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-rw-r--r--lib/mods/theme/help/ability.txt115
-rw-r--r--lib/mods/theme/help/attack.txt148
-rw-r--r--lib/mods/theme/help/automat.txt504
-rw-r--r--lib/mods/theme/help/birth.txt659
-rw-r--r--lib/mods/theme/help/c_alchem.txt135
-rw-r--r--lib/mods/theme/help/c_archer.txt68
-rw-r--r--lib/mods/theme/help/c_ascet.txt46
-rw-r--r--lib/mods/theme/help/c_assass.txt58
-rw-r--r--lib/mods/theme/help/c_axemas.txt51
-rw-r--r--lib/mods/theme/help/c_bard.txt69
-rw-r--r--lib/mods/theme/help/c_clairv.txt47
-rw-r--r--lib/mods/theme/help/c_demono.txt54
-rw-r--r--lib/mods/theme/help/c_druid.txt55
-rw-r--r--lib/mods/theme/help/c_geoman.txt59
-rw-r--r--lib/mods/theme/help/c_hafted.txt54
-rw-r--r--lib/mods/theme/help/c_lorema.txt54
-rw-r--r--lib/mods/theme/help/c_mage.txt67
-rw-r--r--lib/mods/theme/help/c_mercen.txt49
-rw-r--r--lib/mods/theme/help/c_merch.txt29
-rw-r--r--lib/mods/theme/help/c_mimic.txt53
-rw-r--r--lib/mods/theme/help/c_mindcr.txt57
-rw-r--r--lib/mods/theme/help/c_monk.txt87
-rw-r--r--lib/mods/theme/help/c_necro.txt80
-rw-r--r--lib/mods/theme/help/c_pacif.txt10
-rw-r--r--lib/mods/theme/help/c_peacemag.txt46
-rw-r--r--lib/mods/theme/help/c_polear.txt52
-rw-r--r--lib/mods/theme/help/c_posses.txt70
-rw-r--r--lib/mods/theme/help/c_pr_drk.txt57
-rw-r--r--lib/mods/theme/help/c_pr_eru.txt55
-rw-r--r--lib/mods/theme/help/c_pr_man.txt54
-rw-r--r--lib/mods/theme/help/c_pr_mand.txt49
-rw-r--r--lib/mods/theme/help/c_pr_ulmo.txt50
-rw-r--r--lib/mods/theme/help/c_pr_varda.txt50
-rw-r--r--lib/mods/theme/help/c_priest.txt17
-rw-r--r--lib/mods/theme/help/c_ranger.txt56
-rw-r--r--lib/mods/theme/help/c_rogue.txt62
-rw-r--r--lib/mods/theme/help/c_runecr.txt110
-rw-r--r--lib/mods/theme/help/c_sniper.txt50
-rw-r--r--lib/mods/theme/help/c_sorcer.txt68
-rw-r--r--lib/mods/theme/help/c_stonewr.txt50
-rw-r--r--lib/mods/theme/help/c_summon.txt80
-rw-r--r--lib/mods/theme/help/c_swordm.txt52
-rw-r--r--lib/mods/theme/help/c_symbia.txt68
-rw-r--r--lib/mods/theme/help/c_thaum.txt84
-rw-r--r--lib/mods/theme/help/c_trapper.txt46
-rw-r--r--lib/mods/theme/help/c_unbel.txt65
-rw-r--r--lib/mods/theme/help/c_wainrid.txt49
-rw-r--r--lib/mods/theme/help/c_warper.txt60
-rw-r--r--lib/mods/theme/help/c_warrio.txt54
-rw-r--r--lib/mods/theme/help/command.txt1251
-rw-r--r--lib/mods/theme/help/corspoil.txt136
-rw-r--r--lib/mods/theme/help/debug.txt278
-rw-r--r--lib/mods/theme/help/def.aux3
-rw-r--r--lib/mods/theme/help/defines.txt639
-rw-r--r--lib/mods/theme/help/dungeon.txt703
-rw-r--r--lib/mods/theme/help/dunspoil.txt173
-rw-r--r--lib/mods/theme/help/essences.txt219
-rw-r--r--lib/mods/theme/help/experien.hlp28
-rw-r--r--lib/mods/theme/help/explore.hlp16
-rw-r--r--lib/mods/theme/help/fatespoi.txt28
-rw-r--r--lib/mods/theme/help/foot.aux4
-rw-r--r--lib/mods/theme/help/g_aule.txt61
-rw-r--r--lib/mods/theme/help/g_eru.txt65
-rw-r--r--lib/mods/theme/help/g_mandos.txt56
-rw-r--r--lib/mods/theme/help/g_manwe.txt62
-rw-r--r--lib/mods/theme/help/g_melkor.txt65
-rw-r--r--lib/mods/theme/help/g_tulkas.txt45
-rw-r--r--lib/mods/theme/help/g_ulmo.txt58
-rw-r--r--lib/mods/theme/help/g_varda.txt54
-rw-r--r--lib/mods/theme/help/g_yavann.txt62
-rw-r--r--lib/mods/theme/help/gambling.txt29
-rw-r--r--lib/mods/theme/help/general.txt39
-rw-r--r--lib/mods/theme/help/gods.txt42
-rw-r--r--lib/mods/theme/help/help.hlp33
-rw-r--r--lib/mods/theme/help/index.txt636
-rw-r--r--lib/mods/theme/help/inscrip.txt65
-rw-r--r--lib/mods/theme/help/lua.hlp34
-rw-r--r--lib/mods/theme/help/lua_gf.txt45
-rw-r--r--lib/mods/theme/help/lua_intr.txt133
-rw-r--r--lib/mods/theme/help/lua_mon.txt535
-rw-r--r--lib/mods/theme/help/lua_play.txt1225
-rw-r--r--lib/mods/theme/help/lua_pow.txt266
-rw-r--r--lib/mods/theme/help/lua_ques.txt299
-rw-r--r--lib/mods/theme/help/lua_skil.txt342
-rw-r--r--lib/mods/theme/help/lua_spel.txt2150
-rw-r--r--lib/mods/theme/help/lua_util.txt898
-rw-r--r--lib/mods/theme/help/luckspoi.txt129
-rw-r--r--lib/mods/theme/help/m_air.txt42
-rw-r--r--lib/mods/theme/help/m_convey.txt71
-rw-r--r--lib/mods/theme/help/m_demono.txt44
-rw-r--r--lib/mods/theme/help/m_divin.txt38
-rw-r--r--lib/mods/theme/help/m_earth.txt35
-rw-r--r--lib/mods/theme/help/m_fire.txt53
-rw-r--r--lib/mods/theme/help/m_geoman.txt75
-rw-r--r--lib/mods/theme/help/m_mana.txt40
-rw-r--r--lib/mods/theme/help/m_meta.txt75
-rw-r--r--lib/mods/theme/help/m_mimic.txt33
-rw-r--r--lib/mods/theme/help/m_mind.txt49
-rw-r--r--lib/mods/theme/help/m_mindcr.txt54
-rw-r--r--lib/mods/theme/help/m_music.txt77
-rw-r--r--lib/mods/theme/help/m_nature.txt54
-rw-r--r--lib/mods/theme/help/m_necrom.txt35
-rw-r--r--lib/mods/theme/help/m_symbio.txt50
-rw-r--r--lib/mods/theme/help/m_tempo.txt42
-rw-r--r--lib/mods/theme/help/m_thaum.txt31
-rw-r--r--lib/mods/theme/help/m_udun.txt35
-rw-r--r--lib/mods/theme/help/m_water.txt34
-rw-r--r--lib/mods/theme/help/macrofaq.txt2360
-rw-r--r--lib/mods/theme/help/magic.hlp41
-rw-r--r--lib/mods/theme/help/magic.txt143
-rw-r--r--lib/mods/theme/help/newbie.hlp16
-rw-r--r--lib/mods/theme/help/option.txt697
-rw-r--r--lib/mods/theme/help/r_beorn.txt33
-rw-r--r--lib/mods/theme/help/r_demon.txt31
-rw-r--r--lib/mods/theme/help/r_dragon.txt33
-rw-r--r--lib/mods/theme/help/r_drkelf.txt33
-rw-r--r--lib/mods/theme/help/r_dwarf.txt39
-rw-r--r--lib/mods/theme/help/r_eagle.txt32
-rw-r--r--lib/mods/theme/help/r_easterl.txt34
-rw-r--r--lib/mods/theme/help/r_elf.txt32
-rw-r--r--lib/mods/theme/help/r_ent.txt39
-rw-r--r--lib/mods/theme/help/r_gnome.txt36
-rw-r--r--lib/mods/theme/help/r_hafelf.txt31
-rw-r--r--lib/mods/theme/help/r_hafogr.txt31
-rw-r--r--lib/mods/theme/help/r_hielf.txt34
-rw-r--r--lib/mods/theme/help/r_hobbit.txt39
-rw-r--r--lib/mods/theme/help/r_human.txt23
-rw-r--r--lib/mods/theme/help/r_maia.txt20
-rw-r--r--lib/mods/theme/help/r_orc.txt35
-rw-r--r--lib/mods/theme/help/r_pettyd.txt30
-rw-r--r--lib/mods/theme/help/r_rohank.txt33
-rw-r--r--lib/mods/theme/help/r_troll.txt34
-rw-r--r--lib/mods/theme/help/r_wodelf.txt37
-rw-r--r--lib/mods/theme/help/r_yeek.txt30
-rw-r--r--lib/mods/theme/help/rm_aewrog.txt35
-rw-r--r--lib/mods/theme/help/rm_barb.txt38
-rw-r--r--lib/mods/theme/help/rm_black.txt31
-rw-r--r--lib/mods/theme/help/rm_blue.txt31
-rw-r--r--lib/mods/theme/help/rm_cabrog.txt35
-rw-r--r--lib/mods/theme/help/rm_class.txt14
-rw-r--r--lib/mods/theme/help/rm_drarog.txt34
-rw-r--r--lib/mods/theme/help/rm_ether.txt32
-rw-r--r--lib/mods/theme/help/rm_green.txt30
-rw-r--r--lib/mods/theme/help/rm_herm.txt36
-rw-r--r--lib/mods/theme/help/rm_hurog.txt27
-rw-r--r--lib/mods/theme/help/rm_limrog.txt33
-rw-r--r--lib/mods/theme/help/rm_lsoul.txt26
-rw-r--r--lib/mods/theme/help/rm_lygrog.txt27
-rw-r--r--lib/mods/theme/help/rm_narrog.txt34
-rw-r--r--lib/mods/theme/help/rm_rawrog.txt30
-rw-r--r--lib/mods/theme/help/rm_red.txt30
-rw-r--r--lib/mods/theme/help/rm_sarnrog.txt30
-rw-r--r--lib/mods/theme/help/rm_skel.txt40
-rw-r--r--lib/mods/theme/help/rm_spec.txt44
-rw-r--r--lib/mods/theme/help/rm_vamp.txt32
-rw-r--r--lib/mods/theme/help/rm_white.txt32
-rw-r--r--lib/mods/theme/help/rm_zomb.txt39
-rw-r--r--lib/mods/theme/help/skills.txt539
-rw-r--r--lib/mods/theme/help/spoil_faq.txt63
-rw-r--r--lib/mods/theme/help/spoiler.hlp18
-rw-r--r--lib/mods/theme/help/tome_faq.txt381
-rw-r--r--lib/mods/theme/help/version.txt354
-rw-r--r--lib/mods/theme/help/whattome.txt30
-rw-r--r--lib/mods/theme/help/wishing.txt24
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}Attacking is simple in ToME; attempting to move over a creature +attacks it. It is also possible to attack from a distance by firing a missile +or by magical means (wand, rod, spell, etc). Creatures attack in the same way.+This means that if you do not wish to melee with a creature, it is wise to keep+distant from it. This strategy is not perfect -- some monsters, such as+dragons, have a way to attack from a distance.++Some creatures, such as Ghosts, have the ability to pass through walls.+To attack creatures (that you can see) who are currently in a wall,+attempt to move over it (even if you cannot pass through walls, the+attack will still happen). Monsters will take less damage from attacks+while they are in walls. Also, if you cannot see the monster (e.g. if you+are blind, or it is invisible and you do not have see invisible), this+will not work: you'll have to try to tunnel. Most spells and magic devices+cannot target monsters in walls. In situations like this, it is usually wise to+lure the monster out of the wall before attacking it.++Melee attacks are handled as such:+#####G To-hit:+ Your strength grants a bonus or penalty to-hit+ Your class might grant a bonus or penalty to-hit+ Your skill with specific kinds of weapons gives a bonus + to-hit (e.g.: Swordmastery gives a to-hit bonus+ when using swords)+ Enchantments on your weapon grant a bonus or penalty to-hit+ Certain rings (accuracy, slaying) may also grants a bonus + or penalty to-hit+ Your Tactic setting may give bonuses o penalties to-hit+ (to change it, press 'C' and then 't' or 'T')+ Other temporary effects (berserk, etc) might affect your+ chance to hit+ The armor rating of the monster you're attacking makes a+ big difference++#####G Blows:+ Your strength and dexterity affect how many blows you get+ Your class and level might affect how many blows you get+ The weight of the weapon very likely will affect how many + blows you get+ Certain skills (e.g. Swordmastery) may affect how many blows+ you get with particular weapons+ Enchantments on your weapon might also affect how many + blows you get (this is rare)+ Certain very rare rings (of attacks) may also affect how + many blows you get++#####G Damage:+ The base damage of your weapon is rolled+ Strength grants a bonus or penalty+ Your class might grant a bonus or penalty+ Combat and Weaponmastery skills increase your melee damage+ Ranged masteries increase the damage multiplier of slings,+ bows, crossbows or boomerangs(see below)+ Enchantments on your weapon might also grant a bonus or + penalty+ Your Tactic setting may give bonuses o penalties to damage+ (to change it, press 'C' and then 't'or'T')+ Temporary effects also might grant a bonus or penalty++So, each blow you are entitled to is checked for a hit. If this is the case,+the damage is then applied to the monster. Note that unless you have some +barehanded combat training or are possessing a monster, melee without a weapon +will result in a single blow that does base damage of 1d1. This might, however,+be useful in attacking certain rare monsters that destroy weapons.++Combat with a bow/sling is similar, except ammo is used (which will eventually+run out, requiring replacement). Bows don't have a base damage rating (ammo +does), instead having a damage multiplier. Bows can, however, be enchanted, +and enchantment on bows and arrows is cumulative (meaning that well-enchanted+bows and arrows can be one of the more effective weapons in the game. They+do, however, tend to be very expensive, as non-artifact arrows frequently break+after being fired).+Using ammo without the appropriate bow generally has poor results.+~~~~~03|Armor+#####R=== Armor ===++As the armor class of a monster greatly affects how hard it is for it+to be hit, your armor class affects how hard it is for it to hit you.+A high armor rating will make it much easier to survive deep in the dungeon.+For a warrior style class (Unbelievers, Fighters, Archers, etc), it is+generally wise to wear as much and as powerful armor as possible (subject+to weight limitations, of course). Spellcasting classes, however, have+limits on how much armor they can wear before it disrupts their motion+and makes it hard for them to cast spells properly. For many of these classes,+gloves are especially bad for spellcasting. Monks and Rogues skilled+at dodging will often find heavy armor cumbersome, too. +Armor has a base rating and an enchantment rating. The base rating is constant+for the type of armor (e.g. paper armor always has a base rating of 4), and +the enchantment depends on the item. There are also ways to further enchant+armor you have. Certain very powerful enchantments grant resistances to+specific forms of magical attacks.+~~~~~04|Attacking Monsters|Resistances+~~~~~05|Armor|Resistances+#####R=== Resistances and typed attacks===+Many kinds of monsters, traps, and other effects do damage that has a type.+Types can have side effects in addition to the raw damage they deal. Certain+enchanted items can grant resistances, reducing the raw damage and possibly+reducing or eliminating the side effects. Some monsters also have resistances,+so watching the messages when attacking a monster can often reveal that a+particular attack is ineffective. +~~~~~06|Attacking Monsters|Damage Effect type (Fire/cold/nether etc)+~~~~~09|Damage Effects+#####GLow attacks+ Fire - Destroys weapons, armor, scrolls, and staves. Reduces strength.+ Cold - Shatters potions. + Elec - Reduces dexterity.+ Acid - Reduces bonuses on equipped armor, reduces charisma++#####GMiddle attacks+ Poison - Player becomes poisoned+ Light - Blinds player, perma-lights area+ Dark - Blinds player, darkens area+ Confusion - Confuses player++#####GHigh attacks+ Nether - Drains experience+ Nexus - Scrambles statistics, teleports player randomly+ Disenchantment - Reduces bonuses on equipped items+ Chaos - Confuses, drains life, causes hallucination, and more+ Sound - Shatters potions+ Shards - Cuts player++#####GUnresistable attacks+ Water - Stuns player+ Ice - Stuns player, shatters potions+ Plasma - Stuns player, otherwise same as fire attacks+ Force - Pushes player a few squares back+ Inertia - Slows player+ Gravity - Slows and teleports player a few squares+ Disintegration - Destroys items on ground, destroys walls+ Mana - Destroys items on ground+~~~~~07|Monsters|Monster Memory+#####R=== Monster Memory ===++The thousands of different creatures in ToME have many different+characteristics, including spells, resistances, health, attacks, and speed.+The information you have learned about each monster from your encounters+with them is recorded in the monster memory (accessed with '/' or by 'l'ooking+at a monster). It is possible to eventually learn all the characteristics+of any given monster by interacting with them enough, but this is not always+desirable (hanging around great hell wyrms, for example, can be hazardous+to one's health). Certain spells may help you learn faster, as well as+research centres in town. diff --git a/lib/mods/theme/help/automat.txt b/lib/mods/theme/help/automat.txtnew file mode 100644index 00000000..bf6478f8--- /dev/null+++ b/lib/mods/theme/help/automat.txt@@ -0,0 +1,504 @@+|||||oy+~~~~~01|Automatizer+~~~~~02|Auto pick-up+~~~~~03|Auto destroy+~~~~~04|Autosquelch+#####R /----------------------------------------\+#####R < The Automatizer >+#####R \----------------------------------------/++#####GWhat is the Automatizer?+The automatizer is an advanced auto-pickup or auto-squelch (auto-destroyer). At+a basic level, it will allow you to automatically destroy things that you have+no use for once you walk over them, providing that you have identified one of+them with your current character.++#####GIs that it?+Well no. The automatizer is far more flexible than that. The old-fashioned auto+squelch allowed you to destroy things dependent on how they pseudo-id'd - you+could auto-destroy all {cursed} swords for instance.+This is fine to start with, but once you get deep in the dungeon, and have a lot+of money and a decent weapon, you'll be interested in destroying {average} and+{good} items too right? Well the automatizer allows you to define destruction of+things providing you are of a certain level.++#####GSounds quite cool, but wha...+STOP RIGHT THERE! I haven't finished yet! Let's look at some other examples.+Most of the time, scrolls of darkness are pretty useless. Unless you are a+vampire, or an alchemist, right? So you might think it was no good to add+auto-destroy of scrolls of darkness to the automatizer. But you'd be wrong, for+you can add rules that are dependent on certain conditions, like that you are+of a certain race, or class.++#####GHey this is sounding good. What if it destroys my artifacts?+It can't. Artifacts can never be destroyed, by the automatizer. However, watch+out for items that are VERY cool but not artifacts... you wouldn't want to go+destroying boots of speed would you? Fortunately there are provisions for this+too, you could set a rule that destroyed all excellent boots (providing you were+past character level 45 say), but not if they were boots of speed.++#####GWoah! This sounds amazing!+Yes it is, isn't it.++#####GSo how do I use it?+Well the very simplest way is as follows. When you hit 'k' (^D in the roguelike+keyset) to destroy an item, you'll see that one option is "$new automatizer+rule(OFF)". If you want to destroy all future items like that that you find,+then hit the$ key. You'll see that (OFF) changes to (ON). Now pick the item you+want to destroy. Let's say it is a Potion of Salt Water. You would now, as+normal, see a message "You destroy a Potion of Salt Water". Following this you+get a prompt, "Destroy all of the same [T]ype, [F]amily, or [N]ame, also use+[S]tatus (no)?". Let's take the easy one first and hit 'n' to go with name.+You'll now see a message, "Rule added, please go to the automatizer screen+(press = then T) to save the modified ruleset". Let's do that then, shall we. If+this is the first time you have used the automatizer with this savefile, you'll+be asked to enable it as you hit T. Confirm that you would like to enable it,+otherwise it won't work.++#####GWhat's the point in having it disabled then?+Well let's say you spotted something that you weren't sure how it would be+affected by your rules, but didn't want to destroy it; you could just disable+the automatizer for a moment and check it over before deciding what to do with+it and switching the automatizer back on.++#####GHmmm, ok. So I've enabled the automatizer, now what?+Well, you'll see a screen like this:++&&&&&B/B-B-B-B-BRBuBlBeBsB-B-B-B-B-B/B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B\+&&&&&B|GsGaGlGtG GwGaGtGeGrB B B w B|GB B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wfwowowdB B B B B B B B B w B|G G G G Gwpwowtwiwownw wowfw wswawlwtw wwwawtwewrgB B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/+&&&&&B|B B B B B B B B B B B B B w B|w BuBpW/BdBoBwBnW WtWoW WsWcWrWoWlWlW,W BtBaBbW WtWoW WsWwWiWtWcWhW WtWoW WtWhWeW WrWuWlWeW WwWiWnWdWoWww w w w w w w w w w w w w +&&&&&B|w w w w w w w w w w w w w w B|w BuW/BdW WtWoW WmWoWvWeW WrWuWlWeWsW,W BnWeWwW WrWuWlWeW,W BrWeWnWaWmWeW WrWuWlWeW,W BsWaWvWeW WrWuWlWeWsw w w w w w w w w w w w +&&&&&B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/w RkW WtWoW rdrirsrarbrlreW WtWhWeW WaWuWtWoWmWaWtWiWzWeWrw w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w + ++(snipped for brevity).++The automatizer rules are written in XML, so if you're familiar with that format+you shouldn't find things too difficult. It's also similar in format to HTML, as+you may notice from the way that there are opening tags () and closing+tags (), and that everything between those tags is affected by that+rule.++#####GXML? HTML? What is this? Isn't ToME enough acronyms to be going on with?+OK, so you don't know anything about mark-up languages, it's no problem. Let's+take a look at the automatizer screen bit by bit, starting with the instructions+bottom right.++up/down to scroll. Well as you move the up/down cursor keys or number keys, a+different rule name is highlighted in the left hand window, and that rule is+displayed in the right hand window.+tab to switch to the rule window. Does what it says on the tin: switches to the+rule window (the right hand pane) to allow editing of existing rules.+u/d to move rules. Pressing 'u' or 'd' will move the rule up or down the order+displayed in the left hand window. Purely for cosmetic reasons.+new rule. Adds the beginning of a new rule.+rename rule. This is handy, as every rule added from the destroy prompt (as+explained above) is automatically named 'destroy', which gets a bit confusing+when you have 50 or so rules... renaming your rules will make them much easier+to edit later.+save rules. Saves all existing rules to a filename you designate (default is+automat.atm). Don't forget to do this after adding new rules/before exiting the+game.