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The Dungeon Version 6.0 Documentation,
LEVEL 1 SPELLS
FUNCTION KEYS F1 TO F10
The HEAL spell restores HIT POINTS to your player.
The amount restored is equal to your CONSTITUTION.
The PROTECTION FROM EVIL spell repells a monster's
attacks for one round. The number of hits repelled
is equal to your DEXTERITY.
The MAGIC MISSILE spell causes a dartlike object to
fly from your player's hand. This missile hits the
monster with exact accuracy every time. The amount
of damage normally done is doubled.
The SHIELD spell generates an invisible force field
between your player and the monster. Your player's
total armor plus is increased by one armor factor.
The STRENGTH spell doubles your player's strength
for the duration of one round.
The SLEEP spell binds the monster in a helpless
state for the duration of one round.
The LOCATE spell reveals nearby traps and pits.
This spell works only for the immediate vicinity
and has no duration.
The PYROTECHNICS spell causes a bolt of fire to fly
from your player's hands. The amount of damage done
normally is doubled.
The FIRESTORM spell actuates a small blast of flames
to engulf the monster. The amount of damage normally
done is doubled.
The TRANSMUTE spell restructures the surrounding air
into gold. This gold can then be picked up.
LEVEL 2 SPELLS
FUNCTION KEYS CONTROL-F1 TO CONTROL-F10
The RESTORATION spell restores HIT POINTS to your
player. The amount restored is equal to double
your CONSTITUTION.
The SCARE spell will repell a monster's attacks for
two rounds. The amount of hits repelled is equal to
your DEXTERITY.
The FIREBALL spell causes a fireball to fly from your
player's hands. The amount of damage normally done to
the monster is tripled.
The OBSCUREMENT spell creates an opaque force field
between your player and the monster. Your player's
total armor plus is increased by two armor factors.
The POWER SHEILD spell doubles your player's strength
for the duration of two rounds.
The WALL OF WILL spell renders the monster helpless
for the duration of two rounds.
The LIGHT spell illuminates an extended area around
your player. This spell has no duration.
The LEVITATE spell causes your player to float above
the Dungeon walls uncontrollably for the duration of
two to five rounds.
The MONSTER SUMMON spell calls up one to four
monsters of the current monster level.
The FINGER OF DEATH spell instantly destroys the
monster. The monster's treasure remains intact.
LEVEL 3 SPELLS
FUNCTION KETS SHIFT-F1 TO SHIFT-F10
The REGENERATE spell restores HIT POINTS to your
player. The amount restored is equal to triple
your CONSTITUTION.
The FORGET spell will repell a monster's attacks for
three rounds. The amount of hits repelled is equal to
your DEXTERITY.
The LIGHTNING BOLT spell causes bolts of electricity
to fly from your player's hands. The amount of damage
normally done to the monster is multiplied by four.
The PHANTASMAL FORCE spell creates a solid wall between
your player and the monster. Your player's total armor
plus is increased by three armor factors.
The WALL OF FORCE spell doubles your player's strength.
This spell has a duration of three rounds.
The CHARM MONSTER spell renders the monster helpless.
This spell has a duration of three rounds.
The CONTINUAL LIGHT spell illuminates an extended area
around your player. This spell has a duration of eight
rounds.
The PASSWALL spell allows your player to travel
through the Dungeon walls. This spell will stay
in effect while in a wall. It has a duration of
two to four rounds.
The DEMON SUMMON spell calls up one to three Demons
of level twenty to fifty. Demons have been found to
have vast amounts of treasure.
The DOOMKILL spell instantly demolishes all monsters
surrounding you. The monster's treasures will remain.
This spell has no duration.
LEVEL 4 SPELLS
FUNCTION KEYS ALT-F1 TO ALT-F10
The RESURRECTION spell restores HIT POINTS to your
player. The amount restored is equal to four times
your CONSTITUTION.
The FEAR spell will repell a monster's attacks for
four rounds. The amount of hits repelled is equal
to your DEXTERITY.
The DISINTEGRATE spell causes energy to be drained
from the nearest attacking monster. The amount of
damaged done normally is multiplied by five.
The BLADE BARRIER spell creates a rotating wall of
swords between your player and the monster. Your
player's total armor plus is increased by four armor
factors.
The ENCHANTED WEAPON spell doubles your weapon plus.
This spell has a duration of three rounds.
The HOLD MONSTER spell renders the monster helpless.
