Ticket #1544: dungeon.txt

File dungeon.txt, 25.0 KB (added by PowerWyrm, 8 years ago)

Reviewed version. Fixes a couple of typos.

2Exploring the Dungeon
5After you have created your character, you will begin your Angband
6adventure. Symbols appearing on your screen will represent the dungeon's
7walls, floor, objects, features, and creatures lurking about. In order to
8direct your character through his adventure, you will enter single
9character commands (see ``commands.txt``).
11Symbols On Your Map
14Symbols on your map can be broken down into three categories: Features of
15the dungeon such as walls, floor, doors, and traps; Objects which can be
16picked up such as treasure, weapons, magical devices, etc; and creatures
17which may or may not move about the dungeon, but are mostly harmful to your
18character's well being.
20Some symbols are used to represent more than one type of entity, and some
21symbols are used to represent entities in more than one category. The "@"
22symbol (by default) is used to represent the character.
24It will not be necessary to remember all of the symbols and their meanings.
25The "slash" command (``/``) will identify any character appearing on your
26map (see ``commands.txt``).
28Note that you can use a "user pref file" to change any of these symbols to
29something you are more comfortable with.
33Features that do not block line of sight
36===== =========================  =====  ==================================
37``.``  A floor space             ``1``   Entrance to General Store
38``.``  A trap (hidden)           ``2``   Entrance to Armoury
39``^``  A trap (known)            ``3``   Entrance to Weapon Smith
40``;``  A glyph of warding        ``4``   Entrance to Temple
41``'``  An open door              ``5``   Entrance to Alchemy Shop
42``'``  A broken door             ``6``   Entrance to Magic Shop
43``<``  A staircase up            ``7``   Entrance to the Black Market
44``>``  A staircase down          ``8``   Entrance to your Home
45===== =========================  =====  ==================================
47Features that block line of sight
50===== =========================  =====  ==================================
51``#``   A secret door            ``#``   A wall
52``+``   A closed door            ``%``   A mineral vein
53``+``   A locked door            ``*``   A mineral vein with treasure
54``+``   A jammed door            ``:``   A pile of rubble
55===== =========================  =====  ==================================
60=====  =============================  =====  =============================
61``!``   A potion (or flask)           ``/``   A pole-arm
62``?``   A scroll (or book)            ``|``   An edged weapon
63``,``   A mushroom (or food)          ``\``   A hafted weapon
64``-``   A wand or rod                 ``}``   A sling, bow, or x-bow
65``_``   A staff                       ``{``   A shot, arrow, or bolt
66``=``   A ring                        ``(``   Soft armour
67``"``   An amulet                     ``[``   Hard armour
68``$``   Gold or gems                  ``]``   Misc. armour
69``~``   Lights, Tools, Chests, etc    ``)``   A shield
70``~``   Junk, Sticks, Skeletons, etc  ``&``   (unused)
71=====  =============================  =====  =============================
76=====   =================== =====  ====================================
77``$``   Creeping Coins      ``,``   Mushroom Patch
78``a``   Giant Ant           ``A``   Angelic being
79``b``   Giant Bat           ``B``   Bird
80``c``   Giant Centipede     ``C``   Canine (Dog)
81``d``   Dragon              ``D``   Ancient Dragon
82``e``   Floating Eye        ``E``   Elemental
83``f``   Feline (Cat)        ``F``   Dragon Fly
84``g``   Golem               ``G``   Ghost
85``h``   Humanoids           ``H``   Hybrid
86``i``   Icky-Thing          ``I``   Insect
87``j``   Jelly               ``J``   Snake
88``k``   Kobold              ``K``   Killer Beetle
89``l``   Giant Louse         ``L``   Lich
90``m``   Mold                ``M``   Multi-Headed Hydra
91``n``   Naga                ``N``   (unused)
92``o``   Orc                 ``O``   Ogre
93``p``   Human "person"      ``P``   Giant "person"
94``q``   Quadruped           ``Q``   Quylthulg (Pulsing Flesh Mound)
95``r``   Rodent              ``R``   Reptile/Amphibian
96``s``   Skeleton            ``S``   Spider/Scorpion/Tick
97``t``   Townsperson         ``T``   Troll
98``u``   Minor Demon         ``U``   Major Demon
99``v``   Vortex              ``V``   Vampire
100``w``   Worm or Worm Mass   ``W``   Wight/Wraith
101``x``   (unused)            ``X``   Xorn/Xaren
102``y``   Yeek                ``Y``   Yeti
103``z``   Zombie/Mummy        ``Z``   Zephyr Hound
104=====   =================== =====  ====================================
106The Town Level
109The town level is where you will begin your adventure. The town consists of
110eight buildings (each with an entrance), some townspeople, and a wall which
111surrounds the town. The first time you are in town it will be daytime, but
112note that the sun rises and falls (rather instantly) as time passes.