+k to disable the automatizer. Disables the automatizer, preserving the rules you+have made.++#####GYeah yeah, so what about the rule window on the right hand side itself?+OK, here we go. This is the real juicy stuff.++Anything inside pointy brackets (greater than and less than signs) is called a+tag. You'll notice that each tag opens with a word, and then that same word+appears in another tag later on, preceded by a slash. These are referred to as+opening tags (like ) and closing tags (like ). Everything within+a set of closing and opening tags is affected by those tags. This will make more+sense as we continue. Tags and the things they enclose are like "mini-rules"+which will together make up one rule. I call these mini-rules, clauses.++the first line:++Each rule starts with the tag , and this contains the rule name, and the+rule type. The rule name is how it is identified in the left hand window, and+need not be unique. The rule type will be either "destroy" (destroys items when+conditions stated below are met) or "pickup" (picks up item when conditions are+met) or "nothing" (neither picks up, nor destroys item when conditions are met)++The second line:+ Potion of Salt Water+This tells us that for the rule to be carried out, the name of the item must be+"Potion of Salt Water"++The third line:++This tells us the rule is ended.++In total then, the rule named "destroy" checks to see if the name of every item+is Potion of Salt water, and if it is, it destroys it.++Nice and simple huh?++#####GYes Yes, very simple. It doesn't look very advanced at the moment.+Well, we've barely scratched the surface.+Let's take a look at those other options we got at the destroy prompt. Let's say+I was at a stage in the game where I wanted to be able to switch on an auto-+destroy for all swords that pseudo-id'd as {average}. So let's say I have a+dagger in my backpack, and I want to create an auto-destroy rule for that and+all subsequent swords... This is what I'd do:+Hit 'k' to destroy items and hit '$' to turn on automatizer rules. Then I'd +select the dagger and confirm the destruction. Hit 's' to switch the status+toggle. This toggle will include (when ON) how the dagger pseudo-ids, and+finally hit 'f' to add a rule saying destroy by family. What you'll see in the+automatizer screen now is this:++&&&&&B/B-B-B-B-BRBuBlBeBsB-B-B-B-B-B/B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B\+&&&&&B|GdGeGsGtGrGoGyB B B B B B w B|GB B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wdwewswtwrwowyB B B B B B w B|G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wfwowowdB B B B B B B B B w B|G G G G G G G G Gw2w3gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G GwawvwewrwawgwegB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w B|+&&&&&B|B B B B B B B B B B B B B w B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/+&&&&&B|B B B B B B B B B B B B B w B|w BuBpW/BdBoBwBnW WtWoW WsWcWrWoWlWlW,W BtBaBbW WtWoW WsWwWiWtWcWhW WtWoW WtWhWeW WrWuWlWeW WwWiWnWdWoWww w w w w w w w w w w w w +&&&&&B|w w w w w w w w w w w w w w B|w BuW/BdW WtWoW WmWoWvWeW WrWuWlWeWsW,W BnWeWwW WrWuWlWeW,W BrWeWnWaWmWeW WrWuWlWeW,W BsWaWvWeW WrWuWlWeWsw w w w w w w w w w w w +&&&&&B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/w RkW WtWoW rdrirsrarbrlreW WtWhWeW WaWuWtWoWmWaWtWiWzWeWrw w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w ++#####GOK, well I can see the pseudo-id status is there, what's that tval thing? And+#####Gwhere does it say swords?+Well actually the tval thing is where it says swords! This is what is added by+the 'destroy by family' option.++It's probably worth explaining a bit here about the internal structure of ToME+code. Don't worry it's not too scary. In ToME, all objects are divided into+types: swords, axes, hafted-weapons, scrolls, rings etc. Every type is further+divided into sub-types. Eg swords are divided into daggers, broad swords, two-+handed swords and so on. Scrolls are divided into their specific actions;+scrolls of light, scrolls of satisfy hunger etc. Each type has a number assigned+to it, that never changes, and so does each sub-type. In this way we can+identify an exact object using just two values: it's type, or tvalue (tval) and+it's sub-type, or svalue (sval). You see where we're going with this?+Now daggers have a tval of 23 and an sval of 4. So you can see that we've said+in the rule that all things with a tval of 23 and a status of average can be+destroyed.++#####GAh, right. I see. And what's with the tags?+Well, everything in those tags must be true for the rule to carry out. If we had+the 23 and the average lines without the +tags, it would not be clear whether we wanted just one of those clauses to be+true for the rule to be carried out, or both of them.++#####GErr...+In other words, without the tags it might look like we wanted to destroy+a) EVERYTHING that pseudo id'd as average, and+b) EVERY sword, regardless of how it pseudo-id'd!++#####GRight. What if I did want a rule that was more general, and had either/or+options in it?+Then there are tags to do that - the tags. If ANY of the clauses+return as true within or tags, then the rule is carried out. Substitute +tags for the tags in our sword example above, and the rule will operate in+the rather unhelpful way I explained above (all {average} things destroyed, and+all swords destroyed, regardless of how they pseudo-id). So essentially, if your+rule has more than one clause, you will need to include either tags or+ tags, or in some cases both.++#####GOK and so what does the [T]ype option do?+It merely adds the sval, thus narrowing down the parameters for the auto-+destroy. For instance if I'd chosen to destroy by type rather than family in the+last example, we'd have ended up with this:++&&&&&B/B-B-B-B-BRBuBlBeBsB-B-B-B-B-B/B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B\+&&&&&B|GdGeGsGtGrGoGyB B B B B B w B|GB B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wdwewswtwrwowyB B B B B B w B|G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wfwowowdB B B B B B B B B w B|G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G Gw2w3gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G GgB B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G GwawvwewrwawgwegB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w B|+&&&&&B|B B B B B B B B B B B B B w B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/+&&&&&B|B B B B B B B B B B B B B w B|w BuBpW/BdBoBwBnW WtWoW WsWcWrWoWlWlW,W BtBaBbW WtWoW WsWwWiWtWcWhW WtWoW WtWhWeW WrWuWlWeW WwWiWnWdWoWww w w w w w w w w w w w w +&&&&&B|w w w w w w w w w w w w w w B|w BuW/BdW WtWoW WmWoWvWeW WrWuWlWeWsW,W BnWeWwW WrWuWlWeW,W BrWeWnWaWmWeW WrWuWlWeW,W BsWaWvWeW WrWuWlWeWsw w w w w w w w w w w w +&&&&&B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/w RkW WtWoW rdrirsrarbrlreW WtWhWeW WaWuWtWoWmWaWtWiWzWeWrw w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w ++You can see in this example that we have nested tags. Evaluating the tags+from the ones nested deepest first we can see that if an object has a tval of 23+and an sval between the values of 4 and 4 (i.e. if it is 4) then the rule will+check against the next part, which is to see if the object identifies {average}.+If it does, then all the clauses have been met and rule is carried out. In+short, it destroys all average daggers, rather than all average swords. Strictly+speaking the nested tags aren't needed, but they do no harm, and are added+automatically when destroying by [T]ype.++#####GThis is all well and good but the numbers are going to get rather confusing+#####Garen't they? Be much easier if I could just write 'swords' or 'daggers'.+Well, you can. Kind of. Instead of using the admittedly rather obtuse numbers,+you can use the name of that tvalue rather than the number it represents. So+instead of 23 you could write TV_SWORD.++#####GAh that would be better. But where can I find out what all the names, and+#####Gnumbers of tvalues are?+Well I've written a *****defines.txt*0[file] which lists tvalues and one which lists svalues for you+to check on, and you may want to check the objects entry in k_info.txt in your+lib/edit directory. If you look at the entry for dagger you'll see:++N:43:& Dagger~+G:|:W+I:23:4:0+W:0:0:12:10+A:0/1:5/1:10/1:20/1+P:0:1d4:0:0:0++The only line we're interested in is the one that starts I (for Index). The+first number is the tval, and the second is the sval.+Of course you could always rename your rule to make things clearer.++#####GOK so you mentioned something about setting rules up that happen only if a+#####Gplayer is a certain level?+Yeah, good point. Well, let's develop our destroy average swords rule for the+moment. Let's say we always wanted to destroy average swords by the time we got+to character level 20. They don't earn enough gold to make it worth carrying+back to town, and we'll have a better weapon by then anyway. So here we are in+the automatizer screen, with the destroy sword rule displaying in the right hand+window. If we hit tab, the right window becomes active and the rules at the+bottom change:++&&&&&B/B-B-B-B-BRBuBlBeBsB-B-B-B-B-B/B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B\+&&&&&B|gdgegsgtgrgogyB B B B B B w B|vB B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wdwewswtwrwowyB B B B B B w B|G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wfwowowdB B B B B B B B B w B|G G G G G G G G Gw2w3gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G GwawvwewrwawgwegB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|vB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/+&&&&&B|B B B B B B B B B B B B B w B|w BuBpW/BdBoBwBnW/BlBeBfBtW/BrBiBgBhBtW WtWoW WnWaWvWiWtWaWgWeW WrWuWlWeW,W B9W/B3W/B7W/B1W WtWoW WsWcWrWoWlWlw w w w w w w w w w +&&&&&B|w w w w w w w w w w w w w w B|w BtBaBbW WfWoWrW WsWwWiWtWcWhW,W BaWdWdW WcWlWaWuWsWeW,W BdWeWlWeWtWeW WcWlWaWuWsWeW/WrWuWlWew w w w w w w w w w w w w w w w w w +&&&&&B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w ++You can see the tags have changed to purple, indicating they are the+active ones, that all key presses will act upon. Let's just quickly scoot+through these new commands:+up/down/left/right to navigate rule: These will change which clause is active,+enabling you to delete that clause, or add further clauses inside that one if it+so allows it.+9/3/7/1 to scroll: scrolls the whole screen which can become useful if you have+a particularly long rule or one with lots of nested clauses.+tab for switch: will make the left-hand window active again.+add clause: adds a new clause within the active one, providing the active clause+is either a , or tag.+delete clause/rule: deletes the active clause, and any clauses nested within+that one. Therefore if the tags are active, the whole rule will be+deleted. Beware!++So if we now hit our right arrow we see that the tags are active. We can+now add a new clause here. Let's do so by pressing 'a'. You'll now see a list of+different types of clauses you can add, which you simply scroll through using up+and down keys, and select by hitting enter. A brief description of the selected+clause is shown in the right hand window. Scroll down to the 'level' rule type+and hit enter. You'll be asked to enter a player level. Let's go for 20. You'll+then be asked for a maximum level, put 50, as we want the rule to be true from+level 20 and upwards. You'll now see our rule displays as:++&&&&&B/B-B-B-B-BRBuBlBeBsB-B-B-B-B-B/B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B\+&&&&&B|gdgegsgtgrgogyB B B B B B w B|GB B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wdwewswtwrwowyB B B B B B w B|v v v v vB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wfwowowdB B B B B B B B B w B|G G G G G G G G Gw2w3gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G GwawvwewrwawgwegB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G GgB B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|v v v v vB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/+&&&&&B|B B B B B B B B B B B B B w B|w BuBpW/BdBoBwBnW/BlBeBfBtW/BrBiBgBhBtW WtWoW WnWaWvWiWtWaWgWeW WrWuWlWeW,W B9W/B3W/B7W/B1W WtWoW WsWcWrWoWlWlw w w w w w w w w w +&&&&&B|w w w w w w w w w w w w w w B|w BtBaBbW WfWoWrW WsWwWiWtWcWhW,W BaWdWdW WcWlWaWuWsWeW,W BdWeWlWeWtWeW WcWlWaWuWsWeW/WrWuWlWew w w w w w w w w w w w w w w w w w +&&&&&B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w ++So there we go. A rule which will destroy all {average} swords once the player+is past character level 20.++#####GHmmm I've tried this, it doesn't destroy cursed swords though...+Nope. You haven't told it to. If you want a scaling rule, which always destroys+cursed swords and then destroys average swords at character level 20, then {good}+swords at character level 35, have a look at this, rather more complicated rule.++&&&&&B/B-B-B-B-BRBuBlBeBsB-B-B-B-B-B/B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B\+&&&&&B|wswhwiwewlwdB B B B B B B w B|GB B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wbwowwB B B B B B B B B B w B|G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|whwrwdw wawrwmwowuwrB B B w B|G G G G G G G G Gw2w3gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wawxwewsB B B B B B B B B w B|G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|whwewlwmwsB B B B B B B B w B|G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wswowfwtw wawrwmB B B B B w B|G G G G G G G G G G G G G G G G GgB B B B B B B B B B B B B B B w B|+&&&&&B|wbwowlwtwsB B B B B B B B w B|G G G G G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wbwowowtwsB B B B B B B B w B|G G G G G G G G G G G G G G G G G G G G Gwvwewrwyw wbwawdgB B B B B B B B B B B B B B B B B B w B|+&&&&&B|wgwlwowvwewsB B B B B B B w B|G G G G G G G G G G G G G G G G G G G G GwbwawdgB B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wpwowlwewawrwmwsB B B B B w B|g g g g g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wcwlwowawkB B B B B B B B w B|g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|GsGwGoGrGdGsB B B B B B B w B|G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|whwawfwtwewdwsB B B B B B w B|G G G G G G G G G G G G G G G G GgB B B B B B B B B B B B B B w B|+&&&&&B|wawrwrwowwwsB B B B B B B w B|G G G G G G G G G G G G G G G G GwawvwewrwawgwegB B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wswhwowtB B B B B B B B B w B|g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wbwowowmwewrwawnwgB B B B w B|G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wtwowrwcwhB B B B B B B B w B|G G G G G G G G G G G G G G G G GgB B B B B B B B B B B B B B w B|+&&&&&B|wrwowdw wtwiwpwsB B B B B w B|G G G G G G G G G G G G G G G G GwgwowowdgB B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wpwowtwiwownwsB B B B B B w B|g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wrwiwnwgwsB B B B B B B B w B|g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wwwawnwdwsB B B B B B B B w B|g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wmwuwswhwrwowowmwsB B B B w B|gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wswcwrwowlwlwsB B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wawmwuwlwewtwsB B B B B B w B|w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w B|+&&&&&B|wpwawrwcwhwmwewnwtwsB B B w B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/+&&&&&B|wswhwawpwew wpwowtB B B B w B|w BuBpW/BdBoBwBnW WtWoW WsWcWrWoWlWlW,W BtBaBbW WtWoW WsWwWiWtWcWhW WtWoW WtWhWeW WrWuWlWeW WwWiWnWdWoWww w w w w w w w w w w w w +&&&&&B|wswtwawvwewsw w w w w w w w B|w BuW/BdW WtWoW WmWoWvWeW WrWuWlWeWsW,W BnWeWwW WrWuWlWeW,W BrWeWnWaWmWeW WrWuWlWeW,W BsWaWvWeW WrWuWlWeWsw w w w w w w w w w w w +&&&&&B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/w RkW WtWoW rdrirsrarbrlreW WtWhWeW WaWuWtWoWmWaWtWiWzWeWrw w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w ++#####GWoah! What the heck is that?!+OK ok slow down a minute. Look at it carefully and a clause at a time. It's not+difficult. Let's take it from the top. It's a destroying rule called swords. It+opens with some tags. The object must be a sword (tval 23). Now we have an+OR tag, so we know that there are going to be some options:+option 1: the player is between level 0 and level 50, and the sword pseudo id's+as either cursed or worthless.+option 2: the player is above character level 15, and the sword pseudo id's as+average.+option 3: the player is above character level 25, and the sword pseudo id's as+good.+If any of these options are true, the rule is carried out. This rule could+easily be copied for other weapons or pieces of armour, substituting only the+tval, and perhaps the name.++#####GHmmm ok. looks good. I might want to change those character level values+#####Gthough. they look a bit low...+Well yeah, that's up to your playing style I guess... If you want to edit+clauses directly rather than delete and re-add them, you might want to edit the+automat.atm file directly. Just open it in your text editor (it's located in+your lib/user directory or in ~/.tome on multiuser systems) and you'll see the+format is identical to how it is displayed in the automatizer file. Just watch+your spellings, and keep a back-up of the original to replace if things go+wrong. Don't mess about in there if you feel unsure of what you're doing though.++#####GSo what about those examples you gave up above? Like destroying scrolls of+#####Gdarkness unless you are a vampire or an alchemist?+OK, let's add this rule from scratch rather than from the destroy item prompt.+In the automatizer screen, hit 'n' for new rule. It asks for a name and a type+of rule (destroy/pickup/nothing). I called my rule "? of darkness", and it's a+destroy rule. It is worthwhile thinking at this point how the rule is going to+be structured; for very complicated rules pen and paper may help. We're going to+need to define the object (either by name, or by tval and sval) then we're going+to say unless the player race modifier is vampire, or the player class is+alchemist. So we are obviously going to have more than one clause, and the+clauses are going to have to BOTH be true for the rule to take effect so the+first clause we add is an one. So hit 'a' for add clause and enter to+select the clause. Lets now hit our right arrow, so the tags are+active, and add a new rule. We can now select the tags. At this point+we're prompted for the name. Now it's not case-sensitive, but you do need to+spell it correctly!+With the tags still highlighted we now want to add our "unless vampire or+alchemist" clause. Seeing as this is an "unless" type clause, we start with a+ tag. So again, 'a'dd a new clause, and select .+Now make the tag active by moving right and down with the cursor keys. We+want "EITHER vampire or alchemist" so we include tags, again by moving+across to make the tags active and 'a'dding a new clause. Then select+the tags and 'a'dd a new clause. Enter 'vampire'.+So the last part is to add alchemist. Now this might at first glance seem to be+a simple case of 'a'dding a new clause of the type, within the +tags, and there is certainly nothing 'wrong' with doing this. At present there+is no way for non-alchemists to get the alchemy skill, but it is sometimes best+to 'future-proof' against such possibilities. That's what we're going to do+here.+So rather than add a clause, we're going to add a clause.+With the tags active, 'a'dd a new clause. You're first asked for a+minimum skill level. Well, we can't use any skill unless we have 1.00 whole+skill points in it or more, so we can put 1 in here. We're then asked for a+maximum skill level, so we'll put in 50 here. The skill name must be spelled+correctly (as it appears on the skill screen) so we put 'Alchemy' here. Your+complete rule now appears as follows:++&&&&&B/B-B-B-B-BRBuBlBeBsB-B-B-B-B-B/B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B\+&&&&&B|G?G GdGaGrGkGnGeGsGsB B B w B|GB B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wswwwowrwdwsB B B B B B B w B|G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wswawlwtw wwwawtwewrB B B w B|G G G G G G G G GwSwcwrwowlwlw wowfw wdwawrwkwnwewswsgB B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wfwowowdB B B B B B B B B w B|G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GwvwawmwpwiwrwegB B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GwAwlwcwhwewmwygB B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/+&&&&&B|B B B B B B B B B B B B B w B|w BuBpW/BdBoBwBnW WtWoW WsWcWrWoWlWlW,W BtBaBbW WtWoW WsWwWiWtWcWhW WtWoW WtWhWeW WrWuWlWeW WwWiWnWdWoWww w w w w w w w w w w w w +&&&&&B|w w w w w w w w w w w w w w B|w BuW/BdW WtWoW WmWoWvWeW WrWuWlWeWsW,W BnWeWwW WrWuWlWeW,W BrWeWnWaWmWeW WrWuWlWeW,W BsWaWvWeW WrWuWlWeWsw w w w w w w w w w w w +&&&&&B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/w RkW WtWoW rdrirsrarbrlreW WtWhWeW WaWuWtWoWmWaWtWiWzWeWrw w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w ++You'll notice I've also renamed the rules to make things a bit more legible.