Installing the game
You can get a copy of S.C.O.U.R.G.E. in source or (for windows and OS X) binary form. If you are lucky enough to get the binaries, you still may need to make sure you have the SDL library installed. (In the future, SDL_mixer may also become a requirement.) The game uses OpenGL and Glut, so make sure you have those too. Additionally on linux you may want to check (via glxinfo) that you're 3d card is running in accelerated mode.

To compile from source, you will need the development versions of the above libraries and then run "./configure" and "make". The game is built in the src directory. You can run "make install" but currently you will have to manually copy the contents of the data directory to /usr/local/share/scourge.

Additionally for the truly adventurous, I've provided xcode files for OS X. I'm planning to also compile the game on windows with VC++ but haven't had time to do so, yet.

The dangers of playing S.C.O.U.R.G.E.
S.C.O.U.R.G.E. is a graphical rogue-like game. This means that you will be treated to a world of endless randomly (or mostly randomly) generated dungeons for your crawling delight. While on your path to in-game greatness your party of brave adventurers will be accosted by all manners of fantastic beasts, intriguing (and inane) puzzles and items of overly exaggerated virtual worth. It will be up to you to choose which of the faux-medieval weapons your warriors specialize in, or from which arcane tomes your wizards learn to cast their confusingly named (yet somehow pleasingly familiar) spells. Very much like other games of similar nature, S.C.O.U.R.G.E. bravely approaches such controversial subjects as the undead, vampirism and <gasp> supernatural possession. Therefore, be warned brave peruser of free games: the creators of S.C.O.U.R.G.E. are not liable should you declare your stay in our fantasy world "a waste of time", nor for the vast quantities of pizza and sugary beverages you may consume, nor for maladies caused by shunning sunlight for extended periods.

Creating your party
Life is comfortable in the quasi-medieval city of Horghh. In fact it is so comfortable that a group of aging adventurers, having no monsters to slay, young people to rescue or tree-stranded pets to fetch, decide to incorporate into a dungeon janitorial services company. After renting a run-down office-hovel on the shady side of town, the group accepts missions from a line of increasingly dangerous low-lifes. Our heroes are hired by overlords, evil sorcerers and underworld bosses to exterminate pests occupying old dungeons, haunted towers, and other future centers of world domination. While working for the daily mutton, group members battle alcohol, decreases in self- confidence and losses of integrity. It is an epic battle of mental and psychic proportions, to which I'm sure most players can relate.

In S.C.O.U.R.G.E. you can create a party of four characters. Currently, the only character race you can play is human (as opposed to elf, dwarf, etc.) but rather than elitist philosophy (aka. "no elves"), this is more a reflection on there being mostly one person writing the game and well, there just isn't time for every feature.

Selecting your character's class:

