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diff --git a/lib/help/dungeon.html b/lib/help/dungeon.html deleted file mode 100644 index a6e8c8b7..00000000 --- a/lib/help/dungeon.html +++ /dev/null @@ -1,689 +0,0 @@ -<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.0 Transitional//EN"> -<html> -<head> - <title>T.o.M.E. Documentation</title> - <meta name="description" content="ToME and TomeNET homepage. ToME is a roguelike dungeon exploration game, based on Angband."> - <meta name="keywords" content="angband, tome, tomenet, library, angband, official, roguelike"> -</head> -<body bgcolor="#000000" text="#FFFFFF" link="#CC0000" alink="#FF9900" vlink="#FFCC66"> -<FONT text="#CCCCCC"> -<PRE><TT> -<A NAME="02"></A><FONT COLOR="#FF0000"> /----------------------------------------\</FONT> -<FONT COLOR="#FF0000"> < The Dungeons and Places of Middle-earth ></FONT> -<FONT COLOR="#FF0000"> \----------------------------------------/</FONT> - - <A HREF="dungeon.html#4">Symbols On Your Map</A> <A HREF="dungeon.html#7">The Town and Buildings</A> - <A HREF="dungeon.html#1">The Wilderness</A> <A HREF="dungeon.html#6">In the Dungeon</A> - <A HREF="dungeon.html#8">Objects</A> <A HREF="dungeon.html#13">Mining</A> - <A HREF="dungeon.html#12">Doors, Rooms, Staircases etc.</A> <A HREF="dungeon.html#18">Pets</A> - <A HREF="dungeon.html#14">Winning</A> <A HREF="dungeon.html#15">Dying</A> - <A HREF="dungeon.html#16">Where to get more help</A> - -After you have <A HREF="birth.html">created your character</A>, you will begin your ToME -adventure. Symbols appearing on your screen will represent the world'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 "<A HREF="command.html">command.txt</A>"). - -<A NAME="03"></A><A NAME="04"></A><FONT COLOR="#FF0000">=== Symbols On Your Map ===</FONT> - -Symbols on your map can be broken down into three categories: Features of -the world 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 "<A HREF="command.html">command.txt</A>"). - -Note that you can use a <A HREF="command.html#105">"user pref file"</A> to change any of these symbols to -something you are more comfortable with. - - -<FONT COLOR="#00FF00"> Features that do not block line of sight</FONT> - - . A floor space 1 Entrance to General Store - . A trap (hidden) 2 Entrance to Armoury - ^ A trap (known) 3 Entrance to Weapon Smith - <FONT COLOR="#FFFF00">;</FONT> A glyph of warding 4 Entrance to Temple - <FONT COLOR="#C08040">'</FONT> An open door 5 Entrance to Alchemy Shop - <FONT COLOR="#C08040">'</FONT> A broken door 6 Entrance to Magic Shop - < A staircase up 7 Entrance to the Black Market - <FONT COLOR="#FFFF00"><</FONT> A quest exit 8 Entrance to your Home - <FONT COLOR="#C00000"><</FONT> A quest up level 9 Entrance to Bookstore - <FONT COLOR="#C08040"><</FONT> A shaft up <FONT COLOR="#C00000">></FONT> A quest down level - > A staircase down <FONT COLOR="#C08040">></FONT> A shaft down - <FONT COLOR="#FFFF00">></FONT> A quest entrance <FONT COLOR="#FF00FF">></FONT> Dungeon entrance - _ A fountain <FONT COLOR="#404040">_</FONT> An empty fountain - * Straight road start/exit <FONT COLOR="#00FFFF">*</FONT> Section of the Straight Road - <FONT COLOR="#0000FF">*</FONT> Section of the Straight Road <FONT COLOR="#C0C0C0">*</FONT> Section of the Straight Road - <FONT COLOR="#404040">*</FONT> Corrupted straight road <FONT COLOR="#FF0000">*</FONT> An explosive rune - <FONT COLOR="#00FFFF">~</FONT> Stream of water (shallow) <FONT COLOR="#0000FF">~</FONT> Stream of water (deep) - <FONT COLOR="#804000">~</FONT> Tainted stream (water) <FONT COLOR="#808080">#</FONT> Underground tunnel - <FONT COLOR="#C08040">#</FONT> Pool of lava (shallow) <FONT COLOR="#C00000">#</FONT> Pool of lava (deep) - <FONT COLOR="#404040">#</FONT> Dark pit <FONT COLOR="#804000">.</FONT> Dirt - <FONT COLOR="#008040">.</FONT> Patch of Grass <FONT COLOR="#C0C0C0">.</FONT> Ice - <FONT COLOR="#FFFF00">.</FONT> Sand <FONT COLOR="#404040">.</FONT> Ash - <FONT COLOR="#804000">.</FONT> Mud <FONT COLOR="#FF00FF">.</FONT> Nether mist - <FONT COLOR="#C00000">.</FONT> Floor <FONT COLOR="#404040">0</FONT> Altar of Darkness - <FONT COLOR="#FF0000">0</FONT> Altar of Force <FONT COLOR="#00FFFF">0</FONT> Altar of Winds - <FONT COLOR="#C0C0C0">0</FONT> Altar of Being <FONT COLOR="#FF00FF">+</FONT> Void Jumpgate - <FONT COLOR="#FF00FF">;</FONT> Monster trap <FONT COLOR="#00FFFF">.</FONT> Glass wall - <FONT COLOR="#FFFFFF">#</FONT> Illusion wall <FONT COLOR="#008040">;</FONT> Grass with flowers - <FONT COLOR="#FFFFFF">.