++#####GOK I'm getting there now, what about the boots of speed thing you talked about?+Heh. Take a look at this, and see if you can work out what it's doing first+before I talk you through it++&&&&&B/B-B-B-B-BRBuBlBeBsB-B-B-B-B-B/B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B\+&&&&&B|GbGoGoGtGsB B B B B B B B w B|GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|w?w wdwawrwkwnwewswsB B B w B|G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wswwwowrwdwsB B B B B B B w B|G G G G G G G G GwTwVw_wBwOwOwTwSgB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wswawlwtw wwwawtwewrB B B w B|G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|wfwowowdB B B B B B B B B w B|G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GgB B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G G G G G Gwvwewrwyw wbwawdgB B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G G G G G GwbwawdgB B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GgB B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GwawvwewrwawgwegB B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GgB B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GwgwowowdgB B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GgB B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G Gwvwewrwyw wgwowowdgB B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GwiwdwewnwtwiwfwiwewdgB B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G GB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|G G G G G G G G G G G G G G G G G G G G GwswpwewewdgB B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|g g g g gB B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B B w B|+&&&&&B|B B B B B B B B B B B B B w B|gw w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w B|+&&&&&B|B B B B B B B B B B B B B w B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/+&&&&&B|B B B B B B B B B B B B B w B|w BuBpW/BdBoBwBnW WtWoW WsWcWrWoWlWlW,W BtBaBbW WtWoW WsWwWiWtWcWhW WtWoW WtWhWeW WrWuWlWeW WwWiWnWdWoWww w w w w w w w w w w w w +&&&&&B|w w w w w w w w w w w w w w B|w BuW/BdW WtWoW WmWoWvWeW WrWuWlWeWsW,W BnWeWwW WrWuWlWeW,W BrWeWnWaWmWeW WrWuWlWeW,W BsWaWvWeW WrWuWlWeWsw w w w w w w w w w w w +&&&&&B\B-B-B-B-B-B-B-B-B-B-B-B-B-B-B/w RkW WtWoW rdrirsrarbrlreW WtWhWeW WaWuWtWoWmWaWtWiWzWeWrw w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w w ++The majority of this is fairly similar to the swords rule; it destroys {average}+boots at character level 20, {good} ones at character level 35 and cursed ones+always. The addition is at the bottom. It adds clauses which will destroy+excellent items providing that they have been identified and that the name does+not contain the word "speed". The identified bit is important+here, as it would destroy the boots on pseudo-id otherwise, before it even saw+the full name of the boots.++#####GThis is fantastic! Where can I get more help?+email me: fearoffours@t-o-m-e.netdiff --git a/lib/mods/theme/help/birth.txt b/lib/mods/theme/help/birth.txtnew file mode 100644index 00000000..9e7da8dd--- /dev/null+++ b/lib/mods/theme/help/birth.txt@@ -0,0 +1,659 @@+|||||oy+~~~~~84|Birth+~~~~~11|Character+#####R /----------------------------------------\+#####R < Creating a Character >+#####R \----------------------------------------/++ *****birth.txt*01[Creating a Character] *****birth.txt*02[Character Characteristics]+ *****birth.txt*03[Races] *****birth.txt*04[Race Modifiers]+ *****birth.txt*05[Classes] *****birth.txt*83[Gods]+ *****birth.txt*06[Stats] *****birth.txt*07[Abilities] + *****birth.txt*08[Combinations of Race and Class] *****birth.txt*09[Stat bonus tables]++~~~~~01|Character|Creating a Character+~~~~~12|Creating a Character+#####R=== Creating a Character ===++ToME is a roleplaying game, in which you, the player, control a+character in the various dungeons and places of Arda. 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.++~~~~~02|Character|Characteristics+~~~~~13|Character|Stats 1+~~~~~14|Stats|Display+~~~~~37|Display+~~~~~82|Stats+#####R=== Character Characteristics ===++Each character has four primary attributes -- gender, race, race modifier and+class -- that are chosen before the character is generated, and all but gender+stay fixed for the entire life of that character. These attributes have many+effects, which will be mentioned as they come up. Keep in mind that in the+current version of ToME, your choice of race may restrict your choice+of class.++Each character has a few secondary attributes -- height, weight, social class,+and background history -- which are randomly determined, but which are affected+by the gender and race of the character. In general, these attributes are only+used to provide "flavor" to the character, to assist in the role 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. ++Each character also has six primary "stats": strength (STR), intelligence +(INT), wisdom (WIS), dexterity (DEX), constitution (CON), and charisma(CHR).+These stats will increase automatically every 5 levels, until the limit for+each statistic has been reached or until you reach level 50 (whichever +comes first.) Note that this automatic gain is given to+a character only once, so if you restart a character from an old savefile, +he will be considered a descendant of the original character and will not start+gaining stats every 5 levels until he reaches the point where the original+character died.++By default, primary statistics are represented in a linear way rather than a +percentile way. You can change to percentile via the game option sequence '=', +'5' (ToME options), arrow down to 'stats are represented in a linear way', and +type 'n' for no. Don't forget to save your options when you are done.++These stats 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" +generally have the same effects. During character generation, each stat is+rolled out as a number from 8 to 17, with a normal (bell-curve) distribution,+and is then immediately modified based on the race and class of the character.++Each character also has several primary "skills" -- disarming, magic devices,+saving throws, stealth, searching ability, searching frequency, fighting skill,+and shooting skill -- which are derived from the character's race, class, level,+stats, and current equipment. These skills have rather obvious effects, but+will be described more completely below.++Each character may have one or more "intrinsic racial skills", based on+the race of the character. These may include special resistances, abilities+such as infravision, or even activatable powers such as food creation.+~~~~~16|Gold+~~~~~81|Abbreviations+~~~~~17|Abbreviations|AU+~~~~~18|Money+Money in ToME is referred to in gold pieces, also frequently abbreviated as AU +(the chemical symbol for gold).++Each character starts with some gold, which can be used to buy items from the +shops in town. Additionally, gold can be obtained by several means:++ * selling items you have, or find, to the shops+ * taking it from dead monsters+ * finding it lying around on the floor in the dungeon+ * digging it out of the walls in certain dungeons++Each character starts out with some gold. The amount you start with is based on +social class (higher is better), charisma (higher is better), and some other +stats (less powerful characters start with more gold). +~~~~~85|Inventory - starting info+Inventory is what you are carrying and/or wearing at the moment. All items you +carry/wear have a certain weight. If the weight is very heavy for your +strength, it can slow you down, and that is not a good thing for your +character's continuing health. When your character is first created, all items +you are granted upon creation will be in your inventory. Sometimes starting +inventory includes something other than a weapon or armor (for example, a light +source, scroll, potion, or food.)+~~~~~86|Weapons - starting info+Some characters start with a weapon. If yours does, you will need to 'w'ield it +in order to gain its attack capabilities.+~~~~~23|Character|Armor Class+~~~~~19|Armor|Armor Class+~~~~~20|Abbreviations|AC+#####R === Armour Class ===+Each character has an armor class, representing how well the character can +avoid damage. The armor class is affected by dexterity, the equipment, and +sometimes the race. The higher the AC, the better.++The numbers following a piece of armor's name indicate how good it is. A Metal +Cap [3,+0] is not as good as an Iron Helm [5,+0], AC-wise, since the 5 is a +bigger number than the 3. On the other hand, an Iron Helm is heavier than a +Metal Cap, and that may make a difference to you.++The plusses following the first number (e.g. the +0) indicate a magical bonus. +If the plus number is more than zero, it should be added on to the base +number. E.g. a Metal Cap [3,+3] has a higher AC than an Iron Helm [5,+0].++Some characters start with armor. If yours does, you need will need to 'w'ield +it in order to gain its protection. +~~~~~21|Abbreviations|HP+~~~~~22|Character|Hit Points+Each character has hit points (HP), representing how much damage the character+can sustain before death. Hit points are derived from your race, class,+level, and constitution, and can be temporarily boosted by magical means.+Hit points may be regained by resting, or by a variety of magical means.+~~~~~24|Abbreviations|SN+~~~~~25|Character|Sanity Points+Each character has sanity points (SN), representing how much mental damage the+character can sustain before death. Sanity points are derived from your wisdom+and character level. Sanity points may only be regained by magical means and +won't be regained by resting.+~~~~~26|Abbreviations|SP+~~~~~27|Magic|Mana+~~~~~28|Character|Mana+Each character has a certain amount of mana. The amount of mana represents how+many spells of a certain difficulty a character can cast. When a spell is +cast, you lose amount of mana corresponding to the 'cost' of the spell.++When all mana is gone, or the cost of a given spell is greater than the amount +of mana you have left, you may attempt to cast a spell; beware, as there are+consequences to such a rash act.++Spell points may be regained by resting. They can also be restored by a few +magical means.++Your spell points are derived from your Magic skill, player level and the +greatest of INT and WIS.++Your total spell points are additionally affected by:++ * your character's race modifier+ * character class++Your total spell points may be affected by:++ * your encumbrance+ * what you wear++~~~~~29|Abbreviations|Pt+~~~~~30|Gods|Piety+~~~~~31|Character|Piety+Finally, characters that have chosen to follow a *****gods.txt*0[God] will have piety points+(Pt). These points represent the character's standing with their God, a +standing which may rise or fall over time. A character may spend piety points +to cast a spell granted by his/her God. Spent piety points can be regained in +different fashions, depending on which God is involved -- each is pleased or +displeased by assorted actions. Pleasing your God gains you piety, while +displeasing your god will lose you piety.++In addition to forming the basis for God-granted spells, accumulated piety+points may also confer various benefits or penalties upon your character,+depending on the God involved. For example, followers of Eru who have+accmulated lots of piety points gain a WIS bonus. The actual rules are+quite specific to each God.+~~~~~03|Races+#####R=== Races ===++There are lots different races that you can choose from in ToME. Some+races are restricted as to what profession they may be, and each race has+its own adjustments to a character's stats and abilities. Most races also+have intrinsic abilities, which can be accessed via the "U" command (original+keyset, or "O" in the roguelike keyset).++ *****r_beorn.txt*0[Beorning] *****r_hafelf.txt*0[Half-Elf] *****r_orc.txt*0[Orc]+ *****r_drkelf.txt*0[Dark Elf] *****r_hafogr.txt*0[Half-Ogre] *****r_pettyd.txt*0[Petty-Dwarf]+ *****r_dragon.txt*0[Dragon] *****r_hielf.txt*0[High-Elf] *****r_rohank.txt*0[Rohan Knight]+ *****r_dunad.txt*0[Dunadan] *****r_hobbit.txt*0[Hobbit] *****r_eagle.txt*0[Eagle]+ *****r_dwarf.txt*0[Dwarf] *****r_human.txt*0[Human] *****r_troll.txt*0[Troll]+ *****r_elf.txt*0[Elf] *****r_druadan.txt*0[Druadan] *****r_wodelf.txt*0[Wood Elf]+ *****r_ent.txt*0[Ent] *****r_maia.txt*0[Maia] *****r_yeek.txt*0[Yeek]+ *****r_gnome.txt*0[Gnome] *****r_demon.txt*0[Demon]+~~~~~04|Race Modifiers+#####R=== Race Modifiers ===+There are many different race modifiers from which you can choose in ToME.+Some are restricted as to what race they can be used with, and each one has+its own adjustments to a character's stats and abilities. Most also have+intrinsic abilities. If you are not asked for a race modifier, it is because+your race only supports the classical form.++ *****rm_class.txt*0[Classical] *****rm_barb.txt*0[Barbarian]+ *****rm_herm.txt*0[Hermit] *****rm_lsoul.txt*0[Lost Soul]+ *****rm_skel.txt*0[Skeleton] *****rm_spec.txt*0[Spectre]+ *****rm_zomb.txt*0[Zombie] *****rm_vamp.txt*0[Vampire]++Dragon subraces:++ *****rm_red.txt*0[Red] *****rm_blue.txt*0[Blue]+ *****rm_black.txt*0[Black] *****rm_white.txt*0[White]+ *****rm_green.txt*0[Green] *****rm_ether.txt*0[Ethereal]++Demon subraces:++ *****rm_narrog.txt*0[Narrog] *****rm_drarog.txt*0[Draugrog]+ *****rm_aewrog.txt*0[Aewrog] *****rm_lygrog.txt*0[Lygrog]+ *****rm_hurog.txt*0[Hurog] *****rm_limrog.txt*0[Limrog]+ *****rm_sarnrog.txt*0[Sarnrog] *****rm_rawrog.txt*0[Rawrog]+ *****rm_cabrog.txt*0[Caborrog] *****rm_adanrog.txt*0[Adanrog]++~~~~~05|Classes+#####R=== Classes ===++Once a race has been chosen, you will need to pick a class. Some classes will+not be available to certain races, for instance, a Troll cannot become a+Paladin. For the first few adventures it is suggested that you run a warrior+or rogue. Spell casting generally requires a more experienced player that is+familiar with survival techniques.++ *****c_archer.txt*0[Archer] *****c_mimic.txt*0[Mimic] *****c_rogue.txt*0[Rogue]+ *****c_ascet.txt*0[Ascetic] *****c_mindcr.txt*0[Mindcrafter] *****c_runecr.txt*0[Runecrafter]+ *****c_assass.txt*0[Assassin] *****c_monk.txt*0[Monk] *****c_sorcer.txt*0[Sorceror]+ *****c_axemas.txt*0[Axemaster] *****c_necro.txt*0[Necromancer] *****c_stonewr.txt*0[Stonewright]+ *****c_bard.txt*0[Bard] *****c_palad.txt*0[Paladin] *****c_swordm.txt*0[Swordmaster]+ *****c_clairv.txt*0[Clairvoyant] *****c_peacemag.txt*0[Peace-mage] *****c_symbia.txt*0[Symbiant]+ *****c_pr_drk.txt*0[Dark-Priest] *****c_polear.txt*0[Polearmmaster] *****c_thaum.txt*0[Thaumaturgist]+ *****c_demono.txt*0[Demonologist] *****c_posses.txt*0[Possessor] *****c_trapper.txt*0[Trapper]+ *****c_druid.txt*0[Druid] *****c_pr_eru.txt*0[Priest(Eru)] *****c_unbel.txt*0[Unbeliever]+ *****c_geoman.txt*0[Geomancer] *****c_pr_mand.txt*0[Priest(Mandos)] *****c_wainrid.txt*0[Wainrider]+ *****c_hafted.txt*0[Haftedmaster] *****c_pr_man.txt*0[Priest(Manwe)] *****c_warper.txt*0[Warper]+ *****c_lorema.txt*0[Loremaster] *****c_pr_ulmo.txt*0[Priest(Ulmo)] *****c_warmage.txt*0[War-mage]+ *****c_mage.txt*0[Mage] *****c_pr_varda.txt*0[Priest(Varda)] *****c_warrio.txt*0[Warrior]+ *****c_mercen.txt*0[Mercenary] *****c_ranger.txt*0[Ranger]++#####R=== Gods ===++Once a class has been chosen you may be given the option to choose a god. Some +classes (notably most Priests) will be given a God to worship automatically. +Some classes are not necessarily suited to following a God, and Gods are not +recommended for new players. You can also choose your mind about who (if +anyone) to worship during the game by finding an *****tome_faq.txt*04[altar] of that God.++Read *****gods.txt*0[gods.txt] for a little more information about Gods.++ *****g_eru.txt*0[Eru Iluvatar] *****g_tulkas.txt*0[Tulkas]+ *****g_manwe.txt*0[Manwe Sulimo] *****g_aule.txt*0[Aule]+ *****g_varda.txt*0[Varda Elentari] *****g_ulmo.txt*0[Ulmo]+ *****g_yavann.txt*0[Yavanna Kementari] *****g_mandos.txt*0[Mandos]+ *****g_melkor.txt*0[Melkor Bauglir]++~~~~~39|Character|Stats 2+~~~~~06|Stats|Individual explanations+#####R=== Stats ===+~~~~~32|Stats|Strength+~~~~~34|Strength+#####G Strength (STR)+ Strength is important in fighting with weapons and in melee+ combat. A high strength can improve your chances of hitting+ as well as the amount of damage done with each hit. Char-+ acters with low strengths may receive penalties. Strength+ is also useful in tunnelling and in carrying heavy items.+~~~~~33|Stats|Intelligence+~~~~~35|Intelligence+#####G Intelligence (INT)+ Intelligence affects the spellcasting abilities of mage-like+ spell schools (whether these spells are learned directly through+ their associated skills, or indirectly through the Prayer+ skill), as well as some of the special abilities of various+ classes (e.g. Symbiants). Intelligence will affect the number+ of spell points you receive. A high intelligence may also+ improve your chances of successfully casting a spell. You cannot+ learn spells if your intelligence is 7 or lower. A good+ intelligence can also help with using magic devices, picking+ locks, and disarming traps.+~~~~~36|Stats|Wisdom+~~~~~38|Wisdom+#####G Wisdom (WIS)+ The primary function of wisdom is to determine the ability+ of a priest or paladin to use prayers (God-granted spells), just+ like intelligence affects mage spells. Again, high wisdom will+ increase the number of spell points you have (even though+ prayers use piety points), and will improve the chance that a+ prayer will be successful. A good wisdom can also help to+ improve your chances of resisting magical spells cast+ upon you by monsters.+~~~~~40|Stats|Dexterity+~~~~~41|Dexterity+#####G Dexterity (DEX)+ Dexterity is a combination of agility and quickness. A high+ dexterity may allow your character to get multiple blows with+ lighter weapons, thus greatly increasing your kill power, and+ will increase your 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. The unscrupulous+ adventurer may also find dexterity effective in obtaining items+ from stores without rendering payment.+~~~~~42|Stats|Constitution+~~~~~43|Constitution+#####G Constitution (CON)+ 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.+~~~~~44|Stats|Charisma+~~~~~45|Charisma+#####G Charisma (CHR)+ 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.+~~~~~07+~~~~~46|Character|Abilities+#####R=== Abilities ===++ 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 increase with the corresponding *****skills.txt*0[skill] level.+~~~~~48|Attacking monsters|Fighting ability+#####G Fighting+ Fighting 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 *****skills.txt*02[Weaponmastery] skill+ and its sub-skills.+~~~~~50|Attacking monsters|Shooting+#####G Shooting Ability (Bows/Throw)+ 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 *****skills.txt*08[Archery] skill+ and its sub-skills.+~~~~~52|Saving throw+#####G Saving Throw+ 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 *****skills.txt*38[Spirituality] skill,+ A high wisdom also increases this ability.+~~~~~54|Stealth+#####G Stealth+ The ability to move silently about is very useful. Charac-+ ters 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 upon race, class and the+ *****skills.txt*15[Stealth] skill.+~~~~~56|Disarming traps+#####G 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 *****skills.txt*16[Disarming] skill.+~~~~~58|Magical Devices+#####G Magic Device+ 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 *****skills.txt*54[Magic-Device] skill.