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diff --git a/lib/help/TANG.txt b/lib/help/TANG.txt new file mode 100644 index 00000000..ffbb5701 --- /dev/null +++ b/lib/help/TANG.txt @@ -0,0 +1,134 @@ +|||||oy +~~~~~01|Help|Newbie help +#####R The ToME Newbie Guide +by Pat Gunn and others +Based loosely off of Chris Weisieger's Angband Newbie Guide. + + Welcome to ToME, a popular descendant of Moria/Angband. +ToME has many unique features that set it apart from other +Angband/Moria descendants, with a nice mix of races/classes available. +This guide will walk you, a player of ToME, through your first +game (or two), introducing you to basic features that will help your +character survive. + + After you start the game for the first time, you will be +prompted to create a new character. For this guide, we will start +out with simple, easy to play characters. Go through the prompts, +and select one of the following class/race combinations that will +make for a simple first character: + + Wood Elf (Classical) Archer + Half-Troll (Zombie) Unbeliever + Half-Ogre (Barbarian) Warrior + +After class/race selection, you will roll your statistics. Roll a few times +until you get decent strength, constitution, and dexterity scores (the higher +the better). After naming your character, you will appear in the +town. + + The town is a (relatively) safe place for you to buy/sell equipment, +start quests, drop off items for storage, and various other things. Each store +is represented by a symbol (either a number or a '+') on the side of a +*****bldg.txt*0[building]. To enter a store, move over that symbol. You can also 'l'ook +around to see the identity of stores and other inhabitants of the town. At +this level, be wary of merchants and mercenaries -- they can probably kill you +with little difficulty. + + You will want to 'w'ield the weapons/armour you have started with +(if you chose the archer, wield the bow, and then wield the arrows). You +can check to see what you're wearing/wielding at any time by pressing +'e'. Ideally, throughout the game you'll always have some kind of missile +weapon and a decent melee weapon. Initially, purchasing a short bow and +some plain arrows might be wise (archers start with a bow and some arrows, +but you'll probably want to buy more ammo). Choice of a melee weapon is +much more complex, but for now, unless you start with a good melee weapon +(unbelievers do), you might want to consider buying a whip from the +weapon store '3' (or the temple '4'). If available, purchase a lantern +and 2 or 3 flasks of oil from the general store '1'. If you have some +money left, buy some of the cheaper armour pieces from the armoury '2', +such as boots, gloves, cap, and the like. You should now be ready to +do some adventuring. + + Just west of Bree are some steps into the first dungeon. Move on top +of these stairs and hit '>' to go down. You will notice that when you arrive +in the dungeon, you will be on top of some stairs going back up, and in the +lower right, you will see how deep in the dungeon you are. When you need to +return to town, head upstairs from the top level of the dungeon (which you are +in now). Other stairs down will take you deeper in the dungeon. For now, stay +on the first level of the dungeon, and fight some monsters to gain some +experience. Be careful only to fight one monster at a time -- avoid fighting +in open rooms when monsters can gang up on you. Also, avoid floating eyes +'e', and 'l'ook at monsters before getting involved in combat with them. +The 'C' button will bring up a screen telling you how many experience points +you need to go to next level, and 'l'ooking at monsters will tell you how +many experience points they are worth. + + Once you go up a level, you'll want to invest some skill points so +that your character improves. See the *****skills.txt*0[skills] help file for details. + + Grab treasure, and when you are carrying close to as much as you can +carry, head back to Bree and sell your loot. Buy phase door scrolls, teleport +scrolls, and potions that will cure your wounds. Use any remaining money to +buy identify scrolls. After a few trips, and reaching experience level 3, try +going deeper in the dungeon before coming up. + + Before you start going past the 8th or 9th level down, you will +want some means of detecting traps, as traps begin to be a problem around +that depth. Eventually, you'll want a rod of trap location (unless you are +an unbeliever), but scrolls or staves will do until you find a rod and a +rod tip of the right kind. These items, when used, will display all traps +in a radius around you. This means that you'll want to use them again +every time you run to the edge of that radius and into an area where you +haven't yet detected traps. + + Some kinds of items grant useful resistances or powers. You can +see your current resistances and other stats by hitting 'C' and scrolling +through the screens that come up. If you come across a Thunderlord coat +early in the game, they make a good choice, as they grant resistance to +fire and cold. Resistances reduce the damage attacks of certain kinds do, +and often reduce the effectiveness of side-effects they have. + + As you progress deeper in the dungeon, you will want to start using +scrolls of recall to move to and from the dungeon. These scrolls, when +read, schedule your return either to the surface or to the dungeon level +you were last exploring. They do, however, take several turns to take effect, +so reading them in an emergency will do little good. + + Eventually, once you are around level 13 or 14, you will be ready +to make trips to some of the other towns. The easiest town to get to is +northeast of Bree; the others are more difficult to find and reach. When +planning a trip, be sure to carry lots of food and/or scrolls of +satisfy hunger. Multiple light sources may also be wise, and a bow is +almost essential. To make long trips easier, ToME has a map mode +specifically designed for travel. To use it, hit '<' in the wilderness. +This will change the scale of the map, and make time go by at a much +faster rate per square of movement (each square being many normal grid +squares). Be sure to de-equip any exhaustible light sources before +the trip, and never allow yourself to get past hungry while in this mode -- +drop down to the normal mode (with '>') if you get a message that you are +hungry. Eventually, you will also make surface trips to find new dungeons +to visit. + +#####REquipment notation: +#####GA Weapon (3d4) (+3,+7) + This weapon, when you attack an enemy, does base damage calculated + by rolling a 4-sided die 3 times (adding the results up). It gets a + +3 to hit, and +7 to damage. If the weapon is light enough and + you are strong/dextrous enough, you can attack with it multiple times, + getting the base and extra damage once for each attack. + +#####GA Shield [5,+4] + This is a piece of armour, with a base defence of 5 and a magical + bonus of +4. If you wear it, your armour rating will increase by 9. + +#####GA Weapon (Defender) (1d6) (+12,+5) [+6] (+2 to stealth) + This is a special type of weapon, with special powers. The powers + depend on the type (there are more types than just Defender), + and some types can grant a variety of different powers. To get the + full info on this kind of weapon, you can either 'x'amine it if it's + being sold in a store, use certain kinds of magic (*Id*), or use + the (very expensive) services of certain stores. + +Many armours also have special powers. +Some very powerful items are unique, and are called artifacts. They are +normally indestructible, and will prove very useful in your quest. |