Forays into Norrendrin manual

The five help files shipped with 0.8.4 (Forays/ForaysHelp/*.txt, also under ? in the game) and the upstream README, unchanged

README README.md

Forays into Norrendrin
======================

A streamlined roguelike with deeply tactical combat.

<br>

[Read more about the game here.](http://forays.github.io/)

<br>

#### How to build the console version:

By default, the project will run in its own window, using
OpenTK. To make it run in a terminal, follow these steps:

1. Open ConsoleForays.sln instead of Forays.sln.
2. Change the first line of the Main method (in Main.cs)
   by uncommenting "Screen.GLMode = false;".
3. Compile in Debug mode! Then run ConsoleForays.exe.

How to play and commands help.txt

(Forays into Norrendrin is a roguelike game. Don't know what a
 roguelike is? Visit www.roguebasin.com for more info.)


How to play:

(Forays has in-game help in the form of tutorial tips that pop
 up to explain each new concept the first time you encounter it,
 so feel free to exit Help and jump right in!)


Important commands to remember are [e] to examine and change
your equipment, and [a] to use your consumable items.
If your health drops, press [r] to rest - but only once per
level!


Your torch illuminates your surroundings, but also gives away
your position. If you wish to avoid notice, put away your
torch with [t]. ([t] will also bring it back out again.)


Press Tab to look at your surroundings. (Pressing Escape or
Space will exit most menus and selections.)


If you've learned a spell, you can cast it by pressing [z].


You can view and activate feats from the character screen [c].
(Some feats are activated, while some are entirely passive.)


Try switching to your bow and firing some arrows([e] to switch,
[s] to shoot). You always have access to five different weapons
and three different armors. 


Remember that you don't need to kill every enemy you encounter.
Some enemies - mostly humanoids - can carry consumable items,
though.


When you find stairs, you can walk down them with [>]. (It's a
one-way trip, so don't leave anything behind!)


The full command list can be accessed in-game by pressing [-].


Command list:

Tab : Look around   (Tab again to cycle between targets)
r : Rest to recover health/mana/exhaustion & repair equipment
t : Turn your torch on/off                  z : Cast a spell
e : View and change equipment               s : Fire an arrow

i : View your inventory
a : Use a consumable item                   f : Fling an item
g : Pick up an item                         d : Drop an item

x : Explore automatically until something happens
X : Travel to a specific location           . : Wait one turn
> : Take stairs to next level               o : Operate terrain
w : Walk automatically in a direction       m : View dungeon map

p : View previous messages                  \ : View known items
c : View character info, including feats/other active abilities

q : Quit or save                      = : Change options
? : View the help screen              - : View this command list
Alt+Enter : Fullscreen

(You can also switch weapons without using the equipment screen
 with 1-5 on the top row of the keyboard, & with 8-0 for armor.)

Tips and advanced topics advanced_help.txt

Tips and advanced topics:

Damage:

Damage values are described as die rolls. For instance, a 2d6
attack will deal damage equal to two dice with six sides each,
added together.



Stealth:

Several factors determine whether you'll be spotted on a given
turn: Your stealth skill, your distance from enemies, whether
you're in darkness or light, and how long you've been within
the sight range of enemies. 

Here's the formula:

Skill * Distance * 10  -  TurnsVisible * 5

The result is your chance to remain unnoticed, in percentage.
(100 and above will always succeed.)
Darkness gives a +2 bonus to stealth skill in this calculation.
Animals and some other foes are harder to sneak past - they use
a 5 instead of a 10 in the formula.

Because of this, you're much more likely to remain unseen
if you stay two or more spaces away. Enemies automatically see
you if you're carrying a light source, or if you're wearing
plate mail and simply standing in the light. Making a noise
while in plain sight will also get you spotted.



Noise volumes:

The volume of a noise is how far away it can be heard. The
sound doesn't pass through solid tiles, but does travel around
corners - basically, wherever you could walk to in that many
steps.

