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- OMEGA OVERVIEW
- ==============
- omega is a complex rogue-style game of dungeon exploration. Unlike
- other such games, there are a number of ways to "win", depending on
- various actions taken during play. The ways you can get your name on
- the hiscore board include becoming the highest ranked head of a guild,
- sect, college, etc., as well as gaining the most points figured from
- possessions and experience. The game (via the oracle) may impose some
- structure on your exploration, but you need not follow all of the
- oracle's advice. There *is* a "total winner" status, by the way.
-
- omega offers a richness of playing detail that goes beyond a simple
- game like rogue. However, the majority of gameplay is very similar to
- rogue, hack, ultrarogue, larn, and other such games. The player is
- represented by the highlighted "@" symbol, objects and terrain
- features are represented by non-alphabetic symbols, monsters are
- represented by the various upper and lower case letters, and other
- humans are represented by a non-highlighted "@". It is recommended
- that the novice read the man pages for rogue or some other such game
- and perhaps play a few games before playing omega.
-
- omega currently consists of a countryside in which are sited a city,
- various villages, several dungeons, and some "special" sites, such as
- the temple HQ's of the various priesthoods. The game starts in the
- city of Rampart, where all the guilds have headquarters. As a dungeon
- is explored, all generated levels are saved in memory. However, only
- one dungeon is "remembered" at a time, so if you enter two dungeons,
- the first will be forgotten (it will be regenerated should you wish to
- enter it again). However, if a dungeon is "completed", this fact will
- be remembered, basically meaning that the unique monster at the bottom
- will not be regenerated if you've killed him already. In addition,
- saving the game in a dungeon only saves the current level, so the
- other levels will be recreated on reentry.
-
- You will first want to explore the city of Rampart. Although the
- architecture and important sites remain the same from game to game,
- details such as the precise position of certain shops, etc. will
- change. Rampart is relatively safe if you don't wander into places
- that are obviously dangerous or do things like breaking and entering.
- If you are reckless, it is quite possible to get killed before ever
- finding the dungeons. The 'M' command now allows you to return
- immediately to any establishment you have already visited that game,
- and is preset to "know" the permanent locations of Rampart.
-
- Many Rampart establishments are only open in the daytime, but some are
- only active at night. Due to the stringent anti-crime measures taken
- by the Duke, it is usually safe to sleep in the streets. You will find
- it far more rewarding, however, to rent or purchase your own lodgings,
- if you can afford them.
-
- The point of omega, though, is dungeon exploration. There are a number
- of dungeons hidden about the countryside. These dungeons are at
- different levels of difficulty and have various idiosyncratic
- differences. The easiest are the Caves of the Goblin King, which is
- due south of Rampart, in the nearby mountains. The caves must be
- searched for with 's' command unless you are lucky enough to move
- directly onto them.
- CHARACTER CREATION AND DEVELOPMENT
- ==================================
- You will have the opportunity to create a new character each time you
- start up omega. A random selection of statistics will be generated.
- To discourage sitting around trying to get an "optimal" character,
- you can only "reroll" 9 times before having to reload the game. Since
- your statistics tend to go up as you play, it isn't fatal to
- have low statistics when you start out. On the other hand, high stats
- don't hurt, either....
-
- Each statistic is very important, but depending what sort of character
- you wish to play, different statistics will stand out. Combat is
- helped by Strength and Dexterity, Magic-use is aided by Intelligence
- and Power. Agility helps you avoid getting hit and avoid traps, while
- Constitution determines how many hits you can take before dying.
-
- A new option for omega is to "play yourself". By answering a sequence
- of personal questions, omega arrives at what your personal statistics
- should be. It is in seriously bad taste to lie.... Only the character
- you create in this mode can be saved to the omegarc. The questions are
- set up so that a "renaissance man" type of person will probably have
- stats generally around 14-15. The rest of us will stay around 9-12 on
- average. If you are really impressively good at something you can
- start out with a stat of up to 18, but this is pretty unlikely for
- most of us.
