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diff --git a/lib/help/dungeon.txt b/lib/help/dungeon.txt new file mode 100644 index 00000000..e4014884 --- /dev/null +++ b/lib/help/dungeon.txt @@ -0,0 +1,632 @@ +|||||oy +~~~~~02|Dungeons +#####R /----------------------------------------\ +#####R < The Dungeons and Places of Middle-earth > +#####R \----------------------------------------/ + + *****dungeon.txt*04[Symbols On Your Map] *****dungeon.txt*07[The Town and Buildings] + *****dungeon.txt*01[The Wilderness] *****dungeon.txt*06[In the Dungeon] + *****dungeon.txt*08[Objects] *****dungeon.txt*13[Mining] + *****dungeon.txt*12[Doors, Rooms, Staircases etc.] *****dungeon.txt*18[Pets] + *****dungeon.txt*14[Winning] *****dungeon.txt*15[Dying] + *****dungeon.txt*16[Where to get more help] + +After you have created your character, 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 "*****command.txt*0[command.txt]"). + +~~~~~03|Symbols +~~~~~04|Identifying features +#####R=== Symbols On Your Map === + +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 "*****command.txt*0[command.txt]"). + +Note that you can use a "user pref file" to change any of these symbols to +something you are more comfortable with. + + +#####G Features that do not block line of sight + + . A floor space 1 Entrance to General Store + . A trap (hidden) 2 Entrance to Armoury + ^ A trap (known) 3 Entrance to Weapon Smith + [[[[[y;] A glyph of warding 4 Entrance to Temple + [[[[[U'] An open door 5 Entrance to Alchemy Shop + [[[[[U'] A broken door 6 Entrance to Magic Shop + < A staircase up 7 Entrance to the Black Market + [[[[[y<] A quest exit 8 Entrance to your Home + [[[[[r<] A quest up level 9 Entrance to Bookstore + [[[[[U<] A shaft up [[[[[r>] A quest down level + > A staircase down [[[[[U>] A shaft down + [[[[[y>] A quest entrance [[[[[v>] Dungeon entrance + _ A fountain [[[[[D_] An empty fountain + * Straight road start/exit [[[[[B*] Section of the Straight Road + [[[[[b*] Section of the Straight Road [[[[[W*] Section of the Straight Road + [[[[[D*] Corrupted straight road [[[[[R*] An explosive rune + [[[[[B~] Stream of water (shallow) [[[[[b~] Stream of water (deep) + [[[[[u~] Tainted stream (water) [[[[[s#] Underground tunnel + [[[[[U#] Pool of lava (shallow) [[[[[r#] Pool of lava (deep) + [[[[[D#] Dark pit [[[[[u.] Dirt + [[[[[g.] Patch of Grass [[[[[W.] Ice + [[[[[y.] Sand [[[[[D.] Ash + [[[[[u.] Mud [[[[[v.] Nether mist + [[[[[r.] Floor [[[[[D0] Altar of Darkness + [[[[[R0] Altar of Force [[[[[B0] Altar of Winds + [[[[[W0] Altar of Being [[[[[v+] Void Jumpgate + [[[[[v;] Monster trap [[[[[B.] Glass wall + [[[[[w#] Illusion wall [[[[[g;] Grass with flowers + [[[[[w.] Cobblestone road [[[[[g#] Small tree + [[[[[w*] Town (in wilderness) [[[[[U^] Underground tunnel + [[[[[y+] A web + +#####G Features that block line of sight + + [[[[[w#] A secret door # A wall + [[[[[U+] A closed door % A mineral vein + [[[[[U+] A locked door [[[[[o*] A mineral vein + treasure + [[[[[U+] A jammed door [[[[[w:] A pile of rubble + [[[[[D#] A dead tree [[[[[W#] Ice wall + [[[[[G#] A tree [[[[[y#] Sand wall + [[[[[U^] A mountain chain [[[[[W^] High mountain chain + + +#####G Objects + + ! 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) + +~~~~~05|Monsters +#####G Monsters + + $ 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 + + +~~~~~07|Town +#####R=== The Town Level === + +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 rises and falls (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. + + +#####R=== Townspeople === + +The town contains many different kinds of people. There are the street +urchins, young children who will mob an adventurer for money, and seem to +come out of the woodwork when excited. Blubbering idiots are a constant +annoyance, but not harmful. Public drunks wander about the town singing, +and are of no threat to anyone. Sneaky rogues who work for the black +market are always greedily eyeing your backpack for potential new +'purchases'. . . And finally, what town would be complete without a +swarm of half drunk warriors, who take offense or become annoyed just for +the fun of it. + +Most of the townspeople should be avoided by the largest possible distance +when you wander from store to store. Fights will break out, though, so be +prepared. Since your character grew up in this world of intrigue, no +experience is awarded for killing the town inhabitants, though you may +acquire treasure. + + +#####R=== Town Buildings === + +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. [[[[[BTo enter] +[[[[[Ba store, simply move onto the entrance, which is represented by a number] +[[[[[Bfrom 1 to 9.] + +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. + +#####GThe General Store ("1") + The General Store sells foods, drinks, some