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- === Command Descriptions ===
-
- The following command descriptions are listed as the command name
- plus the "underlying command" key. This is followed by the command name
- and "roguelike" keyset key, if different from the underlying command key.
- Then comes a brief description of the command, including information about
- alternative methods of specifying the command in each keyset, when needed.
-
- Some commands use the "repeat count" to automatically repeat the
- command several times, while others use the "repeat count" to specify a
- "quantity" for the command, and still others use it as an "argument" of
- some kind. Some commands are auto-repeated several times if no repeat
- count is given and the "always_repeat" option is set.
-
- Most commands take no "energy" to perform, while most other commands
- only take energy when they cause the world to change in some way.
-
- --- Inventory Commands ---
-
- Inventory list (i)
- Displays a list of objects being carried but not equipped. You
- can carry up to 23 different items, not counting those in your
- equipment. Often, many identical objects can be "stacked" into
- a "pile" which will count as a single item. This is always
- true of things like potions, scrolls, and food, but you may have
- to set options to allow wands, staves, and other such objects to
- stack. Each object has a weight, and if you carry more objects
- than your strength permits, you will begin to slow down.
-
- Equipment list (e)
- Use this command to display a list of the objects currently being
- used by your character. Your character has 12 slots for equipment,
- each corresponding to a different location on the body, and each of
- which may contain only a single object at a time, and each of which
- may only contain objects of the proper "type", and which include
- WIELD (weapon), BOW (missile launcher), LEFT (ring), RIGHT (ring),
- NECK (amulet), LITE (light source), BODY (armor), OUTER (cloak),
- ARM (shield), HEAD (helmet), HANDS (gloves), FEET (boots). You
- must be wielding/wearing certain objects to take advantage of
- their special powers.
-
- Drop an item (d)
- This drops an item from your inventory or equipment onto the
- dungeon floor. If the floor spot you are standing on already has
- an object in it, Angband will attempt to drop the item onto an
- adjacent space. Be warned that if the floor is full and you
- attempt to drop something, it may disappear and be destroyed.
- Doors and traps are considered objects for the purpose of
- determining if the space is occupied. This command may take
- a quantity, and takes some energy.
-
- Destroy an item (k) or Destroy an item (^D)
- This destroys an item in your inventory or on the dungeon floor.
- If the selected pile contains multiple objects, you may specify
- a quantity. You must always (currently) verify this command.
- This command may take a quantity, and takes some energy.
-
- Wear/Wield equipment (w)
- To wear or wield an object in your inventory, use this command.
- Since only one object can be in each slot at a time, if you wear
- or wield an item into a slot which is already occupied, the old
- item will be first be taken off, and may in fact be dropped if
- there is no room for it in your inventory. This command takes
- some energy.
-
- Take off equipment (t) or Take off equipment (T)
- Use this command to take off a piece of equipment and return it
- to your inventory. Occasionally, you will run into a cursed item
- which cannot be removed. These items normally penalize you in some
- way and cannot be taken off until the curse is removed. If there
- is no room in your inventory for the item, your pack will overflow
- and you will drop the item after taking it off. This command takes
- some energy.
-
- --- Movement Commands ---
-
- Walk (with pickup) (;)
- Moves one step in the given direction. The square you are moving
- into must not be blocked by walls or doors. You will pick up any
- items in the destination grid if the "always_pickup" option is set,
- or if the "query_pickup" option is set and you respond correctly.
- You may also use the "original" direction keys (both keysets) or
- the "roguelike" direction keys (roguelike keyset) to walk in a
- direction. This command may take a count, requires a direction,
- and takes some energy.
-
- Walk (flip pickup) (-)
- This is just like normal move, except that the "Pick things up"
- option is inverted. In other words, if you normally pick up
- anything you encounter (the default), you will not pick things up
- when using this command. If you normally do not pick things up,
- you will when using this command. This command may take a count,
- requires a direction, and takes some energy.
-
- Run (.) or Run (,)
- This command will move in the given direction, following any bends
- in the corridor, until you either have to make a "choice" between
- two directions or you are disturbed. You can configure what will
- disturb you by setting the disturbance options. You may also use
- shift plus the "roguelike" direction keys (roguelike keyset), or
- shift plus the "original" direction keys on the keypad (both keysets,
- some machines) to run in a direction. This command may take an
- argument, requires a direction, and takes some energy.
