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- === The Dungeon ===
-
-
- After you have created your character, you will begin your Angband adventure.
- Symbols appearing on your screen will represent the dungeon's walls, floor,
- objects, features, and creatures lurking about. In order to direct your
- character through his adventure, you will enter single character commands
- (see "commands.txt").
-
-
- === Symbols On Your Map ===
-
- Symbols on your map can be broken down into three categories: Features of
- the dungeon such as walls, floor, doors, and traps; Objects which can be
- picked up such as treasure, weapons, magical devices, etc; and creatures
- which may or may not move about the dungeon, but are mostly harmful to your
- character's well being.
-
- Some symbols are used to represent more than one type of entity, and some
- symbols are used to represent entities in more than one category. The "@"
- symbol (by default) is used to represent the character.
-
- It will not be necessary to remember all of the symbols and their meanings.
- The "slash" command ("/") will identify any character appearing on your map
- (see "commands.txt").
-
- Note that you can use a "user pref file" to change any of these symbols to
- something you are more comfortable with.
-
-
- Features that do not block line of sight
-
- . A floor space 1 Entrance to General Store
- . A trap (hidden) 2 Entrance to Armoury
- ^ A trap (known) 3 Entrance to Weapon Smith
- ; A glyph of warding 4 Entrance to Temple
- ' An open door 5 Entrance to Alchemy Shop
- ' A broken door 6 Entrance to Magic Shop
- < A staircase up 7 Entrance to the Black Market
- > A staircase down 8 Entrance to your Home
-
-
- Features that block line of sight
-
- # A secret door # A wall
- + A closed door % A mineral vein
- + A locked door $ A mineral vein with treasure
- + A jammed door : A pile of rubble
-
-
- Objects
-
- ! A potion (or flask) / A pole-arm
- ? A scroll (or book) | An edged weapon
- , A mushroom (or food) \ A hafted blunt weapon.
- - A wand or rod } A sling, bow, or x-bow
- _ A staff { A shot, arrow, or bolt
- = A ring ( Soft armour
- " An amulet [ Hard armour
- $ Gold or gems ] Helmets, caps or boots.
- ~ Lites, Tools, Chests, etc ) A shield or cloak.
- ~ Junk, Sticks, Skeletons, etc & (unused)
- * A psionic focus
-
-
- Monsters
-
- $ Creeping Coins , Mushroom Patch
- a Giant Ant A Angelic being
- b Giant Bat B Bird
- c Giant Centipede C Canine (Dog)
- d Dragon D Ancient Dragon
- e Floating Eye E Elemental
- f Feline (Cat) F Dragon Fly
- g Golem G Ghost
- h Humanoids H Hybrid
- i Icky-Thing I Insect
- j Jelly J Snake
- k Kobold K Killer Beetle
- l Giant Louse L Lich
- m Mold M Multi-Headed Hydra
- n Naga N (unused)
- o Orc O Ogre
- p Human "person" P Giant "person"
- q Quadruped Q Quylthulg (Pulsing Flesh Mound)
- r Rodent R Reptile/Amphibian
- s Skeleton S Spider/Scorpion/Tick
- t Townsperson T Troll
- u Minor Demon U Major Demon
- v Vortex V Vampire
- w Worm or Worm Mass W Wight/Wraith
- x (unused) X Xorn/Xaren
- y Yeek Y Yeti
- z Zombie/Mummy Z Zephyr Hound
-
-
-
- === The Town Level ===
-
- The town level is where you will begin your adventure. The town consists of
- eight buildings (each with an entrance), some townspeople, and a wall which
- surrounds the town. The first time you are in town it will be daytime, but
- note that the sun rises and falls (rather instantly) as time passes.
-
-
- === Townspeople ===
-
- The town contains many different kinds of people. There are the street
- urchins, young children who will mob an adventurer for money, and seem to
- come out of the woodwork when excited. Blubbering idiots are a constant
- annoyance, but not harmful. Public drunks wander about the town singing,
- and are of no threat to anyone. Sneaky rogues hang about watching for a
- likely victim to mug. And finally, what town would be complete without a
- swarm of half drunk warriors, who take offense or become annoyed just for
- the fun of it. (There are assumed to be other people in the town, but they
- are not represented on the screen as they do not interact with the player
- in any way.)
-
- Most of the townspeople should be avoided by the largest possible distance
- when you wander from store to store. Fights will break out, though, so be
- prepared. Since your character grew up in this world of intrigue, no
- experience is awarded for killing the town inhabitants, though you may
- acquire treasure.
-
-
- === Town Buildings ===
-
- Your character will begin his adventure with some basic supplies, and some
- extra gold with which to purchase more supplies at the town stores.
-
- You may enter any open store and haggle with the owner to buy or sell items
- of the appropriate type. The default mode in this game is "auto-haggle":
- a price is agreed on by the player and the shopkeeper, dependent on the
- price of the item, the player's charisma, the shopkeeper's "greed" factor
- (the Black Market shopkeepers are always *VERY* greedy), and the races of
- the player and shopkeeper. The player may get a better result by choosing
- to haggle personally (using the options screen to change this): the price
- given when auto-haggling is 10% worse than the best possible price that
- can be achieved by manual haggling. However, there is no guarantee of
- getting to the "best possible" or "final offer" price at all, or even close
- to it, and the store keepers can sometimes take a dim view of people who
- try to haggle too hard - and throw such people out. This does not happen
- in auto-haggle mode.
-
- Once inside a store, you will see the name and race of the store owner, the
- name of the store, the maximum amount of cash that the store owner will pay
- for any one item, and the store inventory, listed along with the prices. If
- auto-haggle is on, the price listed is the price you pay: if you are haggling
- manually, the price listed is his starting offer, which you can haggle
- downwards.
-
- You will also see an (incomplete) list of available commands. Note that
- many of the commands which work in the dungeon work in the stores as well,
- but some do not, especially those which involve "using" objects.
-
- Stores do not always have everything in stock. As the game progresses,
- they may get new items so check from time to time. Also, if you sell them
- an item, it may get sold to a customer while you are adventuring, so don't
- always expect to be able to get back everything you have sold. Note that
- the inventory of a store will not change while you are in town, even if you
- save the game and return. You must spend time in the dungeon if you wish
- the store owner to clear out his stock and acquire new items. If you have
- a lot of spare gold, you can purchase every item in a store, which will
- induce the store owner to bring out new stock, and perhaps even retire.
-
- Store owners will not buy harmful or useless items. If an object is
- unidentified, they will pay you some base price for it. Once they have
- bought it they will immediately identify the object. If it is a good object,
- they will add it to their inventory. If it was a bad bargain, they simply
- throw the item away. In any case, you may receive some knowledge of the
- item if another is encountered.
-
- The General Store ("1")
- The General Store sells foods, drinks, some clothing, torches, lamps,
- oil, shovels, picks, and spikes. All of these items and some others
- can be sold back to the General store for money.
-
- The Armoury ("2")
- The Armoury is where the town's armour is fashioned. All sorts of
- protective gear may be bought and sold here, though the owner will not
- stock anything better than bar chain mail unless it is sold to him
- by the player.
-
- The Weaponsmith's Shop ("3")
- The Weaponsmith's Shop is where the town's weapons are fashioned. Hand
- and missile weapons may be purchased and sold here, along with arrows,
- bolts, and shots. As with the armoury, not all weapon types will be
- stocked here, unless they are sold to the shop by the player first.
-
- The Temple ("4")
- The Temple deals in healing and restoration potions, as well as bless
- scrolls, word of recall scrolls, some approved priestly weapons, as
- well as prayer books.
-
- The Alchemy shop ("5")
- The Alchemy Shop deals in all types of potions and scrolls.
-
- The Magic User's Shop ("6")
- The Magic User's Shop deals in all sorts of rings, wands, amulets, and
- staves, as well as magic user books.
-
- The Black Market ("7")
- The Black Market will sell and buy anything - at extortionate prices.
- However it occasionally has VERY good items in it. The shopkeepers are
- not known for their tolerance...
-
- Your Home ("8")
- This is your house where you can store objects that you
- cannot carry on your travels, or will need at a later date.
-
- The Bookstore ("9")
- It sells not only books of all kind, but also psionic foci.
-
-
- === Within The Dungeon ===
-
- Once your character is adequately supplied with food, light, armor, and
- weapons, he is ready to enter the dungeon. Move on top of the `>' symbol
- and use the "Down" command (">").
-
- Your character will enter a maze of interconnecting staircases and finally
- arrive somewhere on the first level of the dungeon. Each level of the
- dungeon is fifty feet high (thus dungeon level "Lev 1" is often called
- "50 ft"), and is divided into (large) rectangular regions (several times
- larger than the screen) by titanium walls. Once you leave a level by a
- staircase, you will never again find your way back to that region of that
- level, but there are an infinite number of other regions at that same "depth"
- that you can explore later. So be careful that you have found all the
- treasure before you leave a level, or you may never find it again! The
- monsters, of course, can use the stairs, and you may eventually encounter
- them again.
-
- In the dungeon, there are many things to find, but your character must
- survive many horrible and challenging encounters to find the treasure lying
- about and take it safely back to the town to sell.
-
- There are two sources for light once inside the dungeon. Permanent light
- which has been magically placed within rooms, and a light source carried by
- the player. If neither is present, the character will be unable to see.
- This will affect searching, picking locks, disarming traps, reading scrolls,
- casting spells, browsing books, etc. So be very careful not to run out of
- light!
-
- A character must wield a torch or lamp in order to supply his own light. A
- torch or lamp burns fuel as it is used, and once it is out of fuel, it stops
- supplying light. You will be warned as the light approaches this point.
- You may use the "Fuel" command ("F") to refuel your lantern (with flasks of
- oil) or your torch (with other torches), so it is a good idea to carry extra
- torches or flasks of oil, as appropriate. There are rumours of objects of
- exceptional power which glow with their own never-ending light.
-
-
- === Objects Found In The Dungeon ===
-
- The mines are full of objects just waiting to be picked up and used. How
- did they get there? Well, the main source for useful items are all the
- foolish adventurers that proceeded into the dungeon before you. They get
- killed, and the helpful creatures scatter the various treasure throughout
- the dungeon. Many cursed items are placed there by evil sorcerers, who
- enjoy a good joke. Especially when it gets the player killed.
-
- Only one object may occupy a given floor location, which may or may not also
- contain one creature. Doors, rubble, traps, and staircases are considered
- "objects" for this purpose. As below, any item may actually be a "pile" of
- up to 99 identical items. With the right choice of "options", you may be
- able to "stack" several items in the same grid.
-
- You pick up objects by moving on top of them. You can carry up to 23
- different items in your backpack while wearing and wielding up to 12 others.
- Although you are limited to 23 different items, each item may actually be a
- "pile" of up to 99 similar items. If you "t"ake off an item, it will go
- into your backpack if there is room: if there is no room in your backpack,
- it will drop onto the floor, so be careful when swapping one wielded weapon
- or worn piece of armor for another when your pack is full.
-
- You are, however, limited in the total amount of weight that you can carry.
- As you approach this value, you become slower, making it easier for monsters
- to chase you. Note that there is no upper bound on how much you can carry,
- if you do not mind being slow. Your weight "limit" is determined by your
- strength.
-
- Many objects found within the dungeon have special commands for their use.
- Wands must be Aimed, staves must be Used, scrolls must be Read, and potions
- must be Quaffed. You may, in general, not only use items in your pack, but
- also items on the ground, if you are standing on top of them.
-
- Chests are complex objects, containing traps, locks, and possibly treasure
- or other objects inside them once they are opened. Many of the commands
- that apply to traps or doors also apply to chests and, like traps and doors,
- these commands do not work if you are carrying the chest.
-
- One item in particular will be discussed here. The scroll of "Word of
- Recall" can be found within the dungeon, or bought at the temple in town.
- It acts in two manners, depending upon your current location. If read
- within the dungeon, it will teleport you back to town. If read in town, it
- will teleport you back down to the deepest level of the dungeon which your
- character has previously been on. This makes the scroll very useful for
- getting back to the deeper levels of Angband. Once the scroll has been
- read it takes a while for the spell to act, so don't expect it to save you
- in a crisis. Reading a second scroll before the first has had a chance to
- take effect will cancel both scrolls.