clothing, torches, lamps, + oil, shovels, picks, and spikes. All of these items and some others + can be sold back to the General store for money. + +#####GThe Armoury ("2") + The Armoury is where the town's armour is fashioned. All sorts of + protective gear may be bought and sold here. + +#####GThe Weaponsmith's Shop ("3") + The Weaponsmith's Shop is where the town's weapons are fashioned. Hand + and missile weapons may be purchased and sold here, along with arrows, + bolts, and shots. + +#####GThe Temple ("4") + 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. + +#####GThe Alchemy shop ("5") + The Alchemy Shop deals in all types of potions and scrolls. + +#####GThe Magic User's Shop ("6") + The Magic User's Shop deals in all sorts of rings, wands, amulets, and + staves, as well as spell books. + +#####GThe Black Market ("7") + The Black Market will sell and buy anything at extortionate prices. + However it occasionally has VERY good items in it. The shopkeepers are + not known for their tolerance... + +#####GYour Home ("8") + This is your house where you can store objects that you + cannot carry on your travels, or will need at a later date. + +#####GThe Bookstore ("9") + The Bookstore deals in all sorts of magical books. You can purchase + and sell spellbooks for spellcasters and priests here. + +There are other buildings that may be found in the town levels, such as the +inn or the castle. Further description of these shops can be found in the +*****bldg.txt*0[bldg.txt] help file. + +~~~~~1|Wilderness +#####R=== The Wilderness and the Wilderness Map === + +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. + +~~~~~06|Dungeons|In the dungeon +#####R=== Within The Dungeon === + +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 (large) rectangular regions (several times +larger than the screen) by titanium walls. 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. + +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. + +~~~~~08|Objects +#####R=== Objects Found In The Dungeon === + +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. + +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 *****command.txt*0[command.txt]. + +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. [[[[[BThe scroll of "Word of] +[[[[[BRecall"] 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 Angband. 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 new 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). + +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 "*****command.txt*0[command.txt]" and "*****macrofaq.txt*0[macrofaq.txt]". + +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 *****skills.txt*01[Combat] skill. You can increase your ability +to sense particularly well enchanted magical items (potions, scrolls. wands +etc) by increasing your *****skills.txt*21[Magic] 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". + +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... + +~~~~~09|Objects|Cursed Objects +~~~~~10|Cursed Objects +#####R=== Cursed Objects === + +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. +~~~~~13|Mining +~~~~~11|Dungeons|Mining +#####R=== Mining === + +Much of the treasure within the dungeon can be found only by mining it out +of the walls. Many rich strikes exist within each level, but must be found +and mined. Quartz veins are the richest, yielding the most metals and gems, +but magma veins will have some hordes hidden within. + +[[[[[vMining requires a digging tool] such as a pick or shovel. Picks and shovels +have an additional magical ability expressed as `(+#)'. The higher the number, +the better the magical digging ability of the tool. + +When a vein of quartz or magma is located, the character may begin digging out +a section. When that section is removed, he can locate another section of the +vein and begin the process again. Since granite rock is much harder to dig +through, it is much faster to follow the vein exactly and dig around the +granite. There is an option for highlighting magma and quartz. At a certain +point, it becomes more cumbersome to dig out treasure than to simply kill +monsters and discover items in the dungeon to sell. However, early on mineral +veins can be a wonderful source of easy treasure. + +If the character has a scroll, staff, or spell of treasure location, he can +immediately locate all strikes of treasure within a vein shown on the screen. +This makes mining much easier and more profitable. + +It is sometimes possible to get a character trapped within the dungeon by +using various magical spells and items. [[[[[vSo it is essential to always carry] +[[[[[vsome kind of digging tool], even when you are not planning on tunnelling for +treasure. + +There are rumours of certain incredibly profitable rooms buried deep in the +dungeon and completely surrounded by