=== The Dungeon ===


After you have created your character, you will begin your EyAngband adventure.
Symbols appearing on your screen will represent the dungeon'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 "cmdlist.txt").


=== Symbols On Your Map ===

Symbols on your map can be broken down into three categories: Features of
the dungeon 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 is not necessary to remember all of the symbols and their meanings.  The 
"slash" command ('/') will identify any character appearing on your map (see
"cmddesc.txt").

Note that you can use a "user pref file" to change any of these symbols to
something you are more comfortable with.
   

                Features that do not block line of sight
 
  .  A floor space (or hidden trap)            1  Entrance to General Store
  ^  A trap (known)                            2  Entrance to Armoury
  ;  A magical glyph                           3  Entrance to Weapon Smith
  '  An open/broken door                       4  Entrance to Temple
  <  A staircase up                            5  Entrance to Alchemy Shop
  >  A staircase down                          6  Entrance to Magic Shop
  &  A trap and an object in the same square   7  Entrance to the Black Market
     (if red) OR a stack of objects (if white) 8  Entrance to your Home
     depending on your options.                9  Entrance to the Bookshop
       
                   Features that block line of sight

  #  A wall (or hidden secret door)            %  A mineral vein
  +  A closed/locked door                      *  A mineral vein + treasure
  :  A pile of rubble                          ~  A chest
  
                             Objects
 
  !  A potion (or flask)                       /  A polearm (or instrument)
  ?  A scroll (or book)                        |  An edged weapon
  ,  A mushroom (or food)                      \  A blunt weapon (or shovel)
  -  A wand or rod                             }  A sling, bow, or x-bow
  _  A staff                                   {  A shot, arrow, or bolt
  `  A talisman                                (  Soft body armour
  =  A ring                                    [  Hard body armour
  "  An amulet                                 ]  Misc. armour
  $  Gold or gems                              )  A shield
  *  A vial of powder                          ~  Light sources
 
 
                             Monsters
 
  a  Giant Ant                                 A  Automaton
  b  Giant Bat                                 B  Bird
  c  Cat                                       C  Canine
  d  Dragon                                    D  Ancient Dragon
  e  Floating Eye                              E  Elemental
  f  Lesser Faery                              F  Greater Faery
  g  Ghost                                     G  Giant
  h  Humanoids                                 H  Harpy
  i  Icky-Thing                                I  Insect
  j  Jelly                                     J  Snake
  k  Kobold                                    K  Killer Beetle
  l  Low-level person                          L  Lich
  m  Mold                                      M  Mummy
  n  Naga                                      N  Nameless Horror
  o  Orc                                       O  Ogre
  p  Medium-level person                       P  High-level person
  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/Wraith
  w  Worm or Worm Mass                         W  Werebeast
  x  (unused)                                  X  Xorn/Xaren
  y  Yeti                                      Y  Hydra
  z  Zombie                                    Z  Zephyr Hound
  ,  Mushroom Patch
  

=== The Town Level ===

The town level is where you will begin your adventure.  The town consists of
eight buildings (each with an entrance), some townspeople, and a wall which
surrounds the town.  The first time you are in town it will be daytime, but
note that the sun rises and falls (rather instantly) as time passes.  For
information on the towns population, see the "enemy.txt" help file.


=== 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.

Once inside a store, you will see the name and race of the store owner, the
name of the store, the amount of cash that the store owner will pay for any
one item, and the store inventory, listed along with prices.

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, or 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.

The General Store ("1")
     The General Store sells foods, drinks, some clothing, torches, lamps,
     oil, shovels, picks, and musical instruments.  All of these items and 
     some others can be sold back to the General store for money.

The Armoury ("2")
     The Armoury is where the town's armour is fashioned.  All sorts of
     protective gear may be bought and sold here.

The Weaponsmith's Shop ("3")
     The Weaponsmith's Shop is where the town's weapons are fashioned.  Hand
     and missile weapons may be purchased and sold here, along with arrows,
     bolts, and shots.

The Temple ("4")
     The Temple deals in healing and restoration potions, as well as some
     scrolls, and approved priestly weapons.

The Alchemy shop ("5")
     The Alchemy Shop deals in all types of potions and throwing powders.

The Magic User's Shop ("6")
     The Magic User's Shop deals in all sorts of rings, wands, amulets, and
     staves.