</FONT> Cobblestone road <FONT COLOR="#008040">#</FONT> Small tree - <FONT COLOR="#FFFFFF">*</FONT> Town (in wilderness) <FONT COLOR="#C08040">^</FONT> Underground tunnel - <FONT COLOR="#FFFF00">+</FONT> A web - -<FONT COLOR="#00FF00"> Features that block line of sight</FONT> - - <FONT COLOR="#FFFFFF">#</FONT> A secret door # A wall - <FONT COLOR="#C08040">+</FONT> A closed door % A mineral vein - <FONT COLOR="#C08040">+</FONT> A locked door <FONT COLOR="#FF8000">*</FONT> A mineral vein + treasure - <FONT COLOR="#C08040">+</FONT> A jammed door <FONT COLOR="#FFFFFF">:</FONT> A pile of rubble - <FONT COLOR="#404040">#</FONT> A dead tree <FONT COLOR="#C0C0C0">#</FONT> Ice wall - <FONT COLOR="#00FF00">#</FONT> A tree <FONT COLOR="#FFFF00">#</FONT> Sand wall - <FONT COLOR="#C08040">^</FONT> A mountain chain <FONT COLOR="#C0C0C0">^</FONT> High mountain chain - - -<FONT COLOR="#00FF00"> Objects</FONT> - - ! A potion (or flask) / A pole-arm - ? A scroll, book, map, parchment / Music instrument - ? A rune, runestone | An edged weapon - , A mushroom (or food) \ A hafted weapon or digger - - A wand, rod or rod tip } A sling, bow, or x-bow - _ A staff { A shot, arrow, bolt, boomerang - = A ring ( Soft armour/cloak - " An amulet [ Hard armour - $ Gold or gems ] Misc. armour - ~ Lites, Tools, Chests, etc ) A shield - ~ Junk, Sticks, Skeletons, etc ` Trapping kit, climbing set - ~ Stone, random artifact o Egg - * An essence & (unused) - -<A NAME="05"></A><FONT COLOR="#00FF00"> Monsters</FONT> - - $ Creeping Coins , Mushroom Patch - a Giant Ant A Angelic being - b Giant Bat B Bird - c Giant Centipede C Canine - d Dragon D Ancient Dragon - e Floating Eye E Elemental - f Feline F Dragon Fly - g Golem G Ghost - h Humanoids H Hybrid - i Icky-Thing I Insect - j Jelly J Snake - k Kobold K Killer Beetle - l Giant Louse L Lich - m Mold M Multi-Headed Hydra - n Naga N (unused) - o Orc O Ogre - p Human P Giant Human(oid) - q Quadruped 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 - - -<A NAME="07"></A><FONT COLOR="#FF0000">=== The Town Level ===</FONT> - -The town level is where you will begin your adventure. The town consists of -several buildings (most with an entrance), some townspeople, and a main wall -which surrounds the town (with gates in it). Outside the gates may be found -unclaimed lands and wilderness, where beasts still run wild. The first time -you are in town it will be daytime (unless you are an undead character), but -note that the sun will rise and set (rather instantly) as time passes. - -There are a few different towns around the world map, and your starting town -will eventually become too small for you (if you survive the dangers of the -dungeon). Other towns will have some different facilities, and you can find -your way to other towns by reading the "Adventurer's Guide to Middle-earth" -parchment that *every* character begins the game with. - - -<FONT COLOR="#FF0000">=== Townspeople ===</FONT> - -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. - -<A NAME="21"></A><FONT COLOR="#FF0000">=== Town Buildings ===</FONT> - -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. 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. <FONT COLOR="#00FFFF">To enter</FONT> -<FONT COLOR="#00FFFF">a store, simply move onto the entrance, which is represented by a number</FONT> -<FONT COLOR="#00FFFF">from 1 to 9.</FONT> - -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 -recognise 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. - -Once inside a store, you will see the name and race of the store owner, the -name of the store, the maximum amount of cash that the store owner will pay -for any one item, and the store inventory, listed along with tentative -prices, which will become "fixed" (at the "final offer") should you ever -manage to haggle a store owner down to his final offer. - -You will also see an (incomplete) list of available commands. 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. - -<FONT COLOR="#00FF00">The General Store ("1")</FONT> - 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. - -<FONT COLOR="#00FF00">The Armoury ("2")</FONT> - The Armoury is where the town's armour is fashioned. All sorts of - protective gear may be bought and sold here. - -<FONT COLOR="#00FF00">The Weaponsmith's Shop ("3")</FONT> - 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. - -<FONT COLOR="#00FF00">The Temple ("4")</FONT> - The Temple deals in healing and restoration potions, as well as bless - scrolls, word of recall scrolls, some approved priestly weapons, and - priest spell books. - -<FONT COLOR="#00FF00">The Alchemy shop ("5")</FONT> - The Alchemy Shop deals in all types of potions and scrolls. - -<FONT COLOR="#00FF00">The Magic User's Shop ("6")</FONT> - The Magic User's Shop