-
- As you continue to play, you will hopefully accumulate experience and
- treasure. You can gain skills and abilities through various means,
- the most important being training in one of the Rampart establishments
- devoted to self-improvement. Thus, you can choose to work out at the
- gym, study at the Collegium Magii, meditate at a Temple, and
- so on. Certain skills and abilities may only be gained through
- adventuring, and others are mutually exclusive. For example, you can
- only be a priest of one particular deity. One of the appeals of
- omega is the variety of different types of characters you can play,
- each with its own set of goals and benefits.
-
- Another aspect of your character is alignment. Characters are aligned
- towards the primal forces of Chaos and Law, or they can be neutral.
- Various actions affect this factor; killing peaceful monsters, or
- committing burgalry, for example, are chaotic acts. Alignment
- determines which guilds will let you in, the behavior of some
- artifacts and monsters, as well as much else.
-
- Your character will gain various statuses, abilities, immunities,
- etc., both harmful and beneficial. Most of the time these are kept
- hidden from you, but there are various ways of discovering the truth
- -- self-knowledge is very useful in omega. Remember, the oracle
- knows all, sees all....
-
- Experience is accrued for skillful actions in the game. As in rogue,
- one of the main methods of acquiring experience is defeating monsters.
- You need not kill an opponent to defeat it (you can use the 'threaten'
- option of the 't' command, sometimes). There are many other ways of
- gaining experience, though, including learning spells, deactivating
- traps, using artifacts correctly, etc.
-
- Experience goes towards two kinds of character development. First,
- in the bizarre tradition of role-playing games like * & *, hit
- points and combat capabilities go up as experience is gained.
-
- Secondly, experience gained is shared out to each of the guilds,
- priesthoods, etc. that the character belongs to. The more guilds
- the character is a member of, the slower promotion will be
- (except in the City Nobility, and among the Gladiators, where
- promotion is not based on experience, but on quests and combats,
- respectively). Regardless of the number of guilds the character
- is a member of, overall character level, the first type of
- experience will not be adversely affected.
- INVENTORY
- =========
- omega inventories are now much different from other rogue-like games.
-
- Unlike rogue, et al., you cannot directly employ every object you
- carry. Every object may either go into your "pack" or into some
- specific inventory slot such as "belt" or "ready hand" or "left
- shoulder" etc. Some slots are dedicated to certain types of items (eg,
- only armor can go in the armor slot), but other slots are general
- purpose, like your belt or your shoulder.
-
- It takes game time to transfer an object from your pack, (which can
- hold a fixed number of items) to specific slots from which the item may be
- useable. The pack is implemented as a mock-stack, so the deeper you burrow
- into your pack looking for some item, the more game time you are
- wasting. Therefore, carrying a whole lot of (semi)useless items may be
- a strategically bad move. Of course, as always, you can't carry more
- weight (either in your pack or in your inventory slots) than is
- dictated by your current STRENGTH and AGILITY.
-
- INVENTORY CONTROL MODES
- =======================
- There are two type of inventory control: Display mode and Quick mode.
- Which mode you use by default can be toggled by the TOPLINE option
- settable with the 'O' command and in your .omegarc file.
-
- In Display mode, all the inventory slots are displayed in the menu
- window. In Quick mode, only the message lines above the main window
- are used, and therefore the slots are not all displayed, only
- one of them at a time. Additionally, the commands are slightly
- different. One nuance to the display -- note the character following
- the index of the slot in the following two lines.
-
- -- a> weapon hand: mace
- -- e) belt: short sword
-
- The '>' in the first line indicates the mace is "in use", while
- the ') in the second lines means the short sword is not currently
- being used. If it is possible for an item to be "in use" in the
- current slot, it will be indicated by a '>'. Therefore, if you
- don't want to put some new unidentified weapon into use, don't
- try to carry it in the weapon hand; the same holds for shields
- in the shield slot, etc.
-
- The amount of time each action takes is indicated below. Dropping two
- items takes twice as long as dropping one item.
