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- === The Town and Wilderness ===
-
-
- After you have created your character, you will begin your Zangband
- adventure in the town. Symbols appearing on your screen will represent
- the walls, floor, objects, features, and creatures lurking about. In
- order to direct your character through his adventure, you will enter
- single character commands (see command.txt [1]).
-
-
- ***** <MapSymbols>
- === Town and Wilderness Symbols ===
-
- Symbols on your map can be broken down into three categories: terrain
- features such as walls, floor and doors, and trees, water and lava;
- objects which can be picked up such as treasure, weapons, magical
- devices, etc; and creatures which may or may not move about, but are
- mostly harmful to your character's well being. Symbols specific to the
- town and wilderness are shown below. Note that many creatures and
- objects from the dungeon may also appear in town and you should also
- review the comprehensive listing of all the various symbols which can
- be found in the dungeon section (see dungeon.txt#MapSymbols [2]).
-
- Terrain Shops
- ------- -----
- # (Green) A Tree 1 Entrance to General Store
- # (Light Blue) Shallow Water 2 Entrance to Armory
- # (Dark Blue) Deep Water 3 Entrance to Weapon Smith
- # (Orange) Shallow Lava 4 Entrance to Temple
- # (Red) Deep Lava 5 Entrance to Alchemy Shop
- ^ (Brown) Mountains 6 Entrance to Magic Shop
- . (White) Floor / Road 7 Entrance to the Black Market
- . (Brown) Dirt 8 Entrance to your Home
- . (Green) Grass
- > (White) Dungeon Entrance
- > (Yellow) Quest Entrance
- < (Yellow) Quest Exit
-
- Note that trees, water (deep and shallow) and lava (deep and shallow)
- may also appear in the dungeon.
-
-
- ***** <TownLevel>
- === The Town Level ===
-
- The town level is where you will begin your adventure. The first time
- you are in town it will be daytime (unless you are playing an undead
- race who start at night), but note that the sun rises and falls as time
- passes and if you enter the town at night, the town will be dark.
- Fortunately, the various shops and the other special buildings are open
- on a 24-hour basis.
-
- Later versions of Zangband have introduced a dramatically extended town
- level to the game. In addition to the basic town and the standard nine
- shops, new buildings and multiple towns separated by a wilderness were
- added. Fixed quests (see below [3]) were also added to the game and
- could be begun by entering certain buildings in the town(s).
-
- While most people welcome these new additions, they are not for
- everyone and consequently, there are three possible town options in
- Zangband - the 'Standard' town(s), the 'Lite' town and the 'Vanilla'
- town. The default is the standard town and the lite town and the
- vanilla town options can be selected by pressing '=' during character
- generation. (see option.txt#StartUp [4])
-
- Your choice of town is fixed for the duration of your character's
- life and will be the new default for future characters created with
- that savefile. This of course may be changed by again pressing '='
- during the creation of your next character.
-
- ***** <StandardTown>
- --- The 'Standard' Town ---
-
- The 'standard' town consists of a 10x10 square world. Each square
- (actually a rectangle) is the size of a standard Zangband dungeon level
- and contains themed wilderness terrain (mountainous areas, oceans,
- plains, etc). There are several towns located in various parts of the
- world and each town is situated in its own wilderness square.
-
- The wilderness is not uninhabited and can be dangerous indeed for the
- unwary. As a general rule, the further your character gets from
- civilization the more cautious he or she should be.
-
- Each of the towns contains the standard nine shops where you can
- purchase your supplies for your trips into the dungeon and sell the
- items you have collected. There are also special buildings offering
- services for a fee. The services available and the prices charged may
- vary from town to town so it can be worth hunting around for the best
- prices.
-
- Selection of the standard option also allows the creation of the
- buildings from which the various fixed quests begin.
-
-
- ***** <LiteTown>
- --- The 'Lite' Town ---
-
- The 'Lite' town option creates a 1x1 wilderness square containing a
- single town. This town contains the nine standard shops, the special
- buildings and access to a limited wilderness. The fixed quests are also
- available. This option is intended to be used by players who want to
- take advantage of the special buildings and fixed quests but don't want
- the large 10x10 wilderness and by players who need a smaller wilderness
- for computer efficiency reasons.
-
-
- ***** <VanillaTown>
- --- The 'Vanilla' Town ---
-
- The vanilla town consists of the nine standard shops only and an
- impenetrable wall which surrounds the town. There are no other
- embellishments. The special buildings and the fixed quests are
- unavailable if you select this option as is the wilderness.
-
-
- ***** <Townspeople>
- === 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 who work
- for the black market are always greedily eyeing your backpack for
- potential new 'purchases'. . . 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.