  1. Ranger
    You are a ranger, a specialized fighter. You know the outdoors, you can read weather patterns, predict avalanches and easily find food and water in the outdoors. What a pity that you must serve with your fellow dungeon-vermin exterminators within the narrow confines of this subterranean realm. Still some of your ranger skills come in handy. You're can read monsters' tracks, find traps and able to cast some spells from the school of Nature. The defining attribute skills of a ranger are Lore, Speed and Power.
  2. Knight
    Ah, the knight... need we mention what irony it is to see thee in such circumstances? Sure, there were the few and misguided who used their prowess and position for, uh, "deeds of darkness". However, by and large, a knight stands as the paragon of virtue, the upholder of justice, the keeper of the rights of the innocent. As such, it makes us very much interested, yes, morbidly fascinated, to know what one could possibly be doing in dank, shadow-filled, vile places under the earth? Hmmm? The defining attributes of a knight are Power, Coordination and Leadership.
  3. Tinkerer
    A tinkerer represents the very edge in applied sciences of the day. This usually manifests itself in a lack of a complete set of digits, facial hair and teeth. The craving to make use of the latest technologies -usually involving explosives of some kind- more than makes up for such small annoyances. The defining attribute skills of a tinkerer are Coordination, IQ and Luck.
  4. Assassin
    This profession needs little introduction. Most people hope to never become sought by them and those who seek them whish to keep their activities hidden from the lawful masses. The assassin works in the shadows of society. They tend to specialize in ranged weapons and possess the skills needed to kill silently, stay unseen and move without making sound. Most important attribute skills for this class are Speed and Coordination.
  5. Arcanist
    Members of this profession possess some of the same traits as Tinkerers and Conjurors. Arcanists are like field engineers who understand the hardware tools and are also able make them work in new ways using magic. The principal skills are IQ, Coordination and Lore.
  6. Loremaster
    A Loremaster is a keeper of tales from forgotten times. Part singer and storyteller, part magician of folklore and part researcher of dusty tomes from ancient libraries. Thus, loremasters are competent in diverse subjects from archeology to fighting demons. Their most dominant skills are Lore and IQ.
  7. Conjurer
    Of the professions dealing purely with magic, the Conjurer is your standard wizard-type. Think long white beard (in the case of men and some women) and pointy hat. Conjurors keep immense amounts of information constantly in mind. Some regard them as persons of holy disposition because of their magical abilities, however nothing could be farther from the truth! When casting spells, most magicians try to remain inconspicuous from the deities. The most useful traits of conjuror are IQ and Luck.
  8. Summoner
    A Summoner is a specialist wizard.
  9. Naturalist
    Need description for the naturalist
  10. Monk
    Need description for the monk

Headquarters: your Happy Place
The game starts on the Headquarters (HQ) level. Before and after playing missions this is where you are able to recruit new party members, spend time healing, attend 12-step programs or better your players' various skills. If you wonder around the resplendent halls of HQ, you will quickly realize that in addition to the four "common" rooms, there is a fifth, sort of chapel-looking space with a large wooden board on it. This is the notice board where new missions will appear. Check back here quite often! The missions listed on the board will give a short description and are highlighted in a color depicting the mission's difficulty related to (using a very sophisticated set of calculations which you can rest assured is quite beyond your capacity to comprehend) your party's average level.

By clicking a mission on the board your party is magically teleported to the missions first level where typically you'll be immediately surrounded by all sorts of bad guys, so it's a good idea to armor/potion/spell up before the trip. A S.C.O.U.R.G.E. mission usually consists of a multi-level random maze with some rooms. Levels are connected by gates and each level contains a set of teleporters (inexplicably placed there by management) so you can return to HQ.

Be sure to search every chest, bookshelf, vase, etc. as they may all hold valuable items that you can use or sell back in HQ. Your party gains experience in various ways, though mostly through successfully decimating armies of evil creatures along with their henchmen and minions. (Yes, I know this is not a very original feature, but as they say "it sure is fun".) Aside from mindless violence, each mission has a set of objectives in the usual vein of fantasy gaming. Tasks like 'fetch valuable item', 'rescue so-and-so' or 'vanquish the demonic horde' will not surprise most players of some field experience. You can check your objectives along with their current status on the "Mission" tab of the "Party Info" window. Items which are mission objectives are placed on purple pedestals, so you won't have to sift through any containers to find them.

Moving around
While this may seem like a simple thing to do, there are actually a couple of ways to move around in S.C.O.U.R.G.E. You can either move your party around together or one player at a time. To toggle between group and single-player mode, press the 0 (zero) button, or click the "G" button in the party UI. (The only exception to this is that in turn-based combat you cannot act as a group.)
You will notice that in group mode your party leader is denoted by a green and others by white circles. In single player mode, only the currently controlled character stands in a (green) circle.

Battle System
Battle is divided into rounds. Every round consists of turns, one (or more) per player. The order of turns in a round is determined by initiative. Initiative is how quickly each creature is able to execute an assigned action. This in turn is determined by several factors, such as weapon/spell speed (e.g. a dagger swings faster than a greatsword) the character's speed and to a lesser degree things like skill with a particular item and luck. In general spells take a long time to cast and bigger weapons (that do more damage) tend to be slower. (Although this may not be the case for magical weapons.)