Explosions, alarm traps, and scrolls of thunderclap:  12
Combat:  8 (from both parties)
Collapse spell:  8 (from target)
Words of magic (spells & scrolls):  6
All monster noises (growls, yells, etc.):  6
Items shattering (potions & orbs):  4
Walking on gravel:  3
Any action (except standing still) in full plate:  3
Changing armor:  3
Items landing after being thrown:  2
Switching weapons:  1
Trap activation:  1
Using an item:  1




With special thanks to the people of #forays, #rgrd and -ot.

Skills and feats feat_help.txt

Skills:

Combat:   Measures your deadliness with blade and bow.
          Each level grants +1 damage and +1% to hit with all
          weapons.


Defense:  Measures your ability to avoid physical harm.
          Each level adds 3% to your chance to avoid attacks.


Magic:    Measures your ability to cast spells.
          Each level grants another spell and increases your
          mana by 5.


Spirit:   Measures your willpower and ability to tap into your
          emotions, whether devotion or rage.
          Each level increases your chance to ignore certain
          status effects by 8%.


Stealth:  Measures your ability to avoid notice.
          Each level increases your chance to remain unseen by
          enemies.


Combat feats:

Quick draw - Switch from a melee weapon to another weapon
             instantly. (You can fire arrows without first
             switching to your bow. However, putting your bow
             away still takes time.)

Whirlwind style - When you take a step, you automatically
                  attack every enemy still adjacent to you.

Lunge - Leap from one space away and attack your target with
        perfect accuracy. The intervening space must be
        unoccupied.

Drive back - Enemies must yield ground in order to avoid your
             attacks, and cornered enemies are more vulnerable
             to critical hits. (When your target has nowhere
             to run, your attacks won't miss.)



Defense feats:

Armor mastery - When your armor blocks an enemy's attack,
                you're twice as likely to score a critical hit
                on it next turn. The exhaustion total at which
                armor becomes too heavy is increased by 25%.

Cunning dodge - Relying on mobility and tricks, you can
                entirely avoid the first attack of each foe
                you face.

Deflect attack - When an enemy attacks you, you might deflect
                 the attack to any other enemy next to you.
                 (The two enemies don't need to be adjacent to
                 one another.)

Tumble - Move up to two spaces while avoiding arrows. Takes two
         turns to perform.



Magic feats:

Master's edge - The first offensive spell you've learned is
                empowered - it'll deal 1d6 extra damage.
                (Affects the first spell in the list that
                deals damage directly.)

Arcane interference - When you cast a spell, nearby enemy
                      spellcasters are stunned for a short
                      time. Additionally, they permanently
                      lose their ability to cast the spell
                      you just cast.

Chain casting - The mana cost of your spells is reduced by one
                if you cast a spell last turn. (This doesn't
                ever reduce mana costs to zero.)

Force of will - Exhaustion will never make you fail an attempt
                at casting. (Casting without mana still
                increases your exhaustion, and you can't cast
                if your exhaustion would exceed 100%.)



Spirit feats:

Conviction - Each turn you're engaged in combat (attacking or
             being attacked) you gain 1 bonus Spirit, and
             bonus Combat skill equal to half that, rounded up.

Enduring soul - Your health recovers over time. You'll regain
                one HP every five turns until your total health
                is a multiple of 10.

Feel no pain - When your health becomes very low (less than
               20%), you briefly enter a state of
               invulnerability. (For about 5 turns, you'll be
               immune to damage, but not other effects.)

Boiling blood - Taking damage briefly increases your movement
                speed. (This effect can stack up to 5 times.
                At 5 stacks, your speed is doubled and you are
                immune to fire damage.)



Stealth feats:

Neck snap - Automatically perform a stealth kill when attacking
            an unaware medium humanoid. (Living enemies of
            approximately human size.)

Disarm trap - Alter a trap so that you can walk past it safely
              (but enemies still trigger it). You can use this
              feat again to disable it entirely.

Corner climb - If you're in a corner (and in the dark), enemies
               can't see you unless they're adjacent to you.