deals in all sorts of rings, wands, amulets, and - staves, as well as spell books. - -<FONT COLOR="#00FF00">The Black Market ("7")</FONT> - 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... - -<FONT COLOR="#00FF00">Your Home ("8")</FONT> - This is your house where you can store objects that you - cannot carry on your travels, or will need at a later date. - -<FONT COLOR="#00FF00">The Bookstore ("9")</FONT> - The Bookstore deals in all sorts of magical books. You can purchase - and sell spellbooks for spellcasters and priests here. - - -<FONT COLOR="#FF0000">Other Buildings</FONT> -In addition to the basic stores, there are some special buildings that can be -found in some towns. These Buildings (represented by +'s) include: - -<FONT COLOR="#00FF00">Mayor's Office/Castle</FONT> - The home office for the town, adventurer's looking for work besides - exploring the dungeon should hunt in here. - -<FONT COLOR="#00FF00">Pet Shop</FONT> - Great place to purchase eggs and get pets. - -<FONT COLOR="#00FF00">The Soothsayer</FONT> - To discover what <A HREF="fatespoi.html">fates ("a")</A> lie in store for you. - -<FONT COLOR="#00FF00">The Prancing Pony</FONT> - Wine, dine, rest and relax! - -<FONT COLOR="#00FF00">The Nest</FONT> - Thunderlords are masters of teleportation, and will consent to bear you - to your chosen dungeon destination for a fee. - -<FONT COLOR="#00FF00">Beastmaster Shanty</FONT> - For those who enjoy trophy hunting, and to research that strange animal - you saw during your adventures. - -<FONT COLOR="#00FF00">Fighters Hall</FONT> - The place to reforge weapons and armour. - -<FONT COLOR="#00FF00">Rangers Guild</FONT> - The place to reforge distance weapons and their ammunition. - -<FONT COLOR="#00FF00">Library</FONT> - For information of all kinds. - -<FONT COLOR="#00FF00">Gambling House</FONT> - Read the <A HREF="gambling.html">rules ("b")</A> before paying. And, the games - are not rigged, just naturally difficult. - -<FONT COLOR="#00FF00">Tower of Magery/Wizards Spire</FONT> - The wizards will identify your items or recharge your magical items for - a fee. - -<FONT COLOR="#00FF00">Inner temple/Priests Circle</FONT> - A place of healing. - -<FONT COLOR="#00FF00">Paladin guild</FONT> - Some healing and enchantments available. - - -<A NAME="1"></A><FONT COLOR="#FF0000">=== The Wilderness and the Wilderness Map ===</FONT> - -Between the towns, the hand of civilisation has not tamed the lands, and -wild creatures run rampant. This is another place that is worth exploring. -Hidden within the wilderness are several interesting locations, with the -four main ones for any adventurer - Barrow Downs, Mirkwood, Mordor and -Angband each being located at or near one of the main towns of Middle- -earth. These locations should be explored consecutively, as each one -increases in difficulty from the point where the previous dungeon finished. -A new character should not try to go at Mordor or Angband as their first -dungeon (well, not if you wish to survive your first step, anyway)! - -As well as these (and other) locations, the wilderness can be a good place -to go when you are seeking a change to the scenery of the dungeons, or just -a bit of fast experience. - -Be warned - some creatures found in the Wilderness can be quite dangerous, -and travel through the wilderness can be time-consuming. If you are wishing -to simply move to another town, there is an overview map (called the -"Wilderness Map") that can be travelled through by going up "<" from the -town level. While travelling through this map, your character is still having -to actually walk through each square of the normal view, but you only see the -end result of them moving from one 4x4 panel to the next. As such, food -consumption will appear to be much higher in the Wilderness View than it is -normally, and it is recommended that you travel prepared. It is also possible -for the wild creatures within the wilderness to ambush you when travelling, -which will force you out of the Wilderness Map so that you can safely get -yourself out of trouble, before continuing on your way. - -All of the special locations can be seen as downstairs (">") on the -Wilderness Map and towns as "*"s. This makes it *much* easier to find your -way from one interesting place to another. - -The "Adventurer's Guide to Middle-earth" (a parchment that *every* -character begins the game with) contains details about the towns and -some of the dungeons, including rough directions on how to get there. - -<A NAME="06"></A><FONT COLOR="#FF0000">=== Within The Dungeon ===</FONT> - -Once your character is adequately supplied with food, light, armor, and -weapons, he is ready to enter Barrow Downs. 