When attacking with a weapon, the success of a hit is calculated (depends on skills, levels, armor, etc.) and then the amount of damage caused. The amount of damage caused by a weapon depends on the weapon itself, the player's skill with it, his/her level as well as the amount of armor worn by the target and _their_ skill with the armor. Projectile weapons such as bows, crossbows, etc. will launch projectiles that cause damage upon hitting the first enemy target. You won't damage your own party by shooting arrows. (Unless of course you're charmed, possessed, etc.)

Depending on your preference, you can battle baddies in either turn-based or real-time mode. The reason for this duality lies in the aftermath of a set of long and complicated negotiations on several messaging boards with the fans. Hopefully you fall into one of these camps...

Real-time combat:
Real-time combat in S.C.O.U.R.G.E. is similar to that of "Baldur's Gate". The basic idea is that all actions happen at the same time, but you can pause the game (SPACE by default) and issue orders to your party. Then un-pause the game and watch the bloodbath.

Visually a battle is a color-coded chaos where each creature attempts to position him/her/itself in an ideal distance from the target. A green circle around a creature means it is the currently selected player (aka: leader of the party), a red means the creature is targeted by the selected player, blue means the creature is casting a spell and a pulsing yellow circle depicts a selected destination for movement or spell. Battle is initiated either by clicking an enemy creature (easier when the game is paused) or by casting a spell and targeting (cross-hair cursor) an enemy. After the initially selected creature is slain the party proceeds to lay waste to any other enemy creature nearby. (This is also true for spell-casters, after the spell is cast, the party member will attack the nearest creature. Maybe this will be optional in the future.) You can either attack in group mode or one player at a time. Group mode is toggled by clicking the "G" button on the party UI, or by pressing "0" (zero).

Turn-based combat:
Turn-based combat is slower paced than its real-time counterpart. Each member of your party gets a chance to perform an action and while this is happening everyone else waits. (Fundamentally, real-time combat is similar to this, but the steps of everyone's turns are interleaved.) In turn-based mode, you control one character at a time. (In other words, you cannot attack as a group.) A bar at the top of the screen shows the amount action points (AP) you have left in your turn. A turn begins with the bar full. You now have a chance to select a target to attack, a spell to cast, a potion to drink, etc. If you want to continue an action you started in the previous turn (attack the same creature, continue casting spell, etc.) simply click "begin turn" (or press SPACE). Each step of movement, or time spent waiting for a spell or sword-swing will take one AP point off your turn's bar. When the bar is empty, your turn is over. Some actions cannot be completed in a turn (like casting most spells) and they will continue in your character's next turn.

In TB combat you can optionally show the proposed path a character will travel on and the associated AP cost. To enable this, either check "always show path" in the game options panel under Options, or press (by default) the 'p' key when it's your turn in battle.

General battle info:
The following equation drives combat:

damage = attack_roll - defense

Where:

attack_roll = ( weapon/spell/etc.-roll + item_level ) * skill
weapon/spell/etc.-roll - This is your weapon roll e.g.: 2d4, etc.
item_level - your weapon's level
skill - an average of the weapon's skill, power or coordination (for ranged weapons) and some luck.
The skill value is given as a percentage.
See below about how it's calculated.

defense = ( total-ac + ave_armor_level ) * skill
total-ac - This is the sum of all the armor you're wearing
ave_armor_level - The average of the armor items you're wearing
skill - same as skill above

You can check the damage and defence values of your characters on the "skills" tab of the party info window. The damages are shown as the combination of "attack" (ATK) and "attacks per round" (APR) numbers for each weapon held. The defense is shown as the DEF number.
Both attack and defense values are skill adjusted. Skill is given as point values but is used as a percentage according to this equation:

20 + ( level * ( 80 / MAX_LEVEL ) )

In other words, every character level has a different point value that is a 100% of a given skill. On the skill panel, the % values are given inside parenthesis.