+~~~~~60|Searching+~~~~~61|Searching|Searching Frequency - Perception+~~~~~62|Perception+#####G Searching Frequency (Perception)+ Perception is the ability to notice something without+ actively seeking it out. This skill is based upon race,+ class and the *****skills.txt*14[Sneakiness] skill.+~~~~~63|Searching|Searching Ability+#####G Searching Ability (Searching)+ 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 upon race, class and the *****skills.txt*14[Sneakiness] skill.+~~~~~66|Infra-vision+#####G 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 cer-+ tain distance. This ability works equally well with or with+ out a light source. The majority of ToME'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. Humans can gain infra-vision only through magic+ enhancement.++~~~~~08|Character|Race and Class Combinations+~~~~~67|Races|Combinations with class+~~~~~68|Classes|Combinations with Race+~~~~~69|Tables+~~~~~70|Tables|Combinations of Race and Class+#####R=== Combinations of Race and Class ===++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), a concept so silly that they+are not recommended, or an incredibly unfair combination of race and class.+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.++#####B Warrior Archer Rogue Mage Priest Loremaster+#####B+Beorning Yes No Yes No No Yes+Dark Elf Yes Yes Yes Yes Yes No+Dragon No No No Yes Yes Yes+Dunadan Yes Yes Yes Yes Yes Yes+Dwarf Yes No No No Yes No+Elf Yes Yes No Yes Yes Yes+Ent Yes No No No Yes Yes+Gnome Yes No Yes Yes No No+Half-Elf Yes Yes Yes Yes Yes Yes+Half-Ogre Yes No No No Yes No+High-Elf Yes Yes No Yes Yes Yes+Hobbit Yes Yes Yes Yes No Yes+Human Yes Yes Yes Yes Yes Yes+Druadan Yes Yes Yes No No Yes+Maia Yes Yes Yes Yes Yes Yes+Orc Yes Yes Yes No Yes No+Petty Dwarf Yes No Yes No No No+RohanKnight Yes No No No Yes No+Eagle No No No Yes Yes Yes+Troll Yes No No No No No+Wood Elf Yes Yes No Yes Yes Yes+Yeek Yes Yes Yes Yes Yes Yes+Easterling Yes Yes No No No No+Demon Yes Yes Yes Yes Yes Yes++~~~~~09|Character|Stat Bonus Table+~~~~~71|Stats|Bonus table+~~~~~72|Tables|Stat bonuses+#####R=== Stat Bonus Tables ===++Stat, hit dice, and experience points per level modifications due to race+are listed in the following table.+~~~~~75|Races|Stat Bonuses+#####GRaces:+#####B STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level+ Beorning +4 -2 -2 -1 +3 -5 12 +50%+ Dark Elf -1 +3 +2 +2 -2 +1 9 +50%+ Dragon +3 +2 +2 -2 +2 -5 9 +150%+ Dunadan +1 +2 +2 +2 +3 +2 10 +80%+ Dwarf +2 -2 +2 -2 +2 -3 11 +25%+ Elf -1 +2 +2 +1 -2 +2 8 +20%+ Ent +10 -3 +2 -5 +11 -3 14 +110%+ Gnome -1 +2 0 +2 +1 -2 8 +35%+ Half-Elf 0 +1 +1 +1 -1 +1 9 +10%+ Half-Ogre +3 -1 -1 -1 +3 -3 12 +30%+ High-Elf +1 +3 +2 +3 +1 +5 10 +100%+ Hobbit -2 +2 +1 +3 +2 +1 7 +10%+ Human 0 0 0 0 0 0 10 +0%+ Druadan -2 -3 +2 +3 +2 -2 9 +15%+ Maia 0 0 0 0 0 0 10 +0%+ Petty Dwarf +1 -1 +2 0 +2 -4 11 +35%+ Orc +2 -1 0 +1 +1 -4 10 +10%+ RohanKnight +4 -2 +3 +1 +4 +2 10 +120%+ Eagle +6 +2 +1 -2 +3 +6 12 +200%+ Troll +4 -4 -2 -4 +3 -6 12 +37%+ Wood Elf +2 +2 -3 +5 0 +1 7 +30%+ Yeek -5 -5 -5 -5 -5 -5 6 -75%+ Easterling +2 -2 -2 -2 +2 -1 10 +40%+ Demon 0 0 0 0 0 -1 10 +70%+~~~~~76|Race Modifiers|Stat Bonuses+#####GRace Modifiers:+#####B STR INT WIS DEX CON CHR Hit Dice Rqd Exp/level+ Classical 0 0 0 0 0 0 +0 +0%+ Barbarian +2 -3 -2 +1 +1 -3 +1 +25%+ Hermit -3 +1 +1 -3 -3 +1 -3 +20%+ Lost Soul 0 0 0 0 0 0 +0 +0%+ Skeleton 0 -2 -2 0 +1 -4 +0 +45%+ Spectre -5 +1 +1 +2 -3 -6 -4 +80%+ Vampire +3 +2 -3 -2 +1 -4 +1 +100%+ Zombie +2 -6 -6 +1 +4 -5 +3 +45%+++#####R Dragons:+ Red +3 0 0 0 0 0 +0 +0%+ Black 0 0 0 0 0 +3 +0 +0%+ Green 0 0 0 0 +3 0 +0 +0%+ Blue 0 0 0 +3 0 0 +0 +0%+ White 0 +3 0 0 0 0 +0 +0%+ Ethereal 0 0 +3 0 0 0 +0 +0%++#####R Demons:+ (Narrog) -1 +1 +1 +1 -1 -2 +1 +20%+ (Aewrog) -2 0 0 0 +3 0 +1 +0%+ (Hurog) 0 0 0 0 0 -1 +0 -10%+ (Sarnrog) +2 -1 -2 -2 +2 -1 +2 +20%+ (Caborrog) -1 +2 +1 0 0 -3 +2 +10%+ (Draugrog) +1 +1 +1 +1 +1 -1 +0 -20%+ (Lygrog) -3 +5 +5 +5 -1 -6 +2 +40%+ (Limrog) -2 +1 +1 +3 -1 -1 +1 +50%+ (Rawrog) +2 +1 +1 -1 +2 +1 +2 +30%+ (Adanrog) +1 +1 +1 +1 +1 +1 +3 +50%++~~~~~77|Classes|Stat Bonuses+#####GClasses:+#####B STR INT WIS DEX CON CHR+ Axemaster +5 -2 -2 +2 +2 -1+ Demonologist +5 -2 -2 +2 +2 -1+ Haftedmaster +5 -2 -2 +2 +2 -1 + Polearmmaster +5 -2 -2 +2 +2 -1+ Swordmaster +5 -2 -2 +2 +2 -1+ Unbeliever +5 -2 -2 +2 +2 -1+ Warrior +5 -2 -2 +2 +2 -1+ Wainrider +5 -2 -2 +2 +2 -1++ Clairvoyant -5 +3 0 +1 -2 +1+ Geomancer -5 +3 0 +1 -2 +1+ Mage -5 +3 0 +1 -2 +1+ Necromancer -5 +3 0 +1 -2 +1+ Runecrafter -5 +3 0 +1 -2 +1+ Sorceror -5 +3 0 +1 -2 +1+ Thaumaturgist -5 +3 0 +1 -2 +1+ Warper -5 +3 0 +1 -2 +1++ Archer +2 +1 0 +2 +1 +1+ Ranger +2 +2 0 +2 +1 +1+ Sniper +2 +2 0 +2 +1 +1++ Assassin +2 +1 -2 +3 +1 -1+ Rogue +2 +1 -2 +3 +1 -1+ Mercenary +2 +1 -2 +3 +1 -1++ Ascetic +1 -2 +1 +1 0 +1+ Bard +1 -2 +1 +1 0 +1+ Loremaster +1 -2 +1 +1 0 +1+ Mimic +1 -2 +1 +1 0 +1+ Monk +1 -2 +1 +1 0 +1+ Possessor +1 -2 +1 +1 0 +1+ Summoner +1 -2 +1 +1 0 +1+ Symbiant +1 -2 +1 +1 0 +1++ Dark-Priest -1 -3 +3 -1 0 +2+ Druid -1 -3 +3 -1 0 +2+ Mindcrafter -1 -3 +3 -1 0 +2+ Paladin -1 -3 +3 -1 0 +2+ Priest(Eru) -1 -3 +3 -1 0 +2+ Priest(Mandos)-1 -3 +3 -1 0 +2+ Priest(Manwe) -1 -3 +3 -1 0 +2+ Priest(Ulmo) -1 -3 +3 -1 0 +2+ Priest(Varda) -1 -3 +3 -1 0 +2+ Stonewright -1 -3 +3 -1 0 +2++ Trapper 0 +2 +2 +2 0 +4+ Peace-mage 0 +2 +2 +2 0 +4+ + +~~~~~10|Character|Ability tables+~~~~~74|Tables|Ability Tables+#####R=== Ability Tables ===++~~~~~78|Races|Ability table+#####GRaces:+#####B Dsrm Dvce Save Stlh Srch Prcp HtH Misl Infra+ Beorning -6 -8 -6 -2 -1 +5 +25 +5 30 feet+ Dark Elf +5 +15 +20 +3 +8 +12 -5 +10 50 feet+ Dragon +5 +5 +5 -10 +5 +5 +5 -20 50 feet+ Dunadan +4 +5 +5 +2 +3 +13 +15 +10 None+ Dwarf +2 +9 +10 -1 +7 +10 +15 +0 50 feet+ Elf +5 +6 +6 +2 +8 +12 -5 +15 30 feet+ Ent +5 +5 +20 -6 +5 +4 +15 +5 50 feet+ Gnome +10 +12 +12 +3 +6 +13 -8 +12 40 feet+ Half-Elf +2 +3 +3 +1 +6 +11 -1 +5 20 feet+ Half-Ogre -3 -5 -5 -2 -1 +5 +20 +0 30 feet+ High-Elf +4 +20 +20 +4 +3 +14 +10 +25 40 feet+ Hobbit +15 +18 +18 +5 +12 +15 -10 +20 40 feet+ Human +0 +0 +0 +0 +0 +10 +0 +0 None+ Druadan +5 +0 +0 +5 +15 +15 +0 +5 30 feet+ Maia +0 +0 +0 +0 +0 +10 +0 +0 None + Orc -3 -3 -3 -1 +0 +7 +12 -5 30 feet+ Petty Dwarf +3 +5 +10 +1 +5 +10 +9 +0 50 feet+ RohanKnight +10 +5 +5 -8 +1 +1 +5 +5 None + Eagle +6 0 +10 -16 +30 +10 + 0 +0 50 feet+ Troll -5 -8 -8 -2 -1 +5 +20 -10 30 feet+ Wood Elf +5 +6 +6 +5 +8 +12 -5 +40 40 feet+ Yeek -5 -5 -10 +0 -5 +0 -10 -10 20 feet+ Easterling +0 -5 -1 +0 +0 +10 +5 +5 None+ Demon +0 +0 +0 +0 +0 +0 +0 +0 30 feet+~~~~~79|Race Modifiers|Ability table+#####GRace Modifiers:+#####B Dsrm Dvce Save Stlh Srch Prcp HtH Misl Infra+ Classical +0 +0 +0 +0 +0 +0 +0 +0 +0 feet+ Barbarian -2 -10 +2 -2 +0 +1 +12 +5 +0 feet+ Hermit +5 +10 +5 +3 +4 +10 -5 -5 +10 feet+ Lost Soul +0 +0 +0 +0 +0 +0 +0 +0 +0 feet + Skeleton -5 -5 +5 -1 -1 +8 +8 +0 +10 feet+ Spectre +2 +8 +7 +2 +2 +7 -5 -2 +30 feet+ Vampire +0 +0 +0 +0 +0 +0 +0 +0 +0 feet+ Zombie -2 -2 +5 -1 -1 +2 +5 +0 +10 feet++#####R Dragons:+ Red +0 +0 +0 -2 +2 +0 +5 +0 +10 feet+ Black +2 +0 +1 +0 +0 +0 +0 +0 +0 feet+ Green +0 +0 +2 +0 +0 +0 +0 +0 +0 feet+ Blue +3 +0 +2 +1 +0 +0 +0 +0 +10 feet+ White +0 +2 +0 +0 +0 +0 +0 +0 +0 feet+ Ethereal +0 +0 +1 +5 +2 +2 +0 +0 +30 feet++#####R Demons:+ (Narrog) +2 +0 +1 +2 +2 +20 +0 +0 +10 feet+ (Aewrog) +0 +0 +1 -2 +0 +10 +0 +0 +10 feet+ (Hurog) +2 +0 +2 +0 +5 +30 +0 +0 +20 feet+ (Sarnrog) -1 +0 +0 -8 -2 -10 +5 +0 +0 feet+ (Caborrog) +0 +0 +1 -10 +2 +10 +0 +0 +0 feet+ (Draugrog) +2 +0 +2 -20 +5 +30 +0 +0 +20 feet+ (Lygrog) +5 +5 +5 +10 +5 +50 +0 +0 +30 feet+ (Limrog) +2 +2 +2 +2 +2 +30 +0 +0 +20 feet+ (Rawrog) +0 +0 +4 -3 +0 +10 +10 +10 +0 feet+ (Adanrog) +1 +1 +1 +1 +1 +20 +15 +10 +20 feet \ No newline at end of filediff --git a/lib/mods/theme/help/c_alchem.txt b/lib/mods/theme/help/c_alchem.txtnew file mode 100644index 00000000..2f7cd58c--- /dev/null+++ b/lib/mods/theme/help/c_alchem.txt@@ -0,0 +1,135 @@+|||||oy+~~~~~01|Alchemist+~~~~~02|Classes|Alchemist+#####R=== Alchemists ===++#####GDescription+Alchemists are the only class that can harness the abilities of the +essences found in the dungeon. They can add these essences to staves, +rings, wands, rods, and sometimes weapons and armour to create new items+or recharge old ones. They can also extract essences from magical items+they find. Using these abilities, Alchemists can get very good items at+low levels. The trouble is getting them to survive later on.++Alchemists are extremely proficient with all kinds of magical devices,+and have made a fine art of extracting, storing, and using these +objects' magical energies. Because they neither fight well nor cast +powerful spells, Alchemists rely on their craftsmanship to cope with +the dangers of the dungeons. They will quickly learn to create damage-+dealing wands, rods, and staffs, forge powerful weapons and armour, +make highly useful objects of other kinds, and eventually, at great cost +to other knowledge, they can learn the perilous art of artifact creation +itself.++#####GStarting Stat Modifiers+Strength -5+Intelligence +3+Wisdom +0+Dexterity +1+Constitution -2+Charisma +1+Hit Die +d0+Spell Points +0%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.700]+ Weaponmastery 0.700 [0.700]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+Magic 3.000 [0.900]+ Magic-Device 1.000 [1.250]+ Geomancy+ Fire 0.000 [0.100]+ Water 0.000 [0.100]+ Air 0.000 [0.100]+ Earth 0.000 [0.100]+ Meta 0.000 [0.500]+ Conveyance 0.000 [0.100]+ Divination 0.000 [0.500]+ Temporal 0.000 [0.100]+ Mind 0.000 [0.100]+ Nature 0.000 [0.100]+ Necromancy 0.000 [0.100]+ Runecraft 0.000 [0.700]+ Thaumaturgy 0.000 [0.100]+ Alchemy 1.000 [0.800]+Spirituality 1.000 [0.800]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++*An Alchemist cannot learn the Geomancy skill, but it is shown in his skill +screen because the elemental schools are sub-skills of it.++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+An Alchemist begins the game with:+ a Dagger+ six Essences of Explosion+ an Empty Bottle+ a Set of Leather Gloves+~~~~~03|Alchemist|Alchemy powers explained+~~~~~05|Skills|Alchemy - Alchemy powers+#####GAlchemy+[[[[[BThe alchemical techniques are accessed using the 'm' key.] +Alchemists may then 'E'xtract essences or add 'P'owers. The Alchemist [[[[[vmust]+be wearing GLOVES to use their alchemy powers.++An Alchemist is also capable of [[[[[Bcreating their own artifacts], but+this is a time-consuming, and costly, activity. To do so, he must first +learn the ability *****ability.txt*09[Artifact Creation], which costs a whopping 70 skill points+to learn, and requires some high pre-requisites. Once he has done so, +he needs to imbue an ego item with a number of essences of magic (equal+to their skill level) and then wield the item. While using the item, +it will gain experience (which reduces the amount of exp the wearer +gains during this time). When the Alchemist feels that the item is +powerful enough, he can finalise the artifact by "buying" powers using+the experience the artifact has collected. He will also require exotic+ingredients to add the abilities.++Most (but not all) potions, scrolls, wands, staffs, rods, rings, and +amulets contain usable magical energies. An Alchemist taps that +energy, using the technique "'E'xtract essences" to create one or more+essences of a type appropriate to the original object.++The drained object itself is now called "of nothing". Unlike any+other kind of object, it can have new magics added to it.++An Alchemist can add power to such items by using essences he made or+found. He does this with the technique "'P'ower". He can then select+the object he wishes to enchant, and the kind of object he wishes to+create. Only object types for which he knows the recipe will be displayed,+and ones for which essences are lacking will be displayed in red. Objects+whose level exceeds his own are sometimes difficult to create, though+he can always add gold to improve the chances of his success.++[[[[[BA few pointers:]+ -Recipes are (usually) logical. Acid essences don't make Dragon + Weapons. And you can always look at the recipes you know with+ the "recipe 'B'ook" command.+ -Not all objects or ego-item types can be made using alchemy.+ -Alchemy is mostly reversible. Most items that you can + 'E'xtract from, you can later re-create, if you learn about+ them when extracting from them. You won't always get enough+ essences from destroying an item to recreate it, though the + chance of doing so will get higher as you increase in skill.+ -*Identifying* an object that you can destroy will always teach+ you how to create it (if creating it is possible).+ -Since you can't create abilities in artifacts that you aren't+ aware of, make sure to *identify* all the artifacts you can.+ -You can't *identify* things you buy in shops, so you'll have+ to extract from them and take your chances.++[[[[[BSome Recipes:]+Any Alchemist worth his salt knows lots of recipes. By extracting from+items in the dungeon, he learns to create more and more items. You can+see the recipes you know using the "recipe 'B'ook" command. The Alchemist+starts off knowing some basic recipes, and gains more recipes as time +goes on.++More details can be found in the *****essences.txt*0[Essences SPOILER]).+diff --git a/lib/mods/theme/help/c_archer.txt b/lib/mods/theme/help/c_archer.txtnew file mode 100644index 00000000..a115e6f2--- /dev/null+++ b/lib/mods/theme/help/c_archer.txt@@ -0,0 +1,68 @@+~~~~~01|Archer+~~~~~02|Classes|Archer+#####R=== Archers ===++#####GDescription+Archers are to bows what warriors are to melee. They are the best class+around with any bow/crossbow/sling/boomerang. ++Needing a lot of ammo, they will learn early how to make it from junk found+in the dungeons. They also gain, at skill level 20, the unique ability to make +their arrows/bolts/shots pierce through monsters!++#####GStarting Stat Modifiers+Strength +2+Intelligence +1+Wisdom +0+Dexterity +2+Constitution +1+Charisma +1+Hit Die +d4+Spell Points +0%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.800]+ Weaponmastery 1.000 [0.500]+ Archery 1.000 [0.850]+ Sling-mastery 0.000 [0.500]+ Bow-mastery 0.000 [0.500]+ Crossbow-mastery 0.000 [0.500]+ Boomerang-mastery 0.000 [0.500]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 1.000 [0.900]+Magic 0.000 [0.200]+ Magic-Device 1.000 [1.100]+Spirituality 1.000 [0.400]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Ammo creation 2++#####GStarting Equipment+An Archer begins the game with:+ a Short Bow+ a Sling+ some ammo+~~~~~03|Creating Ammo+#####GCreating Ammo+Archers automatically gain the *****ability.txt*07[Ammo Creation] ability when they reach character +level 2. (Other classes can purchase this ability when they have enough skill +points.) This ability is accessed via the 'm' command. The first type of +ammo you can make is sling ammo (pebbles or shots); as you increase in skill+you'll be able to make other arrows (bow ammo) or bolts (crossbow ammo).++Shots (or other sling ammo) are created from rubble piles found in the dungeons+and other places. To make shots, stand next to a rubble pile, activate the+ammo creation ability from the 'm' menu, select 's'hots, then specify the+direction to the rubble pile, which will be consumed during the ammo creation.+Arrows or bolts are made from "junk" items ('~' symbol, such as shards of+pottery) that you can find in the dungeons and other places. To make arrows or+bolts, assuming you have sufficient Archery skill, you must have the junk item+in your inventory or on the ground at your feet. Specify the junk item after+selecting 'a'rrows or 'b'olts from the ammo creation menu, and it will be+consumed and replaced with a stack of ammo.diff --git a/lib/mods/theme/help/c_ascet.txt b/lib/mods/theme/help/c_ascet.txtnew file mode 100644index 00000000..cc2a2ab4--- /dev/null+++ b/lib/mods/theme/help/c_ascet.txt@@ -0,0 +1,46 @@+~~~~~01|Ascetic+~~~~~02|Classes|Ascetic+#####R=== Ascetics ===++#####GDescription+An Ascetic is a monk who has forsaken all worldly+things, including deity worship and magic. Ascetics+must survive by their fists and their natural+ability to resist magic. Despite not worshipping any+gods, Ascetics are highly spiritual, and can achieve+excellent saving throws in addition to their magic-+repelling abilities.++#####GStarting Stat Modifiers+Strength +1+Intelligence -2+Wisdom +1+Dexterity +1+Constitution +0+Charisma +1+Bonus Blows 0+Hit Die +d8+Exp Penalty 40%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.900]+ Archery 1.000 [0.700]+ Barehand-combat 1.000 [0.900]+ Antimagic 1.000 [1.000]+Sneakiness 1.000 [0.700]+ Stealth 1.000 [1.000]+ Disarming 1.000 [0.900]+ Dodging 0.000 [1.000]+Spirituality 1.000 [0.700]+Monster-lore 1.000 [1.100]+ Corpse-preservation 1.000 [0.700]++#####GStarting Equipment+An ascetic begins the game with:+ a potion of healing++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 1+Extra Max Blow(1) 5 \ No newline at end of filediff --git a/lib/mods/theme/help/c_assass.txt b/lib/mods/theme/help/c_assass.txtnew file mode 100644index 00000000..4269e3e8--- /dev/null+++ b/lib/mods/theme/help/c_assass.txt@@ -0,0 +1,58 @@+~~~~~01|Assassin+~~~~~02|Classes|Assassin+#####R=== Assassins ===+#####GDescription+Assassins are similar to Rogues, but have trained their combat abilities more+extensively by neglecting the study of magic. They also tend to be more stealthy+and careful in their dungeon exploration, but aren't so good at stealing,+trapping and disarming as their more "peaceful" counterparts.++Assassins have access to the schools of *****m_convey.txt*0[Conveyance], *****m_divin.txt*0[Divination] and *****m_tempo.txt*0[Temporal] magic.++#####GStarting Stat Modifiers+Strength +2+Intelligence +1+Wisdom -2+Dexterity +3+Constitution +1+Charisma -1+Hit Die +d6+Spell Points +0%+Exp Penalty 25%++#####GStarting Skills+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.800]+ Weaponmastery 1.000 [0.800]+ Sword-mastery 1.000 [0.600]+ Critical-hits 2.000 [0.800]+ Archery+ Boomerang-mastery 1.000 [0.300]+Sneakiness 1.000 [2.000]+ Stealth 1.000 [2.000]+ Disarming 1.000 [1.000]+ Backstab 1.000 [2.000]+ Stealing 1.000 [0.200]+ Dodging 1.000 [2.000]+Magic 1.000 [0.200]+ Magic-Device 1.000 [0.750]+ Conveyance 0.000 [0.100]+ Divination 0.000 [0.100]+ Temporal 0.000 [0.200]+Spirituality 1.000 [0.700]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++*An Assassin cannot learn the Archery skill, but it is shown in his skill +screen because Boomerang-mastery is a sub-skill of it.++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 10++#####GStarting Equipment+An Assassin begins the game with:+ a Dagger+++diff --git a/lib/mods/theme/help/c_axemas.txt b/lib/mods/theme/help/c_axemas.txtnew file mode 100644index 00000000..cdd6ba88--- /dev/null+++ b/lib/mods/theme/help/c_axemas.txt@@ -0,0 +1,51 @@+~~~~~01|Axemaster+~~~~~02|Classes|Axemaster+#####R=== Axemasters ===++#####GDescription+The Axemaster is a Warrior who specialises in axes.+The training is so intense and specific that Axemasters gain huge bonuses+when fighting with their chosen weapon, dependent on their Axe-mastery skill.+In most other respects they perform about as well as a generic Warrior.++#####GStarting Stat Modifiers+Strength +5+Intelligence -2+Wisdom -2+Dexterity +2+Constitution +2+Charisma -1+Hit Die +d9+Spell Points +0%+Exp Penalty 0%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.900]+ Weaponmastery 1.000 [0.950]+ Sword-mastery 0.000 [0.300]+ Axe-mastery 1.000 [0.700]+ Hafted-mastery 0.000 [0.300]+ Polearm-mastery 0.000 [0.300]+ Archery 1.000 [0.600]+ Antimagic 0.000 [0.550]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 1.000 [0.900]+Magic 1.000 [0.300]+ Magic-Device 1.000 [1.150]+Spirituality 1.000 [0.400]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 1+Extra Max Blow(2) 1+Spread blows 25++#####GStarting Equipment+An Axemaster begins the game with:+ a Ring of Fear Resistance+ a Chain Mail+ a Hatchetdiff --git a/lib/mods/theme/help/c_bard.txt b/lib/mods/theme/help/c_bard.txtnew file mode 100644index 00000000..23ba42ca--- /dev/null+++ b/lib/mods/theme/help/c_bard.txt@@ -0,0 +1,69 @@+|||||oy+~~~~~01|Bard+~~~~~02|Classes|Bard+#####R=== Bards ===++#####GDescription+Bards are traditional musicians. Their magical attacks are sound-based, and +last as long as the Bard has mana. If the Bard runs out of mana, he/she stops+singing. There is also a low-level "spell" that will cease the song.