117The town contains many different kinds of people. There are the street
118urchins, young children who will mob an adventurer for money, and seem to
119come out of the woodwork when excited. Blubbering idiots are a constant
120annoyance, but not harmful. Public drunks wander about the town singing,
121and are of no threat to anyone. Sneaky rogues hang about watching for a
122likely victim to mug. And finally, no town would be complete without a warm
123of half drunk warriors, who take offense or become annoyed just for the fun
124of it. (There are assumed to be other people in the town, but they are not
125represented on the screen as they do not interact with the player in any
128Most of the townspeople should be avoided by the largest possible distance
129when you wander from store to store. Fights will break out, though, so be
130prepared. Since your character grew up in this world of intrigue, no
131experience is awarded for killing the town inhabitants, though you may
132acquire treasure.
134Town Buildings
137Your character will begin his adventure with some basic supplies, and some
138extra gold with which to purchase more supplies at the town stores.
140You may enter any open store to buy or sell items of the appropriate type.
141The price that the shopkeeper requests is dependent on the price of the
142item and the player's charisma. Stores also have a maximum value, they will
143not pay more than that for any item, regardless of how much it is actually
146Once inside a store, you will see the name and race of the store owner, the
147name of the store, the maximum amount of cash that the store owner will pay
148for any one item, and the store inventory, listed along with the prices.
150You will also see an (incomplete) list of available commands. Note that
151many of the commands which work in the dungeon work in the stores as well,
152but some do not, especially those which involve "using" objects.
154Stores do not always have everything in stock. As the game progresses, they
155may get new items so check from time to time. Stores restock after 10000
156game turns have passed, but the inventory will never change while you are
157in town, even if you save the game and return. You must be in the dungeon
158for the store to restock. Also, if you sell them an item, it may get sold
159to a customer while you are adventuring, so don't always expect to be able
160to get back everything you have sold. If you have a lot of spare gold, you
161can purchase every item in a store, which will induce the store owner to
162bring out new stock, and perhaps even retire.
164Store owners will not buy known harmful or useless items. If an object is
165unidentified, they will pay you some base price for it. Once they have
166bought it they will immediately identify the object. If it is a good
167object, they will add it to their inventory. If it was a bad bargain, they
168simply throw the item away. You can use this feature to learn item flavors.
170The General Store (``1``)
171  The General Store sells foods, some clothing, torches, scrolls of phase
172  door, scrolls of word of recall, oil, shovels, picks, and spikes. All of
173  these items and some others can be sold back to the General store for
174  money. The general store restocks like every store, but the inventory
175  types never change.
177The Armoury (``2``)
178  The Armoury is where the town's armour is fashioned. All sorts of
179  protective gear may be bought and sold here. The deeper into the dungeon
180  you progress the more exotic the equipment you will find stocked in the
181  armoury. However, some armour types will never appear here unless you
182  sell them.
184The Weaponsmith's Shop (``3``)
185  The Weaponsmith's Shop is where the town's weapons are fashioned. Hand
186  and missile weapons may be purchased and sold here, along with arrows,
187  bolts, and shots. As with the armoury, not all weapon types will be
188  tocked here, unless they are sold to the shop by the player first.
190The Temple (``4``)
191  The Temple deals in healing potions, as well as bless scrolls, remove
192  curse scrolls, and some approved priestly weapons, as well as prayer
193  books.
195The Alchemy shop (``5``)
196  The Alchemy Shop deals in all types of potions and scrolls, including
197  stat restoring potions.
199The Magic User's Shop (``6``)
200  The Magic User's Shop deals in all sorts of rings, wands, amulets, and
201  staves, as well as magic user books.
203The Black Market (``7``)
204  The Black Market will sell and buy anything at extortionate prices.
205  However it occasionally has **very** good items in it. With the exception
206  of artifacts, every item found in the dungeon may appear in the black
207  market.