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 rectangular regions several times -larger than the screen. 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. - -<A NAME="23"></A>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. - -<A NAME="08"></A><FONT COLOR="#FF0000">=== Objects Found In The Dungeon ===</FONT> - -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 (like you?) that proceeded into the dungeon before you. -They get killed, and the helpful creatures scatter the various treasures -throughout the dungeon. Most cursed items are placed there by the joyful evil -sorcerers, who enjoy a good joke when it gets you killed. - -You pick up objects by moving on top of them. You can carry up to 23 -different items in your backpack while wearing and wielding up to 12 others. -Although you are limited to 23 different items, each item may actually be a -"pile" of up to 99 similar items. If you somehow manage to stuff 24 items -into your pack, for example, by removing an item from your head while your -pack is full, then your pack will "overflow" and the most recently added -item will fall out and onto the ground. You will be warned about any command -that seems likely to induce this behaviour. - -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. - -Objects do not block the line of sight, but may stack on top of one another, -with the one on top hiding others beneath it. - - Q: I'm standing on a pile of items. How do I see what's in the pile - without picking it all up, moving it, or destroying it all? - A: 1. Stand on the pile in question - 2. Type shift + i (examine) - 3. Type - (examine items on floor) - 4. Type * (expand list of items on floor) - 5. (as needed) Type letter associated with item to look at it more - closely. - -Objects may also obscure stairs, Ways and void jumpgates. - - Q: I'm standing on a pile of items. Is there a command to see if - there is a stair beneath the pile? - A: Stairs, void jumpgates and Ways that obscured by clutter still - function. - You are advised to take a good hard look at your surroundings before - creating lots of dungeon clutter. You can see if there is a stair - beneath the pile with either of these methods: - 1. Pick up, move, or eliminate the pile. - 2. Press l (look), then select the square you wish to inquire about. - Press <enter>; it will scroll through everything on the ground, - and eventually it ends with "It is in a Void Jumpgate", or - whatever. - - -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. For a detailed -list of the commands to use objects, see <A HREF="command.html">command.txt</A>. - -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. <FONT COLOR="#00FFFF">The scroll of "Word of</FONT> -<FONT COLOR="#00FFFF">Recall"</FONT> 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 the dungeon. 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. Since an accidental dive to a new depth -(via a trapdoor, for example), may result in the Word of Recall dungeon depth -being 'broken', so to speak (meaning that the next Word of Recall in town -will take you back deeper than you would like to), there is a feature in -ToME which allows you to read a scroll of Word of Recall on a different -level and 'reset' the recall depth to that level (instead of the deepest -level). Some dungeons cannot be recalled into, though you can still recall -out. - -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 "<A HREF="command.html">command.txt</A>" and "<A HREF="macrofaq.html">macrofaq.txt</A>". - -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. You can increase your ability to notice magical effects of armour -and weapons by increasing the <A HREF="skills.html#1">Combat</A> skill. You can increase your ability -to sense particularly well enchanted magical items (potions, scrolls. wands -etc) by increasing your <A HREF="skills.html#21">Magic</A> skill. If you increase these -high enough, you will gain a special method of "sensing" your -inventory/equipment items, which tells you if an item is "good" or "cursed", -but also if it is "average", "special", "excellent", "terrible" or "worthless". -<A NAME="21"></A>The colour of the letter that identifies each item in your backpack can tell -you something about their magical status. Grey indicates the item has not been -identified yet. After identification, the colour changes to one of the -following: white, indicating it is normal; b;ue indicates it is an ego-item -(pseudo-id's as {excellent}); yellow indicates it is an artifact {special}; -green shows it is an artifact which is part of a