-
- DISPLAY MODE:
- ^l,^r: Redisplay inventory (if screen is munged). Takes no time.
- d: Drop the item currently in the 'up-in-the-air' slot, or in the
- 'selected' slot if there is nothing 'up-in-the-air'. Takes one second.
- p: Put the 'up-in-the-air' item into your pack, or the 'selected'
- item, if the 'up-in-the-air' item is vacant. Takes 5 seconds.
- s: Show the contents of your pack. Takes 5 seconds.
- t: Take an item from your pack and put into the 'selected' slot, or
- if that is full, tries to put into the 'up-in-the-air' slot.
- Takes 5 seconds + 1 second/item examined in pack. I.e., rummaging
- at three items before taking one takes 8 seconds.
- e: Exchange the 'up-in-the-air' slot with the 'selected' slot. This
- will merge two quantities of an item together if possible.
- Either slot may be vacant, in which case it is a simple 'put'
- or 'take' to a slot.
- Takes 2 seconds.
- x: Same as 'e' but quit inventory mode immediately if the
- up-in-the-air slot is vacant after the action (ie, if it wasn't
- an exchange, but was just a put). Helpful when picking up new items.
- Takes 2 seconds.
- >: Cause the next slot lower down to be the 'selected' one. Takes no time.
- <: Cause the next slot higher up to be the 'selected' one. Takes no time.
- ?: Print this help. Takes no time.
- ESCAPE: return to game, dropping any object in the 'up-in-the-air' slot.
- Takes no time.
-
- In Display Mode, the 'selected' slot is the one with a highlighted
- '->' before it.
-
- QUICK (TOPINV) MODE:
- d: Drop an item. Takes one second.
- p: Put some item into your pack. Takes 5 seconds.
- s: Show the contents of your pack. Takes 5 seconds.
- t: Take an item from your pack and put into some inventory slot, or
- into the 'up-in-the-air' slot if the one selected is full.
- Takes 5 seconds + depth of item in pack.
- e: Exchange the 'up-in-the-air' slot with some slot. This
- will merge two quantities of an item together if possible.
- Either slot may be vacant, in which case it is a simple 'put'
- or 'take' to a slot.
- Takes 2 seconds.
- x: Same as 'e' but quit inventory mode immediately if the
- up-in-the-air slot is vacant after the action (ie, if it wasn't
- an exchange, but was just a put). Helpful when picking up new items.
- Takes 2 seconds.
- ~: Enter Display Mode. Takes no time.
- ?: Print this help. Takes no time.
- ESCAPE: return to game, dropping any object in the 'up-in-the-air' slot.
- Takes no time.
-
- In quick mode, there is no 'selected' slot, instead the letter
- identifying the slot must be entered following the command.
-
- The 'e' and 'x' commands in both modes are the ones you'll use most;
- it combines taking and putting from inventory slot to "up-in-air"
- where picked-up items will be, and where you will drop items from on
- leaving the inventory mode. Usually the pack is used for items which
- it is not important to be able to get at easily, while inventory
- slots are for useful items.
- MOVEMENT
- ========
- The mechanics of movement are much like rogue. You can use either the
- vi keys (hjklbnyu) or the numeric keypad to move; the capitalized vi
- keys or a keypad direction preceded by a 5 "run" in that direction
- until either an object is run into, or an "interesting" location is
- hit. More locations are "interesting" if the "RUNSTOP" option is set.
- In most environments, a single move takes but a few seconds of game
- time, depending on the player's "Spd" score, but some places movement
- takes longer. In the countryside environment, the scale is much larger
- than usual (say 5KM/move), so a single move can take hours. (Riding a
- horse can reduce the amount of time taken in the country, depending on
- the terrain being travelled). In the city or village environments, the
- scale is such that a move takes about 30 seconds or so of gametime.
- COMBAT
- ======
- As in most rogue-like games, you attack an adjacent monster by
- attempting to move onto it.