-
- One word of warning however, occasionally a creature who normally
- would inhabit only the wilderness and dungeons may wander into the
- town. These should generally be handled with much more caution
- than the ordinary townspeople.
-
-
- ***** <Shopping>
- === Shopping in Town ===
-
- Your character will begin his adventure with some basic supplies, and
- some extra gold with which to purchase more supplies at the town
- stores. You may enter any open store and barter with the owner for
- items you can afford by simply moving onto the entrance, which is
- represented by a number from 1 to 9.
-
- 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
- (see below [5]).
-
- 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.
-
- ***** <Bartering>
- --- Bartering ---
-
- 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.
-
- 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. (See option.txt for details).
-
-
- ***** <ObjectPricing>
- ---- Object Pricing ---
-
- Each store owner has three primary attributes: the maximum amount they
- will pay for an object, their race and how greedy they are. Each of
- these affects how much a store owner will charge for an object and how
- much they are prepared to pay for something. Only the first two
- attributes can be known by the player. The final factors affecting
- pricing are the race and charisma of the player.
-
- Each object has a base value which is contained in the game's source
- code. This value is modified based on the store owner's greed (greedy
- store owners charge more and will pay less), your charisma (charismatic
- players pay less and can charge more) and whether or not the shopkeeper
- is friendly to your race (dwarves dislike elves so a dwarf shopkeeper
- will charge an elf player more and pay less for items the player is
- selling).
-
- Finally, when selling objects, the cap on the store owner's purse is
- applied so that even a favored race with a high charisma can not sell
- an item for more than that amount. This cap applies only to single
- items so it is possible to sell a stack of similar items for more than
- the cap on the store owner's purse.
-
-
- ***** <TheShops>
- === List of Shops ===
-
- 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 Armory ("2")
- The Armory is where the town's armor 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 books of Life magic for priests and paladins.
-
- 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 some magic 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.
-
- The Bookstore ("9")
- The Bookstore deals in all sorts of magical books. You can purchase
- and sell spellbooks for the spellcasters here.
-
- ***** <Buildings>
- === Special Buildings ===
-
- In addition to the shops, the Standard and Lite town options will cause
- special buildings to be generated. The buildings vary from town to town
- significantly both in terms of their name and the services they offer.
- Each town contains an Inn where the player may obtain food (assuming
- food does them any good) and rest for the night. Each town also
- contains a building which houses the local ruler.
-
- In addition to the inn and the ruler's house or castle, other buildings
- might include libraries where you can research objects and monsters,
- guilds for the various classes and magic realms, gambling dens and
- casinos, temples, healers and more. Note that some buildings such as
- guilds may offer preferential prices to members of their guild or offer
- services which are only available to their guild. Some building owners
- may offer preferential treatment to their own race or to a group of
- races.
-
-
- ***** <FixedQuests>
- === Fixed Quests ===
-
- At least one building in each town available in the Standard and Lite
- towns will offer the player the opportunity to undertake a quest. Such
- quests typically fall under the following categories: kill a certain
- number of a certain type of monster (for example kill 10 orcs), kill
- all the monsters in the quest level, retrieve a certain object, and
- escape from the quest level.
-
- When you request a quest, you will be given a brief description of the
- quest and your objective and also an indication of its danger level (a
- number which represents the dungeon level equivalence of the quest).
- Note that the danger indication can be somewhat misleading since the
- fixed nature of the quests allows you to apply tactics learned through
- several attempts to the same situation often making successive attempts
- easier. It also allows the quest designers to set up some particularly
- nasty ambushes!
-
- Once you have accepted a quest an quest entrance will appear and you
- may enter the quest level. Note that you do not have to enter the quest
- at that time and can delay entering until much later in the game should
- you wish. Many of the quests only allow you to attempt them once per
- game and you should therefore not enter them until you are confident in
- your ability to succeed.
-
- Whether you complete a quest or fail it, upon leaving the quest level
- return to the person who assigned the quest and report. If you were
- successful you may receive a reward which will normally be waiting
- for you outside the building when you leave however the rewards may
- take other forms. If you failed, you will receive a damning review of
- your performance. Note that you may not request another quest from that
- person until you have collected your reward or reported your failure.
-
-
- --
- Original : (??)
- Updated : (??)
- Updated : Zangband DevTeam
- Last update: January 13, 2000
-
-
- ***** Begin Hyperlinks
- ***** [1] command.txt
- ***** [2] dungeon.txt#MapSymbols
- ***** [3] town.txt#FixedQuests
- ***** [4] option.txt#StartUp
- ***** [5] town.txt#Bartering
-