++While any class can use musical instruments, only Bards can tap the +power of voice to aid themselves and hinder, dismay, and kill their +foes. ++#####GMagic Usage++Songs are continuous, and the song consumes mana every turn in order to +maintain itself. The song will continue, once played, until either the 'Stop +Singing' song is sung, or the player's mana runs out.++Each song has a magic school level associated with, just as any other magic +spell does. Each song also has a Roman numeral (e.g. I, II, III, IV, V) +following its name. These numerals correspond to 1, 2, 3, 4, 5. The higher the +numeral, the more music skill the Bard must have to play that song.++Each musical instrument has a value between 1 and 4 assigned to it, as well. +The higher the number, the better the craftmanship. A Bard can only play +higher level songs with a more powerful instrument. You would be able to cast +"Stop Singing (I)" and "Song of the Sun (I)" with a a Harp (+1). A Harp (+2) +would allow you to sing those songs, as well as "Flow of Life (II)". ++For information on song effects see the *****m_music.txt*0[Music Songs] file.++#####GStarting Stat Modifiers+Strength +1+Intelligence -2+Wisdom +1+Dexterity +1+Constitution +0+Charisma +1+Hit Die +d8+Spell Points +0%+Exp Penalty 40%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.700]+ Weaponmastery 1.000 [0.700]+ Barehand-combat 1.000 [0.600]+Sneakiness 1.000 [0.700]+ Stealth 1.000 [0.700]+ Disarming 1.000 [0.600]+Magic 1.000 [0.600]+ Magic-Device 1.000 [1.000]+Spirituality 1.000 [0.800]+ Prayer 0.000 [0.500]+ Music 1.000 [0.800]+Monster-lore 1.000 [1.100]+ Summoning 0.000 [0.400]+ Corpse-preservation 1.000 [0.700]+ Symbiosis 0.000 [0.400]+ Mimicry 0.000 [0.400]++#####GStarting Equipment+A Bard begins the game with:+ a Harp (+1)+ a Short Sword+ a Robe+ a Potion of Healingdiff --git a/lib/mods/theme/help/c_clairv.txt b/lib/mods/theme/help/c_clairv.txtnew file mode 100644index 00000000..7d537486--- /dev/null+++ b/lib/mods/theme/help/c_clairv.txt@@ -0,0 +1,47 @@+~~~~~01|Clairvoyant+~~~~~02|Classes|Clairvoyant+#####R=== Clairvoyants ===++#####GDescription+Clairvoyants are masters of the mind, they are+especially proficient at Mindcraft, Divination,+and the Mind school of magic. They sacrifice +breadth of ability for additional favour with +their deity, so it makes sense to pick a deity +to worship when playing a clairvoyant character.+It is not, however, a requirement.++#####GStarting Stat Modifiers+Strength -5+Intelligence +3+Wisdom +0+Dexterity +1+Constitution -2+Charisma +1+Bonus Blows 0+Hit Die +d0+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.300]+ Weaponmastery 0.700 [0.500]+Sneakiness 1.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.200]+ Spell-power 0.000 [0.600]+ Divination 1.000 [1.000]+ Mind 1.000 [1.000]+Spirituality 1.000 [1.000]+ Prayer 0.000 [1.000]+ Mindcraft 1.000 [0.700]+Monster-lore 0.000 [0.500]++#####GStarting Equipment+A clairvoyant begins the game with:+ A book of Beginner Cantrips+ A quarterstaff++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1 \ No newline at end of filediff --git a/lib/mods/theme/help/c_demono.txt b/lib/mods/theme/help/c_demono.txtnew file mode 100644index 00000000..98b0bc9b--- /dev/null+++ b/lib/mods/theme/help/c_demono.txt@@ -0,0 +1,54 @@+|||||oy+~~~~~01|Demonologist+~~~~~02|Classes|Demonologist+#####R=== Demonologists ===++#####GDescription+Masters of the Demons, members of this class can gain tremendous power+over demonkind, either for good or for evil ends.++Their spells are contained in specific blades, shields and helms (actually+shaped in the form of horns) which when wielded allow the Demonologist to+cast spells unique to her class; each piece of equipment holds 3 spells.++See the information on the *****m_demono.txt*0[Demonology] school of magic for more details.++#####GStarting Stat Modifiers+Strength +5+Intelligence -2+Wisdom -2+Dexterity +2+Constitution +2+Charisma -1+Hit Die +d9+Spell Points +0%+Exp Penalty 0%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.750]+ Weaponmastery 1.000 [0.750]+ Sword-mastery 0.000 [0.600]+ Archery 2.000 [0.400]+Sneakiness 2.000 [1.800]+ Stealth 0.000 [0.400]+ Disarming 2.000 [1.800]+Magic 2.000 [0.700]+ Magic-Device 1.000 [1.150]+ Demonology 1.000 [1.000]+Spirituality 2.000 [0.700]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 1+Extra Max Blow(2) 1+Spread blows 25++#####GStarting Equipment+A Demonologist begins the game with:+ a Ring of Fear Resistance+ a Demonblade+ a Chain Mail+ diff --git a/lib/mods/theme/help/c_druid.txt b/lib/mods/theme/help/c_druid.txtnew file mode 100644index 00000000..0b0493e2--- /dev/null+++ b/lib/mods/theme/help/c_druid.txt@@ -0,0 +1,55 @@+|||||oy+~~~~~01|Druid+~~~~~02|Classes|Druid+~~~~~03|Yavanna|Druid+#####R=== Druids ===++#####GDescription+When Melkor first dug up Utumno and Angband, rivers were polluted and gave+birth to dark clouds of stinging insects; animals changed into dark, horrible+horned things and the forests themselves screamed in horror at their corruption.++*****g_yavann.txt*0[Yavanna] heard this scream and gave to some of the children of Eru the strength+to defend Nature; at first Ents were chosen, but later on other races were+allowed to tread the path of the Druid.++The embodiment of life itself, a Druid is a true force of nature and nothing+can prevent him from completing his final quest: returning Angband to the+grassy sunlit plain it once was.+++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Hit Die +d2+Spell Points +0%+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.700]+ Weaponmastery 1.000 [0.750]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.600]+Spirituality 1.000 [1.000]+ Prayer 1.000 [1.500]+ Mindcraft 0.000 [0.600]+Monster-lore 1.000 [1.200]+ Summoning 1.000 [0.700]++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+A Druid begins the game with:+ a Spellbook of Charm Animal+ a Macediff --git a/lib/mods/theme/help/c_geoman.txt b/lib/mods/theme/help/c_geoman.txtnew file mode 100644index 00000000..47855875--- /dev/null+++ b/lib/mods/theme/help/c_geoman.txt@@ -0,0 +1,59 @@+|||||oy+~~~~~01|Geomancer+~~~~~02|Classes|Geomancer+#####R=== Geomancers ===++#####GDescription+Geomancers harness the power of the elements earth, air, fire and water.+The level of their *****skills.txt*60[Geomancy] skill gives them access to their own+*****m_geoman.txt*0[school of Geomancy], but the levels of the Fire, Water, Air, and Earth+skills will have an effect on the outcome of each spell.++Geomancers need the aid of a Mage Staff in order to use their powers.++#####GStarting Stat Modifiers+Strength -5+Intelligence +3+Wisdom +0+Dexterity +1+Constitution -2+Charisma +1+Hit Die +d0+Spell Points +50%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.200]+ Weaponmastery 0.700 [0.400]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 1.000 [0.700]+ Geomancy 1.000 [0.700]+ Fire 1.000 [1.050]+ Water 1.000 [1.050]+ Air 1.000 [1.050]+ Earth 1.000 [1.050]+ Meta 0.000 [0.700]+ Conveyance 0.000 [0.700]+ Divination 0.000 [0.700]+ Temporal 0.000 [0.700]+ Mind 0.000 [0.700]+ Nature 0.000 [0.700]+ Necromancy 0.000 [0.700]+ Runecraft 0.000 [0.700]+ Thaumaturgy 0.000 [0.700]+Spirituality 1.000 [0.550]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+A Geomancer begins the game with:+ a Spellbook of Geyser+ a Mage Staffdiff --git a/lib/mods/theme/help/c_hafted.txt b/lib/mods/theme/help/c_hafted.txtnew file mode 100644index 00000000..7e8a3f89--- /dev/null+++ b/lib/mods/theme/help/c_hafted.txt@@ -0,0 +1,54 @@+~~~~~01|Haftedmaster+~~~~~02|Classes|Haftedmaster+#####R=== Haftedmasters ===++#####GDescription+The Haftedmaster is a Warrior who specialises in blunt weapons.++The training is so intense and specific that Haftedmasters gain huge bonuses+when fighting with their chosen weapon, dependent on their *****skills.txt*06[Hafted-mastery] skill.++In most other respects they perform about as well as a generic Warrior.++#####GStarting Stat Modifiers+Strength +5+Intelligence -2+Wisdom -2+Dexterity +2+Constitution +2+Charisma -1+Hit Die +d9+Spell Points +0%+Exp Penalty 0%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.900]+ Weaponmastery 1.000 [0.950]+ Sword-mastery 0.000 [0.300]+ Axe-mastery 0.000 [0.300]+ Hafted-mastery 1.000 [0.700]+ Stunning-blows 0.000 [0.500]+ Polearm-mastery 0.000 [0.300]+ Archery 1.000 [0.600]+ Antimagic 0.000 [0.550]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 1.000 [0.900]+Magic 1.000 [0.300]+ Magic-Device 1.000 [1.150]+Spirituality 1.000 [0.400]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 1+Extra Max Blow(2) 1+Spread blows 25++#####GStarting Equipment+An Haftedmaster begins the game with:+ a Ring of Fear Resistance+ a Chain Mail+ a Flaildiff --git a/lib/mods/theme/help/c_lorema.txt b/lib/mods/theme/help/c_lorema.txtnew file mode 100644index 00000000..35c2093b--- /dev/null+++ b/lib/mods/theme/help/c_lorema.txt@@ -0,0 +1,54 @@+|||||oy+~~~~~01|Loremaster+~~~~~02|Classes|Loremaster+#####R=== Loremasters ===++#####GDescription+Loremasters are students of the creatures of Arda.++To protect themselves during their observations, they usually learn how to+pass unobserved, but should their attempt fail they have decent saving throws+and almost always learn some kind of combat style, but the exact preference+varies from Loremaster to Loremaster.++As a result of their studies, they become familiar with a broad range of+skills, ranging from *****skills.txt*45[Possession] and *****m_symbio.txt*0[Symbiosis] to *****skills.txt*43[Summoning] and *****skills.txt*47[Mimicry].++#####GStarting Stat Modifiers+Strength +1+Intelligence -2+Wisdom +1+Dexterity +1+Constitution +0+Charisma +1+Hit Die +d8+Spell Points +0%+Exp Penalty 40%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.700]+ Weaponmastery 1.000 [0.700]+ Archery 1.000 [0.700]+ Barehand-combat 1.000 [0.700]+Sneakiness 1.000 [0.700]+ Stealth 1.000 [0.700]+ Disarming 1.000 [0.700]+Magic 0.000 [0.600]+ Magic-Device 1.000 [1.000]+Spirituality 1.000 [0.700]+ Prayer 0.000 [0.500]+ Music 0.000 [0.300]+Monster-lore 1.000 [1.100]+ Summoning 0.000 [0.500]+ Corpse-preservation 1.000 [0.700]+ Possession 0.000 [0.500]+ Symbiosis 0.000 [0.500]+ Mimicry 0.000 [0.500]++#####GStarting Equipment+A Loremaster begins the game with:+ a Sling+ a Hard Leather Armour+ a Quarterstaff+ some Rounded Pebblesdiff --git a/lib/mods/theme/help/c_mage.txt b/lib/mods/theme/help/c_mage.txtnew file mode 100644index 00000000..949d3bcc--- /dev/null+++ b/lib/mods/theme/help/c_mage.txt@@ -0,0 +1,67 @@+|||||oy+~~~~~01|Mage+~~~~~02|Classes|Mage+#####R=== Mages ===++#####GDescription+A Mage must live by his wits. He cannot hope to simply hack his way +through the dungeon, and so must therefore use his magic to defeat, +deceive, confuse, and escape. A Mage is not really complete without an+assortment of magical devices to use in addition to his spells. He can+master the higher level magical devices easily and has good saving throws. ++There is no reason a Mage cannot become a good fighter, but spells are +his true realm. For more information on magic schools and spell effects see +the *****magic.txt*01[Magic help file].++#####GStarting Stat Modifiers+Strength -5+Intelligence +3+Wisdom +0+Dexterity +1+Constitution -2+Charisma +1+Hit Die +d0+Spell Points +50%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.500]+ Weaponmastery 0.700 [0.500]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.200]+ Spell-power 0.000 [0.600]+ Sorcery 0.000 [0.200]+ Mana 1.000 [0.900]+ Geomancy+ Fire 0.000 [0.900]+ Water 0.000 [0.900]+ Air 0.000 [0.900]+ Earth 0.000 [0.900]+ Meta 0.000 [0.900]+ Conveyance 0.000 [0.900]+ Divination 0.000 [0.900]+ Temporal 0.000 [0.900]+ Mind 0.000 [0.900]+ Nature 0.000 [0.900]+ Necromancy 0.000 [0.700]+ Runecraft 0.000 [0.700]+ Thaumaturgy 0.000 [0.700]+Spirituality 1.000 [0.550]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++*A Mage cannot learn the Geomancy skill, but it is shown in his skill +screen because the elemental schools are sub-skills of it.++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+A Mage begins the game with:+ a Book of Beginner Cantrips+ a Daggerdiff --git a/lib/mods/theme/help/c_mercen.txt b/lib/mods/theme/help/c_mercen.txtnew file mode 100644index 00000000..75129d56--- /dev/null+++ b/lib/mods/theme/help/c_mercen.txt@@ -0,0 +1,49 @@+~~~~~01|Mercenary+~~~~~02|Classes|Mercenary+#####R=== Mercenaries ===++#####GDescription+Mercenaries are daring swashbucklers, masters of the blade. They+do not have the magical abilities Rogues have, but they are just+as stealthy and much deadlier with a light sword. They do gain+some magical mastery over time, but only in the Temporal school.++#####GStarting Stat Modifiers+Strength +2+Intelligence +1+Wisdom -2+Dexterity +3+Constitution +1+Charisma -1+Bonus Blows 0+Hit Die +d6+Exp Penalty 25%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.700] + Weaponmastery 1.000 [0.900] + Sword-mastery 1.000 [0.700] + Critical-hits 1.000 [0.700] +Sneakiness 1.000 [2.000] + Stealth 1.000 [1.500] + Disarming 1.000 [2.000] + Backstab 1.000 [1.000] + Stealing 1.000 [2.000] + Dodging 1.000 [2.000] +Magic 1.000 [0.700] + Magic-Device 1.000 [1.550] + Temporal 0.000 [1.000] +Spirituality 1.000 [0.700] + Prayer 0.000 [0.500] +Monster-lore 0.000 [0.500] ++#####GStarting Equipment+A mercenary begins the game with:+ a rapier+ a cloak++#####GInnate Abilities:+#####BAbility Character level+Extra-Max-Blow(1) 10+Extra-Max-Blow(1) 15 \ No newline at end of filediff --git a/lib/mods/theme/help/c_merch.txt b/lib/mods/theme/help/c_merch.txtnew file mode 100644index 00000000..31fb60dd--- /dev/null+++ b/lib/mods/theme/help/c_merch.txt@@ -0,0 +1,29 @@+#####R=== Merchants ===++#####GDescription+A Merchant is neither a warrior nor a spellcaster. They still have some great+advantages, they can use chests to warp items into other items, they can+indentify items, they soon learn to detect all objects in the area, and+at higher level they can see all monsters carrying objects. They will also+get the power to appraise items and to turn them into gold. A merchant will+naturraly get better prices in shops and get access to the merchant guild+services, loan and item request.++#####GPrimary Stats+Charisma+Intelligence (Ability stat)++#####GMagic Usage+Merchants can use portable holes to carry more stuff than other classes but+at the cost of an increased weight. To do that they must wear a portable hole+and use it with 'm'.+They also can use their merchants abilities and midas touch in the 'U' menu.++#####GStarting Equipment+A merchant begins the game with:+ A portable hole+ A small steel chest containing gold and items+ A long sword+ A wand of tame monsters++diff --git a/lib/mods/theme/help/c_mimic.txt b/lib/mods/theme/help/c_mimic.txtnew file mode 100644index 00000000..b9378a03--- /dev/null+++ b/lib/mods/theme/help/c_mimic.txt@@ -0,0 +1,53 @@+~~~~~01|Mimic+~~~~~02|Classes|Mimic+#####R=== Mimics ===++#####GDescription+Mimics possess the ability to transform into various creatures using +special cloaks. While transformed, they lose their intrinsic abilities, +and gain those of the creature they have transformed into.++At higher skill levels, Mimics gain additional Mimicry powers which help them +to further blend in with their surroundings or modify themselves.++See more on *****m_mimic.txt*0[Mimicry powers].+++#####GStarting Stat Modifiers+Strength +1+Intelligence -2+Wisdom +1+Dexterity +1+Constitution +0+Charisma +1+Hit Die +d8+Spell Points +0%+Exp Penalty 40%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.800]+ Weaponmastery 1.000 [0.800]+ Archery 1.000 [0.700]+ Barehand-combat 1.000 [0.600]+Sneakiness 1.000 [0.800]+ Stealth 1.000 [0.800]+ Disarming 1.000 [0.700]+Magic 1.000 [0.700]+ Magic-Device 1.000 [1.000]+Spirituality 1.000 [0.500]+ Prayer 0.000 [0.500]+ Music 0.000 [0.300]+Monster-lore 1.000 [1.100]+ Corpse-preservation 1.000 [0.900]+ Possession 0.000 [0.100]+ Mimicry 1.000 [0.800]++#####GStarting Equipment+A Mimic begins the game with:+ a Mouse Fur+ a Potion of Healing+ a Dagger+++ diff --git a/lib/mods/theme/help/c_mindcr.txt b/lib/mods/theme/help/c_mindcr.txtnew file mode 100644index 00000000..c4ed2747--- /dev/null+++ b/lib/mods/theme/help/c_mindcr.txt@@ -0,0 +1,57 @@+|||||oy+~~~~~01|Mindcrafter+~~~~~02|Classes|Mindcrafter+#####R=== Mindcrafters ===++#####GDescription+The Mindcrafter is a priest who uses the powers of mind instead of magic.+These abilities vary from simple extrasensory perception 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 Mindcrafter uses the Mindcraft skill to determine how well she can+perform these psychic "spells", and available powers are simply determined by+the skill level. In combat a Mindcrafter is roughly the equivalent of a+priest.++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Hit Die +d2+Spell Points +0%+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.700]+ Weaponmastery 1.000 [0.700]+Sneakiness 1.000 [1.100]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.150]+ Spell-power 0.000 [0.600]+ Necromancy 0.000 [0.400]+Spirituality 1.000 [1.000]+ Prayer 1.000 [0.900]+ Mindcraft 1.000 [0.900]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GMindcraft Powers+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. These mental powers can be+accessed through the "m" command, and you can find a full list of their +powers in the *****m_mindcr.txt*0[Mindcraft powers] document.++#####GStarting Equipment+A Mindcrafter begins the game with:+ a Macediff --git a/lib/mods/theme/help/c_monk.txt b/lib/mods/theme/help/c_monk.txtnew file mode 100644index 00000000..87730f18--- /dev/null+++ b/lib/mods/theme/help/c_monk.txt@@ -0,0 +1,87 @@+|||||oy+~~~~~01|Monk+~~~~~02|Classes|Monk+#####R=== Monks ===++#####GDescription+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 nor weapons. ++As the Monk's skill level rises, new and more powerful forms of attack become +available. It is also rumoured that the monastic training makes experienced +monks faster than any other character class!++A Monk might need to wear some kind of armour to gain the resistances necessary +for survival at higher levels, but if that armour is too heavy, it will +severely disturb his/her martial arts maneuvers.++If skill points are invested in *****skills.txt*20[Dodging], a Monk's defensive capabilities +(blocking and dodging) will also increase. However, if armour is being worn, +dodging is much less effective. Fortunately, a Monk can increase his/her +ability to fight while still wearing armor by increasing his/her +*****skills.txt*13[Barehanded-combat] skill. ++Monks also have access to the schools of *****m_meta.txt*0[Meta], +*****m_tempo.txt*0[Temporal] and *****m_mind.txt*0[Mind] magic.++#####GStarting Stat Modifiers+Strength +1+Intelligence -2+Wisdom +1+Dexterity +1+Constitution +0+Charisma +1+Hit Die +d8+Spell Points +0%+Exp Penalty 40%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 0.000 [0.900]+ Weaponmastery 0.000 [0.300]+ Archery 0.000 [0.400]+ Barehand-combat 1.000 [0.900]+Sneakiness 1.000 [0.900]+ Stealth 1.000 [0.900]+ Disarming 1.000 [0.900]+ Dodging 0.000 [0.700]+Magic 0.000 [0.600]+ Magic-Device 1.000 [1.000]+ Meta 0.000 [0.500]+ Temporal 0.000 [0.500]+ Mind 0.000 [0.500]+Spirituality 1.000 [0.900]+ Prayer 0.000 [0.500]+ Music 0.000 [0.300]+Monster-lore 1.000 [1.100]+ Corpse-preservation 1.000 [0.500]+ Possession 0.000 [0.100]++#####GStarting Equipment+A Monk begins the game with:+ a Potion of Healing+ a Soft Leather Armour+~~~~~03|Monk|Monk attacks+~~~~~04|Tables|Monk attacks+#####GMonk Attacks+#####BAttack Name Min.lvl Damage Stun Notes+-----------------------------------------------------------------------------+Punch 1 1d4 -+Kick 2 1d6 -+Strike 3 1d7 -+Knee 5 2d3 * Painful to males; likely to stun them+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 18diff --git a/lib/mods/theme/help/c_necro.txt b/lib/mods/theme/help/c_necro.txtnew file mode 100644index 00000000..f3a5ad2c--- /dev/null+++ b/lib/mods/theme/help/c_necro.txt@@ -0,0 +1,80 @@+|||||oy+~~~~~01|Necromancer+~~~~~02|Classes|Necromancer+#####R=== Necromancers ===++#####GDescription+As a Priest devotes his life to his chosen deity, so Necromancers +devote their lives to the study of death. Familiar with all of the +forms of unbeing, they are able to manipulate spirit and flesh for+great effect.