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=== The Dungeon === |
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After you have created your character, you will begin your Angband adventure. |
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Symbols appearing on your screen will represent the dungeon's walls, floor, |
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objects, features, and creatures lurking about. In order to direct your |
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character through his adventure, you will enter single character commands |
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(see "commands.txt"). |
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=== Symbols On Your Map === |
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Symbols on your map can be broken down into three categories: Features of |
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the dungeon such as walls, floor, doors, and traps; Objects which can be |
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picked up such as treasure, weapons, magical devices, etc; and creatures |
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which may or may not move about the dungeon, but are mostly harmful to your |
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character's well being. |
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Some symbols are used to represent more than one type of entity, and some |
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symbols are used to represent entities in more than one category. The "@" |
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symbol (by default) is used to represent the character. |
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It will not be necessary to remember all of the symbols and their meanings. |
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The "slash" command ("/") will identify any character appearing on your map |
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(see "commands.txt"). |
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Note that you can use a "user pref file" to change any of these symbols to |
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something you are more comfortable with. |
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Features that do not block line of sight |
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. A floor space 1 Entrance to General Store |
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. A trap (hidden) 2 Entrance to Armoury |
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^ A trap (known) 3 Entrance to Weapon Smith |
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; A glyph of warding 4 Entrance to Temple |
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' An open door 5 Entrance to Alchemy Shop |
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' A broken door 6 Entrance to Magic Shop |
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< A staircase up 7 Entrance to the Black Market |
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> A staircase down 8 Entrance to your Home |
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Features that block line of sight |
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# A secret door # A wall |
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+ A closed door % A mineral vein |
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+ A locked door * A mineral vein with treasure |
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+ A jammed door : A pile of rubble |
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Objects |
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! A potion (or flask) / A pole-arm |
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? A scroll (or book) | An edged weapon |
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, A mushroom (or food) \ A hafted weapon |
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- A wand or rod } A sling, bow, or x-bow |
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_ A staff { A shot, arrow, or bolt |
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= A ring ( Soft armour |
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" An amulet [ Hard armour |
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$ Gold or gems ] Misc. armour |
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~ Lites, Tools, Chests, etc ) A shield |
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~ Junk, Sticks, Skeletons, etc & (unused) |
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Monsters |
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$ Creeping Coins , Mushroom Patch |
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a Giant Ant A Angelic being |
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b Giant Bat B Bird |
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c Giant Centipede C Canine (Dog) |
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d Dragon D Ancient Dragon |
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e Floating Eye E Elemental |
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f Feline (Cat) F Dragon Fly |
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g Golem G Ghost |
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h Humanoids H Hybrid |
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i Icky-Thing I Insect |
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j Jelly J Snake |
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k Kobold K Killer Beetle |
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l Giant Louse L Lich |
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m Mold M Multi-Headed Hydra |
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n Naga N (unused) |
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o Orc O Ogre |
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p Human "person" P Giant "person" |
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q Quadruped Q Quylthulg (Pulsing Flesh Mound) |
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r Rodent R Reptile/Amphibian |
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s Skeleton S Spider/Scorpion/Tick |
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t Townsperson T Troll |
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u Minor Demon U Major Demon |
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v Vortex V Vampire |
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w Worm or Worm Mass W Wight/Wraith |
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x (unused) X Xorn/Xaren |
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y Yeek Y Yeti |
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z Zombie/Mummy Z Zephyr Hound |
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=== The Town Level === |
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The town level is where you will begin your adventure. The town consists of |
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eight buildings (each with an entrance), some townspeople, and a wall which |
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surrounds the town. The first time you are in town it will be daytime, but |
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note that the sun rises and falls (rather instantly) as time passes. |
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=== Townspeople === |
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The town contains many different kinds of people. There are the street |
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urchins, young children who will mob an adventurer for money, and seem to |
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come out of the woodwork when excited. Blubbering idiots are a constant |
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annoyance, but not harmful. Public drunks wander about the town singing, |
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and are of no threat to anyone. Sneaky rogues hang about watching for a |
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likely victim to mug. And finally, no town would be complete without a |
