=== 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"). === 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 (see "commands.txt"). 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 1 Entrance to General Store . A trap (hidden) 2 Entrance to Armoury ^ A trap (known) 3 Entrance to Weapon Smith ; A glyph of warding 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 9 Entrance to the Bookshop 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 ~ Lites, Tools, Chests, etc ) A shield ~ Junk, Sticks, Skeletons, etc * A vial of powder Monsters $ Creeping Coins , Mushroom Patch a Giant Ant A (Unused) 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 Snake k Kobold K Killer Beetle l Giant Louse L Lich m Mold M Multi-Headed Hydra n Naga N Nameless Horror 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/Mummy Z Zephyr Hound === 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. === 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. === Town Buildings === Your character will begin his adventure with some basic supplies, and some extra gold with which to purchase more supplies at the town stores. Once inside a store, you will see the name and race of the store owner, the name of the store, the amount of cash that the store owner will pay for any one item, and the store inventory, listed along with prices. You will also see an (incomplete) list of available commands. Note that many of the commands which work in the dungeon work in the stores as well, but some do not, especially those which involve "using" objects. 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. If you have a lot of spare gold, you can purchase every item in a store, which will induce the store owner to bring out new stock, and perhaps even retire. 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 musical instruments. 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, and approved priestly weapons. The Alchemy shop ("5") The Alchemy Shop deals in all types of potions and throwing powders. The Magic User's Shop ("6") The Magic User's Shop deals in all sorts of rings, wands, amulets, and staves. 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 black market tends to offer better wares to more accomplished adventurers, as these are more likely to have the gold to afford them. 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. The Bookshop ("9") The bookshop sells spellbooks for both mages and priests, and holds a large variety of scrolls for every adventurer's needs. The Adventurer's Guild ("0") The adventurer's guild is not a standard shop. Instead, it offers a selection of quests, which, if completed, offer rewards - the harder the quest, the better the reward. === 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. === 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. With the right choice of "options", you may be able to "stack" several items in the same grid. 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 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, Bards, 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... === 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 performed. 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 deathly cold, and the item will be marked with the fake inscription "cursed". Skopkeepers will refuse to buy any item which is known to be cursed. === 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. Eventually, it becomes easier to simply kill monsters and discover items in the dungeon to sell, than to walk around digging for treasure. But, 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! === 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 shop entrances, 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. === Quests === There are two types of quests in EyAngband - those needed to win the game, which are covered in the next section, and random quests which can be assigned by the adventurer's guild. These quests always take the same form - kill a number of creatures on an assigned dungeon level. Depending on the difficulty you requested, the creatures may be much harder than you would normally expect to find on those levels - so beware! On the other hand, once you complete the quest and return to the guild you will recieve a reward, which often can be very useful. === 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 allow you to finally 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" (using the "Q" key) 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... === 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 a 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. There are a variety of ways to "cheat" death (including using a special "cheating option") when it would otherwise occur. This will fully heal your character, returning him to the town, and marking him in various ways as a character which has cheated death. Cheating death, like using any of the "cheating options", will prevent your character from appearing on the high score list.