This spell lasts up to four rounds.
The TELEPORT spell causes your player to reappear in
another area of the Dungeon level. Your player has no
control over teleportation.
The POLYMORPH spell instantly devastates all monsters
within three squares of your player. This spell lasts
for one round.
The TIME STOP spell nullifies all monster's attacks around
your player. This spell lasts for five rounds.
The GENOCIDE spell annihilates all monsters within
three squares of your player. This spell's duration
lasts for three rounds.
MORE KEY FUNCTIONS
If Numlock is turned on then the numeric keypad entries
for 0, 1, .. 9, etc. are used to move and play. Otherwise
the cursor keypad entries are used for Up, Down, etc.
Both are listed below.
(cursor keypad 1) or Page Down
The FIGHT key causes your player to attack a monster.
While fighting monsters, many factors are considered
such as your armor plus, your weapon plus, and other
conditions created by casted spells.
(cursor keypad 2) or Down.
This key moves your player to the south one Dungeon
square. Occupied squares next to your player create
conditions such as opening chests, retreiving gold,
and engaging monsters in combat.
(cursor keypad 3) or End.
The CAST key causes your player to cast a spell chant.
In order to cast spells chants, they must be collected
and memorized during the Adventure.
(cursor keypad 4) or Left.
This key moves your player to the west one Dungeon
square. Moving on a square creates certain unknown
conditions such as triggering a trap, falling in a
pit, and discovering scrolls.
(cursor keypad 5) or Return.
The ENTER key on the numeric keypad is used as an
'acceptance' key for various prompts such opening
and storing inventory from chests, and picking up
treasure.
(cursor keypad 6) or Right.
This key moves your player to the east one Dungeon
square. Your player can move to other parts of the
the Dungeon level with certain spells. Among these
spells are levitate, passwall, teleport.
(cursor keypad 7) or Page Up.
The EVADE key causes your player to dodge the
current monster (if your player is in combat)
and move to an adjacent square.
(cursor keypad 8) or Up.
This key moves your player to the north one Dungeon
square. To change Dungeon levels, move your player
through the upper and lower exits.
(cursor keypad 9) or Home.
The IGNORE key responds as a 'refuse' key for some
prompts. These prompts include opening and storing
inventory from chests and picking up treasure.
YET MORE KEY FUNCTIONS
(cursor keypad insert "0") or Insert.
This key displays the help menu containing all
the keys and their meanings. Your dungeon level
is stored to disk while you browse.
(cursor keypad period ".") or Delete.
The stats key displays your player character's
attributes, armor pluses, and weapon plus. The
stats and their abbreviations are as follows:
STR - Strength INT - Intelligence WIS - Wisdom
CON - Constitution DEX - Dexterity CHA - Charisma
WE - Weapon AR - Armor SH - Shield
CL - Cloak HE - Helmet BO - Boots
(cursor keypad grey plus "+") or Control-Right.
The INFO key displays current monster hits and experience,
average, maximum, and minimum statistics for monsters at
the current Dungeon level, attack formulas, and your total
armor and weapon plus.
(cursor keypad grey minus "-") or Control-Page Down.
The CHANTS key displays all the spell chants your player has
remembered. Your player can read spell chants found on
scrolls hidden in the Dungeon.
YET EVEN MORE KEY FUNCTIONS
(cursor keypad "\") or Control-Home.
The TRADE key allows your player to trade gold for
statistics. Your remaining gold is displayed along
with the average cost per statistic. You can select
the statistic to purchase with the number keys 1-6.
(cursor keypad "=") or Control-End.
The LEVEL key lets you change the dungeon level to
another level. Your number of stored levels is
shown. You can select any level to continue play in.
(cursor keypad "'") or Control-Page Up.
The USE key uses a charge from a wand, potion, staff,
or ring. You must first collect some of these items
in the dungeon. You must then enter the letter of the
the item to use them.
(cursor keypad "/") or Control-Left.
The INVENTORY key displays all the wands, potions, staffs,
and rings your player has collected. They are used with
the Use command or with the key combinations Alt- and
Control- listed below.
YET EVEN SOME MORE KEY FUNCTIONS
(Alt-A to Alt-J)
These ten key combinations use up a charge from one of
the ten wands your player has collected in the dungeon.
When the wand is used then a spell is cast from the wand.
(Alt-Q to Alt-Z)
These ten keys use a charge from a potion. The potion
casts the spell it has stored. You must first collect some
potions in the dungeon.