++#####GStarting Stat Modifiers+Strength -5+Intelligence +3+Wisdom +0+Dexterity +1+Constitution -2+Charisma +1+Hit Die +d0+Spell Points +50%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.400]+ Weaponmastery 0.700 [0.600]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.200]+ Spell-power 0.000 [0.600]+ Mana 0.000 [0.600]+ Geomancy+ Fire 0.000 [0.800]+ Water 0.000 [0.700]+ Air 0.000 [0.700]+ Earth 0.000 [0.800]+ Meta 0.000 [0.700]+ Conveyance 0.000 [0.700]+ Divination 0.000 [0.700]+ Temporal 0.000 [0.800]+ Mind 0.000 [0.900]+ Nature 0.000 [0.500]+ Necromancy 1.000 [1.000]+ Runecraft 0.000 [0.700]+ Thaumaturgy 0.000 [0.700]+Spirituality 1.000 [0.550]+ Prayer 0.000 [0.500]+Monster-lore 1.000 [1.100]+ Corpse-preservation 5.000 [0.900]++*A Necromancer cannot learn the Geomancy skill, but it is shown in his skill +screen because the elemental schools are sub-skills of it.++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1+Undead Form 25++#####GStarting Equipment+A Necromancer begins the game with:+ a Book of Beginner Cantrips+ a Dagger++#####GNecromancy+*****m_necrom.txt*0[Necromancy powers] [[[[[Bare accessed using the 'm' key.] +Even from the start of his career, an inexperienced Necromancer+can channel forces from the underworld to assault the mind of+living creatures, therefore terrifying them. With little effort he+can also learn the art of reanimating a dead corpse, turning it into+an undead slave. It is only at a later point in his career that this+foul mage learns to manipulate his life force as well, gaining the+ability to absorb hit points from both living and dead opponents.+The greatest Necromancers even gain the ability to survive their own+death: when they should be killed, they instead turn into a ghostly+being; they then receive a set number of Death Points, which are in+all respects similar to hit points except that they go automatically+down each turn. If the Necromancer manages to kill a certain number+of creatures before his Death Points reach 0 he is returned to life;+otherwise his will dissipates and he finally achieves true death.diff --git a/lib/mods/theme/help/c_pacif.txt b/lib/mods/theme/help/c_pacif.txtnew file mode 100644index 00000000..7ec7e7d1--- /dev/null+++ b/lib/mods/theme/help/c_pacif.txt@@ -0,0 +1,10 @@+~~~~~01|Pacifist+~~~~~02|Classes|Pacifist+#####R=== Pacifists ===++#####GDescription+A Pacifist is someone who prefers not to use violence to +achieve their ends. There are two types of Pacifists:++*****c_peacemag.txt*0[Peace-mage]+*****c_trapper.txt*0[Trapper] \ No newline at end of filediff --git a/lib/mods/theme/help/c_palad.txt b/lib/mods/theme/help/c_palad.txtnew file mode 100644index 00000000..b4cc650b--- /dev/null+++ b/lib/mods/theme/help/c_palad.txt@@ -0,0 +1,49 @@+|||||oy+~~~~~01|Paladin+~~~~~02|Classes|Paladin+~~~~~03|Tulkas|Paladin+#####R=== Paladins ===++#####GDescription+A Paladin is a warrior-priest at the service of *****g_tulkas.txt*0[Tulkas]. As such, his duty+is to be ever vigilant against the forces of evil and even seek and destroy+those monsters which are evil to the core, especially the foulest+spawns of hell. Luckily, his quest is eased by the blessing bestowed+by Tulkas himself.++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Hit Die +d2+Spell Points +0%+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.800]+ Weaponmastery 1.000 [0.800]+ Barehand-combat 0.000 [0.900]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.600]+Spirituality 1.000 [1.000]+ Prayer 1.000 [1.400]+ Mindcraft 0.000 [0.600]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1+Extra Max Blow(1) 1++#####GStarting Equipment+A Paladin begins the game with:+ a Spellbook of Divine Aim+ a Two-Handed Sworddiff --git a/lib/mods/theme/help/c_peacemag.txt b/lib/mods/theme/help/c_peacemag.txtnew file mode 100644index 00000000..f75664f3--- /dev/null+++ b/lib/mods/theme/help/c_peacemag.txt@@ -0,0 +1,46 @@+~~~~~01|Peace-mage+~~~~~02|Classes|Peace-mage+#####R=== Peace-mages ===++#####GDescription+A Pacifist is someone who prefers not to use violence to +achieve their ends. The peace-mages choose to use defensive+spells and rely on symbiosis to protect themselves. They +may also use spells provided by their deities.++#####GStarting Stat Modifiers+Strength 0+Intelligence +2+Wisdom +2+Dexterity +2+Constitution 0+Charisma +4+Bonus Blows 0+Hit Die 0+Exp Penalty 0%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Sneakiness 0.000 [0.600] + Stealth 0.000 [0.600] + Disarming 1.000 [0.600] + Dodging 1.000 [0.700] +Magic 1.000 [0.600] + Spell-power 0.000 [0.500] + Meta 0.000 [0.700] + Conveyance 1.000 [0.700] + Divination 0.000 [0.700] + Temporal 0.000 [0.700] + Nature 1.000 [1.000] +Spirituality 0.000 [0.700] + Prayer 0.000 [0.500] +Monster-lore 1.000 [0.900] + Symbiosis 1.000 [0.600] + +#####GStarting Equipment+A peace-mage begins the game with:+ a scroll of summon never-moving pet++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 15 \ No newline at end of filediff --git a/lib/mods/theme/help/c_polear.txt b/lib/mods/theme/help/c_polear.txtnew file mode 100644index 00000000..8ea2f04a--- /dev/null+++ b/lib/mods/theme/help/c_polear.txt@@ -0,0 +1,52 @@+~~~~~01|Polearmmaster+~~~~~02|Classes|Polearmmaster+#####R=== Polearmmasters ===++#####GDescription+The Polearmmaster is a Warrior who specialises in polearms.++The training is so intense and specific that Polearmmasters gain huge bonuses+when fighting with their chosen weapon, dependent on their Polearm-mastery+skill. In most other respects they perform about as well as a generic Warrior.++#####GStarting Stat Modifiers+Strength +5+Intelligence -2+Wisdom -2+Dexterity +2+Constitution +2+Charisma -1+Hit Die +d9+Spell Points +0%+Exp Penalty 0%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.900]+ Weaponmastery 1.000 [0.950]+ Sword-mastery 0.000 [0.300]+ Axe-mastery 0.000 [0.300]+ Hafted-mastery 0.000 [0.300]+ Polearm-mastery 1.000 [0.700]+ Archery 1.000 [0.600]+ Antimagic 0.000 [0.550]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 1.000 [0.900]+Magic 1.000 [0.300]+ Magic-Device 1.000 [1.150]+Spirituality 1.000 [0.400]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 1+Extra Max Blow(2) 1+Spread blows 25++#####GStarting Equipment+A Polearmmaster begins the game with:+ a Ring of Fear Resistance+ a Chain Mail+ a Pikediff --git a/lib/mods/theme/help/c_posses.txt b/lib/mods/theme/help/c_posses.txtnew file mode 100644index 00000000..2d67a883--- /dev/null+++ b/lib/mods/theme/help/c_posses.txt@@ -0,0 +1,70 @@+~~~~~01|Possessor+~~~~~02|Classes|Possessor+#####R=== Possessors ===++#####GDescription+Possessors are unusual; they aren't good fighters, and they can't cast +magic. Their special ability is that of being able to leave their +bodies and inhabit corpses. While "in" a corpse, the Possessor gains +the abilities of the monster, and their hit points and the monster's +are averaged. (Most monsters have no, or very few, spell points.) While+in the incorporeal form between bodies, they have only one hitpoint.++#####GStarting Stat Modifiers+Strength +1+Intelligence -2+Wisdom +1+Dexterity +1+Constitution +0+Charisma +1+Hit Die +d8+Spell Points +0%+Exp Penalty 40%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.600]+ Weaponmastery 1.000 [0.600]+ Archery 1.000 [0.400]+Sneakiness 1.000 [0.700]+ Stealth 1.000 [0.700]+ Disarming 1.000 [0.500]+Magic 0.000 [0.600]+ Magic-Device 1.000 [1.000]+Spirituality 1.000 [0.500]+ Prayer 0.000 [0.500]+ Music 0.000 [0.300]+Monster-lore 1.000 [1.100]+ Corpse-preservation 1.000 [0.900]+ Possession 1.000 [0.800]++#####GStarting Equipment+A Possessor begins the game with:+ a Potion of Healing+ a Short Sword+ a Hard Leather Armour++~~~~~03|Possessor|Possessor powers +~~~~~04|Skills|Possession - Possessor powers +#####GPossession+The strange art of reanimating the corpse of a monster and making+it one's own can be of extreme benefit to those skilled in it. The body+the player possesses can grant powerful abilities, such as increased+speed, summoning, healing, breathing, and various resistances, and often+gives the player a large number of hit points. Possessing uniques is+especially neat. ++Possessors leave their own body by using the 'm' command, and choosing +"[I]incarnating powers". Lacking a life force to sustain it, a corpse may rot+immediately when a Possessor leaves it, but a high Possession skill score+may prevent this from happening. They then become a very vulnerable ghostly +being which travels to where another corpse is lying on the floor, and +possesses it by again using the 'm' command. Once possessed, many +monster corpses allow the player to perform various special actions+(such as blinking or summoning) by using the option "Use your [R]ace+powers".++All corpses alter the player's melee attacks. When they incarnate in a +monster that allows the use of a weapon, monster blows are ignored +[[[[[Btotally]. When they incarnate in a monster that doesn't allow use of a +weapon (dragons for example) they use the monster blows [[[[[Band only them]!diff --git a/lib/mods/theme/help/c_pr_drk.txt b/lib/mods/theme/help/c_pr_drk.txtnew file mode 100644index 00000000..fa99f89f--- /dev/null+++ b/lib/mods/theme/help/c_pr_drk.txt@@ -0,0 +1,57 @@+|||||oy+~~~~~01|Dark Priest+~~~~~02|Classes|Dark Priest+~~~~~03|Melkor|Dark Priests+#####R=== Melkor's Priests ===++#####GDescription+All gods have priests; but those serving *****g_melkor.txt*0[Melkor], the dark enemy, are not+like their good counterparts. While usually it takes devotion and awe to be+inspired into serving a deity, Melkor's followers revere him because of the+power he gives them. Some of them may even be so ambitious as to aspire to+take his place upon the black throne of Angband. This he knows very well, but+as long as he can use those puny mortals to inspire fear into the followers of+the Valar and to bring destruction to Arda, he doesn't mind; he even lends power+to the ones more bent on destruction, while sapping their minds to reduce them+to unthinking slaves.++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Hit Die +d2+Spell Points +0%+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.700]+ Weaponmastery 1.000 [0.700]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.800]+**Udun 0.000 [0.400]+ Necromancy 0.000 [0.800]+Spirituality 1.000 [1.000]+ Prayer 1.000 [1.400]+Monster-lore 0.000 [0.500]+ Corpse-preservation 1.000 [1.000]++**Actually, every character has this level of proficiency with the *****m_udun.txt*0[Udun] school,+provided they are worshipping Melkor+++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+A Priest serving Melkor begins the game with:+ a Spellbook of Curse+ a Macediff --git a/lib/mods/theme/help/c_pr_eru.txt b/lib/mods/theme/help/c_pr_eru.txtnew file mode 100644index 00000000..ff5a0126--- /dev/null+++ b/lib/mods/theme/help/c_pr_eru.txt@@ -0,0 +1,55 @@+|||||oy+~~~~~01|Priest - Eru+~~~~~02|Classes|Priest - Eru+~~~~~03|Eru|Priest - Eru+#####R=== Eru's Priests ===++#####GDescription+*****g_eru.txt*0[Eru] is the father of the Valar: he created the world and all its inhabitants. He is the wisest being ever and even if he foresaw Morgoth's +evil, his role was that of the creator; as such, he chose not to destroy +anything on Arda.++His priests are therefore expected to avoid all forms of bloodshed (so they+can only use blunt weapons without penalty); however, Eru knows that sometimes+destruction is unavoidable and marks a blade with his rune; his priests call+them Blessed and use them without feeling guilty, for they know that divine+wisdom will guide every swing of those weapons.++Still, a priest serving Eru will find that his true strength lies in knowledge+and in the use of the force of Mana to avoid close contact with evil beings,+rather than in blind assault of Morgoth's hordes.++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Hit Die +d2+Spell Points +0%+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.700]+ Weaponmastery 1.000 [0.700]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.700]+Spirituality 1.000 [1.000]+ Prayer 1.000 [1.500]+ Mindcraft 0.000 [0.600]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+A Priest serving Eru begins the game with:+ a Spellbook of See the Music+ a Macediff --git a/lib/mods/theme/help/c_pr_man.txt b/lib/mods/theme/help/c_pr_man.txtnew file mode 100644index 00000000..3f83e8af--- /dev/null+++ b/lib/mods/theme/help/c_pr_man.txt@@ -0,0 +1,54 @@+|||||oy+~~~~~01|Priest - Manwe+~~~~~02|Classes|Priest - Manwe+~~~~~03|Manwe|Priest - Manwe+#####R=== Manwe's Priests ===++#####GDescription+As the forces of darkness arose, *****g_manwe.txt*0[Manwe], lord of air, realised that urgent+action was needed to save Arda from the incoming darkness. So he started +gathering followers from the ranks of men and elves and he instructed them to +do battle against the forces of Udun. ++His priests must be quick and strike before the situation becomes+critical, always keeping a direct line of prayer with their patron deity.++Manwe doesn't tolerate laziness, but He also does not appreciate mindless +killing; only a few measure up to his standards, but those are granted access +to a whole series of divine powers which will help them in their enduring +efforts.++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Hit Die +d2+Spell Points +0%+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.700]+ Weaponmastery 1.000 [0.750]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.600]+Spirituality 1.000 [1.000]+ Prayer 1.000 [1.500]+ Mindcraft 0.000 [0.600]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+A Priest serving Manwe begins the game with:+ a Spellbook of Manwe's Blessing+ a Macediff --git a/lib/mods/theme/help/c_pr_mand.txt b/lib/mods/theme/help/c_pr_mand.txtnew file mode 100644index 00000000..df98e911--- /dev/null+++ b/lib/mods/theme/help/c_pr_mand.txt@@ -0,0 +1,49 @@+|||||oy+~~~~~01|Priest - Mandos+~~~~~02|Classes|Priest - Mandos+~~~~~03|Mandos|Priest - Mandos+#####R=== Priests of Mandos ===++#####GDescription+*****g_mandos.txt*0[Mandos] is the Doomsman of the Valar, Lord of +the House of the Dead and he recalls the souls of the fallen ones.+A Master of Spirit, he knows all that is going to happen, except +that which lies in the will of Eru himself. Manwe calls upon Mandos+to pass judgment upon the Ainur and Eru's children alike. The priests+of Mandos fight righteously to rid the world of evil.++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Bonus Blows 0+Hit Die +d2+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.700]+ Weaponmastery 1.000 [0.700]+ Hafted-mastery 0.000 [0.400]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.800]+Spirituality 1.000 [1.000]+ Prayer 1.000 [1.500]+ Mindcraft 0.000 [0.600]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Perfect-casting 1++#####GStarting Equipment+A priest serving Varda begins the game with:+ A spellbook of Tears of Luthien+ A mace \ No newline at end of filediff --git a/lib/mods/theme/help/c_pr_ulmo.txt b/lib/mods/theme/help/c_pr_ulmo.txtnew file mode 100644index 00000000..6f82b368--- /dev/null+++ b/lib/mods/theme/help/c_pr_ulmo.txt@@ -0,0 +1,50 @@+|||||oy+~~~~~01|Priest - Ulmo+~~~~~02|Classes|Priest - Ulmo+~~~~~03|Ulmo|Priest - Ulmo+#####R=== Ulmo's Priests ===++#####GDescription+*****g_ulmo.txt*0[Ulmo] is the Lord of the Waters, second in power only+to Manwe, and the most wrathful of the Valar after Tulkas Astaldo. He+made a great contribution to the War of Wrath when he led Tuor to Gondolin,+and he is ever watchful for the contrivances of Melkor Bauglir. His +preferred weapon type is the polearm, and his priests learn to become+very proficient with it. A priest of Ulmo is like unto living+water, channelled through Ulmo's magic.++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Bonus Blows 0+Hit Die +d2+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.700]+ Weaponmastery 1.000 [0.700]+ Polearm-mastery 0.000 [0.400]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.800]+Spirituality 1.000 [1.000]+ Prayer 1.000 [1.500]+ Mindcraft 0.000 [0.600]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Perfect-casting 1++#####GStarting Equipment+A priest serving Ulmo begins the game with:+ A spellbook of Song of Belegaer+ A trident \ No newline at end of filediff --git a/lib/mods/theme/help/c_pr_varda.txt b/lib/mods/theme/help/c_pr_varda.txtnew file mode 100644index 00000000..f6473df4--- /dev/null+++ b/lib/mods/theme/help/c_pr_varda.txt@@ -0,0 +1,50 @@+|||||oy+~~~~~01|Priest - Varda+~~~~~02|Classes|Priest - Varda+~~~~~03|Varda|Priest - Varda+#####R=== Varda's Priests ===++#####GDescription+*****g_varda.txt*0[Varda] is called Elentari, which means The Queen +of the Stars. She set the stars in the sky, for which the Eldar of +Middle-earth revered her, calling her by the name of Elbereth. Her+priests battle the darkness with light, and also have access to the+Mana and Meta schools of magic by the grace of Varda. Varda prefers+it if her servants do not get too close to the Shadow, and thus she+grants a bonus in Archery to her priests.++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Bonus Blows 0+Hit Die +d2+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.700]+ Weaponmastery 1.000 [0.700]+ Archery 0.000 [0.400]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.800]+Spirituality 1.000 [1.000]+ Prayer 1.000 [1.500]+ Mindcraft 0.000 [0.600]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Perfect-casting 1++#####GStarting Equipment+A priest serving Varda begins the game with:+ A spellbook of Light of Valinor+ A mace \ No newline at end of filediff --git a/lib/mods/theme/help/c_priest.txt b/lib/mods/theme/help/c_priest.txtnew file mode 100644index 00000000..1eb7bcbb--- /dev/null+++ b/lib/mods/theme/help/c_priest.txt@@ -0,0 +1,17 @@+|||||oy+~~~~~01|Priests+#####R=== Priests ===++#####GDescription+There are 10 separate classes of Priest:++*****c_pr_eru.txt*0[Priest(Eru)]+*****c_pr_man.txt*0[Priest(Manwe)]+*****c_pr_ulmo.txt*0[Priest(Ulmo)]+*****c_pr_mand.txt*0[Priest(Mandos)]+*****c_pr_varda.txt*0[Priest(Varda)]+*****c_druid.txt*0[Druid]+*****c_palad.txt*0[Paladin]+*****c_stonewr.txt*0[Stonewright]+*****c_pr_drk.txt*0[Dark-Priest]+*****c_mindcr.txt*0[Mindcrafter]diff --git a/lib/mods/theme/help/c_ranger.txt b/lib/mods/theme/help/c_ranger.txtnew file mode 100644index 00000000..81af7715--- /dev/null+++ b/lib/mods/theme/help/c_ranger.txt@@ -0,0 +1,56 @@+|||||oy+~~~~~01|Ranger+~~~~~02|Classes|Ranger+#####R=== Rangers ===++#####GDescription+Rangers are warrior-mages, devoted to nature. They are good fighters +and quite effective with bows; their magic often allows them to avoid+the worst of situations, but they have only a mild chance of resisting+magical effects and are not terribly stealthy. They can, however, +learn the ability to summon aid using totems.++They have access to the schools of *****m_divin.txt*0[Divination] and *****m_nature.txt*0[Nature] magic.++#####GStarting Stat Modifiers+Strength +2+Intelligence +1+Wisdom +0+Dexterity +2+Constitution +1+Charisma +1+Hit Die +d4+Spell Points +0%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.800]+ Weaponmastery 1.000 [0.700]+ Archery 1.000 [0.750]+ Sling-mastery 0.000 [0.300]+ Bow-mastery 0.000 [0.300]+ Crossbow-mastery 0.000 [0.300]+ Boomerang-mastery 0.000 [0.300]+Sneakiness 1.000 [0.950]+ Stealth 0.000 [0.400]+ Disarming 1.000 [1.600]+Magic 1.000 [0.700]+ Magic-Device 1.000 [1.100]+ Divination 0.000 [0.500]+ Nature 0.000 [0.500]+Spirituality 1.000 [0.400]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.900]+ Summoning 0.000 [0.300]+++#####GInnate Abilities:+#####BAbility Character level+Ammo creation 2++#####GStarting Equipment+A Ranger begins the game with:+ a Short Sword+ a Short Bow+ some Arrowsdiff --git a/lib/mods/theme/help/c_rogue.txt b/lib/mods/theme/help/c_rogue.txtnew file mode 100644index 00000000..b42df3d5--- /dev/null+++ b/lib/mods/theme/help/c_rogue.txt@@ -0,0 +1,62 @@+|||||oy+~~~~~01|Rogue+~~~~~02|Classes|Rogue+#####R== Rogues ===++#####GDescription+A rogue is a jack of all trades, but the master of none. With the notable +exception of Archery and Monster-related skills, Rogues are capable of adapting +to almost any situation. Their strong point lies in stealth and careful +planning: Where a Warrior would simply hack away (and risk being hacked up +himself) or a Mage would Manathrust, a Rogue would awaken a monster with a +dagger in the back, or would wait for the creature to be killed by the line of +traps she had previously laid between her and her opponent.