summaryrefslogtreecommitdiff
path: root/lib/help/dungeon.html
diff options
context:
space:
mode:
Diffstat (limited to 'lib/help/dungeon.html')
-rw-r--r--lib/help/dungeon.html689
1 files changed, 0 insertions, 689 deletions
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>