You can attack creatures from a distance by firing a missile from a bow
or other missile launcher, by throwing an object or by using magical
-items such as wands, rods and staves. If you have chosen to play a
+items such as wands, rods and staffs. If you have chosen to play a
spell casting class, you may be able to learn some spells which allow
you to attack a creature from a distance. You can use distance attacks
even when your target is next to you.
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.
+ options to allow wands, staffs, 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.
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
+ affect a specific object. Staffs 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.
+ effects, but unlike staffs 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.
--- Healing Items ---
-Healing is available in multiple forms including: Potions and Staves
+Healing is available in multiple forms including: Potions and Staffs
of Cure Light Wounds, Potions of Cure Serious Wounds, Potions of Cure
-Critical Wounds, Potions, Staves and Rods of Healing, Potions of
+Critical Wounds, Potions, Staffs and Rods of Healing, Potions of
*Healing* and Potions of Life, from weakest to strongest. Both the Life
and Nature realms contain spells to heal the player.
are obsoleted. And races which previously relied on Satisfy Hunger
have new sources of nutrition now; Android can quaff oil. Balrogs
can sacrifice human corpse using the 'E'at command. Golems,
- Skeletons, Zombies, and Spectres can absorb mana from staves and
+ Skeletons, Zombies, and Spectres can absorb mana from staffs and
wands using the 'E'at command. Ents can gain enough nutrition from
potions.
objects.
Many objects found within the dungeon have special commands for their
-use. Wands must be 'a'imed, staves must be 'u'sed, scrolls must be
+use. Wands must be 'a'imed, staffs must be 'u'sed, scrolls must be
'r'ead, and potions must be 'q'uaffed. You may, in general, not only
use items in your pack, but also items on the ground, if you are
standing on top of them.
***** <ObjectFlavors>
=== Object Flavors ===
-Some objects (scrolls, potions, wands, rods and staves) are 'flavored
+Some objects (scrolls, potions, wands, rods and staffs) are 'flavored
items'. This means that with each game they are given a random flavor.
For example, the first time you find a Potion of Heroism it might be
described as a 'Dark Blue Potion'. Once you have identified it, the
part you will need to identify them before you can ascertain how much
use they will be to you. There are several methods of identifying items
available to you. These include Scrolls of Identify and *Identify*,
-Staves and Rods of Perception, spells and prayers and services from
+Staffs and Rods of Perception, spells and prayers and services from
town buildings among others.
There is an important difference between 'identify'ing an object and
"@x#" or "!x" or "!*" (see command.txt#ObjectSelection [i]) .
The game provides some "fake" inscriptions to help you keep track of
-your possessions. Wands and staves which are known to be empty will be
+your possessions. Wands and staffs which are known to be empty will be
inscribed with "empty". Objects which have been tried at least once but
haven't been identified yet will be inscribed with "tried". Cursed
objects are inscribed with "cursed". Broken objects may be inscribed
and most wands will require a target.
Staffs ('_')
- Staves are a flavored item and are made of various types of wood.
+ Staffs are a flavored item and are made of various types of wood.
Like wands, they contain a limited number of charges and must be
- recharged when empty. In general, staves have an area affect or
- act on the player. Unlike wands, few staves may be used directly
- for offense. Staves must be 'u'sed and do not require a target.
+ recharged when empty. In general, staffs have an area affect or
+ act on the player. Unlike wands, few staffs may be used directly
+ for offense. Staffs must be 'u'sed and do not require a target.
Rods ('-')
- Rods are similar to both wands and staves in that many magical
- effects available from wands and staves are also available from
+ Rods are similar to both wands and staffs in that many magical
+ effects available from wands and staffs are also available from
rods. The main difference is that a rod carries a single charge but
over time will recharge itself. Typically, the better the rod, the
longer it will take to recharge itself. This means you have an
poison, they can see invisible things, and move freely. At higher
levels, they also become resistant to attacks which threaten to
drain away their life force. Golems gain very little nutrition
- from ordinary food, but can absorb mana from staves and wands as
+ from ordinary food, but can absorb mana from staffs and wands as
their power source. Golems also gain a natural armor class bonus
from their tough body.