Magic System
Magic is a gift from the gods. As such things tend to be it is both a boon and a bane... On one hand you can use pretty colors seemingly out of thin air to torment, molest or otherwise harm your opponents. On the other hand should your magic fizzle, there is a good chance you will annihilate those close to you, virtually speaking. Magic comes in flavors, which in the world of S.C.O.U.R.G.E. are called "schools of magic". Beyond a handy system for categorizing spells, the schools serve another purpose: they connect the caster to a specific provider deity. When the spell is cast, this is the god who is "notified" so to speak. This can have interesting side effects in later stages of the game. It is both good and at times ill advised to wake the interest of unearthly powers in the affairs of mortals...

Schools of Magic
  1. School of Nature
    Provider deity: Amod-Rheinur
    Spells in this school tend to be easier to learn but are in general less effective. Since some of the magic is based on folklore, in some parts of the world people call this school "Folk Magic".

  2. School of Divine Awareness
    Provider deity: Minirmuir
    Connecting with the harmony of the universe and altering its reality by carefully controlled thought is the key to learning spells from this school. And while this may sound simple, using high level spells of this sort is both dangerous and draining to the caster.

  3. School of Life and Death
    Provider deity: Garzul-Meg-Aonrod
    Creation and destruction are the twin forces shaping the world on both large and small scales. Harnessing this ever-changing power is the method for casting spells of this school. High level casters of the school maintain that only by balancing two opposite forces can one succeed in mastering this magic.

  4. School of History and Lore
    Provider deity: Xelphate
    Devotees of this school create magic by observing patterns from historical records. Since everything happens for a reason (or so the learned say) by completing the pattern reality can be altered according to the caster's wishes.

  5. School of Ambush Trickery and Deceit
    Provider deity: Soroughoz
    This school offers casters a hodge-podge of spells to accomplish daily tasks. And while at low levels the magic seems to merely solve the annoying problems encountered often by those in the adventuring professions, high level spells are very powerful. However, casters beware: only those of... uh... "relaxed" moral constitutions are advised to study these spells.

  6. School of Confrontation
    Provider deity: Unamoin
    Spell casters studying this group of spells care only about one thing: a primordial need to resolve questions, at any cost. As you probably suspect, this is not done without a certain amount of violence. Followers of this school believe that while the ultimate price exacted for this, most destructive of magics is usually self-annihilation, it is the only way to learn the most sacred answers they seek.

The unfathomable depths...
To know exactly what will await you on your missions is quite beyond the knowledge of this humble documentation writer. Hopefuly a fun adventure! Here is but a smattering of the things you may encounter:

Doors: - You undoubtedly know how to use these. Such portals of heavy oak were a favorite of the dwellings' builders in ages long past. How strange that they should still (mostly) work! Should you find some locked, remember that there is a lever located perhaps not nearby, but definitely in an accessible place...

Teleporters: - Some years back (it's hard to find anyone still alive to remember) the city government audited the S.C.O.U.R.G.E. HQ. It was decreed that vermin extermination being a dangerous job, certain worker amenities needed to be installed. The dungeons were to be retrofitted with torches, teleporters and clean bathrooms. Unfortunatelly, the construction crew was lost to a Bauul attack before the completion of the project...

Hostile creatures: - No one likes to be disturbed. And those used to the dark silence of this clammy underworld will try their best to ...well, eat you, should you encounter them. A modest variety of monsters will await you in your travels. And while some are stronger, more resilient, etc. than others, it is safe to say, that the more missions you attempt and the deeper underground you descend, the tougher you opponents will become. Of course hard-to-kill monsters usually harbor hard-to-find treasures...

Gates: - The uninviting black passeges lead to lower or higher levels of the same dungeon. You may notice how stairs leading up sport a pink "up arrow", and those leading down a blue "down arrow."

Barrels, boxes, etc. - Neatly stacked by the wall, these containers were the space-saving initiative of the last (now eaten) administration. You can move them! I know this is not very exciting but they do come in handy as tactical, "mobile barriers" in combat. You can also use them to store your loot without a huge sacrifice in frame rate... ;-)

Torches - Ignore them, they're pretty but useless.