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swarm of half drunk warriors, who take offense or become annoyed just for |
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the fun of it. (There are assumed to be other people in the town, but they |
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are not represented on the screen as they do not interact with the player |
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in any way.) |
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Most of the townspeople should be avoided by the largest possible distance |
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when you wander from store to store. Fights will break out, though, so be |
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prepared. Since your character grew up in this world of intrigue, no |
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experience is awarded for killing the town inhabitants, though you may |
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acquire treasure. |
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=== Town Buildings === |
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Your character will begin his adventure with some basic supplies, and some |
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extra gold with which to purchase more supplies at the town stores. |
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You may enter any open store and haggle with the owner to buy or sell items |
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of the appropriate type. The price that the shopkeeper requests is dependent |
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on the price of the item, the player's charisma, the shopkeeper's "greed" |
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factor (the Black Market shopkeepers are always *VERY* greedy), and the |
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races of the player and shopkeeper. |
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Once inside a store, you will see the name and race of the store owner, the |
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name of the store, the maximum amount of cash that the store owner will pay |
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for any one item, and the store inventory, listed along with the prices. |
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You will also see an (incomplete) list of available commands. Note that |
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many of the commands which work in the dungeon work in the stores as well, |
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but some do not, especially those which involve "using" objects. |
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Stores do not always have everything in stock. As the game progresses, |
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they may get new items so check from time to time. Also, if you sell them |
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an item, it may get sold to a customer while you are adventuring, so don't |
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always expect to be able to get back everything you have sold. Note that |
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the inventory of a store will not change while you are in town, even if you |
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save the game and return. You must spend time in the dungeon if you wish |
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the store owner to clear out his stock and acquire new items. If you have |
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a lot of spare gold, you can purchase every item in a store, which will |
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induce the store owner to bring out new stock, and perhaps even retire. |
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Store owners will not buy known harmful or useless items. If an object is |
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unidentified, they will pay you some base price for it. Once they have |
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bought it they will immediately identify the object. If it is a good object, |
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they will add it to their inventory. If it was a bad bargain, they simply |
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throw the item away. In any case, you may receive some knowledge of the |
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item if another is encountered. |
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The General Store ("1") |
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The General Store sells foods, drinks, some clothing, torches, lamps, |
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oil, shovels, picks, and spikes. All of these items and some others |
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can be sold back to the General store for money. |
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The Armoury ("2") |
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The Armoury is where the town's armour is fashioned. All sorts of |
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protective gear may be bought and sold here, though the owner will not |
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stock anything better than bar chain mail unless it is sold to him |
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by the player. |
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The Weaponsmith's Shop ("3") |
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The Weaponsmith's Shop is where the town's weapons are fashioned. Hand |
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and missile weapons may be purchased and sold here, along with arrows, |
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bolts, and shots. As with the armoury, not all weapon types will be |
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stocked here, unless they are sold to the shop by the player first. |
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The Temple ("4") |
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The Temple deals in healing and restoration potions, as well as bless |
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scrolls, word of recall scrolls, some approved priestly weapons, as |
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well as prayer books. |
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The Alchemy shop ("5") |
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The Alchemy Shop deals in all types of potions and scrolls. |
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The Magic User's Shop ("6") |
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The Magic User's Shop deals in all sorts of rings, wands, amulets, and |
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staves, as well as magic user books. |
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The Black Market ("7") |
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The Black Market will sell and buy anything at extortionate prices. |
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However it occasionally has VERY good items in it. The shopkeepers are |
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not known for their tolerance... |
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Your Home ("8") |
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This is your house where you can store objects that you |
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cannot carry on your travels, or will need at a later date. |
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=== Within The Dungeon === |
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Once your character is adequately supplied with food, light, armor, and |
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weapons, he is ready to enter the dungeon. Move on top of the `>' symbol |
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and use the "Down" command (">"). |
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Your character will enter a maze of interconnecting staircases and finally |