209Your Home (``8``)
210  This is your house where you can store objects that you cannot carry on
211  your travels, or will need at a later date.
213Within The Dungeon
216Once your character is adequately supplied with food, light, armor, and
217weapons, he is ready to enter the dungeon. Move on top of the ``>`` symbol
218and use the "Down" command (``>``).
220Your character will enter a maze of interconnecting staircases and finally
221arrive somewhere on the first level of the dungeon. Each level of the
222dungeon is fifty feet high (thus dungeon level "Lev 1" is often called "50
223ft"), and is divided into (large) rectangular regions (several times larger
224than the screen) by permanent rock. Once you leave a level by a staircase,
225you will never again find your way back to that region of that level, but
226there are an infinite number of other regions at that same "depth" that you
227can explore later. Monsters, of course, can use the stairs, and you may
228eventually encounter them again, but they will not chase you up or down
231In the dungeon, there are many things to find, but your character must
232survive many horrible and challenging encounters to find the treasure lying
233about and take it safely back to the town to sell.
235There are two sources for light once inside the dungeon. Permanent light
236which has been magically placed within rooms, and a light source carried by
237the player. If neither is present, the character will be unable to see.
238This will affect searching, picking locks, disarming traps, reading
239scrolls, casting spells, browsing books, etc. So be very careful not to run
240out of light!
242A character must wield a torch or lamp in order to supply his own light. A
243torch or lamp burns fuel as it is used, and once it is out of fuel, it
244stops supplying light. You will be warned as the light approaches this
245point. You may use the "Fuel" command (``F``) to refuel your lantern (with
246flasks of oil) or your torch (with other torches), so it is a good idea to
247carry extra torches or flasks of oil, as appropriate. There are rumours of
248objects of exceptional power which glow with their own never-ending light.
250Objects Found In The Dungeon
253The mines are full of objects just waiting to be picked up and used. How
254did they get there? Well, the main source for useful items are all the
255foolish adventurers that proceeded into the dungeon before you. They get
256killed, and the helpful creatures scatter the various treasure throughout
257the dungeon. There are a few cursed items present in the dungeon - either
258left behind as the result of a failed attempt to create a magic items, or
259deliberately placed by evil sorcerers. Some will inconvenience you but a
260very few are deadly.
262Only one object may occupy a given floor location, which may or may not
263also contain one creature. Doors, rubble, traps, and staircases are
264considered "objects" for this purpose. As below, any item may actually be a
265"pile" of up to 99 identical items. With the right choice of "options", you
266may be able to "stack" several items in the same grid.
268You pick up objects by moving on top of them. You can carry up to 23
269different items in your backpack while wearing and wielding up to 12
270others. Although you are limited to 23 different items, each item may
271actually be a "pile" of up to 99 similar items. If you |``t``ake| off an
272item, it will go into your backpack if there is room: if there is no room
273in your backpack, it will drop onto the floor, so be careful when swapping
274one wielded weapon or worn piece of armor for another when your pack is
277.. |``t``ake| replace:: ``t``\ake
279You are, however, limited in the total amount of weight that you can carry.
280If you exceed this value, you become slower, making it easier for monsters
281to chase you. Note that there is no upper bound on how much you can carry,
282if you do not mind being slow. Your weight "limit" is determined by your
285Many objects found within the dungeon have special commands for their use.
286Wands must be Aimed, staves must be Used, scrolls must be Read, and potions
287must be Quaffed. You may, in general, not only use items in your pack, but
288also items on the ground, if you are standing on top of them. At the
289beginning of the game, all items are assigned a random 'flavor'. For example
290potions of 'cure light wounds' could be 'red potions'. If you have never
291used, sold, or bought one of these potions, you will only see the flavor.
292You can learn what type of item it is by selling it to a store, using it
293and noticing an effect (for example, quaffing a healing potion when
294injured), or casting the spell Identify. Lastly, items in stores that you
295have not yet identified the flavor of will be labeled ``{unknown}``.
297Chests are complex objects, containing traps, locks, and possibly treasure
298or other objects inside them once they are opened. Many of the commands
299that apply to traps or doors also apply to chests and, like traps and
300doors, these commands do not work if you are carrying the chest.
302One item in particular will be discussed here. The scroll of "Word of
303Recall" can be found within the dungeon, or bought at the temple in town.