Weapons and armor - Occasionally you will find lost pieces of armor and weaponry on your travels. Even if you don't/can't use them lug them back to HQ to sell them.

Scrolls - Scrolls allow anyone to cast a spell. Although not as well as the learned wizard, even the ordinary brute (if he can read) is able to resurrect a party member, or attempt to possess a foe (not recommended). Additionally those learned in the arts, can transcribe spells into their spellbooks. Either casting or transcribing a scroll makes it disappear.

Potions - Should you get scratched up while on your adventures, or loose an arm or two, a healing potion -a revolutionary advance in contemporary medicine- is just what you need! The effects are painless and complete and nearly instantenious. Other types of potions cure several other conditions or enhance abilities. Sadly, there is no cure for possession or drunkenness.

Food and drinks

Magical weapons and armor Magical items are (for the most part) good for you. Having them on your person not only makes you feel manly (they glow) but offer features such as bonus to hit/attacks, extra magical damage/protection, a boost to your skills, protection from adverse effects (like being cursed or possessed) and so on. Depending on your skill level, you can even create them yourself from ordinary weapons or armor. Once a day you can select a boring, plain item from your inventory and "enchant" it.
Magical items are outlined with four colors. Lesser items are green, Greater are blue, Champion items are red and the most powerful Divine magic items are purple. Containers containing magical item are outlined with yellow.

Traps

Friendly creatures (NPC-s)

Furniture - Even the most stout hearted of evil overlords enjoys a moment of piece and quiet now and again. To satisfy this diabolic need for Feng Shui simple pieces of hardy furniture adorn their lairs of contemplation.

Missions and quests

Healing Pools - There are holy places even in the dark tunnels under the earth. Each such site is but an aspect of a deity's power. Near such "axis mundi", players of the right divine affiliation may receive assistance from above a number of times a day.

Saving the game
Currently, only a very basic implementation of this feature is available. Every time the party enters a new level, the game is saved. Only information about the party is saved (not the map.) This feature will be revisited when the party editor is implemented.
Your characters' state, inventory, spellbook, etc. are saved to disk. Certain time-based state mods (being cursed by monster, magical protection, etc.) are currently not stored (due to dev time constrains.) However state mods from magical items are saved. This feature will be enhanced in the future to also save the state of the current (or visited) maps, the calendar, etc.

Conversing with non-player characters
Conversation: Much can be learned of the story and mystery of S.c.o.u.r.g.e. by conversing with those around you. Conversation is accomplished via a state of the art "click on highlighted word" (patent probably pending) technology.

Trading: Some NPC-s (non-player characters) will trade certain types of items with you. Different characters in your party may get better prices, depending on the value of he "leadership" skill. The use of the trading UI is quite complex and beyond the scope of this user guide. Its mastery is left as an exercise to the reader. (Hint: you can trade items for items not just money.)

Healing: You can be healed, resurrected, un-possessed, etc. by healers for a price. Currently, healers in the HQ give a significant discount on such services.

Training: You can use skill points you earned when leveling up to train in a skill. The benefit of learning the skill via seeking a trainer is that for a small price you essentially multiply the skill points you gain.


Game Controls
The basic and most important keyboard and mouse shortcuts are as follows: (these can be changed by editing ~/.scourge/options (options.txt on windows) or via the configuration dialog)

Mouse
Left buttonExecute action: attack monster, walk to location, open containers, etc.
Right buttonShow info about... (item, creature, etc.)
Middle buttonRotate view (drag with middle button)
Wheelzoom in/out
Move the mouse to the edge of the screen the move the map
CTRL + mouse at the edge of screen rotates the map

Keyboard
F1,F2,F3,F4Change UI layout
iShow party info window (inventory)
oShow options window
SPACEpause/unpause/begin turn
0 (zero)toggle single player/group mode when moving
1,2,3,4select party member (exc. in turn-based combat)
arrow keysmove map
CTRL + arrow keysrotate map
fswitch to next formation
Numpad +/-zoom minimap
j/kchange game speed
mtoggle map centering
EscQuit game
pShow character path in TB combat
UI keyboard control
ENTERpress button
Tabnext UI component
CTRL + Tabnext window
Escclose current window

The role-playing system
The features of the role-playing system (RPS) behind S.C.O.U.R.G.E. were "hand-picked" by a "group of experts". In other words it's the dregs and remnants of every other game (computer and paper-based) that I've ever played. It is continuously in development, but let me know if you see problems of considerable proportions...

