target locations on the ground, unless you clear - them when done. - -Pick things up by default [always_pickup] - Tells the game that walking onto an item should attempt to pick it - up. Otherwise, you must use the "g" command, or the "-" command - while walking. Combined with "carry_query_flag", allows you to - selectively pick up all items which you step on. - -Repeat obvious commands [always_repeat] - Tells the game that when you attempt to "open" a door or chest, - "bash" a door, "tunnel" through walls, or "disarm" traps or chests, - that you wish to "repeat" the command 99 times (see "command.txt"). - -Show dungeon level in feet [depth_in_feet] - Display the dungeon depth in "feet" instead of as an actual level. - This also affects the monster memory display. - -Merge inscriptions when stacking [stack_force_notes] - Force otherwise identical objects to merge, even if one has an - empty inscription and the other does not. The resulting stack keeps - the non-empty inscription. - -Merge discounts when stacking [stack_force_costs] - Force otherwise identical objects to merge, even if they have - different discounts. The resulting stack keeps the largest - discount. This option may cause you to lose "value", but will give - you optimal pack usage. - -Show labels in object lists [show_labels] - Display the "labels" for objects in the "equipment" list, and in - any "special" window which is displaying the "equipment". These - labels indicate what the player is "using" the object for, such as - "wielding" or "wearing" (in a given location). After you have - played for a while, this information is no longer useful, and can - be annoying. Note that in Zangband 2.1.0 and later this option no - longer controls the "plain flavored object descriptions": a - separate option for them has been added under "Zangband Options". - -Show weights in object lists [show_weights] - Display the weights of objects in the "inventory" and "equipment" - lists, and in "stores", and in any "special" window which is - displaying any of these lists. - -Show graphics in inventory list [show_inven_graph] - Displays small icons of the items in your "inventory" list. - -Show graphics in equipment list [show_equip_graph] - Displays small icons of the items in your "equipment" list. - -Show graphics in stores [show_store_graph] - Displays small icons of the items in "stores". - -Show choices in certain sub-windows [show_choices] - Indicate legal choices in "special" windows which display lists. - -Show details in certain sub-windows [show_details] - Indicate extra details in "special" windows, currently used to - activate the display of "death counts" and "monster descriptions" - when recalling details about a monster. - -Audible bell (on errors, etc) [ring_bell] - Attempt to make a "bell" noise when various "errors" occur. - -Use color if possible (slow) [use_color] - This option enables the software support for "color". Since this - makes the game slower, you should always disable this option if you - are using a machine which is not capable of using color. - - -***** -=== Option Set 2 -- Disturbance === - -Run past stairs [find_ignore_stairs] - Ignore stairs when running. - -Run through open doors [find_ignore_doors] - Ignore open doors when running. - -Run past known corners [find_cut] - Cut sharply around "known" corners when running. This will result - in "faster" running, but may cause you to run into a "lurking" - monster. - -Run into potential corners [find_examine] - Fully explore "potential corners" in hallways. - -Disturb whenever any monster moves [disturb_move] - Disturb the player when any monster moves, appears, or disappears. - This includes monsters which are only visible due to telepathy, so - you should probably turn this option off if you want to "rest" near - such monsters. - -Disturb whenever viewable monster moves [disturb_near] - Disturb the player when any viewable monster moves, whenever any - monster becomes viewable for the first time, and also whenever any - viewable monster becomes no longer viewable. This option ignores - the existence of "telepathy" for the purpose of determining whether - a monster is "viewable". See also the "view_reduce_view" option. - -Disturb whenever map panel changes [disturb_panel] - This option causes you to be disturbed by the screen "scrolling", - as it does when you get close to the "edge" of the screen. - -Disturb whenever player state changes [disturb_state] - This option causes you to be disturbed whenever the player state - changes, including changes in hunger, resistance, confusion, etc. - -Disturb whenever boring things happen [disturb_minor] - This option causes you to be disturbed by various bring things, - including monsters bashing down doors, inventory feelings, and - beginning to run out of fuel. - -Alert user to critical hitpoints [alert_hitpoint] - Produce a "bell" noise, and flush all pending input, when your - hitpoints reach the "critical point" chosen elsewhere, preventing - stupid