(Control-A to Control-J)
These ten keys use a staff. When the staff uses a charge
from the spell it has stored then the spell is cast.
(Control-Q to Control-Z)
These ten key combinations use one of the ten rings
your player has collected in the dungeon. Then the ring
uses a spell charge and casts the spell.
DUNGEON RUNES
COMMONLY ENCOUNTERED SYMBOLS
The X is your player. Move your player with the numeric
keypad cursor keys. You will be prompted for an action
when you move your player next to a symbol. For example
you move your player next to a scroll and are asked to
take or ignore it.
The # symbol is a monster. Monsters usually carry some
treasure such as gold, gems or chests. Monsters have
statistics like your player including experience, hit
points and strength.
The ~ symbol is a scroll. Your player can read and memorize
scrolls for later use. In order to cast a spell chant
learned from a scroll use the '-' key.
The $ symbol is gold. Taking gold increases your hoard.
Gold is needed for reaching the next level of expertise.
The ■ symbol is a chest. Chests can be opened,
and usually contain armor and weapons. It is said there
was once a Globe of extreme power locked in a chest. This
Globe could unleash the immense power of the past and
allow the user to control whatever he desired.
The ^ symbol represents a trap. Traps are not visible
until triggered or located (with the locate spell).
Traps in higher Dungeon levels cause more damage to
your player. Traps block Dungeon passages.
The o symbol is a pit. Pits become visible when your
player has fallen in. Pits in higher Dungeon levels
cause more damage to your player. Some spells allow
your player to move around pits, such as levitate,
passwall, and teleport.
The * symbol are gems. When you land on gems then your
player picks them up. They are converted to gold in
your inventory. Gold is needed to increase to the
next level when you have enough experience.
The ! symbol is a teleporter. You can either land on
a teleporter or ignore it. Entering a teleporter can
move your player to another dungeon level or some
place in the current level. Teleporters disappear
after they have been entered.
The ? symbol is a temple. You can either pray at the
temple, pillage it or ignore it. Temples disappear
after they are acted on. If you pillage it you can
be hit for damage or rewarded with treasure. If you
pray either nothing may happen or gold will appear.
The > symbol is a stair leading up. When you enter
a stair up from level one your player exits the
dungeon. Stairs up from lower levels lead to the
next higher dungeon you were in.
The < symbol is a stair leading down. There is no
limit to the dungeon. Lower levels have more and
more difficult monsters with more treasure.
The & symbol are coins. When your player picks up
some coins the player's gold hoard is incremented
by the number of coins in the dungeon level by 100
peices of gold.
The | symbol is a wand. There are ten different
types of wands in the the dungeon. Each one is
charged with an attack spell. You can cast a spell
with a wand with the Use command. When the charges
are used up then the wand vanishes.
The @ symbol is a potion. There are ten different
types of potions in the dungeon. When you pick up
a potion you can drink the contents with the Use
command. When the charges are used up the potion
vanishes.
The % symbol is a staff. There are ten different
staffs in the dungeon. When you pick up a staff
you can use the staff with the Use command. When
the charges are used up the staff vanishes.
The " symbol is a ring. There are ten different
rings in the dungeon. Your player can use a ring
with the Use command. When the charges are used up
the ring vanishes.
VALUABLE INFORMATION
While playing, type 0 for help, or Q for quit.
The 24th status line displays the following information:
DLVL is the Dungeon level, LVL is your player's level, HP is your player's
hit points, EXP is your player's experience, GOLD is the amount of gold
hoarded, and NM the number of monster remaining in the Dungeon level.
Calculations during game play are by the equations:
MLVL=INT(RND*DLVL+DLVL/2+1)
MHP=INT((RND*DLVL*2+1)*MLVL^2/2+DLVL*2+RND*MLVL+50)
EXP=INT(HP/MLVL)*INT(DLVL/2+1)+INT(RND*HP)
MHITS=INT(RND*(MHP/ARMOR)+MLVL)
HITS=INT(RND*STRENGTH+LEVEL/2)*BONUS+WEAPON+DLVL
Where MLVL is the monster level, DLVL is the Dungeon level, MHP is the monster
hit points, EXP is the monsters experience, ARMOR is your combined armor plus,
WEAPON is your weapon plus, STRENGTH is your strength, LEVEL is your expertise
level, HITS is the number of points damage your can do to a monster, and MHITS
is the number of points damage a monster can do to you.