Danger sense - Once you've seen or detected an enemy, you can
               sense where it's safe and where that enemy might
               detect you. Your torch must be extinguished
               while you're sneaking.


Spells spell_help.txt

Spell tier 1:

Radiance -- Increases your target's light radius by 2, then
            deals 1d6 damage to enemies within its new radius.

Force palm -- Deals 1d6 magic damage to an adjacent target
              and knocks it backward 1 space.

Detect movement -- Enemy movement will be indicated on the map.

Flying leap -- Fly and move at double speed for a few turns.



Spell tier 2:

Mercurial sphere -- Deals 2d6 magic damage at range, and
                    bounces 3 times (within 3 spaces).

Grease -- Covers the target and adjacent tiles with oil.

Blink -- Teleports you up to 8 spaces away (and at least
         3 spaces away).

Freeze -- Encases your target in ice until they can break out.



Spell tier 3:

Scorch -- Sets your target on fire. (Burning lasts for several
          turns and deals 2 or 3 damage each turn.)

Lightning bolt -- A bolt leaps between foes (and some types of
                  terrain), dealing 3d6 damage.

Magic hammer -- Deals 4d6 magic damage to an adjacent target,
                stunning it for 2 turns.

Portal -- Creates a portal. The first one won't be active until
          you create a second one. Each new portal will be
          linked with the previous ones.



Spell tier 4:

Passage -- Travel all the way through an adjacent wall.

Amnesia -- Causes an adjacent enemy to forget your presence
           and do nothing for 4-5 turns.

Stone spikes -- Radius 2. Stalagmites appear, dealing 4d6
                damage to enemies in their area.

Shadowsight -- Grants low-light vision and increases
               perception in darkness.



Spell tier 5:

Blizzard -- A freezing storm deals 5d6 cold damage to each
            enemy within 5 spaces and slows them for
            several turns.

Collapse -- Part of the dungeon crashes down on the chosen
            spot, dealing 3d6 damage to adjacent enemies.
            Adjacent walls will crack or break into rubble
            or gravel. A wall targeted directly will always
            be turned to gravel.
            
Doom -- Deals 4d6 magic damage and leaves the target vulnerable
        for several turns.

Telekinesis -- Target and throw enemies, items, many terrain
               features, or yourself. Most objects (except for
               items) will deal 3d6 damage on impact.



Spell failure:

The chance for a spell to fail depends upon your exhaustion and
the spell's tier. The percentage is equal to:

Exhaustion - 20 * (6 - Tier)

Therefore:
Every point of exhaustion above 20% adds to the failure rate of
tier 5 spells.
Every point of exhaustion above 40% adds to the failure rate of
tier 4 spells.
Every point of exhaustion above 60% adds to the failure rate of
tier 3 spells.
Every point of exhaustion above 80% adds to the failure rate of
tier 2 spells.
And tier 1 spells never fail, even at 100% exhaustion.

Items item_help.txt

Potions:

Potion of healing - This invaluable elixir will instantly
  restore you to full health.

Potion of regeneration - The potent healing magic in this
  potion will steadily grant you health for 100 turns.

Potion of stoneform - This potion will change you temporarily
  to unliving stone, granting a slight resistance to all
  damage. You'll no longer be able to catch fire,
  and no toxin, gas, or potion will affect you.

Potion of vampirism - Consuming this potion will grant many of
  the powers of a true vampire. You'll fly and drain life from
  living enemies, but light will leave you vulnerable.

Potion of brutish strength - Drinking this potion grants the
  strength of a juggernaut. For a short time you'll be able to
  smash through various dungeon features. Additionally, your
  attacks will deal maximum damage and knock foes back 5
  spaces, and you'll keep moving afterward if possible.

Potion of roots - Drinking this potion will cause thick roots
  to grow from you, holding you tightly to the ground and
  providing defense against attacks.

Potion of haste - Drinking this potion will double your
  movement speed and greatly enhance your reflexes. You'll
  sometimes dodge an attack by leaping to a nearby space.
  You're more likely to dodge in an open area, but be careful
  around dangerous terrain.