deaths. - -Alert user to various failures [alert_failure] - Produce a "bell" noise, and flush all pending input, when various - "failures" occur, as described above. - - -***** -=== Option Set 3 -- Game-play === - -Auto-haggle in stores [auto_haggle] - Disable "haggling" in stores, resulting in a ten percent sales tax - on items which you would have otherwise been forced to haggle for. - When this option is on, all prices listed in stores will be the - actual price that you pay for an item, as opposed to the price - that the shop-keeper will suggest. - -Auto-scum for good levels [auto_scum] - This is a hack but allows you to force the generation of "good" - levels in the dungeon. This option may be extremely slow on some - machines, especially deep in the dungeon. The minimum "goodness" of - the level is based on the dungeon level, so the deeper you go, the - better the level will be. A lot of people consider this option to - be cheating. - -Allow weapons and armor to stack [stack_allow_items] - Allow identical weapons and armor to be combined into a stack. This - also allows unidentified, but identical, ammo to be combined, which - may result in the auto-identification of some of the ammo, but - which makes it a lot easier to actually use unidentified ammo. - -Allow wands/staffs/rods to stack [stack_allow_wands] - Allow identical wands/staffs/rods to be combined into a stack. This - may force the items to be "unstacked" to use them, which may result - in "overflow" of the stack. Also, the entire stack can be recharged - (and possibly destroyed) at the same time. - -Expand the power of the look command [expand_look] - Expand the "look" command to allow the user to "look" at grids - which are not actually in view of the player, allowing the - examination of objects/monsters which have only been detected by - spells, or sensed via telepathy. - -Expand the power of the list commands [expand_wrap] - Expand the "listing" commands so that they "wrap" at the "edges" of - the appropriate list. This allows the "look" and "target" commands - to "cycle" through all appropriate grids forever, and the "identify - symbol" to browse through all of the monsters of a given type. - -Map remembers all perma-lit grids [view_perma_grids] - Memorize all perma-lit floor grids which are seen by the player. - This option allows you to keep track of which explored floor grids - were perma-lit, but does not distinguish between dark floor grids, - unexplored floor grids, and unknown grids. Turning off this option - allows the player to always know which lit floor grids are in line - of sight, but this is better accomplished by the "view_bright_lite" - option. Note that any non-floor grids which is seen by the player - are always memorized, and "object" which is seen by the player is - memorized independantly from the memorization of the grid itself. - -Map remembers all torch-lit grids [view_torch_grids] - Memorize all (torch-lit) floor grids which are seen by the player. - This option not only allows you to keep track of which floor grids - have been explored, but also which ones are "dark", because the use - of this option activates a special "color scheme" for the display - of floor grids, in which "dark" grids are drawn in "dark gray", - "lit" grids are drawn in "white", and (if the "view_bright_lite" - option is set) "lit" grids which are also in line of sight are - drawn in "orange". Note that grids which are currently "torch-lit" - are considered to be "lit", and are thus drawn in "white", unless - the "view_yellow_lite" option is set, in which case they are drawn - in "yellow". - -Generate dungeons with aligned rooms [dungeon_align] - Force all rooms to be "aligned" with the "panel" divisions. This - results in a much "prettier" dungeon, but may result in fewer - greater vaults. - -Generate dungeons with connected stairs [dungeon_stair] - Always generate a staircase back to the level you came from, if you - used a staircase to get to the level. This is more "realistic", and - "safer", but less of a "challenge" for some people. - -Monsters chase current location (v.slow) [flow_by_sound] - Allow monsters to make paths to the player when they are nearby. - This option is extremely slow, but can produce viciously smart - monsters. - -Monsters chase recent locations (v.slow) [flow_by_smell] - As above, but also allow monsters to take advantage of "old" trails - that you may have left in the dungeon. - -Monsters follow the player (beta) [track_follow] - This option is currently non-functional. - -Monsters learn from their mistakes [smart_learn] - Allow monsters to learn what spell attacks you are resistant to, - and to use this information to choose the best attacks. - -Monsters exploit players weaknesses [smart_cheat] - Allow monsters to know what spell attacks you are resistant to, - and to use this information to choose the best attacks. - - -***** -=== Option Set 4 -- Efficiency === - -Reduce lite-radius when running [view_reduce_lite] - Reduce