++Rogues have access to the schools of *****m_convey.txt*0[Conveyance], *****m_divin.txt*0[Divination] and *****m_tempo.txt*0[Temporal] magic.++#####GStarting Stat Modifiers+Strength +2+Intelligence +1+Wisdom -2+Dexterity +3+Constitution +1+Charisma -1+Hit Die +d6+Spell Points +0%+Exp Penalty 25%++#####GStarting Skills+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.700]+ Weaponmastery 1.000 [0.700]+ Sword-mastery 1.000 [0.300]+ Critical-hits 1.000 [0.500]+Sneakiness 1.000 [2.000]+ Stealth 1.000 [1.500]+ Disarming 1.000 [2.000]+ Backstab 1.000 [1.000]+ Stealing 1.000 [2.000]+ Dodging 1.000 [2.000]+Magic 1.000 [0.700]+ Magic-Device 1.000 [1.550]+ Conveyance 0.000 [0.500]+ Divination 0.000 [0.500]+ Temporal 0.000 [0.500]+Spirituality 1.000 [0.700]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Trapping 1+Extra Max Blow(1) 10++#####GStarting Equipment+A Rogue begins the game with:+ a Dagger+ a Catapult Trap Set+ some Iron Shots++++diff --git a/lib/mods/theme/help/c_runecr.txt b/lib/mods/theme/help/c_runecr.txtnew file mode 100644index 00000000..8388eff9--- /dev/null+++ b/lib/mods/theme/help/c_runecr.txt@@ -0,0 +1,110 @@+~~~~~01|Runecrafter+~~~~~02|Classes|Runecrafter+#####R=== Runecrafters ===++#####GDescription+Instead of using spellbooks like the other spellcasters they instead +use mystic runes. To cast a spell they select a primary rune of the +elements (fire, cold, etc.) and they also choose a set of secondary runes,+which shape the effect of the first one. The secondary runes include +Self, Arrow, Ray, ... and Armageddon. After that they chose the amount +of mana to use and the spell is cast! But the more secondary runes they+chose the more mana is used to cast the spell. They also are bad +fighters, but if they concentrate all their mana in one spell +(especially with a mage staff of mana) they could kill nearly anything.++#####GStarting Stat Modifiers+Strength -5+Intelligence +3+Wisdom +0+Dexterity +1+Constitution -2+Charisma +1+Hit Die +d0+Spell Points +50%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.200]+ Weaponmastery 0.700 [0.400]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+Magic 2.000 [0.950]+ Magic-Device 1.000 [1.200]+ Spell-power 0.000 [0.600]+ Mana 1.000 [0.600]+ Geomancy+ Fire 0.000 [0.700]+ Water 0.000 [0.700]+ Air 0.000 [0.700]+ Earth 0.000 [0.700]+ Meta 0.000 [0.700]+ Conveyance 0.000 [0.700]+ Divination 0.000 [0.700]+ Temporal 0.000 [0.700]+ Mind 0.000 [0.700]+ Nature 0.000 [0.700]+ Necromancy 0.000 [0.700]+ Runecraft 1.000 [1.000]+ Thaumaturgy 0.000 [0.700]+Spirituality 1.000 [0.550]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++*A Runecrafter cannot learn the Geomancy skill, but it is shown in his skill +screen because the elemental schools are sub-skills of it.++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++~~~~~03|Runecrafter|Runecrafter powers+~~~~~04|Skills|Runecrafting - Runecrafter powers+#####GRune Magic+Runecrafters combine runes using the 'm' command. They first select a +rune that controls magic type, then apply one or more runes to fine-tune+effects, (pressing ESC when done), and then input the amount of mana +they wish to expend on the spell.++Runecrafters can cast the spells from their runes in several ways:+1. On-the-fly by combining runes when they need them.+2. Memorise rune combinations for quick use when needed (and they don't+ need to be able to see then!), and then later cast from memory.+3. Carving them into a Runestone, then using the Runestone later (takes+ less mana, but they have to be able to see).++[[[[[BSpell Types:] +(Some kinds are not listed, and are left for the reader to discover...)+ Knowledge: Identify all objects in affected grids, Self-knowledge + if Self rune is used.+ Life: Heals monsters in affected grids, heals player if Self rune + is used.+ Fire, Cold, Lightning, Acid: Casts magics of that element.+ Elements: Irresistible damage.+ Mind: A mind blast that badly effects intelligent monsters. + Temporary ESP if Self rune is used.+ Gravity: A gravity spell that both does damage and whisks affected + creatures around.++[[[[[BSpell Effects] (all are listed):+ Self: Effects the caster. This rune can be used with any other;+ if used alone, only the caster's grid is affected.+ Arrow: Spell will include a bolt effect. This allows aiming.+ Ray: Spell will include a beam effect. This allows aiming. + Increases difficulty slightly.+ Sphere: Spell will end with a circular explosion. Increases + difficulty a bit. Can be used alone, or with Self, Arrow, or + Ray.+ Power Surge: Not currently recommended for use. Increases+ difficulty a lot.+ Armageddon: Hurls down meteors of the magical type in the vicinity+ of the caster. Increases difficulty noticeably, but can do a+ great deal of damage.++#####GStarting Equipment+A Runecrafter begins the game with:+ a Rune [Fire]+ a Rune [Arrow]+ a Dagger+diff --git a/lib/mods/theme/help/c_sniper.txt b/lib/mods/theme/help/c_sniper.txtnew file mode 100644index 00000000..008202d8--- /dev/null+++ b/lib/mods/theme/help/c_sniper.txt@@ -0,0 +1,50 @@+~~~~~01|Sniper+~~~~~02|Classes|Sniper+#####R=== Snipers ===++#####GDescription+Snipers are stealthy archers who kill from a safe+distance and aren't very good at hand-to-hand combat.+They have some ability in the Conveyance school of +magic, which can let them disappear quickly if the+need should arise.++#####GStarting Stat Modifiers+Strength +2+Intelligence +1+Wisdom +0+Dexterity +2+Constitution +1+Charisma +1+Bonus Blows 0+Hit Die +d4+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.500] + Weaponmastery 1.000 [0.500] + Archery 1.000 [0.750] + Sling-mastery 0.000 [0.300] + Bow-mastery 0.000 [0.300] + Crossbow-mastery 0.000 [0.300] + Boomerang-mastery 0.000 [0.300] +Sneakiness 2.000 [1.000] + Stealth 1.000 [0.700] + Disarming 1.000 [1.000] + Backstab 1.000 [0.700] +Magic 1.000 [0.600] + Magic-Device 1.000 [1.100] + Conveyance 1.000 [0.500] +Spirituality 0.000 [0.500] + Prayer 0.000 [0.500] +Monster-lore 0.000 [0.500] ++#####GStarting Equipment+A sniper begins the game with:+ a short bow+ some ammo++#####GInnate Abilities:+#####BAbility Character level+Ammo creation 2 \ No newline at end of filediff --git a/lib/mods/theme/help/c_sorcer.txt b/lib/mods/theme/help/c_sorcer.txtnew file mode 100644index 00000000..8a33184f--- /dev/null+++ b/lib/mods/theme/help/c_sorcer.txt@@ -0,0 +1,68 @@+|||||oy+~~~~~01|Sorceror+~~~~~02|Classes|Sorceror+#####R=== Sorcerors ===++#####GDescription+Sorcerors are to magic what Unbelievers are to melee. They are the all-+around best magicians, being able to cast spells from any school using+only a single skill. They cannot comfortably use any weapon but a Mage Staff, and even with a Mage Staff, they will be unable to achieve anything remotely resembling battle effectiveness. ++The energies used for learning Sorcery also sap the life force of a+Sorceror, penalising them with the loss of a percentage of their hit+points equal to their Sorcery skill score and penalising their combat+ability even more strongly.++For more information on magic schools and spell effects see the +*****magic.txt*01[Magic help file].++#####GStarting Stat Modifiers+Strength -5+Intelligence +3+Wisdom +0+Dexterity +1+Constitution -2+Charisma +1+Hit Die +d0+Spell Points +50%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+Magic 1.000 [1.000]+ Magic-Device 1.000 [1.000]+ Spell-power 0.000 [0.600]+ Sorcery 1.000 [0.700]+ Mana 0.000 [0.900]+ Geomancy+ Fire 0.000 [1.000]+ Water 0.000 [1.000]+ Air 0.000 [1.000]+ Earth 0.000 [1.000]+ Meta 0.000 [1.000]+ Conveyance 0.000 [1.000]+ Divination 0.000 [1.000]+ Temporal 0.000 [1.000]+ Mind 0.000 [1.000]+ Nature 0.000 [1.000]+ Necromancy 0.000 [1.000]+ Runecraft 0.000 [0.900]+ Thaumaturgy 0.000 [0.900]+Spirituality 1.000 [0.550]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++*A Sorceror cannot learn the Geomancy skill, but it is shown in his skill +screen because the elemental schools are sub-skills of it.++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+A Sorceror begins the game with:+ a Book of Beginner Cantrips+ a Robe+ diff --git a/lib/mods/theme/help/c_stonewr.txt b/lib/mods/theme/help/c_stonewr.txtnew file mode 100644index 00000000..7de1c0ef--- /dev/null+++ b/lib/mods/theme/help/c_stonewr.txt@@ -0,0 +1,50 @@+|||||oy+~~~~~01|Stonewright+~~~~~02|Classes|Stonewright+~~~~~03|Aule|Stonewright+#####R=== Aule's Priests ===++#####GDescription+*****g_aule.txt*0[Aule] the Smith is concerned with the substance of +Arda; rock and metal. His priests serve him best by forging better+weapons to use in the fight against the Dark, and his most beloved +weapon is the axe, which his followers will find much easier to use +than other types of weapons. Aule's realms are earth and fire, and+his priests have access to these realms by the grace of their Vala.++#####GStarting Stat Modifiers+Strength -1+Intelligence -3+Wisdom +3+Dexterity -1+Constitution +0+Charisma +2+Bonus Blows 0+Hit Die +d2+Exp Penalty 20%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.700]+ Weaponmastery 1.000 [0.700]+ Axe-mastery 0.000 [0.400]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 0.000 [0.900]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.800]+Spirituality 1.000 [1.000]+ Prayer 1.000 [1.500]+ Mindcraft 0.000 [0.600]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Perfect-casting 1+Extra Max Blow(1) 10++#####GStarting Equipment+A priest serving Aule begins the game with:+ A spellbook of Firebrand+ A light war axe \ No newline at end of filediff --git a/lib/mods/theme/help/c_summon.txt b/lib/mods/theme/help/c_summon.txtnew file mode 100644index 00000000..a3eca1de--- /dev/null+++ b/lib/mods/theme/help/c_summon.txt@@ -0,0 +1,80 @@+~~~~~01|Summoners+~~~~~02|Classes|Summoners+#####R=== Summoners ===++#####GDescription+A Summoner is, with one exception, a fairly weak class. While he starts +out a decent enough fighter, his fighting skill doesn't improve that much,+he doesn't cast magic and has little in the way of survival skills. However,+this weakness doesn't trouble him much, because he can summon creatures to+do his bidding and still gain experience from their kills.++#####GStarting Stat Modifiers+Strength +1+Intelligence -2+Wisdom +1+Dexterity +1+Constitution 0+Charisma +1+Hit Die +d8+Spell Points +0%+Exp Penalty 40%++#####GStarting Skills+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.600]+ Weaponmastery 1.000 [0.600]+ Archery 1.000 [0.400]+Sneakiness 1.000 [0.700]+ Stealth 1.000 [0.700]+ Disarming 1.000 [0.500]+Magic 1.000 [0.800]+ Magic-Device 1.000 [1.000]+Spirituality 1.000 [0.500]+ Prayer 0.000 [0.500]+ Music 0.000 [0.300]+Monster-lore 16.000 [1.200]+ Summoning 1.000 [0.700]+ Corpse-preservation 1.000 [1.000]++#####GStarting Equipment+A Summoner starts the game with:+ A Potion of Healing+ A Short Sword+ A Suit of Hard Leather Armour+~~~~~03|Summoners|Summoning+~~~~~04|Skills|Summoning - Summoning powers+#####GSummoning+[[[[[BThe summoner's powers of invocation are accessed using the 'm' key.]+In order to invoke a monster, a summoner must possess a related totem.++There are two kinds of summoning, decided by the totem used:++[[[[[BPartial Summoning]+Partial summoning creates a simulacrum of the monster, with little will +of its own. The Summoner must maintain the simulacrum using mana; when +he runs out, or stops paying the mana, the simulacrum vanishes.++[[[[[BTrue Summoning]+True summoning is quite different in effect from Partial Summoning, but the +two are closely related in usage. A True Totem conjures a full copy of the +creature in question; the process tends to make the monster a loyal ally to +the summoner, but this loyalty is not guaranteed, nor is the survival of the +totem used in the summoning.++[[[[[BTotem Creation]+In order to summon any creature, the Summoner needs a totem. Totems cannot be +found; they must be created through a special process which involves taking +the corpse of a creature (the summoner need not have been involved in the +death of the creature in question), and extracting certain essences from it.++The summoner can create a totem using the 'm' command, and unless one is +working on a unique's corpse, must choose whether the resulting totem is a +Partial or True Totem.++[[[[[BImportant Note]+Uniques are very willful creatures by definition, and thus have three special +rules about their summoning:+1. No partial totem can be made from a unique's corpse.+2. The totem in question is always destroyed.+3. The unique is twice as likely to be disloyal.diff --git a/lib/mods/theme/help/c_swordm.txt b/lib/mods/theme/help/c_swordm.txtnew file mode 100644index 00000000..a3b5ed05--- /dev/null+++ b/lib/mods/theme/help/c_swordm.txt@@ -0,0 +1,52 @@+~~~~~01|Swordmasters+~~~~~02|Classes|Swordmasters+#####R=== Swordmasters ===++#####GDescription+The Swordmaster is a Warrior who specialises in swords.++The training is so intense and specific that Swordmasters gain huge bonuses+when fighting with their chosen weapon, dependent on their Sword-mastery skill.+In most other respects they perform about as well as a generic Warrior.++#####GStarting Stat Modifiers+Strength +5+Intelligence -2+Wisdom -2+Dexterity +2+Constitution +2+Charisma -1+Hit Die +d9+Spell Points +0%+Exp Penalty 0%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.900]+ Weaponmastery 1.000 [0.950]+ Sword-mastery 1.000 [0.700]+ Axe-mastery 0.000 [0.300]+ Hafted-mastery 0.000 [0.300]+ Polearm-mastery 0.000 [0.300]+ Archery 1.000 [0.600]+ Antimagic 0.000 [0.550]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 1.000 [0.900]+Magic 1.000 [0.300]+ Magic-Device 1.000 [1.150]+Spirituality 1.000 [0.400]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 1+Extra Max Blow(2) 1+Spread-blows 25++#####GStarting Equipment+A Swordmaster begins the game with:+ a Ring of Fear Resistance+ a Chain Mail+ a Broad Sworddiff --git a/lib/mods/theme/help/c_symbia.txt b/lib/mods/theme/help/c_symbia.txtnew file mode 100644index 00000000..9bbd92fd--- /dev/null+++ b/lib/mods/theme/help/c_symbia.txt@@ -0,0 +1,68 @@+|||||oy+~~~~~01|Symbiant+~~~~~02|Classes|Symbiant+#####R=== Symbiants ===++#####GDescription+Symbiants live in harmony with all of the monsters that do not move:+the Mushrooms, Molds, Floating Eyes, and such. They can hypnotise these+creatures and then form a symbiotic relationship. Using other symbiotic+powers, they can even use the magical abilities of their pets.++Once hypnotised, the monster is placed onto the body, or "worn" in order to +initiate the symbiotic relationship.++#####GStarting Stat Modifiers+Strength +1+Intelligence -2+Wisdom +1+Dexterity +1+Constitution 0+Charisma +1+Hit Die +d8+Spell Points +0%+Exp Penalty 40%++#####GStarting Skills+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.800]+ Weaponmastery 1.000 [0.800]+ Archery 1.000 [0.700]+ Barehand-combat 1.000 [0.600]+Sneakiness 1.000 [0.800]+ Stealth 1.000 [0.800]+ Disarming 1.000 [0.700]+Magic 1.000 [0.700]+ Magic-Device 1.000 [1.000]+Spirituality 1.000 [0.500]+ Prayer 0.000 [0.500]+ Music 0.000 [0.300]+Monster-lore 1.000 [1.100]+ Corpse-preservation 1.000 [0.900]+ Possession 0.000 [0.100]+ Symbiosis 1.000 [0.800]++#####GStarting Equipment+A Symbiant begins the game with:+ a Dagger+ a Scroll of Summon Never-Moving Pet+++#####GSymbiosis+Symbiants rely on the partnerships they form, hypnotising creatures+and then "wearing" them: "I get by with a little help from my friends".+Depending on the monster, this does nothing except protect the player+slightly (the worn monster takes some of the damage the player would+otherwise) or grant some very powerful attacks and summons.+Their "spells" are used by the 'm' command; as their Symbiosis skill+increases, they automatically gain more powers.+For more detail about the specific powers, look here: *****m_symbio.txt*0[Symbiosis]+~~~~~03|Symbiant|Naming your symbiote+#####GNaming your symbiote+For those sentimental Symbiants who like to name your symbiotes, you +can use the Inscribe command '{'. Inscribe your hypnotized symbiote +with "#named Fido" (or whatever name you choose, but don't forget the +leading '#'), and it will be listed in your equipment as "a Red Mold +named Fido", and the game will refer to your symbiote by name ("Fido +is healed", for instance, rather than "Your Red mold is healed").+diff --git a/lib/mods/theme/help/c_thaum.txt b/lib/mods/theme/help/c_thaum.txtnew file mode 100644index 00000000..653e84fa--- /dev/null+++ b/lib/mods/theme/help/c_thaum.txt@@ -0,0 +1,84 @@+~~~~~01|Thaumaturgist+~~~~~02|Classes|Thaumaturgy+#####R=== Thaumaturgists ===++#####GDescription+A Thaumaturgist is a Mage that prefers chaos to order. As such, they tend to +learn random spells, and since attacking something creates more chaos than +anything else, every spell they learn is an attack spell. They have no need +for spell-books, as they harness the spells from within themselves. However, +they also have no ability to improve the power of a particular spell - once +learnt it will remain at the same strength for ever. Likewise, they also have+no ability to control what they learn, and some of their spells will cause +them damage (like darkness spells blinding them if they do not resist +darkness).++#####GStarting Stat Modifiers+Strength -5+Intelligence +3+Wisdom +0+Dexterity +1+Constitution -2+Charisma +1+Hit Die +d0+Spell Points +50%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.200]+ Weaponmastery 0.700 [0.400]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+Magic 3.000 [0.950]+ Magic-Device 1.000 [1.050]+ Spell-power 0.000 [0.600]+ Mana 0.000 [0.600]+ Geomancy+ Fire 0.000 [0.700]+ Water 0.000 [0.700]+ Air 0.000 [0.700]+ Earth 0.000 [0.700]+ Meta 0.000 [0.700]+ Conveyance 0.000 [0.700]+ Divination 0.000 [0.700]+ Temporal 0.000 [0.700]+ Mind 0.000 [0.700]+ Nature 0.000 [0.700]+ Necromancy 0.000 [0.700]+ Runecraft 0.000 [0.700]+ Thaumaturgy 1.000 [1.000]+Spirituality 1.000 [0.550]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++*A Thaumaturgist cannot learn the Geomancy skill, but it is shown in his skill +screen because the elemental schools are sub-skills of it.++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+A Thaumaturgist begins the game with:+ a Book of Beginner Cantrips+ a Dagger+++#####GThaumaturgy+Thaumaturgists can wreak an amazing amount of destruction, and they don't +even need spellbooks to do it. As they gain skill they memorise new,+randomly generated attack spells. Note that they possess no guaranteed+utility or alteration magics, and can never alter themselves.+[[[[[BThaumaturgists just kill.]++They use their magics through the 'm' key. They then select a general +group of spells, followed by a specific spell. Thaumaturgists can learn +more about a specific spell by browsing it; this is very useful for +choosing the perfect spell for the occasion.++Thaumaturgy spells can take the form of a bolt, a beam, a ball (either+centred on the caster or targetable), an area (multiple balls in the+vicinity of the caster), or a spell that affects all monsters in line of sight.++You can find a little more information here: *****m_thaum.txt*0[Thaumaturgy].diff --git a/lib/mods/theme/help/c_trapper.txt b/lib/mods/theme/help/c_trapper.txtnew file mode 100644index 00000000..eb0badbe--- /dev/null+++ b/lib/mods/theme/help/c_trapper.txt@@ -0,0 +1,46 @@+~~~~~01|Trapper+~~~~~02|Classes|Trapper+#####R=== Trappers ===++#####GDescription+A Pacifist is someone who prefers not to use violence to +achieve their ends. The trappers are not averse, however,+to destroying monsters via traps and using corpses they+find to create totems in order to summon aid. They +may also use spells provided by their deities.