set. - -It is rumoured 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... - -<A NAME="09"></A><A NAME="10"></A><FONT COLOR="#FF0000">=== Cursed Objects ===</FONT> - -Some objects, mainly armour and weapons, have had curses laid upon them. -These horrible objects will look like any other normal item, but will -detract from your character's stats or abilities if worn. They will also -be impossible to remove until a remove curse is done. In fact some are -so badly cursed that even this will not work, and more potent methods are -needed. - -If you wear or wield a cursed item, you will immediately feel something -wrong. The item will also be inscribed "cursed". - -Shopkeepers will refuse to buy any known cursed item. -<A NAME="13"></A><A NAME="11"></A><FONT COLOR="#FF0000">=== Digging and Mining ===</FONT> - -It is possible for you to be trapped within the dungeon. You will not be able -to dig your way out without a digging tool (shovel, pick, or other means of -digging). It is absolutely essential to always carry some kind of digging tool, -even when you are not planning on tunnelling for treasure. Do not leave the -town level of Bree without a digger! - -Picks and shovels have a digging ability expressed as "(+<num>)", e.g. (+2). -The higher the number, the better the digging ability of the tool. Diggers are -effective against rubble, trees, and many walls. Rubble and veins may hide -treasure; trees do not. - -You dig in something with the dig (shift + t) command. Thorough digging removes -one ASCII square (i.e. tile) of what is being dug. This may require multiple -attempts depending on how good your digger is. Once the square is removed, you -will be informed if you found anything there. If another diggable square exists -beyond the area you just dug, you can begin the process again. - -Some dungeons contain rich strikes which may be found only by mining it out of -the walls. Quartz veins are the richest, yielding the most metals and gems, but -magma veins may also hide hoards within them. When digging rock, granite is -much harder to dig through than quartz or magma veins, so it is much faster to -follow a vein exactly and dig around the granite. There is also a game option -for highlighting magma and quartz within the walls, which makes this easier. - -If the Character has a scroll, staff, or spell of treasure location, she can -immediately locate all strikes of treasure within a vein shown on the screen. -This makes mining much easier and more profitable. -<A NAME="12"></A><FONT COLOR="#FF0000">=== Staircases, Ways, Void jumpgates, Secret Doors, Passages, and Rooms ===</FONT> - -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. You use it by typing the same character as the staircase -itself (either "<" or ">".) - -In flat environments such as forests, Ways replace staircases. On the map, Ways -are identical to staircases and behave the same way. - -Yellow down stairs and Ways are quest entrances. - -Shafts are also represented by "<" or ">", but are brown. They work similarly -to stairs and Ways, but if you use one, you might traverse more than dungeon -level all in one go as a result. - -Stairs, impenetrable walls, and shop entrances like titanium walls, and the -doors into shops, cannot be destroyed by any means (although their location can -occasionally change under the right circumstances). -<A NAME="23"></A>A void jumpgate appears on your map as a violet '+'. Jumpgates always occur in -pairs. To activate a jumpgate, stand on it and type ">". You will instantly -appear on top of its paired jumpgate, which will be somewhere else on the same -dungeon level. - -Many secret doors are used within the dungeon to confuse and demoralise -adventurers foolish enough to enter. But with some luck, and lots of -concentration, you can find these secret doors. Secret doors will sometimes -hide rooms or corridors, or even entire sections of that level of the -dungeon. Sometimes they simply hide small empty closets or even dead ends. -Secret doors always look like granite walls, just like traps always look -like normal floors. - -Creatures in the dungeon will generally know and use these secret doors, and -can often be counted on to leave them open behind them when they pass -through. - -For historical reasons, secret doors are never locked. - -<A NAME="18"></A><A NAME="19"></A><A NAME="20"></A><FONT COLOR="#FF0000">=== Pets and Companions ===</FONT> -You may, in the course of a game acquire friendly monsters who will help you -defeat enemies. There are several different types of these, you can determine -which your monster is by 'l'ooking at it. -<FONT COLOR="#FF00FF">neutral</FONT> This