The game is mainly skill based. Even the standard stats (which, yes, in spite of the thinly disguised names are basically strength, intelligence, etc.) are represented as skills (0-100%). After all why should your characters not get stronger, wiser, etc. (better looking? They work out...) Most skills have very straightforward names.

What you get from character classes are level, hit point, magic point progressions and a natural aptitude (starting value) for certain skills. However, with enough practice even a fighter can learn to cast spells, but not as well (capped max value) as the specialist wizard. As well, certain items cannot be equipped by certain classes. (The usual wizards and armor bit.)

Skills:

SPEED - Speed determines how fast the character is able to cast a spell or swing a sword.
COORDINATION - More coordinated characters are able to deflect more damage using armor.
POWER - The higher a character's power the more damage his/her attach will cause.
IQ - A character with higher IQ is better suited to spellcasting.
LEADERSHIP - Leadership determines bartering power and rallies your troops in battle.
LUCK - Luck affects almost all aspects of gameplay from spellcasting to unlocking doors.
PIETY - A pieous character follows his/her deity's wishes more closely.
LORE - Using lore a character is able identify items more easily and understand new concepts.

SWORD_WEAPON - This skill is used when fighting using a sword-type weapon.
AXE_WEAPON - This skill is used when fighting using an axe-type weapon.
BOW_WEAPON - This skill is used when fighting using a bow-type weapon.
MACE_WEAPON - This skill is used when fighting using an axe-type weapon.
POLE_WEAPON - This skill is used when fighting using an polearm-type weapon.
HAND_TO_HAND_COMBAT - This skill is used when fighting with bare hands.

SHIELD_DEFEND - This skill is used when using a shield to deflect an attack.
ARMOR_DEFEND - This skill is used when using armor to deflect an attack.
WEAPON_DEFEND - This skill is used when using a weapon to deflect an attack.
HAND_DEFEND - This skill is used when using bare hands to deflect an attack.

NATURE_MAGIC - This skill describes your proficiency with spells from the school of nature.
AWARENESS_MAGIC - This skill describes your proficiency with spells from the school of awareness.
LIFE_AND_DEATH_MAGIC - This skill describes your proficiency with spells from the school of life and death.
HISTORY_MAGIC - This skill describes your proficiency with spells from the school of history.
DECEIT_MAGIC - This skill describes your proficiency with spells from the school of deceit.
CONFRONTATION_MAGIC - This skill describes your proficiency with spells from the school of confrontation.

RESIST_NATURE_MAGIC - Having this skill helps you resist spells from the school of nature.
RESIST_AWARENESS_MAGIC - Having this skill helps you resist spells from the school of awareness.
RESIST_LIFE_AND_DEATH_MAGIC - Having this skill helps you resist spells from the school of life and death.
RESIST_HISTORY_MAGIC - Having this skill helps you resist spells from the school of history.
RESIST_DECEIT_MAGIC - Having this skill helps you resist spells from the school of deceit.
RESIST_CONFRONTATION_MAGIC - Having this skill helps you resist spells from the school of confrontation.

OPEN_LOCK - A character with this skill can open locked doors better.
FIND_TRAP - This skill helps you avoid falling into traps.
FIND_SECRET_DOOR - This skill lets you find secret doors.
MOVE_UNDETECTED - With the aid of this skill you can move without your enemies detecting you.
STEALING - The higher you progress in this still the better you're able to lift items from merchants.

ENCHANT_ITEM - Your proficiency with this skill determines how well you create enchanted items.
IDENTIFY_ITEM - This skill measures your ability to identify new items.
IDENTIFY_CREATURE - This skill measures your ability to identify new creatures.