Potion of silence - This potion will cause you to radiate an
  aura of silence, preventing all sounds within 2 spaces. This
  can help you remain stealthy, but leaves you unable to speak
  words of magic.

Potion of cloaking - This potion will cover you in shadows, 
  causing you to fade to invisibility while in darkness.

Potion of mystic mind - This potion will expand your mind,
  allowing you to sense foes no matter where they are, and
  granting immunity to stuns, sleep, rage, confusion, and fear.


Scrolls:

Scroll of blinking - This scroll will teleport you a short
  distance randomly.

Scroll of passage - This scroll will move you to the other side
  of an adjacent wall (but not diagonally).

Scroll of time - Reading this scroll will halt the flow of time
  for a single turn, allowing you to take an extra action.

Scroll of knowledge - Reading this scroll will grant knowledge
  of the items in your pack, and of the current level,
  including secret doors and traps.

Scroll of sunlight - This scroll fills the level with sunlight,
  illuminating every corner of the dungeon.

Scroll of darkness - This scroll covers the dungeon in a
  blanket of darkness that suppresses all light.

Scroll of renewal - This scroll's magic will strip negative
  effects from your weapons & armor, charge any wands in your
  possession, and remove any slime or oil covering you.

Scroll of calling - This scroll's magic will find the nearest
  foe and transport it next to you. Immobile creatures are
  immune to this effect.

Scroll of trap clearing - This scroll will cause all traps
  within 12 spaces to be triggered simultaneously.

Scroll of enchantment - This potent scroll will impart a
  permanent magical effect on the weapon you're holding.

Scroll of thunderclap - When this scroll is read, a cacophonous
  crash of thunder sweeps outward, shattering fragile objects
  like potions & cracked walls, and damaging & stunning foes.

Scroll of fire ring - This scroll will surround you with a ring
  of fire, just far enough to avoid its heat...if you stand
  still.

Scroll of rage - When read, this scroll radiates a wave of fury
  over those nearby. Those affected will attack anything
  nearest to them, friend or foe.


Orbs:

Orb of freezing - Breaking this orb will encase nearby entities
  in ice.

Orb of flames - Leaping flames will pour from this orb when it
  shatters.

Orb of fog - Thick fog will expand from this orb when it
  breaks, blocking sight and reducing accuracy.

Orb of detonation - On impact, this orb will explode violently,
  inflicting great damage on its surroundings.

Orb of breaching - This orb will temporarily lower nearby
  walls, which will slowly return to their original state.

Orb of shielding - This orb will create a zone of protection,
  shielding entities within for several turns.

Orb of teleportal - Releasing this orb's energy will create an
  unstable rift. Creatures stepping into the rift will be
  transported elsewhere in the dungeon.

Orb of pain - Anything caught in this orb's area of effect will
  become vulnerable to extra damage.

Orb of blades - This orb's magic manifests in the form of
  several flying blades. These animated weapons fly quickly and
  attack anything nearby.

Orb of confusion - Breaking this orb will release a befuddling
  gas, causing those affected to move and attack in random
  directions.


Wands:

Wand of dust storm - When zapped, this wand creates a billowing
  cloud of thick blinding dust, so heavy that it can extinguish
  flames.

Wand of invisibility - This wand will render its target
  invisible. Carrying a light source (or being on fire) will
  still reveal an invisible being's location.

Wand of flesh to fire - The target of this wand undergoes a
  grisly transfiguration as part of its substance turns to
  fire! It'll lose half of its current health and burst into
  flames.

Wand of webs - This wand will create a line of sticky webs,
  stretching between you and the targeted space.

Wand of slumber - The target of this wand will fall asleep (or
  become dormant, in the case of nonliving creatures) for a
  while. Sleepers will awaken upon taking damage as usual.

Wand of reach - By zapping this wand, you can make a melee
  attack at range (with your current weapon) against your
  chosen target.

Wand of telekinesis - After zapping this wand at your target,
  you can throw it forcefully. You can throw items, monsters,
  terrain features, and even yourself.