-
- At this time, your current real statistics on to-hit, damage, defense,
- and armor protection are always displayed. It is felt that the
- character would know (or quickly discover) how well any weapon, armor,
- etc. actually work. By comparing different weapons, armor, and shield
- combinations, you can decide what martial configuration is best for
- your character. Keep in mind that cost of equipment does not
- necessarily indicate how good it is (though it is a good rule of
- thumb).
-
- The 'F' command allows you to select precisely which actions you will
- take in a combat round -- parry high, thrust low, etc. You have
- several maneuver points for use in each combat round, depending on
- level, status as a gladiator, etc. At the beginning of the game, your
- combat options are already set for you, but as you progress, and
- possibly gain more maneuvers, the preset options will not be
- automatically updated, so remember to do it yourself periodically, as
- you may be losing the chance at more maneuvers if you do not.
-
- The following are your combat options:
-
- ATTACK: Punch, Cut, Strike, Shoot, or Thrust (depending on weapon) -- 1 pt.
- BLOCK: Prepare to block or parry enemy attack -- 1 pt.
- RIPOSTE: BLOCK/ATTACK (thrusting weapons only) -- 2 pts.
- LUNGE: More chance to hit than usual, does more damage -- 2 pts.
-
- Keep on selecting maneuvers until you have no maneuver points left.
- It does absolutely no good to have points left over.
-
- Following the choice of the maneuver, you must select a line for the
- action: L (low), C (center), or H (high). Some monster will tend to
- attack in a given line (short/small monsters, for example, will
- tend to attack low), so this choice is meaningful. If you block or
- riposte low, when the attack is high, you will have wasted the effect
- of the block. On the other hand, if you block low twice, and the
- attack is low, you will defend doubly. If you don't block or riposte
- at all, it will be particularly easy for monsters to hit you.
-
- Keep on selecting maneuvers until you have no maneuver points left.
- Hitting the BACKSPACE or DELETE key will erase your current choices
- and let you start over. When you are satisfied, confirm your
- choice with the RETURN key. Once a choice is selected, it stays in
- effect until you change it; you need not reset it for each attack.
- Selecting combat maneuvers takes no time.
-
- If you are in VERBOSE mode (settable with the 'O' command) you'll see
- just what the monster is doing, whether the blocks are effective,
- and so on. Otherwise you'll just be told whether you hit or miss.
-
- If you select VERBOSE mode, you will be able to see just where your
- opponent attacks. Some monsters may show a particular sequence or
- location which they attack in; you can use this information to your
- advantage by setting your own attacks and blocks accordingly.
-
- You can try multiple identical maneuvers if you like. If you don't try
- any BLOCKS at all, it will be easier than usual for your opponent to
- hit. Even if you don't get the location correct, a BLOCK still does
- some good. A RIPOSTE attacks in the same line as its block, if you got
- the line right. I.e., if you are attacked high, a high riposte will
- get a free attack back. If you are attacked high three times, a high
- riposte will get three free attacks back. Each block or riposte is
- good for your entire move; no matter how many monsters attack you you
- will be able to block or riposte each one. Naturally, each attack can
- only be used against one monster.
-
- Heavy edged weapons and smashing weapons do CUTTING or STRIKING
- damage. Your strength affects this, so if it is high you will do
- much more damage, and if low, much less.
-
- Light edged weapons, missile weapons, and pointed weapons do THRUSTING
- or SHOOTING attacks, whose chance to hit is greatly affected by your
- dexterity. Note that you can't use a missile weapon very well in
- ordinary combat (i.e. when you move adjacent to a monster) -- you
- would be using a crossbow as a club, for instance. Instead,
- use the 'f' command to fire missiles when at long range, and change
- to a melee weapon for close combat.
-
- A note on weapons use: A weapon is not prepared for combat unless
- it is in the "weapon hand" slot in your inventory. Anywhere else
- means you are just carrying it around.... Two-handed weapons will
- automatically take both hand slots, so remember to have both
- hands free if you want to wield such a weapon.