monster will not help you by attacking other monsters, but nor - will it attack you. -<FONT COLOR="#FF00FF">co-aligned</FONT> This monster will attack other enemy monsters, but you will not - gain any experience for it's kills. -<FONT COLOR="#FF00FF">pet</FONT> This monster will kill things for you. The amount of experience you gain - from its kills is determined by the level of your <A HREF="skills.html#42">Monster-lore</A> skill. - This monster will gain levels and experience of its own, but cannot travel - between dungeon levels. -<FONT COLOR="#FF00FF">companion</FONT> This type of monster will not only take experience and level up like - pets, but will also follow you from one dungeon level to the next. If - you successfully complete an adventurer quest for a lost sword and let - him join you, he will become a companion. Once again the amount of - experience you gain from a companions kill depends upon your - Monster-lore skill. -Your Monster-lore skill also determines the maximum amount of pets and -companions you can have at any one time. - -Pets, companions and co-aligned creatures cannot deliver killing blows to -uniques or quest monsters. You must do this yourself! - -You can give commands to pets and companions to make them more useful, using the -'P' command. The list of available commands is as follows: -<FONT COLOR="#FF00FF">dismiss companions</FONT> Dismisses your companions. They can be difficult to get rid - of any other way. -<FONT COLOR="#FF00FF">dismiss pets</FONT> Dismisses pets. You will be given the opportunity to dismiss all - current pets, or if you answer no to that first question, to - dismiss specific pets. -<FONT COLOR="#FF00FF">call pets</FONT> Calls your pets (and companions) to you. -<FONT COLOR="#FF00FF">follow me</FONT> Asks your pets (and companions) to follow you. They do have a mind of - their own, and may not be able to travel as fast as you can. -<FONT COLOR="#FF00FF">seek and destroy</FONT> Selecting this will cause your pets and companions to wander - further from you, looking for enemies to kill. -<FONT COLOR="#FF00FF">allow/disallow open doors</FONT> Selecting this toggles whether your pets and - companions can open doors. -<FONT COLOR="#FF00FF">allow/disallow pickup items</FONT> Selecting this toggles whether your pets and - companions can pick up items. Disallowing it will - cause the monster to drop any items he is carrying on - the floor. -<FONT COLOR="#FF00FF">give target to a friend</FONT> Selecting this will cause one of your pets or - companions to attack your current target. -<FONT COLOR="#FF00FF">give target to all friends</FONT> Causes all pets or companions to attack your - current target. -<FONT COLOR="#FF00FF">friend forget target</FONT> All your friends will follow their normal attack - patterns, neglecting any targets you have given them. - -<A NAME="14"></A><FONT COLOR="#FF0000">=== Game Objectives ===</FONT> - -In ToME you will be required to complete a certain number of quests. Your -first quest is to discover the true nature of the evil lurking in the Tower of -Dol Goldur near Mirkwood - -Each quest may lead on to others, and many quests can be postponed until when -you feel ready to tackle them. Simply explore other dungeons until you feel you -have gained enough experience to tackle your next task. Other quests are -optional and can be used for further experience. - -When you are ready to retire, simply "commit suicide" ("^Q") 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 nasties... - -You may also like to make a character sheet of your winning character (by -going through the "C"haracter screen and choosing "f"ile, and posting in the -rec.games.roguelike.angband newsgroup with a text copy of the dump pasted -into the post. Include details about anything major that happened to your -character - did they find a ring of speed (+10) on dungeon level 2? Or had -they reached dungeon level 60 before finding their first artifact? Did you -have a really scary moment that stands out from the rest of the game? And how -*did* you actually win the game, anyway? - -<A NAME="15"></A><A NAME="17"></A><FONT COLOR="#FF0000">=== Upon Death and Dying ===</FONT> - -If your character falls below 0 hit points, he has died and cannot be -restored (for most classes, anyway). 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 the 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. - -In this way, death in ToME is permanent. You cannot simply 'reload at the last -save' as in most other contemporary games. Death is permanent. Just as it is -in real life in fact. - -</TT></PRE> -</FONT> -</body> -</html> |