-
- You may "inscribe" any object with a textual inscription of your choice.
- These inscriptions are not limited in length, though you may not be able to
- see the whole inscription on the item. The game applies special meaning to
- inscriptions containing any text of the form "@#" or "@x#" or "!x" or "!*",
- see "commands.txt".
-
- The game provides some "fake" inscriptions to help you keep track of your
- possessions. Wands and staves which are known to be empty will be inscribed
- with "empty". Objects which have been tried at least once but haven't been
- identified yet will be inscribed with "tried". Cursed objects are inscribed
- with "cursed". Broken objects may be inscribed with "broken". Also, any
- item which was purchased at a discount, implying that it is slightly
- "sub-standard", will be inscribed with the appropriate "discount", such as
- "25% off". Note that these inscriptions are fake, and cannot be removed.
-
- Also, occasionally you will notice that something in your inventory or
- equipment list seems to be magical. High level characters are much more
- likely to notice this than beginning characters. When you do notice this,
- the item in question will be inscribed with "good" or "cursed" as is
- relevant. Warriors, paladins (both well acquainted with weapons and armor)
- and rogues (who have handled many powerful items in their time as stolen
- goods) are more sensitive, and can notice not just that an item is out of
- the ordinary, but just *how* extraordinary it is: they can notice an
- "excellent" item (ego item), a "worthless" one (cursed ego item), a
- "special" one (artifact) and a "terrible" one (cursed artifact). All
- classes will know an item is "special" if it cannot be destroyed with the
- "k" command (original keyset.)
-
- It is rumored that rings of power and extra rare spell books may be found
- deeper in the dungeon...
-
- And lastly, a final warning: not all objects are what they seem. The line
- between tasty food and a poisonous mushroom is a fine one, and sometimes a
- chest full of treasure will grow teeth in its lid and bite your hand off...
-
-
- === Cursed Objects ===
-
- Some objects, mainly armor and weapons, have had curses laid upon them.
- These horrible objects will look like any other normal item, but will
- detract from your character's stats or abilities if worn. They will also
- be impossible to remove until a remove curse is performed. In fact some
- are so badly cursed that even this will not work, and more potent methods
- are needed.
-
- If you wear or wield a cursed item, you will immediately feel deathly cold,
- and the item will be marked with the fake inscription "cursed".
-
- Shopkeepers will refuse to buy any item which is known to be cursed, either
- by having been identified or by being marked with the fake inscription.
-
-
- === Mining ===
-
- Much of the treasure within the dungeon can be found only by mining it out
- of the walls. Many rich strikes exist within each level, but must be found
- and mined. Quartz veins are the richest, yielding the most metals and gems,
- but magma veins will have some hoards hidden within.
-
- Mining is rather difficult without a pick or shovel. Picks and shovels have
- an additional magical ability expressed as `(+#)'. The higher the number,
- the better the magical digging ability of the tool. A pick or shovel also
- has plusses to hit and damage, and can be used as a weapon, because, in fact,
- it is one.
-
- When a vein of quartz or magma is located, the character may wield his pick
- or shovel and begin digging out a section. When that section is removed, he
- can locate another section of the vein and begin the process again. Since
- granite rock is much harder to dig through, it is much faster to follow the
- vein exactly and dig around the granite. Eventually, it becomes easier to
- simply kill monsters and discover items in the dungeon to sell, than to walk
- around digging for treasure. But, early on, mineral veins can be a wonderful
- source of easy treasure.
-
- If the character has a scroll, staff, or spell of treasure location, he can
- immediately locate all strikes of treasure within a vein shown on the
- screen. This makes mining much easier and more profitable.
-
- Note that a character with high strength and/or a heavy weapon does not need
- a shovel/pick to dig, but even the strongest character will benefit from a
- pick if trying to dig through a granite wall.
-
- It is sometimes possible to get a character trapped within the dungeon by
- using various magical spells and items. So it can be a good idea to always
- carry some kind of digging tool, even when you are not planning on tunneling
- for treasure.
-
- There are rumors of certain incredibly profitable rooms buried deep in the
- dungeon and completely surrounded by titanium and granite walls, requiring
- a digging implement or magical means to enter. The same rumors imply that
- these rooms are guarded by incredibly powerful monsters, so beware!
-
-
- === Staircases, Secret Doors, Passages, and Rooms ===
-
- Staircases are the manner in which you get deeper or climb out of the
- dungeon. The symbols for the up and down staircases are the same as the
- commands to use them. A "<" represents an up staircase and a ">" represents
- a down staircase. You must move your character on to the staircase before
- you can use it.
-
- Each level has at least one up staircase and at least two down staircases.
- There are no exceptions to this rule, except levels with a living "quest"
- monster (i.e. Sauron or Morgoth), where no stairs down will be created
- until the monster is dead, nor will any traps be trapdoors, and any form of
- magical teleport-level will take you up and not down. You may have trouble
- finding some well hidden secret doors, or you may have to dig through
- obstructions to get to them, but you can always find the stairs if you look
- hard enough. Stairs, like titanium walls, and shop entrances, cannot be
- destroyed by any means.
-
- Many secret doors are used within the dungeon to confuse and demoralize
- adventurers foolish enough to enter. But with some luck, and lots of
- concentration, you can find these secret doors. Secret doors will sometimes
- hide rooms or corridors, or even entire sections of that level of the
- dungeon. Sometimes they simply hide small empty closets or even dead ends.
- Secret doors always look like granite walls, just like traps always look
- like normal floors. (So you know a wall which looks like a magma or
- quartz vein isn't a secret door.)
-
- Creatures in the dungeon will generally know and use these secret doors, and
- can often be counted on to leave them open behind them when they pass
- through.
-
- For historical reasons, secret doors are never locked.
-
-
- === Winning The Game ===
-
- Once your character has killed Sauron, who lives on level 99 (4950') in the
- dungeon, a magical staircase will appear that will allow you to finally reach
- level 100. Morgoth lurks on this level of his dungeon, and you will not be
- able to go below his level until you have killed him. Try to avoid wandering
- around on level 100 unless you are ready for him, since he has a habit of
- coming at you across the dungeon, the Mighty Hammer 'Grond' in hand, to slay
- you for your impudence.
-
- Morgoth cannot be killed by some of the easier methods used on normal
- creatures. Morgoth, like all other "Unique" monsters, will simply teleport
- away to another region of the level if you attempt to use a spell such as
- destruction is upon him. Morgoth, like some other monsters, cannot be
- polymorphed, slept, charmed, or genocided. Magical spells like Mana Storm
- and Orb of Draining are effective against him, as are some of the more
- powerful weapons, but he is difficult to kill and if allowed to escape for
- a time he will heal himself rapidly.
-
- If you should actually survive the attempt of killing Morgoth, you will
- receive the status of WINNER. You may continue to explore, and may even
- save the game and play more later, but since you have defeated the toughest
- creature alive, there is really not much point. Unless you wish to listen
- to the rumors of a powerful ring buried somewhere in the dungeon, or a suit
- of dragon scale mail that resists everything...
-
- When you are ready to retire, simply "commit suicide" (using the "Q" key)
- to have your character entered into the high score list as a winner. Note
- that until you retire, you can still be killed, so you may want to retire
- before wandering into yet another horde of greater demons.
-
-
- === Upon Death and Dying ===
-
- If your character falls below 0 hit points, he has died and cannot be
- restored. A tombstone showing information about your character will be
- displayed. You are also permitted to get a record of your character, and
- all your equipment (identified) either on the screen or in a file.
-
- Your character will leave behind a reduced save file, which contains only
- the monster memory and your option choices. It may be restored, in which
- case a new character is generated exactly as if the file was not there, but
- the new player will find his monster memory containing all the experience
- of past incarnations.
-
- There are a variety of ways to "cheat" death (including using a special
- "cheating option") when it would otherwise occur. This will fully heal
- your character, returning him to the town, and marking him in various
- ways as a character which has cheated death. Cheating death, like using
- any of the "cheating options", will prevent your character from appearing
- on the high score list. Of course, if you use a backup copy of a savefile
- made before the character died, the savefile cannot be marked: but this
- is still nevertheless cheating. Death is meant to be permanent in Angband.
-