-
- Shields, of course, will only have effect in the "shield" slot,
- while armor is only considered to be worn if it is in the "armor"
- slot.
- BUGS AND FEATURES
- =================
- "It's not a bug, it's an undocumented feature."
-
- omega is not just a large program, it is a large, complicated, and not
- particularly well written program. There are so many features that not
- all can be well tested, particularly in combination with one another.
- Therefore, it is likely that your version, whatever it is, has some
- bugs. The author always strives to correct bugs and remedy
- misfeatures, so if you send mail to brothers@paul.rutgers.edu, he will
- attempt to remedy the problem. Suggestions for further features,
- monsters, traps, items, dungeons, etc. are also welcome.
- MAGIC
- =====
- Your character may be taught spells by his or her guild or priesthood,
- at the collegium magii, or pick them up from a scroll of spells. Every
- spell costs some amount of mana to cast. Mana is not normally
- regenerated except when the player goes up an experience level, but
- various magic items augment mana, and the sorceror's guild will
- recharge you for a fee. If you learn the same spell multiple times,
- the effective power drain to cast the spell is lowered. Some spells
- have a constant effect, while others vary according to your level.
- The spell of ritual magic has a variety of different effects depending
- on the circumstances under which it is cast. The spell of high magic
- is the most powerful, by the way.
-
- THE COUNTRYSIDE
- ===============
- Rampart is set in a strange landscape of different terrain types. The
- land is surrounded in part by a mystic sea of chaos which it is
- probably a good idea to avoid. Screen characters have a different
- meaning in the countryside than they do elsewhere, by the way, and
- there is a different command set (accessible by '?' when out of the
- city). Time passes much more quickly in countryside movement; you will
- have to bring a lot of food with you, though you may wish to
- hunt ('H' command) to supplement your food reserves; many of the
- animals that you may encounter, for example, are edible.
-
- Since each countryside site is quite a large area, you may have
- to search ('s' command) to learn of interesting sites nearby.
-
- Countryside Map Example:
-
- ++----.--- The @ as usual is the player; the +'s are an arm of the Sea of
- +++++O--^^ Chaos; the O is the city of Rampart; the ^'s are mountains;
- ----@----^ the .'s are a road; the -'s are plains and meadows;
- ---.-^^^^^ and the * is a dungeon entrance.
- ...-^*^^^^
-
- The countryside can be rather dangerous for low level characters to
- explore at random. However, maps of the surrounding areas can be
- purchased at the villages which can be found mostly at the ends
- of the roads. Each village has a "special" magical site somewhere
- inside its borders. These sites may be beneficial or harmful
- depending how they are approached and the circumstances of their
- activation.
-
- There are a number of "special" locations in the countryside; these
- are basically one-level screens of various sorts, or they may be
- multi-level dungeons. If you follow the advice of the oracle
- who may be found somewhere in Rampart, you will wind up visiting most
- of these sites.
-
- A special site or dungeon may be entered from the Countryside
- environment by means of the '>' command. Depending whether or not it
- is a multilevel or single level site, it may be exited simply by
- moving off the edge of the screen, or by ascending or descending a
- stairway from the first level of the dungeon.
-
- WHAT YOU SEE ON THE SCREEN
- ==========================
-
- Map: The large central area represents a map of the current
- environment. On it, the highlighted @ always represents the player,
- letters represent monsters, non-highlighted @'s represent other
- humans, and other characters represent either objects or terrain
- features. The map will take up as much of the screen as is possible,
- so if you are running in a windowing system make the omega window as
- large as it can be.
-
- Since the same character can represent different things or entities
- (even in the same environment), a good command to remember is 'x'
- (examine), which will tell you precisely what you are dealing with in
- any situation. This is especially helpful before you have terrain
- types like deep pools and lava pits (!) memorized.... You can use the
- CONFIRM option to avoid walking absent-mindedly into a trap, pool,
- etc. The '/' command will give you more general help, for example
- telling you that the ')' character represents a weapon. The '?'