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arrive somewhere on the first level of the dungeon. Each level of the |
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dungeon is fifty feet high (thus dungeon level "Lev 1" is often called |
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"50 ft"), and is divided into (large) rectangular regions (several times |
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larger than the screen) by titanium walls. Once you leave a level by a |
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staircase, you will never again find your way back to that region of that |
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level, but there are an infinite number of other regions at that same "depth" |
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that you can explore later. So be careful that you have found all the |
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treasure before you leave a level, or you may never find it again! The |
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monsters, of course, can use the stairs, and you may eventually encounter |
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them again. |
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In the dungeon, there are many things to find, but your character must |
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survive many horrible and challenging encounters to find the treasure lying |
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about and take it safely back to the town to sell. |
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There are two sources for light once inside the dungeon. Permanent light |
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which has been magically placed within rooms, and a light source carried by |
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the player. If neither is present, the character will be unable to see. |
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This will affect searching, picking locks, disarming traps, reading scrolls, |
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casting spells, browsing books, etc. So be very careful not to run out of |
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light! |
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A character must wield a torch or lamp in order to supply his own light. A |
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torch or lamp burns fuel as it is used, and once it is out of fuel, it stops |
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supplying light. You will be warned as the light approaches this point. |
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You may use the "Fuel" command ("F") to refuel your lantern (with flasks of |
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oil) or your torch (with other torches), so it is a good idea to carry extra |
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torches or flasks of oil, as appropriate. There are rumours of objects of |
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exceptional power which glow with their own never-ending light. |
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=== Objects Found In The Dungeon === |
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The mines are full of objects just waiting to be picked up and used. How |
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did they get there? Well, the main source for useful items are all the |
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foolish adventurers that proceeded into the dungeon before you. They get |
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killed, and the helpful creatures scatter the various treasure throughout |
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the dungeon. Many cursed items present in the dungeon - either left behind |
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as the result of a failed attempt to create a magic items, or deliberately |
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placed by evil sorcerers who enjoy a good joke when it gets you killed... |
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Only one object may occupy a given floor location, which may or may not also |
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contain one creature. Doors, rubble, traps, and staircases are considered |
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"objects" for this purpose. As below, any item may actually be a "pile" of |
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up to 99 identical items. With the right choice of "options", you may be |
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able to "stack" several items in the same grid. |
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You pick up objects by moving on top of them. You can carry up to 23 |
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different items in your backpack while wearing and wielding up to 12 others. |
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Although you are limited to 23 different items, each item may actually be a |
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"pile" of up to 99 similar items. If you "t"ake off an item, it will go |
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into your backpack if there is room: if there is no room in your backpack, |
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it will drop onto the floor, so be careful when swapping one wielded weapon |
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or worn piece of armor for another when your pack is full. |
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You are, however, limited in the total amount of weight that you can carry. |
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As you approach this value, you become slower, making it easier for monsters |
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to chase you. Note that there is no upper bound on how much you can carry, |
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if you do not mind being slow. Your weight "limit" is determined by your |
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strength. |
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Many objects found within the dungeon have special commands for their use. |
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Wands must be Aimed, staves must be Used, scrolls must be Read, and potions |
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must be Quaffed. You may, in general, not only use items in your pack, but |
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also items on the ground, if you are standing on top of them. |
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Chests are complex objects, containing traps, locks, and possibly treasure |
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or other objects inside them once they are opened. Many of the commands |
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that apply to traps or doors also apply to chests and, like traps and doors, |
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these commands do not work if you are carrying the chest. |
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One item in particular will be discussed here. The scroll of "Word of |
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Recall" can be found within the dungeon, or bought at the temple in town. |
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It acts in two manners, depending upon your current location. If read |
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within the dungeon, it will teleport you back to town. If read in town, it |
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will teleport you back down to the deepest level of the dungeon which your |
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character has previously been on. This makes the scroll very useful for |
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getting back to the deeper levels of Angband. Once the scroll has been |
