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Your Terminal And You

Most terminals have colour 8 set as a plain black. If your terminal is set up with colour 8 as a shade of grey and you would like your floor tiles to be a different colour to the walls you can enable this by passing TROG the -8 flag. TROG will then use the basic 8 colours.

The game also expects at least an 80x25 terminal and can't operate on sizes smaller than that. The program will gracefully quit in such a situation.

Resizing can cause graphical anomalies. You can force a hard redraw by pressing F4 at any of the main play mode screens. The game may automatically handle this itself, but it relies upon your libncurses being compiled with the --enable-sigwinch flag, which can vary between distributions.


KEYBINDINGS

Mode Independent / Mode Change

`   = Switch to Movement Mode
l   = Look around
@   = Character Screen
i   = Inventory Screen
p   = Drink a potion
r   = Read book/scroll
g   = Gear Screen (Switching up equipment)
?   = Game Info
F1  = Help text (Not implemented)
F4  = Force Redraw
F12 = Quit

Movement Mode

qwe 789
asd 456 = Movement
zxc 123

Arrow Keys = Move Camera
<  = Go up stairs
>  = Go down stairs

, = Pickup gold/items
m = Cast magic
b = View spellbook (Not implemented)
t = Talk/Interact with shopkeeper (Not implemented)

Map Look Mode

qwe 789
asd 456 = Move reticle
zxc 123

Arrow Keys = Move Camera

Character Screen

R = Rename character

Inventory Screen

v = View this item in more detail (Not implemented)
d = Drop item (Not implemented)

Drink Menu

Return = Drink this potion / beverage
v = View this item in more detail
d = Drop item (Not implemented)

Read Menu

Return = Read this book / scroll
v = View this item in more detail
d = Drop item (Not implemented)

Gear Screen

Return = Equip / unequip this item
v = View this item in more detail
d = Drop item (Not implemented)

ITEMS

Potions

Potions come in varying potencies and varying effects. Potencies are, from least to most,

Minor,
Lesser,
Light,
Moderate,
Average,
Strong

Effects are

Healing         --  Recovers HP
Enervation      --  Recovers MP
Rejuvenation    --  Recovers both

RACES

Dwarves

Dwarves are hardy and resilient, but their stockyness makes them slow. They are accustomed to the dark and their eyes see as far as any race's in the dungeon halls. Dwarves are known for being particularly stubborn and their will and innate magic resistance combine to make them particularly strong against magic. They are never able to use magic themselves, however, regardless of class.

Dwarves love alcohol.

Elves

Agile and alert, all elves possess an innate ability with magic. Their slight frames makes them less hardy than the other races. Their keen senses give them vision in the dark equalled only by the cave-dwelling dwarves.

Grey Orcs

Traditionally barbarians from the wastelands, the noble Grey Orc is a creature of cunning and strength -- their brutal nature makes them susceptible to magical influence, however. Born as servants to a dark lord millenea ago, the race is blessed with a good degree of low-light vision.

The clans often include shamen, sages and other magic users -- the orcs prize strength above all, but strength has many more subtle forms than simply brawn.

Halflings

Although physically unimposing, halflings are nimble and willful. Between their short stature and love of good, home-cooked meals, they move slightly slower than all but the stocky dwarves. They are favoured by luck, however, and on many occasions a halfling has been known to miraculously avoid a danger that would otherwise certainly have spelt their doom.

Half-Elf / Half Orc

Children of mixed human and other racial heritage have half of their non-human ancestor's traits and half of their human side's adaptability.

Humans

Humans, while less naturally talented in areas than the other races, also suffer none particular disadvantages. They are incredibly adaptable and learn to master their professions slightly faster than the other races.

Of all the races, however, humans are the least adapted to travelling without a light source in the dark.

Lizardfolk

Denizens of the swamps, lizardfolk are strong, resilient and skilled with weapons. Their barbarous nature makes them susceptible to magic to a degree, although not amazingly so. They can't breathe underwater, but they can dive for minutes or, reputedly, even hours at a time without surfacing for air.

Though barbarous, their clans include shamen and priests.