- command can give you either a command list or this file. The command
- lists will differ depending whether you are in the countryside, or a
- dungeon or city.
-
- Messages: Directly above the map window is a three line area that
- shows current messages from the game describing what is going on.
- The ^p command can show old messages (The last 10 are kept).
-
- Location: Directly beneath the map window is a one line description
- of your current location or environment.
-
- Statistics: Beneath the Location line are two lines that show
- the current state of the player's statistics such as strength,
- dexterity, constitution, agility, intelligence, power, mana,
- gold pieces, carrying capacity, etc. When the value given looks
- like number1 / number2, number1 represents the current value,
- and number2 represents a maximum value.
-
- Flags: In the upper right corner of the omega display, below the date
- and time, and phase of the moon, you will see four flags: The top
- describes your food status, the second describes your status with
- respect to poison, the third your health (diseased or healthy), and
- the fourth, your mode of transportation. While you are diseased you
- will not regain hit points naturally. While you are poisoned you will
- take damage periodically until cured or killed (or the poison's effect
- can naturally fade). When your food runs out, and you start starving,
- you will take more and more damage as time passes until finally you
- die of starvation. It's always a good idea to stock up at the
- Commandant's.... If you manage to acquire a horse, your SPEED will
- probably improve (unless you were very fast already). Regardless of
- SPEED, having a horse will save some time in countryside movement, and
- may also help out your combat strength. However, horses tend not to
- enjoy going into dungeons....
-
- Combat Abilities: In the lower right of the display, your current
- combat abilities are displayed. These are:
-
- Hit: is your current chance to hit with the weapon currently wielded,
- the higher the better. This factor varies with your DEXTERITY,
- experience level, and the weapon wielded.
- Dmg: is the maximum amount of damage you can do with a hit. This factor
- varies with your STRENGTH and the weapon wielded.
- Def: is your defensive rating, how hard it is for monsters to hit you. This
- factor varies with your AGILITY and experience level, and with
- the shield being used.
- Arm: is your armor rating, how much damage is absorbed when a monster
- hits you before you take damage. Armor only absorbs normal damage;
- various effects and forms of magic may penetrate armor. This factor
- varies with the armor worn.
- Spd: is a speed factor, how quickly or how slowly you move. This factor is
- calculated about a base of 1.00; 2.00 means you move twice as fast;
- 0.50 means you move twice as slowly as normal. This factor varies
- with your AGILITY and the amount of weight you are carrying.
- Every monster has its own speed factor. The maximum speed is 5.0;
- the minimum is ?
-
- Magic spells, special items, and monster effects can affect all these factors,
- positively and negatively.
- SAVING AND RESTORING
- ====================
- Since omega's dungeon is quite large, only the current dungeon level
- and the city level will be saved; others will be regenerated as you
- re-enter them. You might simply consider that the "actual" levels are
- far larger than is apparent, and you are just traversing a different
- part on each restore.... If you know the spell of Return, however,
- (learnable at the Explorers' Club) you will be able to warp to your
- deepest excursion in the most recently entered dungeon without having
- to retraverse the old levels in between. Some other shortcuts exist
- for "warping" from one locale or level to another.
-
- Games can be restored by giving the save file as a command line argument
- as in:
-
- % omega quasar.sav
-
- To at least simulate the continuity of character in the game, saved
- files will be unlinked on restoration. Of course, you *can* copy them.
-
- Save files are automatically compressed unless the flag
- COMPRESS_SAVE_FILES is undefined in odefs.h. This doubles the amount
- of time taken to save, but reduces the typical save file from 150K to
- 15K.
- OPTION SETTINGS
- ===============
- Options may be set with the 'O' command. The options are:
-
- (F) BELLICOSE: Attack friendly monsters without confirmation.
- (F) JUMPMOVE: Don't display things until the end of a run.
- (T) PICKUP: Automatically pick things up when you move over them.
- (T) RUNSTOP: Stop a run when something like a door is passed.
- (T) CONFIRM: Ask confirmation before you do some dangerous things.