The Black Market ("7")
     The Black Market will sell and buy anything at extortionate prices.
     However it occasionally has VERY good items in it. The black market
     tends to offer better wares to more accomplished adventurers, as 
     these are more likely to have the gold to afford them. The shopkeepers
     are not known for their tolerance...

Your Home ("8")
     This is your house, where you can store objects that you cannot carry on 
     your travels, or will need at a later date.

The Bookshop ("9")
     The bookshop sells spellbooks for both mages and priests, and holds a
     large variety of scrolls for every adventurer's needs. 

The Adventurer's Guild ("0")
     The adventurer's guild is not a standard shop. Instead, it offers a
     selection of quests, which, if completed, offer rewards - the harder
     the quest, the better the reward.


=== Within The Dungeon ===

Once your character is adequately supplied with food, light, armor, and
weapons, he is ready to enter the dungeon.  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.

 
=== 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 that proceeded into the dungeon before you.  They get killed, and 
the helpful creatures scatter the various treasure throughout the dungeon.  
Most cursed items are placed there by the 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 (some item types may have lower limits, or even be 
impossible to stack).  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 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.

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.

For more information on objects in the dungeon, and how to interact with
them, see "items.txt"


=== 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.

Mining is rather difficult without 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.  A pick or shovel also
has plusses to hit and damage, and can be used as a weapon, because, in fact,
it is one.

When a vein of quartz or magma is located, the character may wield his pick
or shovel and 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.  Eventually, it becomes easier to
simply kill monsters and discover items in the dungeon to sell, than to walk
around digging for treasure.  But, 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.

Note that a character with high strength and/or a heavy weapon does not need
a shovel/pick to dig, but even the strongest character will benefit from a
pick if trying to dig through a granite wall.

It is sometimes possible to get a character trapped within the dungeon by
using various magical spells and items.  So it can be a good idea to always
carry some kind of digging tool, even when you are not planning on tunneling
for treasure.

There are rumors 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 rumors imply that
these rooms are guarded by incredibly powerful monsters, so beware!


=== 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, unless if you choose to play an ironman
game, in which case there will be no staircases going up.  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 permanent walls, and shop entrances, cannot be 
destroyed by any means.

Many secret doors are used within the dungeon to confuse and demoralize
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.


=== Quests ===

There are two types of quests in EyAngband - those needed to win the game, 
which are covered in the next section, and random quests which can be assigned
by the adventurer's guild.  These quests usually take the same form - kill a 
number of creatures on an assigned dungeon level.  Depending on the difficulty
you requested, the creatures may be much harder than you would normally expect
to find on those levels - so beware!  On the other hand, once you complete the
quest and return to the guild you will recieve a reward, which often can be
very useful.  Ocasionally, you will be offered a special quest, where you will
be expected to find a lost treasure and return it to the guild.  Unlike in 
normal quests, you are not forewarned as to what creatures you will be facing!
And remember to take a digging implement with you, as you never know what lies
between you and the treasure you seek.

The guild keeps track of your reputation.  The more quests you solve, and the
more unique monsters you kill in the dungeon, your reputation increases.  With
higher reputation, the quality of the quest rewards becomes ever higher.  If
you prove yourself, the guild will give try to give you rewards that are suited
for your personal needs.

Once you visit the quest level, leaving - whether to get back to town, or to
escape up or down stairs, or even falling through a trap door - may cause you
to fail the quest.  The longer you spend off level, the more likely you are to
do so.  Failure means that your reputation will be decreased, and that you will
be less likely to receive the best rewards.  If you are on a special quest, you
have no second chances - leave the level and the quest immediately fails.


=== 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 allow you to finally 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, the Mighty Hammer 'Grond' in hand, 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 rumors of a powerful ring buried somewhere in the dungeon...

When you are ready to retire, simply "commit suicide" (using the "Q" key)
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 death molds...


=== Upon Death and Dying ===
 
If your character falls below 0 hit points, he has died and cannot be
restored.  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 a 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, as well as an option to quick-start a character who
has the same starting abilities as his now-deceased ancestor.

There are a variety of ways to "cheat" death (including using a special
"cheating option") when it would otherwise occur.  This will fully heal
your character, returning him to the town, and marking him in various
ways as a character which has cheated death.  Cheating death, like using
any of the "cheating options", will prevent your character from appearing
on the high score list.


======================= Last updated for EyAngband 0.5.0 ======================
