  === 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 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 (precious metal)           ]   Misc. armour
  *   Gems (precious stones)          )   A shield
  ~   Lites, Tools, Chests, etc       ~   Junk, Skeletons, 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



  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 heavy 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.  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).