- (F) TOPINV: Display inventory to message line, not to full screen.
- (F) PACKADD: Add new items to pack, instead of going into inventory mode
- (V) VERBOSITY: TERSE, MEDIUM, or VERBOSE, the level of detail in combat.
- (1) SEARCHNUM: the number of turns spent searching when you hit the 's' key.
-
- The default values are parenthesized. These options will be recovered from
- your .omegarc if you use one.
- DUNGEON/CITY COMMAND LIST:
- ______________________________________________________________________________
- key : description : # seconds
- ______________________________________________________________________________
- ^f : abort the spell of shadow form : 0
- ^g : enter wizard mode (WIZARD only) : 0
- ^i : list items in pack : 5
- ^l : redraw screen (redraw each window) : 0
- ^p : print previous message (more or less) : 0
- ^r : redraw screen (redraw curscr) : 0
- ^x : make a wish (wizard mode only) : 0
- ^w : magic-map screen (wizard mode only) : 0
- a : activate a wand, staff, or rod : 10*
- c : close door : 2*
- d : drop object at current location : 5*
- e : eat something : 30
- f : fire/throw something : 5*
- g : pick up object at current location : 10*
- i : primary inventory mode (as per TOPINV option) : variable
- m : cast a magic spell : 20
- o : open door : 5*
- p : pick the pocket of an adjacent monster : 20*
- q : quaff a potion : 10
- r : read a scroll : 30*
- s : search all around you, # of times = SEARCHNUM : 20
- t : talk to an adjacent monster : 10
- v : vault over a few intervening spaces : 10*
- x : examine a location : 1
- z : bash something (adjacent location) : 10
- A : activate an item or artifact : 10
- C : call an item something : 0
- D : disarm an adjacent trap : 30
- E : dismount (exit?) from your horse : 10*
- F : set combat action sequence : 0
- G : give something to an adjacent monster : 15
- I : secondary inventory mode (as per TOPINV option) : variable
- M : move quickly to some discovered site (city only) : variable
- O : set options : 0
- P : public license information : 0
- Q : quit : 0
- R : rename character : 0
- S : save game and quit : 0
- T : dig a tunnel through a wall : 30*
- V : version information : 0
- Z : bash something (item carried) : 10*
- . : rest a turn : 10
- , : sleep some number of minutes : 60..6000
- @ : stay in current location, activating any local effect here : 5
- > : go down a level : 0~
- < : go up a level : 0~
- / : identify the onscreen usage of some character : 0
-
- vi keys (hjklbnyu) & keypad number:
- walk one space or fight adjacent monster (Regular Combat
- Mode), pick up things if PICKUP option set : 5*+
-
- capitalized vi keys (HJKLBNYU) or 5 followed by keypad number:
- run in that direction, fight adjacent monster if
- BELLIGERENT option set,don't display slowly if JUMPMOVE
- option set, stop for doorways, etc. if RUNSTOP option
- set. : 4*+
-
- ? : display or copy help files : 0
-
- * Actual time taken varies according to SPEED factor.
- + Takes longer in City or Village (different scale for movement)
- ~ Reduced to 0 time by popular demand
- COUNTRYSIDE COMMAND LIST:
- ______________________________________________________________________________
- key : description : time taken
- ______________________________________________________________________________
- ^p : print previous message : ---
- ^r : redraw screen : ---
- d : drop object (will be lost forever) : ---
- e : eat something : ---
- i : inventory of things in pack (selected inventory mode) : ---
- s : search all around you for hidden traces : 1 hour
- H : hunt for food : 3 hours
- I : inventory of things in pack (alternate inventory mode) : ---
- O : set options : ---
- P : public license information : ---
- Q : quit : ---
- R : rename character : ---
- S : save game and quit : ---
- V : version information : ---
- > : enter a village, city, dungeon, et al. : ---
- / : identify the onscreen usage of some character : ---
- vi keys & keypad numbers: : variable w.
- walk one space (about 20 kilometers) terrain
- ? : display or copy help files : 0
-