Capabilities:

These are special capabilities bound to the type of your character, belief system, etc.

Fighter capabilities
Superior toughness - Makes you harder to hit in a melee.
Missile Defense - You can dodge incoming projectiles weapons.
War-rage - You hit harder in a melee.

Sorcerer capabilities
Terminal Energy - Gives you extra MP before you die in battle
Mystic Defense - Makes a mage harder to hit in combat

Healer capabilities
Natural Healing - Lets you heal naturally
Vitality Transfer - Evens out the party's HP. (Takes from those healthy and gives to the ill.)

State mods:

blessed - Your actions are watched over by a divine presence
empowered - You feel enthusiastic and full of vigor
enraged - You feel no pain in battle
ac_protected - You armor is enhanced against attacks
magic_protected - You are armored against magical attacks
drunk - You areh teh man! (or so you think)
poisoned - The poison in your veins clouds your vision
cursed - You can't seem to do anything right
possessed - You now work for the enemy
blinded - You feel fine. But why is it so dark?
paralysed - You can't move
invisible - You are harder to hit
overloaded - You are a packrat and move slower
dead - You ceased to exist and must be resurrected
asleep - Like dead but goes away after a while


Simple, cooperative network play
This feature is still under development. Its existence is mere speculation...

Reference A: Deity Handbook
Amod-Rheinur:
The god of nature is an unpredictable fellow, even for a god. If you've ever experienced a sunny day suddenly ruined by the tidal wave from hell, you know what I'm talking about. Amod-Rheinur delights in the simple things: a good story around the campfire or strong ale shared by friends.

Minirmuir:
Achieving awareness beyond the needs of the self is the reason followers of Minirmuir meditate for hours each day. She is basically a peaceful deity who considers all beings equal in the world. Needless killing, and wanton destruction however are likely to evoke her wrath.

Garzul-Meg-Aonrod:
Absolute neutrality and nihilistic certainty best characterize Garzul. All beings that live are drifting slowly towards their unavoidable end in his eyes. Those whose time already passed rest in his peaceful halls, only waiting for the right summons to waken them from their cold slumber.

Xelphate:
Xelphate broods over the unending cycles of human history. Under her watchful eye the greates of human triumphs and the sadest of tragedies unfold with undulating regularity. She alone is the keeper of the grandest mystery: the reason and conclusion for our existence in the world.

Soroughoz:
If gods can be said to have a sense of humor, surely Soroughoz is the jester among them all. He delights in unexpected endings and endless twists of plot. At a time saving one from certain demise only to be sent to the halls of Garzul moments later makes him roll with diabolical mirth. He is also a gambler, champion of the underdog and the bane of the mighty.

Unamoin:
The clamor of battle is music to the ears of the god of confrontation. Nothing pleases her more than a good plague or years of war between neighboring tribes. Disguised servants of Unamoin travel among the populace, inciting riots, poisoning wells and dominating the minds of the weak.


Reference B: Monsters

Reference C: Items

Reference D: Troubleshooting FAQ
Most people experience problems related to the video setup. Here are a few tips to try to get the game running:

-The video mode is set in the options file (~/.scourge/options or options.txt on windows). Try different values. Try different bpp (bits per pixel) settings. (Some cards' drivers only support 16bpp modes.).

-If the game runs but really slowly, try disabling the stencil buffer (set stencilbuf false) in the options file. If it's still slow, try a different video mode.

-./scourge --help will print out the list of command line options. Setting these overrides the ones set in the options file.

-./scourge --test will print out the list of supported video modes for the current settings. (Ie. if fullscreen is set, it will print the list of fullscreen modes supported.)

-On linux, run glxinfo and look for a line about "Direct rendering". It should be set to "Yes". (Or else, your 3d card is not using hardware acceleration.)

-If the game crashes reproducibly, you can let me know. You can also do a bit of debugging yourself: (instructions for linux)
1. ./configure --enable-debug
2. make clean all
3. gdb ./src/scourge
4. set args -f
5. r
6. (use game until it crashes)
7. bt
8. (email me the output of above command)