### Game Elements

Tendry is you. For information about movement, see Keyboard Commands.

Monsters block your way and must often be defeated to continue on. To engage a monster in combat, strike it with your sword. You may also bump into an enemy directly to fight it, but then it will get in the first hit. Fight outcomes are not random, but are instead based on the ATK and DEF stats of you and your enemy. Right-click an enemy to view its stats on the side-bar and see how many HP you would lose in order to defeat from your current position. Beware of enemies that can strike you from a distance or when you step next to them. You will want to refer to the authoritative Monster Reference for more information.

Find health to raise your HP. Small potions give 15 HP, medium ones give 50 HP, and large ones give 200 HP. Your HP has no limit, but don't squander it fighting tough monsters. If you waste too much, you may find your way blocked by monsters you can not defeat, and you will have to restore back to an earlier save point and try again.

Power-ups will permanently raise your ATK or DEF by one point. The damage you inflict each hit in combat is the difference between your ATK and the enemy's DEF, and vice-versa. This means that acquiring an ATK point causes your hits do one more point of damage, while a DEF point will cause enemy hits to inflict one less point of damage.

Search for equipment, such as swords and shields, to fight more difficult monsters. Swords typically increase your ATK and shields increase your DEF. Certain equipment gives you unique abilities. There are also rare accessory items that give you special powers.

Like walls in the real world, these are obstacles that prevent movement.

Crumbly walls are ready to fall apart when bashed by a weapon, but they have to be looked for as they blend in with solid walls.

Pits and water are not particularly dangerous since Tendry is too smart to accidentally fall into them, but be careful of monsters that fly or swim.

Doors are opened with keys of the same color. Each key will open one door. You will encounter tricky puzzles involving opening these doors.

You may also close doors by standing on them and locking them with the Lock command (using up a key). You may walk along the top of closed doors while standing on them.

A skeleton key can open any one yellow, green or blue door.

Striking orbs with your sword will cause them to shoot bolts of energy out to open, close, or toggle one or more doors in the room. Right-click orbs to see what doors they affect.

Like orbs, pressure plates affect doors when activated. Some orbs and pressure plates open doors that you can't unlock with a key. Pressure plates are activated each time they're depressed (weighed down by something) and also when they are released by removing the weight on top of them. Right-click plates to see what doors they affect.

Trapdoor gates (or red doors) are opened when all of the trapdoors in a room have collapsed. Trapdoors fall away to pit or water after being stepped upon once.

Tarstuff gates (or black doors) are opened when all of the tarstuff in a room has been removed.

Greckle gates may only be operated by paying the appropriate coinage (10 greckles). Make sure to always have enough money on hand by defeating monsters. You may also close greckle gates by standing on them and using the Lock command (spending money).

Open gates can be closed by orb, pressure plates, or using the Lock command (expending a key or money). Be careful not to close gates you will need to pass through later.

The item multiplier shows the effect items will have relative to their base value in the current area (x1 = normal). For example, an attack power-up normally gives one point of ATK. When the multiplier is 5, then you would instead receive five points of ATK when picking one up. The multiplier influences health potions, ATK and DEF power-ups, and the cost of toggling greckle gates in the current area.

The minimap shows the rooms you have explored in the current area and marks your current location (boxed in the center). If a room has any power-up items remaining, it will be shaded golden. If only monsters remain, it will be shaded red. If only closed doors remain in the room, it will be shaded blue. Cleared rooms are white.

Acquiring a level map will mark rooms on your minimap that you have not yet explored in the current area. There are some secret rooms not marked on maps. Try to find them!

Stairways connect areas of dungeons together. Most levels are completed by finding stairs leading to the next level.

Floating platforms can be used to cross areas of pit or water.

Bridges must be anchored to a wall, floor, trapdoor, or similar object to remain in place. If all its anchor points are removed, the bridge falls down into the depths, taking everything it supported with it.

Hot tiles are dangerous to stand on. You will lose 5% of your HP each time you touch one.

Oremites are small creatures that feed on metal. They are not dangerous by themselves, but you are forced to put metal items, like your sword, away when walking around in an area covered with them.

Dead briars block your way, but are not otherwise dangerous. However, a patch of briars connected to a briar root will grow outwards each time a threat is sensed. Standing next to a briar patch when fighting a monster is a very bad idea.

Scrolls contain information that may or may not be useful. Step on the same square they are in to read them.

Force arrows prevent movement in the opposite direction they point. The north-pointing force arrow could be stepped onto from all directions except northwest, north, and northeast. Once you step onto a north-pointing force arrow you can leave in all directions except southwest, south, and southeast.

Bombs can be detonated with a burning fuse or striking them with a sword. When a bomb explodes, anything within a range of 3 squares of the bomb will be damaged. If another bomb is located within that range, it will explode as well in a chain reaction. A fuse can be activated by walking away from a fuse endpoint, or by an explosion. They will not burn against the direction of force arrows.

Tunnels allow you to quickly move from one area of the room to another. When Tendry is standing on a tunnel square and moves in the direction the tunnel faces, he will reappear on the closest tunnel square in the same column/row of that direction.

Mirrors reflect the aumtlich's gaze, and can also be used to weigh down pressure plates. Tendry can push them around by himself, or he can use his sword to do so. He can destroy them by striking them head-on with a sword.

When Tendry steps on an arrow rotator token, all force arrows in the room are turned 45 degrees in the direction indicated. The token then changes direction, and stepping on it again will rotate arrows back.

When Tendry steps on a tar/mud switcher, all tar in the room changes to mud, and vice-versa. Other versions also exist.

Stepping on a vision token gives Tendry enhanced awareness of his surroundings for the current room. This allows him to see what is hidden under tarstuff. Stepping on the token again removes this effect.

When Tendry steps on a disarm token, his sword is taken away. The upside of this is that while he's swordless, he can walk on trapdoors without dropping them. He can get his sword back by stepping on the token again or leaving the room.

Orthogonal squares prevent all movements of diagonal directions. This means that if Tendry is standing on such a square, he can only leave this square by north, east, south or west. It also means that he cannot enter an orthogonal square diagonally.

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