the "radius" of the player's "lite" to that of a "torch" - when the player is "running", which makes running more "efficient", - but is extremely annoying. Certain older versions of Angband used - this behavior always, so "purists" should turn it on. - -Reduce view-radius in town [view_reduce_view] - Reduce the "radius" of the player's "view" by half when the player - is in town. This makes running faster in town, and also allows the - player to ignore monsters in town which are more than ten grids - away, which is usually safe, since none have distance attacks. - -Avoid checking for user abort [avoid_abort] - Avoid checking to see if the user has pressed a key during resting - or running or repeated commands. This not only makes the game much - more efficient (on many systems), but also allows the use of - certain obscure macro sequences, such as turning this option on, - resting until done, turning this option off, and casting a spell. - Note that the use of this option may be dangerous on certain - "graphic" machines. Resting for long periods of time with this - option set is dangerous since the resting may not stop until the - user takes damage from starvation. - -Avoid processing special colors [avoid_other] - Avoid processing the "multi-hued" or "clear" attributes of - monsters. This will cause all "multi-hued" monsters to appear - "violet" and all "clear" monsters to appear "white", and will cause - "trappers" and "lurkers" to be visible on some machines, but it may - greatly increase efficiency especially when telepathy is active. - Certain systems may choose to set this option if they are unable to - support the special "color" processing, but if they handle graphics - "correctly", by using attr/char pairs with the "high bits" set, - then not only will the game correctly avoid using any "dangerous" - color processing, but it will allow such processing to occur when - it is not dangerous. So if you are using graphics, and you use a - "normal" attr/char for the "floor" grids, then you can use the - "special lighting effects" for floors. - -Flush input on various failures [flush_failure] - This option forces the game to flush all pending input whenever - various "failures" occur, such as failure to cast a spell, failure - to use a wand, etc. This is very useful if you use macros which - include "directional" components with commands that can fail, since - it will prevent you from walking towards monsters when your spells - fail. - -Flush input whenever disturbed [flush_disturb] - This option forces the game to flush all pending input whenever - the character is "disturbed". This is useful if you use macros - which take time, since it will prevent you from continuing your - macro while being attacked by a monster. - -Flush input before every command [flush_command] - This option forces the game to flush all pending input before every - command. This option is silly, unless you are very paranoid. - -Flush output before every command [fresh_before] - This option forces the game to flush all output before every - command. This will give you maximal information, but may slow down - the game somewhat. Note that this option is only useful when using - macros, resting, running, or repeating commands, since the output - is always flushed when the game is waiting for a keypress from the - user. - -Flush output after every command [fresh_after] - This option forces the game to flush all output after not only - every player command, but also after every round of processing - monsters and objects, which will give you maximal information, but - may slow down the game a lot, especially on slower machines, and on - faster machines you normally do not have a chance to see the - results anyway. - -Flush output after every message [fresh_message] - This option forces the game to flush all output after every message - displayed by the game. This will give you maximal information, but - may slow down the game somewhat. - -Compress messages in savefiles [compress_savefile] - Compress the savefile, by only saving the most recent "messages" - that the player has received. This can cut the size of the savefile - by a drastic amount, but will result in the loss of message - information. - -Hilite the player with the cursor [hilite_player] - Place the visible cursor on the player. This looks fine on some - Unix machines, but horrible on most graphics machines. Note that - only some machines are able to *not* show the cursor, but on those - machines, hiding the cursor often speeds up the game and looks - better. - -Use special colors for torch-lit grids [view_yellow_lite] - This option causes special colors to be used for "torch-lit" grids - in certain situations (see the entries for"view_granite_lite" and - "view_special_lite"). Turning this option off will slightly improve - game speed. - -Use special colors for 'viewable' grids [view_bright_lite] - This option causes special colors to be used for non "viewable" - grids in certain situations (see "view_granite_lite" and - "view_special_lite"). When this option is set, floor grids which - are normally drawn in "white" but which are not currently - "viewable" by the player are instead drawn in "dark gray". This - makes the "viewable" grids to appear "brighter" than the others, - allowing the player to easily determine which floor grids are in - "line of sight". Turning this option off will probably increase the - speed of the game. - -Use special colors for wall grids (slow) [view_granite_lite] - This option activates a special color scheme for all "wall" grids - which are normally drawn in "white" (as walls and rubble normally - are). When the player is blind, we use "dark gray", else if the - grid is torch-lit, we use "yellow" (or "white") depending on the - "view_yellow_lite" option, else if the "view_bright_lite" option is - set, and the grid is not in line of sight, or the grid is dark, or - the grid is only "partially" lit, then we use "gray", otherwise we - use the normal "white". Turning this option off will probably - increase the speed of the game. - -Use special colors for floor grids (slow) [view_special_lite] - This option activates a special color scheme for all "floor" grids - which are normally drawn in "white" (as they normally are). When the - player is blind, we use "dark gray", else if the grid is torch-lit, - we use "yellow" (or "white") depending on the "view_yellow_lite" - option, else if the grid is "dark", we use "dark gray", else if the - "view_bright_lite" option is set, and the grid is not in line of - sight, we use "gray", otherwise we use the normal "white". Turning - this option off will probably increase the speed of the game. - - -***** -=== Zangband Options === - -All features which are typical to Zangband (i.e. which are not in -vanilla Angband) are collected in this menu (except for the Autosave -options). - -Disturb whenever random things happen [disturb_other] - In Zangband, uncursed teleporting items may teleport you around - sometimes, asking for your confirmation (and possibly disturbing - your rest). If you unset this option, they will stop asking you - and teleporting you randomly. Cursed items will neither ask for - confirmation nor stop teleporting you even if this option is - unset. - -Get last words when the character dies [last_words] - Display a random line from the "death.txt" file when your character - dies. If this option is not selected, the "You die." message is - displayed instead. - -Allow shopkeepers and uniques to speak [speak_unique] - If this option is in use, shopkeepers may sometimes whisper rumours - to you. Also certain monsters start boasting as they attack you, - and, when they die, they say their 'last words'. A speaking monster - may also (if the option is selected) be wanted by the law, in which - case you get the reward if you kill it. - -Allow unusually small dungeon levels [small_levels] - This option enables the creation of levels of varying sizes. Levels - that are as small as the town level (i.e. 1 'screen') are possible, - yet they can be dangerous, especially for a low level character. - Note that this option has the side effect of enabling / disabling - 'destroyed' levels (they are enabled if small levels are). - -Always create unusually small dungeon levels [always_small_levels] - If this option is enabled, then every level will be smaller than - usual. See the 'Allow unusually small dungeon levels' option above. - -Allow empty 'arena' levels [empty_levels] - Normal dungeon levels consist mostly of rock. If this option is in - use, levels which have empty floor instead of solid rock may also - be created (somewhat remniscent of Nethack's "big-room" levels). - These levels can be extremely deadly, especially with breathing - monsters (since there are few obstructions to shield). Arena levels - may have vaults, nests and pits in them like normal levels. Some - arena levels are dark when they are created, but most are lit. - -Use special symbols for the player char [player_symbols] - If this option has been compiled in, it allows you to display your - character using race / class / sex dependent colours and graphical - symbols. Note that the support for this option may not have been - compiled in on all platforms. - -Display 'equippy' chars [equippy_chars] - This option will show you a graphical representation of your worn - equipment on the main screen. The 'equippy' chars will use the - standard symbols of the respective items. - -Skip mutations in 'C'haracer Display [skip_mutations] - Normally, if your character has gained mutations, they will be - displayed in an extra 'h' mode window under the 'C'haracter - Description command. Some players may wish to view mutations only - via the knowledge command ('~' or '|') and do not want any extra - screens in the Character Description: they should set this option. - -Plain object descriptions [plain_descriptions] - In Zangband, this option disables "full" names for identified - 'flavored' objects, in