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. They can absorb mana from staves and wands as their
+ benefit. They can absorb mana from staffs and wands as their
energy source.
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, but can absorb mana
- from staves and wands as their energy source.
+ from staffs and wands as their energy source.
***** <Vampire>
cold. They also resist nether. At higher levels they develop
telepathic abilities. Spectres make superb spellcasters, but
their physical form is very weak. They gain very little nutrition
- from the food of mortals, but can absorb mana from staves and
+ from the food of mortals, but can absorb mana from staffs and
wands as their energy source.
second realm can be changed in the middle of the game. You can
change second realm by studying ("G") from a spellbook of new
realm. They have a class power - 'Eat Magic' - which absorbs mana
- from wands, staves or rods.
+ from wands, staffs or rods.
***** <Priest>
gain substantial benefits in the mana costs, minimum levels, and
failure rates of the spells in their speciality realm. They have
a class power - 'Eat Magic' - which absorbs mana from wands,
- staves, or rods.
+ staffs, or rods.
And then, only High-Mages are able to cast Hex spells.
Sorcerers can cast any spell from any spellbooks of all nine magic
realms with 'Master' proficiency level without having to learn it.
They have a class power - 'Eat Magic' - which absorbs mana from
- wands, staves or rods.
+ wands, staffs or rods.
***** <Archer>
cursed. It tells you what a wand/rod/staff/potion/scroll/mushroom/etc.
does, and this is very important. There are nasty potions deep in the
dungeon that you *do not* want to drink! Sometimes, the descriptions of
-the items are a little obscure; things like Staves of Holiness and
+the items are a little obscure; things like Staffs of Holiness and
Power, Mushrooms of Unhealth, and others. You may have to experiment a
bit to determine their powers.
Confusion and Blindness resistance are vital. If you have these, you
can rely on scrolls of Teleportation to get you out of any situation.
-Before this, you need Staves of Teleportation which can be activated
+Before this, you need Staffs of Teleportation which can be activated
when blinded or confused, although with a decent failure rate. Scrolls
are fail-safe.
The Magic Shop ("6")
The Magic Shop deals in all sorts of rings, wands, amulets,
- and staves, as well as some magic books.
+ and staffs, as well as some magic books.
The Black Market ("7")
The Black Market will sell and buy anything at extortionate
- Removed scrolls of satisfy hunger and that class power of Berserkers.
Androids can quaff flasks of oil.
Barlogs can sacrifice corpses with symbol 't','p', or 'h' using the Eat command.
- Golems, Zombies, Skeletons, and Spectors can Eat charges of wands and staves.
+ Golems, Zombies, Skeletons, and Spectors can Eat charges of wands and staffs.
Ents can get nutritions from water in any potions.
- Added lists of known monsters/objects from Eyangband.
- Shift + direction keys will move cursor quickly in the look command.