titanium and granite walls, requiring +a digging implement or magical means to enter. The same rumours imply that +these rooms are guarded by incredibly powerful monsters, so beware! + +~~~~~12|Dungeons|Doors, Passages, Rooms and Staircases +#####R=== Staircases, Secret Doors, Passages, and Rooms === + +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. + +Each level has at least one up staircase and at least two down staircases. +There are no exceptions to this rule. You may have trouble finding some well +hidden secret doors, or you may have to dig through obstructions to get to +them, but you can always find the stairs if you look hard enough. Stairs, +like titanium walls, and the doors into shops, cannot be destroyed by any +means (although their location can occasionally change under the right +circumstances). + +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. + +~~~~~18|Pets +~~~~~19|Companions +~~~~~20|Monsters|Pets +#####R=== Pets and Companions === +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. +[[[[[vneutral] This monster will not help you by attacking other monsters, but nor + will it attack you. +[[[[[vco-aligned] This monster will attack other enemy monsters, but you will not + gain any experience for it's kills. +[[[[[vpet] This monster will kill things for you. The amount of experience you gain + from its kills is determined by the level of your *****skills.txt*42[Monster-lore] skill. + This monster will gain levels and experience of its own, but cannot travel + between dungeon levels. +[[[[[vcompanion] 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: +[[[[[vdismiss companions] Dismisses your companions. They can be difficult to get rid + of any other way. +[[[[[vdismiss pets] 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. +[[[[[vcall pets] Calls your pets (and companions) to you. +[[[[[vfollow me] 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. +[[[[[vseek and destroy] Selecting this will cause your pets and companions to wander + further from you, looking for enemies to kill. +[[[[[vallow/disallow open doors] Selecting this toggles whether your pets and + companions can open doors. +[[[[[vallow/disallow pickup items] 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. +[[[[[vgive target to a friend] Selecting this will cause one of your pets or + companions to attack your current target. +[[[[[vgive target to all friends] Causes all pets or companions to attack your + current target. +[[[[[vfriend forget target] All your friends will follow their normal attack + patterns, neglecting any targets you have given them. + +~~~~~14|Winning +#####R=== Winning The Game === + +Once your character has killed Sauron, who lives on level 99 (4950') in the +dungeon, a magical staircase will appear that will finally allow you to reach +level 100. Morgoth lurks on this level of his dungeon, and you will not be +able to go below his level until you have killed him. Try to avoid wandering +around on level 100 unless you are ready for him, since he has a habit of +coming at you across the dungeon, to slay you for your impudence. + +Morgoth cannot be killed by some of the easier methods used on normal +creatures. Morgoth, like all other "Unique" monsters, will simply teleport +away to another region of the level if you attempt to use a spell such as +destruction is upon him. Morgoth, like some other monsters, cannot be +polymorphed, slept, charmed, or genocided. Magical spells like Mana Storm and +Orb of Draining are effective against him, as are some of the more powerful +weapons, but he is difficult to kill and if allowed to escape for a time he +will heal himself rapidly. + +If you should actually survive the attempt of killing Morgoth, you will +receive the status of WINNER. You may continue to explore, and may even save +the game and play more later, but since you have defeated the toughest +creature alive, there is really not much point. Unless you wish to listen to +the rumours of a powerful ring buried somewhere in the dungeon... + +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 Cyberdemons... + +You may also like to make a character dump 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 defeat Morgoth, anyway? + +~~~~~15|Dying +~~~~~17|Loading old characters +#####R=== Upon Death and Dying === + +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. + +~~~~~16|Help|Contact +#####R=== Help === + +The newsgroup "[[[[[Brec.games.roguelike.angband]" is a good place to ask various +questions about both game play and game design, and you can email bug +reports and such to (darkgod@t-o-m-e.net). Errors in help files, or suggestions +for improvements to help file content should be emailed to +(fearoffours@t-o-m-e.net) Be sure to include the version number you are playing +in any bug reports. |