other words, if this option is not in use, - an identified Potion of Speed could be listed (for example) as a - Blue Potion of Speed. If you prefer simpler, less verbose - descriptions, set this option. - -Monsters behave stupidly [stupid_monsters] - Zangband 2.1.0 incorporates Keldon Jones' improved monster - Artificial Intelligence patch. While this patch most certainly - makes monsters behave more realistically, they will also be more - deadly with the improved AI. If you are a sissy, set this option to - get the old, really stupid monster AI. - Note that the new AI is a bit processing power expensive. If you - have an old computer (386sx) and Zangband is running too slowly, - you could try turning stupid_monsters on. Or buying that Pentium II - so you can run Zangband. :-) - -No query to destroy known worthless items [confirm_destroy] - It can sometimes be annoying that the Destroy command asks for - confirmation when you are attempting to destroy a Broken sword - {cursed}. If this option is set, no confirmation will be asked if - you attempt to destroy an object which you know to be worthless. Of - course, cursed artifacts cannot be destroyed even if this option is - set. - -Confirm to wear/wield known cursed items [confirm_wear] - Some players may occasionally, due to a typing mistake, find - themselves wearing an item which they knew was cursed. If this - option is set, you should be safe from such typing mistakes: you - will be prompted if you attempt to wear or wield an item if your - character knows it is cursed. - -Prompt before exiting a dungeon level [confirm_stairs] - Some players (such as myself) often accidentally press the '<' key - and exit a Special feeling level. If this option is set, the - program asks for confirmation before you go up or down the stairs. - Others may find the prompt annoying, they should of course not set - this option. :-) - -Disturb when visible pets move [disturb_pets] - The player may wish that some of the disturbance options do not - apply to pets: for example, it can be annoying if your rest is - always disturbed by a pet dog who pops in every now and then. By - default, pets do not disturb you even if full monster disturbance - options are set. If you want your pets to disturb you like normal - monsters, set this option. - -Automatically open doors [easy_open] - Makes it easy for your character to open a door: simply by walking - into it! Also the open command will automatically select one - direction if only one door is near you. - -Automatically disarm traps [easy_disarm] - Makes it easy for your character disarm a trap: simply by walking into - it! Also the disarm command will automatically select one direction - if only one known trap is near you. - -Display floor stacks in lists [easy_floor] - Lets you select an item from a stack on the floor by browsing a - list, Also floor stack are described as "You see a stack of n - items.", when there is more than one item on a floor grid. - -Allow unified use command [use_command] - Unifies the item commands like "zap a rod", "use a staff", "eat - food", "aim a wand", ... into a general "use object" command. The - command in the original keymap is "u", and "a" in the roguelike - mode. The standard commands for eat, quaff, read, zap, aim, ... are - still available, but can be used for macros. - - -***** -=== Stacking Options === - -Allow objects to stack on the floor [testing_stack] - Allows a cave grid to hold more than one object (or one kind of - object). - -Allow monsters to carry objects [testing_carry] - If this option is set, monsters which "pick up" objects will drop - the objects they were carrying when you kill them. Note that - monsters which "crush" objects are not affected by this option. - - -***** -=== Base Delay Factor === - -The "delay_factor" value, if non-zero, is used to "slow down" the game, -which is useful to allow you to "observe" the temporal effects of bolt, -beam, and ball attacks. The actual delay is equal to "delay_factor" -cubed, in milliseconds. - - -***** -=== Hitpoint Warning === - -The "hitpoint_warn" value, if non-zero, is the percentage of maximal -hitpoints at which the player is warned that he may die. It is also -used as the cut-off for using red to display both hitpoints and mana. - - -***** -=== Autosave Options === - -Ideally, the game should be so stable that these options are not needed -at all. However, even if the game were 100% reliable (which it, to be -frank, probably is not), the user might forget to and his hardware -could fail him. For all of these reasons, you may want to use these -options: - -Autosave when entering new levels [autosave_l] - If this option is set, the program will attempt to save your - character every time before creating a new dungeon level. - Useful if you experience hangups in level generation (although - these should have been eliminated in 2.1.0). - -Timed autosave [autosave_t] - If this option is set, the program will attempt to save your - character every