304All classes start with one of these scrolls in their inventory. It acts in
305two manners, depending upon your current location. If read within the
306dungeon, it will teleport you back to town. If read in town, it will
307teleport you back down to the deepest level of the dungeon which your
308character has previously been on. This makes the scroll very useful for
309getting back to the deeper levels of Angband. Once the scroll has been read
310it takes a while for the spell to act, so don't expect it to save you in a
311crisis. During this time the word 'recall' will appear on the bottom of the
312screen below the dungeon. Reading a second scroll before the first takes
313effect will cancel the action.
315You may "inscribe" any object with a textual inscription of your choice.
316These inscriptions are not limited in length, though you may not be able to
317see the whole inscription on the item. The game applies special meaning to
318inscriptions containing any text of the form ``@#`` or ``@x#`` or ``!x`` or
319``!*``, see ``command.txt``.
321The game provides some "fake" inscriptions to help you keep track of your
322possessions. Wands and staves which are known to be empty will be inscribed
323with ``{empty}``. Objects which have been tried at least once but haven't
324been identified yet will be inscribed with "tried". Cursed objects are
325inscribed with ``{cursed}``. In addition while carrying or wielding weapons
326or armor you may learn qualities of these items. ``{average}`` means that
327the item has no magical bonuses. ``{magical}`` means that it has magical
328bonuses although these bonuses may be negative. An item with negative
329bonuses is not necessarily cursed. An ``{ego}`` item has special abilities.
330If the abilities are not obvious to the wielder the item will get an
331``{excellent}`` tag. If the item has obvious abilities, such as an increase
332to a statistic it will be labeled ``{splendid}``. Lastly, if at any point
333you pick up an Artifact you will learn its name immediately and it will be
334labeled ``{special}``. However, you may not be aware of all its powers.
335Note that these inscriptions are fake, and cannot be removed.
337Only weapons and armor will receive these pseudo-identifications. Wands,
338taves, rods, scrolls, potions and mushrooms can only get the ``{tried}``
339label. However, if using or consuming the item creates an obvious effect,
340you will learn the flavor. For example, if you are injured and drink an
341unknown healing potion...
343It is rumored that rings of power and extra rare spell books may be found
344deeper in the dungeon...
346And lastly, a final warning: not all objects are what they seem. The line
347between tasty food and a poisonous mushroom is a fine one, and sometimes a
348chest full of treasure will grow teeth in its lid and bite your hand off...
350Cursed Objects
353Some objects, mainly armor and weapons, have had curses laid upon them.
354These horrible objects will look like any other normal item, but will
355detract from your character's stats or abilities if worn. They will also be
356impossible to remove until a remove curse is performed. In fact some are so
357badly cursed that even this will not work, and more potent methods are
360If you wear or wield a cursed item, you will immediately feel deathly cold,
361and the item will be marked with the fake inscription ``{cursed}``.
363Shopkeepers will refuse to buy any item which is known to be cursed, either
364by having been identified or by being marked with the fake inscription.
366Weapons and armor can be uncursed either by spells of remove curse or by
367attempting to enchant them with spells or scrolls.
372Some treasure within the dungeon can be found only by mining it out of the
373walls. Many rich strikes exist within each level, but must be found and
374mined. Quartz veins are the richest, yielding the most metals and gems, but
375magma veins will have some hoards hidden within.
377Mining is rather difficult without a pick or shovel. Picks and shovels have
378an additional magical ability expressed as ``(+#)``. The higher the number,
379the better the magical digging ability of the tool. A pick or shovel also
380has plusses to hit and damage, and can be used as a weapon, because, in
381fact, it is one.
383When a vein of quartz or magma is located, the character may wield his pick
384or shovel and begin digging out a section. When that section is removed, he
385can locate another section of the vein and begin the process again. Since
386granite rock is much harder to dig through, it is much faster to follow the
387vein exactly and dig around the granite. Eventually, it becomes easier to
388imply kill monsters and discover items in the dungeon to sell, than to walk
389around digging for treasure. But, early on, mineral veins can be a
390wonderful source of easy treasure.
392If the character has a scroll, staff, or spell of treasure location, he can
393immediately locate all strikes of treasure within a vein shown on the
394screen. This makes mining much easier and more profitable.