else if (IS_FLG(FLG_MISSILES))
body_str = "shots, arrows or crossbow bolts";
else if (IS_FLG(FLG_DEVICES))
- body_str = "scrolls, wands, staves or rods";
+ body_str = "scrolls, wands, staffs or rods";
else if (IS_FLG(FLG_LIGHTS))
body_str = "light sources";
else if (IS_FLG(FLG_JUNKS))
"Demon-creatures from the nether-world, imps are naturally resistant to fire attacks and capable of learning fire bolt and fire ball attacks. They are little loved by other races but can perform fairly well in most professions. As they advance levels, they gain the powers of See Invisible.",
-"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 experience. Golems gain very little nutrition from ordinary food, but can absorb mana from staves and wands as their power source. Golems also gain a natural armor class bonus from their tough body.",
+"A Golem is an artificial creature, built from a lifeless raw material like clay, and awakened to life. They are nearly mindless, making them useless for professions which rely on magic, but as warriors they are very tough. They are resistant to poison, they can see invisible things, and move freely. At higher levels, they also become resistant to attacks which threaten to drain away their experience. Golems gain very little nutrition from ordinary food, but can absorb mana from staffs and wands as their power source. Golems also gain a natural armor class bonus from their tough body.",
-"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 shrapnel, and they will quickly become resistant to cold. Although the magical effects of these will affect the skeleton even without entering the skeleton's (non-existent) belly, the potion or food itself will fall through the skeleton's jaws, giving no nutritional benefit. They can absorb mana from staves and wands as their energy source.",
+"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 shrapnel, and they will quickly become resistant to cold. Although the magical effects of these will affect the skeleton even without entering the skeleton's (non-existent) belly, the potion or food itself will fall through the skeleton's jaws, giving no nutritional benefit. They can absorb mana from staffs and wands as their energy source.",
-"Much like Skeletons, Zombies too are undead horrors: they are resistant to exp-draining attacks, and can learn to restore their experience. 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, but can absorb mana from staves and wands as their energy source.",
+"Much like Skeletons, Zombies too are undead horrors: they are resistant to exp-draining attacks, and can learn to restore their experience. 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, but can absorb mana from staffs and wands as their energy source.",
"One of the mightier undead creatures, the Vampire is an awe-inspiring sight. Yet this dread creature has a serious weakness: the bright rays of sun are its bane, and it will need to flee the surface to the deep recesses of earth until the sun finally sets. Darkness, on the other hand, only makes the Vampire stronger. As undead, the Vampire has a firm hold on its experience, 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.",
-"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. As undead, they have a firm hold on their experience, see invisible, and resist poison and cold. They also resist nether. At higher levels they develop telepathic abilities. Spectres make superb spellcasters, but their physical form is very weak. They gain very little nutrition from the food of mortals, but can absorb mana from staves and wands as their energy source.",
+"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. As undead, they have a firm hold on their experience, see invisible, and resist poison and cold. They also resist nether. At higher levels they develop telepathic abilities. Spectres make superb spellcasters, but their physical form is very weak. They gain very little nutrition from the food of mortals, but can absorb mana from staffs and wands as their energy source.",
"One of 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.",
/*!
- * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staves
+ * @brief 魔道具の使用回数を回復させる施設のメインルーチン / Recharge rods, wands and staffs
* @details
* The player can select the number of charges to add\n
* (up to a limit), and the recharge never fails.\n
*\n
* The cost for rods depends on the level of the rod. The prices\n
- * for recharging wands and staves are dependent on the cost of\n
+ * for recharging wands and staffs are dependent on the cost of\n
* the base-item.\n
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
/*!
- * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staves
+ * @brief 魔道具の使用回数を回復させる施設の一括処理向けサブルーチン / Recharge rods, wands and staffs
* @details
* The player can select the number of charges to add\n
* (up to a limit), and the recharge never fails.\n
*\n
* The cost for rods depends on the level of the rod. The prices\n
- * for recharging wands and staves are dependent on the cost of\n
+ * for recharging wands and staffs are dependent on the cost of\n
* the base-item.\n
* @param player_ptr プレーヤーへの参照ポインタ
* @return なし
"Whistle",
"Lanterns",
"Wands",
- "Staves",
+ "Staffs",
"Rods",
"Cards",
"Capture Balls",
/* Shuffle Amulets */
shuffle_flavors(TV_AMULET);
- /* Shuffle Staves */
+ /* Shuffle Staffs */
shuffle_flavors(TV_STAFF);
/* Shuffle Wands */
* @details
* <pre>
* This will light up all spaces with "magic" items, including artifacts,
- * ego-items, potions, scrolls, books, rods, wands, staves, amulets, rings,
+ * ego-items, potions, scrolls, books, rods, wands, staffs, amulets, rings,
* and "enchanted" items of the "good" variety.
*
* It can probably be argued that this function is now too powerful.