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read it takes a while for the spell to act, so don't expect it to save you |
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in a crisis. Reading a second scroll before the first has had a chance to |
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take effect will cancel both scrolls. |
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You may "inscribe" any object with a textual inscription of your choice. |
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These inscriptions are not limited in length, though you may not be able to |
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see the whole inscription on the item. The game applies special meaning to |
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inscriptions containing any text of the form "@#" or "@x#" or "!x" or "!*", |
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see "commands.txt". |
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The game provides some "fake" inscriptions to help you keep track of your |
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possessions. Wands and staves which are known to be empty will be inscribed |
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with "empty". Objects which have been tried at least once but haven't been |
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identified yet will be inscribed with "tried". Cursed objects are inscribed |
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with "cursed". Broken objects may be inscribed with "broken". Also, any |
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item which was purchased at a discount, implying that it is slightly |
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"sub-standard", will be inscribed with the appropriate "discount", such as |
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"25% off". Note that these inscriptions are fake, and cannot be removed. |
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Also, occasionally you will notice that something in your inventory or |
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equipment list seems to be magical. High level characters are much more |
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likely to notice this than beginning characters. When you do notice this, |
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the item in question will be inscribed with "good" or "cursed" as is |
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relevant. Warriors, paladins (both well acquainted with weapons and armor) |
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and rogues (who have handled many powerful items in their time as stolen |
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goods) are more sensitive, and can notice not just that an item is out of |
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the ordinary, but just *how* extraordinary it is: they can notice an |
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"excellent" item (ego item), a "worthless" one (cursed ego item), a |
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"special" one (artifact) and a "terrible" one (cursed artifact). All |
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classes will know an item is "special" if it cannot be destroyed with the |
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"k" command (original keyset.) |
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It is rumored that rings of power and extra rare spell books may be found |
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deeper in the dungeon... |
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And lastly, a final warning: not all objects are what they seem. The line |
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between tasty food and a poisonous mushroom is a fine one, and sometimes a |
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chest full of treasure will grow teeth in its lid and bite your hand off... |
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=== Cursed Objects === |
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Some objects, mainly armor and weapons, have had curses laid upon them. |
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These horrible objects will look like any other normal item, but will |
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detract from your character's stats or abilities if worn. They will also |
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be impossible to remove until a remove curse is performed. In fact some |
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are so badly cursed that even this will not work, and more potent methods |
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are needed. |
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If you wear or wield a cursed item, you will immediately feel deathly cold, |
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and the item will be marked with the fake inscription "cursed". |
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Shopkeepers will refuse to buy any item which is known to be cursed, either |
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by having been identified or by being marked with the fake inscription. |
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=== Mining === |
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Much of the treasure within the dungeon can be found only by mining it out |
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of the walls. Many rich strikes exist within each level, but must be found |
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and mined. Quartz veins are the richest, yielding the most metals and gems, |
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but magma veins will have some hoards hidden within. |
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Mining is rather difficult without a pick or shovel. Picks and shovels have |
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an additional magical ability expressed as `(+#)'. The higher the number, |
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the better the magical digging ability of the tool. A pick or shovel also |
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has plusses to hit and damage, and can be used as a weapon, because, in fact, |
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it is one. |
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When a vein of quartz or magma is located, the character may wield his pick |
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or shovel and begin digging out a section. When that section is removed, he |
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can locate another section of the vein and begin the process again. Since |
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granite rock is much harder to dig through, it is much faster to follow the |
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vein exactly and dig around the granite. Eventually, it becomes easier to |
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simply kill monsters and discover items in the dungeon to sell, than to walk |
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around digging for treasure. But, early on, mineral veins can be a wonderful |
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source of easy treasure. |
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| 363 |
If the character has a scroll, staff, or spell of treasure location, he can |
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| 364 |
immediately locate all strikes of treasure within a vein shown on the |
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| 365 |
screen. This makes mining much easier and more profitable. |
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| 366 |
|
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| 367 |
Note that a character with high strength and/or a heavy weapon does not need |
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| 368 |
a shovel/pick to dig, but even the strongest character will benefit from a |
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| 369 |
pick if trying to dig through a granite wall. |