n game turns, where n is the "frequency". - To set frequency press n: it will increase the frequency - to the next category (and from 25000 to 0), the categories - being every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and - 25000 turns. Note that the frequency must be higher than 0 - and the "Timed autosave" set to "yes" for timed autosaves - to take place. - - -***** -=== Window Flags === - -Selects what kind of information is displayed in which window. - - -***** -=== Cheating Options === - -Using the cheating options marks your character as "Cheater" and -you won't get into the high-score list. Turning off the cheating -options later does NOT allow your character to get a highscore entry, -so think twice before using any cheat. - -Peek into object creation [cheat_peek] - Cheaters never win. But they can peek at object creation. - -Peek into monster creation [cheat_hear] - Cheaters never win. But they can peek at monster creation. - -Peek into dungeon creation [cheat_room] - Cheaters never win. But they can peek at room creation. - -Peek into something else [cheat_xtra] - Cheaters never win. But they can see debugging messages. - -Know complete monster info [cheat_know] - Cheaters never win. But they can know all about monsters. - -Allow player to avoid death [cheat_live] - Cheaters never win. But they can cheat death. - - -***** -=== Startup Options === - -While cheating makes the game easier, the following options can make -ZAngband harder. So if you think the game is too easy, or if you want -to impress your friends, then switch on the following options. The -startup-options can only be accessed while creating a new character -(press '=' while creating the character). There is no way to turn them -off after the creation is finished! - -Use 'vanilla' town without quests and wilderness [vanilla_town] - Uses the basic town known from the standard Angband and older - versions of ZAngband. This town is only one screen in size and - contains only the 8 ZAngband stores, your home, and the stairs to - the dungeon. If you use the 'vanilla' town, then there is no - wilderness, no special buildings and no set quests (but you can - still use the random quests). This also speeds up the game on - slower machines, since the wilderness doesn't need to be created. - -Use 'lite' town without a wilderness [lite_town] - Uses a special town with all stores, your home, all buildings, - and most quests, but without the wilderness and without other - towns. This also speeds up the game on slower machines, since the - wilderness doesn't need to be created. This option will have no - effect, if the 'vanilla_town' option is active. - -Stores are permanently closed [ironman_shops] - This option closes all shops. Try to survive in the deeps of - the dungeon without supplies from town. - -Always create unusually small dungeon levels [ironman_small_levels] - If this option is enabled, then every level will be smaller than - usual. See the 'Allow unusually small dungeon levels' option above. - -Don't allow climbing upwards/recalling [ironman_downward] - You are not allowed to climb upwards, or recall to town. All stairs - are downstairs and everytime you teleport level, you'll teleport to - a deeper level. This option may be dangerous in combination with - the 'small_levels' options, since the creation of quest-monsters - may fail on very cramped levels, trapping you on the level with no - stairs up or down. - -Permanently enable the autoscummer [ironman_autoscum] - This option switches the "autoscummer" permanently on, so that only - "good" levels are created. This can mean, that there are good - items on this level, or that the level is protected by especially - powerful monsters. In ZAngband it often is the later, so use this - option with care. - -Quest monsters get reinforcements [ironman_hard_quests] - Using 'hard quests' mode makes the random quests harder, because - you have to kill all monsters at the same visit to the quest level. - If you leave the level while some quest monsters are still alive, - then all killed quest monsters are revived on your next visit. - - -Preserve Mode - The "preserve" flag, if set when the character was created, cancels - all level feelings of the "special" variety, but allows "missed" - artifacts to be "saved" by wandering monsters and found again at a - later time. This only works for non-identified artifacts. Anything - that would have caused a 'special' feeling contributes to the level - feeling that your character receives instead. - -Maximize Mode - The "maximize" flag, if set when the character was created, causes - the "race" and "class" stat bonuses to be applied as "equipment" - bonuses. This usually makes the character harder at the beginning - of the game, but easier later on, since the stats are no longer - limited to a "natural" value of "18/100". - --- -Original : Ben Harrison -Updated : Zangband 2.1.* by Topi Ylinen -Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann -Updated : Zangband DevTeam -Last update: November 30, 1999 diff --git a/lib/help/pref.hlp b/lib/help/pref.hlp deleted file mode 100644 index a64ce7bdf..000000000 --- a/lib/help/pref.hlp +++ /dev/null @@ -1,22 +0,0 @@ -User Preference Files. - -Please choose one of the following online help files: - - (0) User Preferences (pref.txt) - (1) User Preference File Commands (pref.txt#A) - (2) Macros (pref.txt#B) - (3) Key Maps (pref.txt#C) - (4) Visuals (pref.txt#D) - (5) Colors (pref.txt#E) - (6) Options (pref.txt#F) - - (?) Help System Commands (helpinfo.txt) - - -***** [0] pref.txt -***** [1] pref.txt#A -***** [2] pref.txt#B -***** [3] pref.txt#C -***** [4] pref.txt#D -***** [5] pref.txt#E -***** [6] pref.txt#F diff --git a/lib/help/pref.txt b/lib/help/pref.txt deleted file mode 100644 index f1f4a1b04..000000000 --- a/lib/help/pref.txt +++ /dev/null @@ -1,200 +0,0 @@ -=== User Pref Files === - -Zangband allows you to change various aspects of the game to suit your -tastes. You may define keymaps (changing the way Zangband maps your -keypresses to underlying commands), create macros (allowing you to map -a single keypress to a series of keypresses), modify the visuals -(allowing you to change the appearance of monsters, objects, or terrain -features), change the colors (allowing you to make a given color -brighter, darker, or even completely different), or set options -(turning them off or on). - -Zangband stores your preferences in files called "user pref files", -which contain comments and "user pref commands", which are simple -strings describing one aspect of the system about which the user has a -preference. There are many ways to load a user pref file, and in fact, -some of these files are automatically loaded for you by the game. All -of the files are kept in the "lib/user/" directory, though you may have -to use one of the command line arguments to redirect this directory, -especially on multiuser systems. You may also enter single user pref -commands directly, using the special "Enter a user pref command" -command, activated by "double quote". You may have to use the "redraw" -command (^R) after changing certain of the aspects of the game, to -allow Zangband to adapt to your changes. - -When the game starts up, after you have loaded an old character, or -created a new character, some user pref files are loaded automatically. -First, the "pref.prf" file is loaded. This file contains some user -pref commands which will work on all platforms. Then one of -"font-xxx.prf" (for normal usage) or "graf-xxx.prf" (for bitmap usage) -is loaded. These files contain attr/char changes to allow the monsters, -objects, and/or terrain features to look "better" on your system. Then -the "pref-xxx.prf" file is loaded. This file contains pre-defined -system specific stuff (macros, color definitions, etc). Then, the -"user-xxx.prf" file is loaded. This file contains user-defined system -specific stuff. The "user-xxx.prf" file is used as the "default" user -pref file in many places. The "xxx" is the "system suffix" for your -system, taken from the "main-xxx.c" file which was used to generate -your executable. Finally, the "Race.prf", "Class.prf", and "Name.prf" -files are loaded, where "Race", "Class", and "Name" are replaced by the -actual race, class, and name of the current character. - -Several commands allow you to both load existing user pref files, -create new user pref files, append information to existing user pref -files, and/or interact with various of the user preferences in a more -intuitive way than the user pref commands allow. The commands include -"Interact with macros" (@), "Interact with visuals" (%), and "Interact -with colors" (&), described below. - - -***** ---- User pref file commands --- - -Interact with options (=) - Allow you to interact with options. Note that using the "cheat" - options may mark your savefile as unsuitable for the high score - list. You may change normal options using the "X" and "Y" user - pref commands. You must use the "redraw" command (^R) after - changing certain options. - -Interact with macros (@) - Allow you to interact with macros. You may load or save macros - from user pref files, create macros of various types, or define - keymaps. You must define a "current action", shown at the bottom - of the screen, before you attempt to use any of the "create macro" - commands, which use that "current action" as their action. This - is a horrible interface, and will be fixed eventually. - -Interact with visuals (%) - Allow you to interact with visuals. You may load or save visuals - from user pref files, or modify the attr/char mappings for the - monsters, objects, and terrain features. You must use the "redraw" - command (^R) to redraw the map after changing attr/char mappings. - -Interact with colors (&) - Allow the user to interact with colors. This command only - works on some systems. - -Interact with the system (!) - Allow the user to interact with the underlying visual system. - This command is currently unused. - - -***** ---- User Pref Files (Macros) --- - -The "Interact with macros" command allows you to define or remove -"macros", which are mappings from a single logical keypress to a -sequence of keypresses, allowing you to use special keys on the -keyboard, such as function keys or keypad keys, possibly in conjunction -with modifier keys, to "automate" repetitive multi-keypress commands -that you use a lot. - -Since macros represent keypress sequences, and not all keypresses have -a printable representation, macro triggers and actions must often be -"encoded" into a human readable form. This is done using several types -of encoding, including "\xHH" for character number HH in hexadecimal, -"\e" for the "escape" code, "\n" for the "newline" code, "\r" for the -"return" code, "\s" for the "space" code, "\\" for backslash, "\^" for -caret, and "^X" for the code for any "control" key "ctrl-X". Note that -the "action" of a macro will not be checked against other macro -triggers (unless the macro action contains a "control-backslash"), so -you cannot make infinite loops. You may specify extremely long macros, -but you are limited in length by the underlying input mechanisms, -which in general limit you to about 1024 keys in both triggers and -actions. - -The special "\" command (which must be encoded in macros as "\\") is -very useful in macros, since it bypasses all keymaps and allows the -next keystroke to be considered a command in the underlying Zangband -command set. For a list of the Zangband command set, see the -"command.txt" help file. For example, a macro which maps Shift-KP6 to -"\" + "." + "6" will induce the "run east" behavior, regardless of what -keyset the user has chosen, and regardless of what keymaps have been -defined. - -Macros can be specified in user pref files as a pair of lines, one of -the form "A:", which defines the encoded macro action, and one of -the form "P:", which defines the encoded macro trigger. - - -***** ---- User Pref Files (Keymaps) --- - -The "Interact with macros" command also allows you to define "keymaps", -which are vaguely related to macros. A keymap maps a single keypress to -a series of keypresses, which bypass both other keymaps and any macros. -Zangband uses keymaps to map the original and the roguelike keysets to -the underlying command set, and allows the user to modify or add -keymaps of their own. Note that all keymap actions must be specified -using underlying commands, not keypresses from the original or -roguelike keysets. The original keyset is almost identical to the -underlying keyset, except that "numbers" are mapped to ";" plus a -direction, "5" is mapped to ",", and a few control-keys are mapped to -various things. See "command.txt" for the full set of underlying -commands. Some uses for keymaps include the ability to "disable" a -command by mapping it to "\x00". - -Keymaps can be specified in user pref files as line of the form -"M: ", where is the keyset (0 for original and 1 for -roguelike), is the encoded trigger key, and is the encoded -keymap action. - - -***** ---- User Pref Files (Visuals) --- - -You can use the "Interact with visuals" command to change various -visual information, currently including the choice of what attr/char -values are used to represent various monsters, objects, or terrain -features. Note that in combination appropriate support in "main-xxx.c", -and with the use of the "use_graphics" flag, you may be able to specify -that "graphic bitmaps" should be used instead of normal "colored -characters" for various things. - -When interactively modifying the attr/char values for monsters, -objects, or terrain features, pressing "n" or "N" will change which -entry you are changing, pressing "a" or "A" will rotate through the -available attr values, and pressing "c" or "C" will rotate though the -available char values. Note that attr/char values with the "high bit" -set may induce the display of special "graphic" pictures if the -"use_graphics" flag is set, and your system supports the "use_graphics" -flag. - -Note that this command can be abused in various ways, and if you must -do so, remember that you are only cheating yourself. - -Keymaps can be specified in user pref files as lines of the form -"R::/" or "K::/" or "F::/" or -"U::/". - - -***** ---- User Pref Files (Colors) --- - -The "Interact with colors" command allows you to change the actual -internal values used to display various colors. This command may or may -not have any effect on your machine. Advanced machines may allow you to -change the actual RGB values used to represent each of the 16 colors -used by Zangband, and perhaps even allow you to define new colors which -are not currently used by Zangband. - -Coors can be specified in user pref files as line of the form -"V:::::". - - -***** ---- User Pref Files (Options) --- - -The "Interact with options" command allows you to turn options on or -off. You may turn options off or on using the user pref commands of the -form "X: