Field manual · version 1.0
A dungeon of twenty-six levels, drawn in letters. Everything in it wants the Amulet of Yendor less than you do, and most of it can kill you. Death is permanent. This page is everything you need to start.
Runs in this tab. Nothing to install, and your game saves itself — close it whenever and pick the character back up later.
The dungeon
Not a mock-up — the map below came out of the generator, monsters, loot and all. Every square is one character. You are the @.
You hear the footsteps of a guard on patrol.
----------
---------- |..b.....|
|........-####### |........|
#-.......e| # #|........-#
#---------- # #------+---#
# ############ # # ##
# # -------- # # #
# # |......+# # # #----------
# # |......+#### # # #+.../....|
# # |......-# ##############+........|
# # |......-####--|--+--# ###-...x...>|
# # ----++|-# #+.%G..%+### |.....[..|
# # ##### |(.....|# |........|
### ############### #+....!.-# ----|-----
---------# #----||----------- #--------# ##f##
|.+.$...+################+..............h| # ##:######-+-+--
|...r...-# #+...............+#### # #|Z@.+|
|.......| ----------------- ####-\.$.|
--------- ------
Adventurer the Stripling St:16 Dx:13 Co:15 In:9 Wi:8 Ch:7 lawful Dlvl:6 $:142 HP:18(22) Pw:5(5) AC:4 Xp:3/47 T:412 Hungry
Eight rooms, nine monsters, eleven items. A gnome zombie (Z) is standing next to you. There is a throne (\) and gold ($) two rooms south, a wand (/) in the north-east, and the way down (>) is on the right.
The alphabet
Letters are living things. Punctuation is stuff. Monsters follow their
first initial — d is a dog or a jackal, D
is a dragon — so you can usually guess what has just walked around
the corner.
Every one of those was standing on the level above. Your pet starts beside you and follows you down the stairs if it is next to you.
Starting
On the title screen press r to be handed a random character,
or n to choose a role, race and alignment yourself. If you
have played before, c continues where you stopped.
Saves live in the browser you play in, per site. Playing here and playing from a downloaded copy are two separate save slots — use the title screen's export and import to move a character between them.
Moving
Movement sits under your right hand on the home row. Walking into a monster attacks it; walking into a closed door usually opens it. The arrow keys and the number pad work too, if you would rather.
Hold shift with any of those — H,
J, K, L — to run until
something interesting happens. _ travels to a spot you pick
with the cursor, which is the fastest way across a level you have already
explored.
Prompts
A command key rarely finishes the job on its own. Press it and the game
asks what to use it on, up on the top line, and you answer with a single
key. Wielding a weapon is the pattern almost everything follows.
Press w and you get:
What do you want to wield? [-abd or ?*]
a, b and d are the things in your pack you could wield — the same letters i lists. Press one.
b - an uncursed +0 dagger (weapon in hand)
Done, in two keystrokes. e to eat, q to quaff, W to wear and the rest all work exactly this way.
| When you see | Press |
|---|---|
| [-abd or ?*] | One of those inventory letters |
| - | Nothing — bare hands, or your fingertip when engraving |
| ? | A menu of just the items that would work here |
| * | A menu of everything you are carrying |
| In what direction? | A movement key. . means yourself, < and > mean up and down |
| [yn] (n) | y or n. Enter takes the default in brackets |
| --More-- | Space. The top line holds one line at a time, and more is waiting |
| a menu | A letter picks. When you may pick several, letters toggle, Enter confirms, , takes all |
| anything at all | ESC backs out without spending a turn |
Commands
Press ? in game for this same list. Nothing here is modal:
every command either does its thing or asks you one question.
| Key | Does |
|---|---|
| hjkl yubn | Move one square |
| HJKL YUBN | Run that way |
| . or s | Wait a turn / search for secret doors |
| > | Go down the stairs |
| < | Go up the stairs |
| _ | Travel to a chosen spot |
| Key | Does |
|---|---|
| , | Pick up what is here |
| i | Inventory |
| d / D | Drop one thing / several |
| w | Wield a weapon |
| W / T | Wear armor / take it off |
| P / R | Put on a ring / remove it |
| Q | Ready ammunition |
| Key | Does |
|---|---|
| q | Quaff a potion |
| r | Read a scroll or spellbook |
| z | Zap a wand |
| Z | Cast a spell |
| a | Apply a tool |
| e | Eat |
| t / f | Throw / fire what you readied |
| Key | Does |
|---|---|
| o / c | Open / close a door |
| Ctrl-D | Kick (locked doors, stubborn chests) |
| E | Engrave in the dust |
| #pray | Ask your god for help |
| #loot | Open a box or bag on the floor |
| #force | Pry a locked box open with your weapon |
| #untrap | Disarm a trap next to you |
| #dip | Dip something in a fountain or a potion |
| #chat | Talk to whoever is next to you |
| #name | Name an item or a pet |
| #sit | Sit down — on a throne, something happens |
| Key | Does |
|---|---|
| : | What is on this square |
| ; | Point at something far away |
| ^ | Identify an adjacent trap |
| \ | Everything you have identified |
| Ctrl-X | Your attributes and intrinsics |
| Ctrl-P | Message history |
| #terrain | The bare map you remember, without clutter |
| ? | Help |
| Key | Does |
|---|---|
| S | Save and exit |
| Ctrl-S | Save without leaving |
| # | Start an extended command, then type its name |
| #quit | End the game |
| v | Version |
| ESC | Back out of any prompt |
The status
Adventurer the Stripling St:16 Dx:13 Co:15 In:9 Wi:8 Ch:7 lawful Dlvl:6 $:142 HP:4(22) Pw:5(5) AC:4 Xp:3/47 T:412 Weak Burdened
Dlvl how deep you are · HP current (maximum) — it turns orange at a third and red at a seventh · Pw magic energy · AC armor class, and lower is better · Xp level/points · T turns elapsed.
Anything wrong with you appears at the end of the second line: Hungry, Weak, Confused, Blind, Burdened. The first two are a clock. Ignore them long enough and you will faint in front of something with teeth.
Advice
#pray once, when you
are genuinely in trouble — nearly dead, starving, poisoned —
and your god will usually fix it. Praying again too soon annoys them.
E, then a dash for
your fingertip, then type Elbereth. Most monsters will not
attack you while you stand on it. It buys you the turn you need.
Persistence
The game saves itself constantly — every fifty turns, on every
staircase, and whenever you close the tab. Reopen the page and it offers
to continue exactly where you stopped: the same dungeon, the same
monsters mid-stride, even the same position in the random number stream.
S saves and exits deliberately.
Saves live in your browser. You can export one to a file from the title screen and import it on another machine, which is also how you take a backup.
Death is permanent. When you die the save is deleted and your character goes on the score list. That is the whole point: every decision costs something because you only get the one run.
The point
The Amulet of Yendor sits on the twenty-sixth level, guarded. Getting to it is most of the game. Carrying it back up all twenty-six levels — with the dungeon now actively spawning things to stop you — is the rest.
Climb out through the top with the Amulet in your pack and you ascend. Almost nobody does this on their first character. Or their tenth.
You offer the Amulet of Yendor to your deity…
You have ascended to the status of Demigoddess!