++#####GStarting Stat Modifiers+Strength 0+Intelligence +2+Wisdom +2+Dexterity +2+Constitution 0+Charisma +4+Bonus Blows 0+Hit Die 0+Exp Penalty 0%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Sneakiness 0.000 [0.600] + Stealth 0.000 [0.600] + Disarming 1.000 [0.600] + Dodging 1.000 [0.700] +Magic 1.000 [0.600] + Spell-power 0.000 [0.500] + Nature 1.000 [1.000] +Spirituality 0.000 [0.700] + Prayer 0.000 [0.500] +Monster-lore 1.000 [0.900] + Summoning 1.000 [0.600] ++#####GStarting Equipment+A trapper begins the game with:+ a catapult trap set+ some iron shots++#####GInnate Abilities:+#####BAbility Character level+Trapping 1+Ammo creation 10+Perfect casting 15 \ No newline at end of filediff --git a/lib/mods/theme/help/c_unbel.txt b/lib/mods/theme/help/c_unbel.txtnew file mode 100644index 00000000..feec5723--- /dev/null+++ b/lib/mods/theme/help/c_unbel.txt@@ -0,0 +1,65 @@+~~~~~01|Unbeliever+~~~~~02|Classes|Unbeliever+#####R=== Unbelievers ===++#####GDescription+The full opposite of Sorcerors, Unbelievers so strongly despise magic +that not only do they refuse to use magic spells, they refuse all +training in the use of magic items, which leaves them almost totally +incompetent when trying to use a magic item.++#####GStarting Stat Modifiers+Strength +5+Intelligence -2+Wisdom -2+Dexterity +2+Constitution +2+Charisma -1+Hit Die +d9+Spell Points +0%+Exp Penalty 0%++#####GStarting Skills+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.800]+ Weaponmastery 1.000 [0.850]+ Sword-mastery 0.000 [0.400]+ Axe-mastery 0.000 [0.400]+ Hafted-mastery 0.000 [0.400]+ Polearm-mastery 0.000 [0.400]+ Archery 1.000 [0.600]+ Antimagic 1.000 [0.650]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 1.000 [0.900]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 1+Extra Max Blow(2) 1+Spread blows 25++#####GStarting Equipment+An Unbeliever begins the game with:+ a Ring of Fear Resistance+ a Dark Sword+ a Chain Mail++~~~~~03|Unbelievers|Antimagic+~~~~~04|Antimagic+~~~~~05|Skills|Antimagic powers+#####GAntimagic+Thought carries power. And since Unbelievers think that magic doesn't+exist, they can suppress its manifestation around them.+Their magic-inhibiting ability and the area of effect around them are+determined by the skill level in Antimagic. If they wield a Dark Sword,+the strength and radius of the magic disrupting field are increased further,+with best results if the blade is unenchanted.++High levels of proficiency in Antimagic allow them also to stabilise the +space-time continuum, so preventing teleportation, to sense the magical +emanations coming from traps and to destroy these around them. +These abilities are accessed using the 'm' key.++diff --git a/lib/mods/theme/help/c_wainrid.txt b/lib/mods/theme/help/c_wainrid.txtnew file mode 100644index 00000000..cf3c3d69--- /dev/null+++ b/lib/mods/theme/help/c_wainrid.txt@@ -0,0 +1,49 @@+~~~~~01|Wainrider+~~~~~02|Classes|Wainrider+#####R=== Wainriders ===++#####GDescription+Proud warriors riding majestic chariots. They are most effective+with short, thrusting blades. They are highly spiritual, but their+deity must be Melkor Bauglir, they do not have a choice when they+embark upon their adventure. They are better skilled in magic than+other warrior classes, although their magical ability is limited to+the Udun school.++#####GStarting Stat Modifiers+Strength +5+Intelligence -2+Wisdom -2+Dexterity +2+Constitution +2+Charisma -1+Bonus Blows 3+Hit Die +d9+Exp Penalty 0%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.800] + Weaponmastery 1.000 [0.850] + Sword-mastery 0.000 [0.700] + Critical-hits 0.000 [0.500] + Archery 1.000 [0.600] +Sneakiness 1.000 [0.900] + Disarming 1.000 [0.900] +Magic 2.000 [0.800] + Magic-Device 1.000 [1.150] + Udun 0.000 [0.400] +Spirituality 1.000 [0.900] + Prayer 1.000 [0.700] +Monster-lore 0.000 [0.500] ++#####GStarting Equipment+A Wainrider begins the game with:+ a spellbook of Curse+ a potion of Corruption+ a Shadow Blade++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 1+Extra Max Blow(2) 1 \ No newline at end of filediff --git a/lib/mods/theme/help/c_warper.txt b/lib/mods/theme/help/c_warper.txtnew file mode 100644index 00000000..55d16be5--- /dev/null+++ b/lib/mods/theme/help/c_warper.txt@@ -0,0 +1,60 @@+|||||oy+~~~~~01|Warper+~~~~~02|Classes|Warper+#####R=== Warpers ===++#####GDescription+A Warper is a type of mage that prefers to deal in magic that alters the +fabric of space and time. They specialise in the schools of *****m_convey.txt*0[Conveyance], +*****m_divin.txt*0[Divination] and *****m_tempo.txt*0[Temporal] magic. ++#####GStarting Stat Modifiers+Strength -5+Intelligence +3+Wisdom +0+Dexterity +1+Constitution -2+Charisma +1+Hit Die +d0+Spell Points +50%+Exp Penalty 30%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 1.000 [0.200]+ Weaponmastery 0.700 [0.400]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+Magic 1.000 [0.900]+ Magic-Device 1.000 [1.050]+ Spell-power 1.000 [0.700]+ Mana 1.000 [0.700]+ Geomancy + Fire 0.000 [0.800]+ Water 0.000 [0.800]+ Air 0.000 [0.800]+ Earth 0.000 [0.800]+ Meta 0.000 [0.800]+ Conveyance 0.000 [1.200]+ Divination 0.000 [1.200]+ Temporal 0.000 [1.200]+ Mind 0.000 [0.700]+ Nature 0.000 [0.800]+ Necromancy 0.000 [0.700]+ Runecraft 0.000 [0.700]+ Thaumaturgy 0.000 [0.700]+Spirituality 1.000 [0.550]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++*A Warper cannot learn the Geomancy skill, but it is shown in his skill +screen because the elemental schools are sub-skills of it.++#####GInnate Abilities:+#####BAbility Character level+Perfect casting 1++#####GStarting Equipment+A Warper begins the game with:+ a Book of Beginner Cantrips+ a Daggerdiff --git a/lib/mods/theme/help/c_warrio.txt b/lib/mods/theme/help/c_warrio.txtnew file mode 100644index 00000000..942b34bb--- /dev/null+++ b/lib/mods/theme/help/c_warrio.txt@@ -0,0 +1,54 @@+~~~~~01|Warrior+~~~~~02|Classes|Warrior+#####R=== Warriors ===++#####GDescription+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 or a bow. ++A Warrior learns no magic, and can even suppress it like an Unbeliever through +the Antimagic skill.++#####GStarting Stat Modifiers+Strength +5+Intelligence -2+Wisdom -2+Dexterity +2+Constitution +2+Charisma -1+Hit Die +d9+Spell Points +0%+Exp Penalty 0%++#####GStarting Skills:+#####BSkill Start Level Skill Point Gains+Combat 2.000 [0.800]+ Weaponmastery 1.000 [0.850]+ Sword-mastery 0.000 [0.400]+ Axe-mastery 0.000 [0.400]+ Hafted-mastery 0.000 [0.400]+ Polearm-mastery 0.000 [0.400]+ Archery 1.000 [0.600]+ Antimagic 0.000 [0.550]+Sneakiness 1.000 [0.900]+ Stealth 0.000 [0.400]+ Disarming 1.000 [0.900]+Magic 1.000 [0.300]+ Magic-Device 1.000 [1.150]+Spirituality 1.000 [0.400]+ Prayer 0.000 [0.500]+Monster-lore 0.000 [0.500]++#####GInnate Abilities:+#####BAbility Character level+Extra Max Blow(1) 1+Extra Max Blow(2) 1+Spread blows 25++#####GStarting Equipment+A Warrior begins the game with:+ a Ring of Fear Resistance+ a Broad Sword+ a Chain Mail+diff --git a/lib/mods/theme/help/command.txt b/lib/mods/theme/help/command.txtnew file mode 100644index 00000000..6616c252--- /dev/null+++ b/lib/mods/theme/help/command.txt@@ -0,0 +1,1251 @@+|||||oy+~~~~~99|Commands+#####R=== List of Commands ===+++ Angband 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/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. [[[[[BYou 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 ToME, 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).+~~~~~95+#####G Original Keyset Directions Roguelike Keyset Directions++ 7 8 9 y k u+ 4 6 h l+ 1 2 3 b j n++ 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.+[[[[[BThe roguelike keyset allows you to "run" or "tunnel" by simply holding the]+[[[[[Bshift or control modifier key down while pressing a "roguelike" direction key,]+[[[[[Binstead 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".+~~~~~100|Commands|Original keyset+#####R=== Original Keyset Command Summary (4.2.x) ===++ *****command.txt*1[a Aim a wand] *****command.txt*2[A Activate an artifact]+ *****command.txt*3[b Browse a book] *****command.txt*4[B Bash a door]+ *****command.txt*5[c Close a door] *****command.txt*6[C Character description]+ *****command.txt*7[d Drop an item] *****command.txt*8[D Disarm a trap]+ *****command.txt*9[e Equipment list] *****command.txt*10[E Eat some food]+ *****command.txt*11[f Fire (shoot) an item] *****command.txt*12[F Fuel your lantern/torch]+ *****command.txt*13[g Stay still (flip pickup)] *****command.txt*14[G Gain new skills]+ *****command.txt*15[h Hack up a corpse] *****command.txt*16[H Drink from a fountain]+ *****command.txt*17[i Inventory list] *****command.txt*18[I Inspect (closely examine) an item]+ *****command.txt*19[j Jam a door] J (unused)+ *****command.txt*20[k Destroy an item] *****command.txt*21[K Cure meat]+ *****command.txt*22[l Look around] *****command.txt*23[L Look around dungeon by sector]+ *****command.txt*24[m Cast a spell / use mental power] *****command.txt*25[M Full dungeon map]+ *****command.txt*85[n Repeat last command] *****command.txt*91[N Abilities Screen] + *****command.txt*26[o Open a door or chest] *****command.txt*27[O Sacrifice at an altar]+ *****command.txt*28[p Pray to your god (if any)] *****command.txt*29[P Pet commands]+ *****command.txt*30[q Quaff a potion] *****command.txt*31[Q Quit (commit suicide)]+ *****command.txt*32[r Read a scroll] *****command.txt*33[R Rest for a period]+ *****command.txt*34[s Search for traps/doors] *****command.txt*35[S Toggle search mode]+ *****command.txt*36[t Take off equipment] *****command.txt*37[T Dig a tunnel]+ *****command.txt*38[u Use a staff] *****command.txt*39[U Use bonus power (if any)]+ *****command.txt*40[v Throw an item] *****command.txt*41[V Version Info]+ *****command.txt*42[w Wear/wield equipment] W (unused)+ *****command.txt*43[x Engrave the floor] X (unused)+ *****command.txt*44[y Give item to monster] *****command.txt*96[Y Chat with a monster]+ *****command.txt*45[z Zap a rod] *****command.txt*46[Z Steal]+ *****command.txt*47[! Interact with system] *****debug.txt*101[^A (special - debug command)]+ *****command.txt*49[@ Interact with macros] ^B (unused)+ *****command.txt*89[# Begin extended command] ^C (special - break)+ *****command.txt*97[$ Record macros] ^D (unused)+ *****command.txt*51[% Interact with visuals] *****command.txt*52[^E Toggle choice window]+ ^ (special - control key) *****command.txt*53[^F Repeat level feeling]+ *****command.txt*54[& Interact with colors] ^G (unused)+ *****command.txt*55[* Target monster or location] ^H (unused)+ ( (unused) ^I (special - tab)+ ) (unused) ^J (special - linefeed)+ *****command.txt*58[{ Inscribe an object] ^K (unused)+ *****command.txt*59[} Uninscribe an object] ^L (unused)+ [ (unused) ^M (special - return)+ ] (unused) ^N (unused)+ *****command.txt*60[- Walk (flip pickup)] ^O (unused)+ *****command.txt*61[_ Re-Enter store] *****command.txt*62[^P Show previous messages]+ *****command.txt*63[+ Alter grid] *****command.txt*64[^Q Quit to next midi song]+ *****command.txt*65[= Set options] *****command.txt*66[^R Redraw the screen]+ *****command.txt*67[; Walk (with pickup)] *****command.txt*68[^S Save and don't quit]+ *****command.txt*69[: Take notes] *****command.txt*70[^T Time of the day]+ ' (unused) ^U (unused)+ *****command.txt*71[" Enter a user pref command] ^V (unused)+ *****command.txt*72[, Stay still (with pickup)] ^W (special - wizard mode)+ *****command.txt*74[< Go up staircase] *****command.txt*75[^X Save and quit]+ *****command.txt*76[. Run] ^Y (unused)+ *****command.txt*77[> Go down staircase] ^Z (special - borg command)+ *****command.txt*79[\ (special - bypass keymap)] *****command.txt*80[| Do cmovies]+ *****command.txt*81[ (special - escape)] *****command.txt*82[~ Display current knowledge]+ *****command.txt*83[/ Identify symbol] *****command.txt*84[? Help]+ *****command.txt*98[^\] Take an html screenshot]+++~~~~~101|Commands|Roguelike keyset+#####R=== Roguelike Keyset Command Summary (4.2.x) ===++ *****command.txt*45[a Zap a rod (Activate)] *****command.txt*2[A Activate an artifact]+ *****command.txt*95[b (walk - south west)] *****command.txt*95[B (run - south west)]+ *****command.txt*5[c Close a door] *****command.txt*6[C Character description]+ *****command.txt*7[d Drop an item] *****command.txt*8[D Disarm a trap or chest]+ *****command.txt*9[e Equipment list] *****command.txt*10[E Eat some food]+ *****command.txt*4[f Bash a door (force)] *****command.txt*12[F Fuel your lantern/torch]+ *****command.txt*13[g Stay still (flip pickup)] *****command.txt*14[G Gain new skills]+ *****command.txt*95[h (walk - west)] *****command.txt*95[H (run - west)]+ *****command.txt*17[i Inventory list] *****command.txt*18[I Observe an item]+ *****command.txt*95[j (walk - south)] *****command.txt*95[J (run - south)]+ *****command.txt*95[k (walk - north)] *****command.txt*95[K (run - north)]+ *****command.txt*95[l (walk - east)] *****command.txt*95[L (run - east)]+ *****command.txt*24[m Spell casting / mental power] *****command.txt*25[M Full dungeon map]+ *****command.txt*95[n (walk - south east)] *****command.txt*95[N (run - south east)]+ *****command.txt*26[o Open a door or chest] *****command.txt*39[O Use bonus power (if any)]+ *****command.txt*28[p Pray to your god (if any)] *****command.txt*3[P Browse a book]+ *****command.txt*30[q Quaff a potion] *****command.txt*31[Q Quit (commit suicide)]+ *****command.txt*32[r Read a scroll] *****command.txt*33[R Rest for a period]+ *****command.txt*34[s Search for traps/doors] *****command.txt*97[S Record macros]+ *****command.txt*11[t Fire an item] *****command.txt*36[T Take off equipment]+ *****command.txt*95[u (walk - north east)] *****command.txt*95[U (run - north east)]+ *****command.txt*40[v Throw an item] *****command.txt*16[V Drink from a fountain]+ *****command.txt*42[w Wear/wield equipment] *****command.txt*23[W Locate player on map (Where)]+ *****command.txt*22[x Look around] *****command.txt*29[X Pet commands]+ *****command.txt*95[y (walk - north west)] *****command.txt*95[Y (run - north west)]+ *****command.txt*1[z Aim a wand (Zap)] *****command.txt*38[Z Use a staff (Zap)]+ *****command.txt*47[! Interact with system] ^A (special - debug command)+ *****command.txt*49[@ Interact with macros] *****command.txt*95[^B (tunnel - south west)]+ *****command.txt*35[# Toggle search mode] ^C (special - break)+ *****command.txt*15[\$ Hack up a corpse] *****command.txt*20[^D Destroy item]+ *****command.txt*51[% Interact with visuals] *****command.txt*52[^E Toggle choice window]+ ^ (special - control key) *****command.txt*53[^F Repeat level feeling]+ *****command.txt*54[& Interact with colors] *****command.txt*27[^G Sacrifice at an altar]+ *****command.txt*55[* Target monster or location] *****command.txt*95[^H (tunnel - west)]+ *****command.txt*96[( Chat] ^I (special - tab)+ *****command.txt*89[) Begin extended command] *****command.txt*95[^J (tunnel - south)]+ *****command.txt*58[{ Inscribe an object] *****command.txt*95[^K (tunnel - north)]+ *****command.txt*59[} Uninscribe an object] *****command.txt*95[^L (tunnel - east)]+ [*****command.txt*46[ Steal] *****command.txt*95[^M (tunnel - south)]+ ]*****command.txt*43[ Engrave the floor] *****command.txt*95[^N (tunnel - south east)]+ *****command.txt*60[- Walk (flip pickup)] *****command.txt*21[^O Cure meat]+ *****command.txt*61[_ Enter store] *****command.txt*62[^P Show previous messages]+ *****command.txt*63[+ Alter grid] *****command.txt*64[^Q Quit to next midi song]+ *****command.txt*65[= Set options] *****command.txt*66[^R Redraw the screen]+ *****command.txt*67[; Walk (with pickup)] *****command.txt*68[^S Save and don't quit]+ *****command.txt*69[: Take notes] *****command.txt*37[^T Dig a Tunnel]+ *****command.txt*44[' Give object to monster] *****command.txt*95[^U (tunnel - north east)]+ *****command.txt*71[" Enter a user pref command] ^V (unused)+ *****command.txt*76[, Run] ^W (special - wizard mode)+ *****command.txt*74[< Go up staircase] *****command.txt*75[^X Save and quit]+ *****command.txt*72[. Stay still (with pickup)] *****command.txt*95[^Y (tunnel - north west)]+ *****command.txt*77[> Go down staircase] ^Z (special - borg command)+ *****command.txt*79[\ (special - bypass keymap)] *****command.txt*80[| Do cmovies]+ *****command.txt*81[ (special - escape)] *****command.txt*82[~ Display current knowledge]+ *****command.txt*83[/ Identify symbol] *****command.txt*84[? Help]++~~~~~102|Commands|Special keys+#####R=== 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 ToME. 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.+~~~~~79+ Pressing [[[[[Gbackslash ("\\")] 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+ToME 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.+~~~~~81+ For many input requests or queries, the [[[[[Gspecial 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.+~~~~~103|Commands|Command counts+~~~~~104|Commands|Repeating a command+#####R=== 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.++ [[[[[BTo give a count to a command, type 0, the repeat count, and then]+[[[[[Bthe 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 ToME 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.+ + +#####R=== 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.+ + [[[[[BThe particular object may be selected by an upper case or a lower]+[[[[[Bcase letter. If lower case is used, the selection takes place]+[[[[[Bimmediately. If upper case is used, then the particular option is]+[[[[[Bdescribed, and you are given the option of confirming or retracting that]+[[[[[Bchoice.] Upper case selection is thus safer, but requires an extra key+stroke. Also see the "!*" and "!x" inscriptions, below.++ For many commands, [[[[[Byou can also use "-" to select an object on the]+[[[[[Bfloor where you are standing.] This lets you read scrolls or quaff+potions, for example, off the dungeon floor without picking them up.+~~~~~90+ 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. 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 secondary weapon. [[[[[BNote that an inscription containing]+[[[[[B"@x#" will act like "@#" but only when the current "ToME command"]+[[[[[Bis "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 "ToME 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 [[[[[Binscribing "!*" on an object] will allow you to be very paranoid+about the object. Note that "selling" and "dropping" both use the "d" command.++~~~~~105|Pref files+#####R=== User Pref Files ===++ ToME allows you to change various aspects of the game to suit+your tastes. You may define keymaps (changing the way ToME 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).++ ToME 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 ToME 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.+~~~~~106|Pref files|Macros+#####G--- 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 hexidecimal, "\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 ToME command set.+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.++ A [[[[[Bcommon example of a macro] to cast the first spell in your first spell+book at the nearest monster would be: \e\e\em1a*t where \e is an escape (to make+sure you are not still within another command), m1 selects the spell book that +is inscribed ({) with @m1, a selects the first spell in that book, and *t targets+the nearest monster. ++ More detailed information about specific macros can be found in+*****macrofaq.txt*0[macrofaq.txt], originally written by Jim Lyon (jplyon@attglobal.net),+modified for ToME with Jim's permission by Dawnmist +(angband@dawnmist.8m.com).+~~~~~107|Pref files|Keymaps+#####G--- 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. ToME 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 (0/1 for original/roguelike),+ is the encoded trigger key, and is the encoded keymap action.+~~~~~108|Pref files|Visuals+#####G--- 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 line of the form+"R::/" or "K::/" or "F::/" or "U::/".+~~~~~109|Pref files|Colors+#####G--- 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 ToME, and perhaps even allow you to define new colors which are not+currently used by ToME.++ Colors can be specified in user pref files as line of the form+"V:::::".+~~~~~110|Pref files|Options+#####G--- 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: