home *** CD-ROM | disk | FTP | other *** search
- === The Dungeon ===
-
-
- Although Zangband contains an extensive town level featuring multiple
- towns and a large wilderness area, the bulk of your adventuring will
- take place in the dungeon. 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 command.txt [1]).
-
-
- ***** <MapSymbols>
- === 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
-
- 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 # (Green) A Tree
- . A trap (hidden) # (Light Blue) Shallow Water
- ^ A trap (known) # (Dark Blue) Deep Water
- ; A glyph of warding # (Orange) Shallow Lava
- ' An open door # (Red) Deep Lava
- ' A broken door
- < A staircase up
- > A staircase down
-
-
- --- Features that block line of sight ---
-
- # A secret door # A wall
- + A closed door % A mineral vein
- + A locked door * Treasure in wall / Pattern
- + A jammed door : A pile of rubble
-
-
- ***** <WithinDungeon>
- === 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 rumors of objects of exceptional power which
- glow with their own never-ending light.
-
-
- ***** <Objects>
- === Objects In The Dungeon ===
-
- The dungeons 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.
-
- 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 Zangband.
- 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.
-
- Since an accidental dive to a new depth (via a trapdoor, for example),
- may result in the Word of Recall dungeon depth being 'broken', so to
- speak (meaning that the next Word of Recall in town will take you back
- deeper than you would like to), there is a new feature in Zangband
- which allows you to read a scroll of Word of Recall on a different
- level and 'reset' the recall depth to that level (instead of the
- deepest level).
-
- A more complete description of Zangband objects is found elsewhere in
- the documetnation (see object.txt [2]).
-
-
- ***** <Mining>
- === 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 hordes 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.
- There is an option for highlighting magma and quartz. At a certain
- point, it becomes more cumbersome to dig out treasure than to simply
- kill monsters and discover items in the dungeon to sell. However, 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!
-
-
- ***** <StairsDoorsEtc>
- === 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 it.
-
- 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.
-
- Doors can be broken down by bashing them. Once a door is bashed open,
- it is forever useless and cannot be closed.
-
- For historical reasons, secret doors are never locked.
-
-
- ***** <RandomQuests>
- === Random Quests ===
-
- During character generation, you will be asked to input the number
- of random quests you wish to participate in. You may choose any
- number from 0 to 49. Random quests are always of the type 'Kill a
- random number of an out-of depth monster'. There is a limit to the
- number of levels a random quest monster may be out-of-depth but
- these quests can still be very dangerous.
-
- Random quests always appear on even levels and are equally spaced
- throughout the dungeon (for example, a choice of 49 random quests
- results in one such quest on every even level until level 98 (level
- 100 is the Serpent quest)). On entering a random quest level you
- will be told what the quest monster is and how many you have to
- kill (for example, 'This level is guarded by 10 young green
- dragons').
-
- On random quest levels, no down staircases are generated until the
- last monster is killed which means that you cannot continue further
- into the dungeon until you have completed your quests. When you
- kill the last quest monster, the down staircase will be created and
- the monster will drop an item of 'excellent' quality or above. This
- is true even of monsters that do not normally drop items. Using the
- services of the Trump Tower (see the Town section) can teleport you
- past a particularly nasty quest but you must come back and finish
- it later if you want your character to be a winner.
-
- Random quests can be either 'easy' or 'hard' and you must choose
- which type you want during character generation. This choice is
- irrevocable for the duration of the character's dungeon diving
- career. 'Easy' means that the game tracks how many quest monsters
- you have killed on each attempt at the quest and adds these to the
- total count. This allows you to kill one or more quest monsters,
- leave the level and return later to finish up. 'Hard' means that
- each time you enter the quest level the number of quest monsters
- remaining is reset. In other words, you have to kill all the quest
- monsters in one go.
-
- 'Hard' quests can allow you to 'farm' the quest monsters by killing
- all but one, leaving the level and repeating. This allows you to
- collect and sell the dropped items and gain repeated experience for
- killing the monsters. This technique is frowned upon by many players
- and should be noted in any 'winner' post to the newsgroup.
-
-
- --
- Original : (??)
- Updated : (??)
- Updated : Zangband DevTeam
- Last update: January 13, 2000
-
- ***** Begin Hyperlinks
- ***** [1] command.txt
- ***** [2] object.txt
-