396Note that a character with high strength and/or a heavy weapon does not
397need a shovel/pick to dig, but even the strongest character will benefit
398from a pick if trying to dig through a granite wall.
400It is sometimes possible to get a character trapped within the dungeon by
401using various magical spells and items. So it can be a good idea to always
402carry some kind of digging tool, even when you are not planning on
403tunneling for treasure.
405There are rumors of certain incredibly profitable rooms buried deep in the
406dungeon and completely surrounded by permanent rock and granite walls,
407requiring a digging implement or magical means to enter. The same rumors
408imply that these rooms are guarded by incredibly powerful monsters, so
414There are many traps located in the dungeon of varying danger. These traps
415are hidden from sight and are triggered only when your character walks over
416them. If you have found a trap you can attempt to |``D``isarm| it, but
417failure may mean activating it.
419.. |``D``isarm| replace:: ``D``\isarm
421There are some magical means to detecting all traps within a certain
422radius. If you cast one of these spells, there will be a ``Dtrap`` green
423label on the bottom of the screen, below the dungeon map. At some point in
424the dungeon you may see a line of green squares on the floor. This line
425represents the extent of your detection. Beyond the green line you are no
426longer in the afe region.
428Some monsters have the ability to create new traps on the level that may be
429hidden, even if the player is in a detected zone. The detection only finds
430the traps that exist at the time of detection, it does not inform you of
431new ones that have since been created.
433Staircases, Secret Doors, Passages, and Rooms
436Staircases are the manner in which you get deeper or climb out of the
437dungeon. The symbols for the up and down staircases are the same as the
438commands to use them. A ``<`` represents an up staircase and a ``>``
439represents a down staircase. You must move your character over the
440staircase before you can use it.
442Each level has at least one up staircase and at least two down staircases.
443There are no exceptions to this rule. You may have trouble finding some
444well hidden secret doors, or you may have to dig through obstructions to
445get to them, but you can always find the stairs if you look hard enough.
446Stairs, like permanent rock, and shop entrances, cannot be destroyed by any
449Many secret doors are used within the dungeon to confuse and demoralize
450adventurers foolish enough to enter. But with some luck, and lots of
451concentration, you can find these secret doors. Secret doors will sometimes
452hide rooms or corridors, or even entire sections of that level of the
453dungeon. Sometimes they simply hide small empty closets or even dead ends.
454Secret doors always look like granite walls, just like traps always look
455like normal floors.
457Creatures in the dungeon will generally know and use these secret doors,
458and can often be counted on to leave them open behind them when they pass
461For historical reasons, secret doors are never locked.
463Winning The Game
466If your character has killed Sauron (a difficult task), who lives on level
46799 (4950') in the dungeon, a magical staircase will appear that will allow
468you to finally reach level 100. Morgoth lurks on this level of his dungeon,
469and you will not be able to go below his level until you have killed him.
470Try to avoid wandering around on level 100 unless you are ready for him,
471ince he has a habit of coming at you across the dungeon, the Mighty Hammer
472'Grond' in hand, to slay you for your impudence.
474If you should actually survive the attempt of killing Morgoth, you will
475receive the status of WINNER. You may continue to explore, and may even ave
476the game and play more later, but since you have defeated the toughest
477creature alive, there is really not much point. Unless you wish to listen
478to the rumors of a powerful ring buried somewhere in the dungeon, or a suit
479of dragon scale mail that resists everything...
481When you are ready to retire, simply "commit suicide" (using the ``Q`` key)
482to have your character entered into the high score list as a winner. Note
483that until you retire, you can still be killed, so you may want to retire
484before wandering into yet another horde of greater demons.
486Upon Death and Dying
489If your character falls below 0 hit points, he has died and cannot be
490restored. A tombstone showing information about your character will be
491displayed. You are also permitted to get a record of your character, and
492all your equipment (identified) either on the screen or in a file.
494Your character will leave behind a reduced save file, which contains only
495the monster memory and your option choices. It may be restored, in which
496case a new character is generated exactly as if the file was not there, but
497the new player will find his monster memory containing all the experience
498of past incarnations.
500There are a variety of ways to "cheat" death (including using a special
501"cheating option") when it would otherwise occur. This will fully heal your
502character, returning him to the town, and marking him in various ways as a
503character which has cheated death. Cheating death, like using any of the
504"cheating options", will prevent your character from appearing on the high
505score list.