
1 The Dungeon
=============


1.1 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").


1.2 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.

      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 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 loose floor stone             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 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                    ]   Misc. armour
      ~   Junk, Skeletons, etc            )   A shield
      ~   Lites, Tools, Chests, etc

                       Monsters
      
      $   Creeping Coins      ,   Mushroom Patch
      a   Giant Ant           A   Angelic being
      b   Giant Bat           B   Bird
      c   Giant Centipede     C   Canine
      d   Dragon              D   Ancient Dragon
      e   Floating Eye        E   Elemental
      f   Feline              F   Dragon Fly
      g   Golem               G   Ghost
      h   Humanoids           H   Hybrid
      i   Icky-Thing          I   Insect
      j   Jelly               J   (unused)
      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   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              Z   Zephyr Hound


1.3 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.


1.4 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  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.


1.5 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.


1.6 Town Buildings
==================

      You  may  enter any open store 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, which is represented by a number from 1 to 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 haggling 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 acquire 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
          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.

      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 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.


1.7 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 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.


1.8 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.

      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,   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...


1.9 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.


1.10 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!


1.11 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.

      For historical reasons, secret doors are never locked.


1.12 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  finally  allow  you  to 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...

      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...


1.13 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 the 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.


1.14 Help
=========

      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  and  such to me
      (benh@voicenet.com).  Be  sure to include the version number