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| 370 |
|
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| 371 |
It is sometimes possible to get a character trapped within the dungeon by |
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| 372 |
using various magical spells and items. So it can be a good idea to always |
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| 373 |
carry some kind of digging tool, even when you are not planning on tunneling |
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| 374 |
for treasure. |
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| 375 |
|
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| 376 |
There are rumors of certain incredibly profitable rooms buried deep in the |
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| 377 |
dungeon and completely surrounded by titanium and granite walls, requiring |
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| 378 |
a digging implement or magical means to enter. The same rumors imply that |
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| 379 |
these rooms are guarded by incredibly powerful monsters, so beware! |
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| 380 |
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| 381 |
|
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| 382 |
=== Staircases, Secret Doors, Passages, and Rooms === |
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| 383 |
|
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| 384 |
Staircases are the manner in which you get deeper or climb out of the |
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| 385 |
dungeon. The symbols for the up and down staircases are the same as the |
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| 386 |
commands to use them. A "<" represents an up staircase and a ">" represents |
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| 387 |
a down staircase. You must move your character over the staircase before |
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| 388 |
you can use it. |
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| 389 |
|
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| 390 |
Each level has at least one up staircase and at least two down staircases. |
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| 391 |
There are no exceptions to this rule. You may have trouble finding some well |
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| 392 |
hidden secret doors, or you may have to dig through obstructions to get to |
|---|
| 393 |
them, but you can always find the stairs if you look hard enough. Stairs, |
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| 394 |
like titanium walls, and shop entrances, cannot be destroyed by any means. |
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| 395 |
|
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| 396 |
Many secret doors are used within the dungeon to confuse and demoralize |
|---|
| 397 |
adventurers foolish enough to enter. But with some luck, and lots of |
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| 398 |
concentration, you can find these secret doors. Secret doors will sometimes |
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| 399 |
hide rooms or corridors, or even entire sections of that level of the |
|---|
| 400 |
dungeon. Sometimes they simply hide small empty closets or even dead ends. |
|---|
| 401 |
Secret doors always look like granite walls, just like traps always look |
|---|
| 402 |
like normal floors. |
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| 403 |
|
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| 404 |
Creatures in the dungeon will generally know and use these secret doors, and |
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| 405 |
can often be counted on to leave them open behind them when they pass |
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| 406 |
through. |
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| 407 |
|
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| 408 |
For historical reasons, secret doors are never locked. |
|---|
| 409 |
|
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| 410 |
|
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| 411 |
=== Winning The Game === |
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| 412 |
|
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| 413 |
Once your character has killed Sauron, who lives on level 99 (4950') in the |
|---|
| 414 |
dungeon, a magical staircase will appear that will allow you to finally reach |
|---|
| 415 |
level 100. Morgoth lurks on this level of his dungeon, and you will not be |
|---|
| 416 |
able to go below his level until you have killed him. Try to avoid wandering |
|---|
| 417 |
around on level 100 unless you are ready for him, since he has a habit of |
|---|
| 418 |
coming at you across the dungeon, the Mighty Hammer 'Grond' in hand, to slay |
|---|
| 419 |
you for your impudence. |
|---|
| 420 |
|
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| 421 |
Morgoth cannot be killed by some of the easier methods used on normal |
|---|
| 422 |
creatures. Morgoth, like all other "Unique" monsters, will simply teleport |
|---|
| 423 |
away to another region of the level if you attempt to use a spell such as |
|---|
| 424 |
destruction is upon him. Morgoth, like some other monsters, cannot be |
|---|
| 425 |
polymorphed, slept, charmed, or banished. Magical spells like Mana Storm |
|---|
| 426 |
and Orb of Draining are effective against him, as are some of the more |
|---|
| 427 |
powerful weapons, but he is difficult to kill and if allowed to escape for |
|---|
| 428 |
a time he will heal himself rapidly. |
|---|
| 429 |
|
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| 430 |
If you should actually survive the attempt of killing Morgoth, you will |
|---|
| 431 |
receive the status of WINNER. You may continue to explore, and may even |
|---|
| 432 |
save the game and play more later, but since you have defeated the toughest |
|---|
| 433 |
creature alive, there is really not much point. Unless you wish to listen |
|---|
| 434 |
to the rumors of a powerful ring buried somewhere in the dungeon, or a suit |
|---|
| 435 |
of dragon scale mail that resists everything... |
|---|
| 436 |
|
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| 437 |
When you are ready to retire, simply "commit suicide" (using the "Q" key) |
|---|
| 438 |
to have your character entered into the high score list as a winner. Note |
|---|
| 439 |
that until you retire, you can still be killed, so you may want to retire |
|---|
| 440 |
before wandering into yet another horde of greater demons. |
|---|
| 441 |
|
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| 442 |
|
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| 443 |
=== Upon Death and Dying === |
|---|
| 444 |
|
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| 445 |
If your character falls below 0 hit points, he has died and cannot be |
|---|
| 446 |
restored. A tombstone showing information about your character will be |
|---|
| 447 |
displayed. You are also permitted to get a record of your character, and |
|---|
| 448 |
all your equipment (identified) either on the screen or in a file. |
|---|
| 449 |
|
|---|
| 450 |
Your character will leave behind a reduced save file, which contains only |
|---|
| 451 |
the monster memory and your option choices. It may be restored, in which |
|---|
| 452 |
case a new character is generated exactly as if the file was not there, but |
|---|
| 453 |
the new player will find his monster memory containing all the experience |
|---|
| 454 |
of past incarnations. |
|---|
| 455 |
|
|---|
| 456 |
There are a variety of ways to "cheat" death (including using a special |
|---|
| 457 |
"cheating option") when it would otherwise occur. This will fully heal |
|---|
| 458 |
your character, returning him to the town, and marking him in various |
|---|
| 459 |
ways as a character which has cheated death. Cheating death, like using |
|---|
| 460 |
any of the "cheating options", will prevent your character from appearing |
|---|
| 461 |
on the high score list. |
|---|
| 462 |
|
|---|