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- === The Dungeon (Extracted from the old Manual) ===
-
-
- 3. Adventuring
-
- 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").
-
-
- 4. 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 can be in more than one category. Also note that
- treasure may be embedded in a wall, and the wall must be removed
- before the treasure can be picked up. In this special case you
- will have no visual indication that the treasure is embedded in a
- wall, and will have to deduce this from your inability to pick it
- up in a normal manner.
-
- 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 "pref" file to change any of these symbols
- to something you are more comfortable with.
-
-
- Features
-
- . A floor space, or hidden trap 1 Entrance to General Store
- # A wall 2 Entrance to Armoury
- ' An open door 3 Entrance to Weapon Smith
- + A closed door 4 Entrance to Temple
- ^ A trap 5 Entrance to Alchemy Shop
- < A staircase up 6 Entrance to Magic Shop
- > A staircase down 7 Entrance to the Black Market
- ; A loose floor stone 8 Entrance to your Home
- % A mineral vein @ The character
- : Obstructing rubble A dark/unknown grid (Blank)
-
-
- Objects
-
- ! A potion (or flask) / A pole-arm
- ? A scroll (or book) | An edged weapon
- , A mushroom (or food) \ A hafted 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 (precious metal) ] Misc. armour
- * Gems (precious stones) ) A shield
- ~ Lites, Tools, Chests, etc ~ Junk, Skeletons, etc
-
-
-
- Creatures
-
- $ Creeping Coins , Mushroom Patch
-
- a Giant Ant A Angelic being
- b Giant Bat B Birds (Roc etc.)
- c Giant Centipede C Canine (Wolf etc...)
- d Dragon D Ancient Dragon
- e Floating Eye E Elemental
- f Feline F Fly
- g Golem G Ghost
- h Demi-humans H Hybrid (Minotaur etc...)
- i Icky-Thing I Minor Demon (Manes etc...)
- j Jelly J Jabberwock
- k Kobold K Killer Beetle
- l Giant Louse L Lich
- m Mold M Mummy
- n Naga N (unused)
- o Orc O Ogre
- p Human P Giant Human(oid)
- q Quadroped Q Quylthulg
- r Rodent R Reptile/Amphibian
- s Skeleton S Scorpion/Spider
- t Giant Tick T Troll
- u (unused) U Umber Hulk
- v Vortex V Vampire
- w Worm or Worm Mass W Wight or Wraith.
- x (unused) X Xorn/Xaren
- y Yeek Y Yeti
- z Zombie Z Zephyr Hound
- & Major Demon
-
-
-
- 6. The Town Level
-
- The town level is where you will begin your adventure. The town
- consists of eight buildings each with an entrance, some towns peo-
- ple, 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.
-
-
- 6.1. 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.
-
- Most of the towns people should be avoided by the largest possi-
- ble 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.
-
-
- 6.2. Supplies
-
- Your character will begin his adventure with some supplies
- already on him. Use the "Inventory" command ("i") to check what
- these supplies are. It may be necessary to buy other supplies
- before continuing into the dungeon, however, so be sure to enter
- each of the stores to see what they have for sale.
-
-
- 6.3. Town Buildings
-
- You may enter any of the stores, if they are open, and barter
- with the owner for items you can afford. When bartering, you
- enter prices you will pay (or accept) for some object. You can
- either enter the absolute amount, or precede a number with a plus
- or minus sign to give a positive or negative increment on your
- previous offer. But be warned that the owners can easily be
- insulted, and may even throw you out for a while if you insult
- them too often. To enter a store, simply move onto the entrance
- represented by the numbers 1 through 8.
-
- If you consistently bargain well in a store, that is, you reach
- the final offer much more often than not, then the store owner
- will eventually recognize that you are a superb haggler, and will
- go directly to the final offer instead of haggling with you.
- Items which cost less than 10 gold pieces do not count, as hag-
- gling well with these items is usually either very easy or almost
- impossible. The more expensive the item is, the less likely the
- store owner is to assume that you are a good haggler. Note that
- you may disable haggling with a software option, though this will
- inflict a 10% "sales tax" on all purchases for which the store
- owner would have required you to haggle.
-
- 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 tentative prices, which will become "fixed" (at
- the "final offer") should you ever manage to haggle a store owner
- down to his final offer.
-
- You will also see an (incomplete) list of available commands.
-
- 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 aquire new items.
-
- 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 Gen-
- eral 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.
-
- 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.
-
- The Temple ("4")
- The Temple deals in healing and restoration potions, as well
- as bless scrolls, word of recall scrolls, some approved pri-
- estly weapons, as well as prayer books.
-
- The Alchemy shop ("5")
- The Alchemy Shop deals in all manner 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 often has VERY good items in it. The shop
- keepers 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.
-
-
- 7. 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
- you 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. Per-
- manent 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.
-
-
- 9. 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. Most cursed
- items are placed there by the joyful evil sorcerers, who enjoy a
- good joke when it gets you 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.
-
- 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 somehow manage to stuff 24 items into your pack, for example,
- by removing an item from your head while your pack is full, then
- your pack will "overflow" and the most recently added item will
- fall out and onto the ground. You will be warned about any
- command that seems likely to induce this behavior.
-
- 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 and body weight.
-
- 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 one which your character
- has previously been. This makes the scroll very useful for get-
- ting 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, though they can be covered up by a
- real inscription if you so desire. Try "_" as a nice short one.
-
- 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. Priests
- acquire this ability far more readily than other character
- classes.
-
- Warriors, Rogues, and Paladins have a special method of "sensing"
- their inventory/equipment items, which tells them not only if an
- item is "good" or "cursed", but also if it is "average", and if
- it is "special" or "excellent", or "terrible" or "worthless".
-
- 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 annoying mushroom is a fine one,
- and sometimes a potion will reach out and bite you...
-
-
- 9.1. Other Objects (?)
-
-
- 9.2. 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 done. 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
- something wrong. The item will also be inscribed "cursed".
-
- Skopkeepers will refuse to buy any known cursed item.
-
-
- 9.3. Mining
-
- Much of the treasure within the dungeon can be found only by min-
- ing 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 hordes hidden within.
-
- Mining is virtually impossible 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 pluses 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 should
- wield his pick or shovel and begin digging out a section. When
- that section is removed, he should 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. There is an option for
- highlighting magma and quartz.
-
- If the character has a scroll or staff 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 pro-
- fitable.
-
- Note that a character with high strength, and/or a strong weapon,
- does not need a shovel/pick to dig through magma or quartz, 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 is a
- very 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
- deeo in the dungeon and completely surrounded by titantium 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!
-
-
- 9.4. 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 over the staircase before you can use them.
-
- Each level has at least one up staircase, and at least two down
- staircases. There are no exceptions to this rule. 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 the doors into shops, 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.
-
- 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.
-
-
- 10. Winning The Game
-
- Once your character has progressed into killing dragons with but
- a mean glance and snap of his fingers, he may be ready to take on
- Morgoth. Morgoth lurks on level 100 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 Frost Ball are effective against
- him as are 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...
-
- When you are ready to retire, simply "commit suicide" ("^K") 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 a hoard of death molds...
-
-
- 11. Upon Death and Dying
-
- If your character falls below 0 hit points, he has died and can-
- not 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 con-
- tains only the monster memory and your option choices. It may be
- restored, in which case the new character is generated exactly as
- if the file was not there, but the new player will find his mon-
- ster memory containing all the experience of past incarnations.
-
-
- 12. Wizards
-
- There are rumors of Angband Wizards which, if asked nicely, can
- explain details of the Angband game that seem complicated to
- beginners.
-
- The newsgroup "rec.games.roguelike.angband" is a good place to ask
- various questions about both game play and game design, and you can
- email bug reports to me (Ben Harrison (benh@linc.cis.upenn.edu)),
- since I am responsible for most of the past years worth of code...
-
-