-
- Go up staircase (<)
- Climbs up an up staircase you are standing on. There is always at
- least one staircase going up on every level except for the town
- level (this doesn't mean it's easy to find). Going up a staircase
- will take you to a new dungeon level unless you are at 50 feet
- (dungeon level 1), in which case you will return to the town
- level. Note that whenever you leave a level (not the town), you
- will never find it again. This means that for all intents and
- purposes, any objects on that level are destroyed. This includes
- artifacts unless the "Create characters in preserve mode" option
- was set when your character was created, in which case the artifacts
- may show up again later. This command takes some energy.
-
- Go down staircase (>)
- Descends a down staircase you are standing on. There are always
- at least two staircases going down on each level, except for the
- town which has only one, and "quest" levels, which have none until
- the quest monster is killed. Going down a staircase will take you
- to a new dungeon level. See "Go Up Staircase" for more info.
- This command takes some energy.
-
- --- Resting Commands ---
-
- Stay still (with pickup) (,) or Stay still (with pickup) (.)
- Stays in the same square for one move. If you normally pick up
- objects you encounter, you will pick up whatever you are standing
- on. You may also use the "5" key (both keysets). This command
- may take a count, and takes some energy.
-
- Stay still (flip pickup) (g)
- Stays in the same square for one move. If you normally pick up
- objects you encounter, you will not pick up whatever you are
- standing on. If you normally do not pick up objects, you will
- pick up what you are standing on. This command is normally only
- used when the "always_pickup" option is false. This command may
- take a count, and takes some energy.
-
- Rest (R)
- Resting is better for you than repeatedly staying still, and can
- be told to automatically stop after a certain amount of time, or
- when various conditions are met. In any case, you always wake up
- when anything disturbing happens, or when you press any key. To
- rest, enter the Rest command, followed by the number of turns you
- want to rest, or "*" to rest until your hitpoints and mana are
- restored, or "&" to rest until you are fully "healed". This command
- may take an argument (used for the number of turns to rest), and
- takes some energy.
-
- --- Searching Commands ---
-
- Search (s)
- This command can be used to locate hidden traps and secret doors
- in the spaces adjacent to the player. More than a single turn of
- searching will be required in most cases. You should always
- search a chest before trying to open it, since they are generally
- trapped. This command can take a count, which is useful if you
- are fairly sure of finding something eventually, since the command
- stops as soon as anything is found. This command may take a count,
- and takes some energy.
-
- Toggle search mode (S) or Toggle search mode (#)
- This command will take you into and out of search mode. When
- first pressed, the message "Searching" will appear at the bottom
- of the screen. You are now taking two turns for each command, one
- for the command and one turn to search. This means that you are
- taking twice the time to move around the dungeon, and therefore
- twice the food. Search mode will automatically turn off if you
- are disturbed. You may also turn off search mode by entering the
- Search Mode command again.
-
- --- Alter Commands ---
-
- Tunnel (T) or Tunnel (^T)
- Tunnelling or mining is a very useful art. There are many kinds of
- rock, with varying hardness, including permanent rock (permanent),
- granite (very hard), quartz veins (hard), magma veins (soft), and
- rubble (very soft). Quartz and Magma veins may be displayed in a
- special way, and may sometimes contain treasure, in which case they
- will be displayed in a different way. Rubble sometimes covers an
- object. It is hard to tunnel unless you are wielding a heavy weapon
- or a shovel or a pick. Tunnelling ability increases with strength
- and weapon weight. This command may take a count, is affected by
- the "always_repeat" option, requires a direction, and takes some
- energy.
-
- Open a door or chest (o)
- To open an object such as a door or chest, you must use this
- command. If the object is locked, you will attempt to pick the
- lock based on your disarming ability. If you open a trapped chest
- without disarming the traps first, the trap will be set off. Some
- doors will be jammed shut and may have to be forced open. You may
- need several tries to open a door or chest. This command may take
- a count, is affected by the "always_repeat" option, requires a
- direction, and takes some energy.
-
- Close a door (c)
- Non-intelligent and some other creatures cannot open doors, so
- shutting doors can be quite valuable. Broken doors cannot be closed.
- Bashing a door open may break it. This command may take a count,
- is affected by the "always_repeat" option, requires a direction, and
- takes some energy.
-
- Jam a door (j) or Spike a door (S)
- Many monsters can simply open closed doors, and can eventually
- get through a locked door. You may therefore occasionally want
- to jam a door shut with iron spikes. Each spike used on the door
- will make it harder to bash down the door, up to a certain limit.
- Smaller monsters are less able to bash down doors. In order to
- use this command, you must be carrying iron spikes. This command
- requires a direction, and takes some energy.
-
- Bash a door (B) or Force a door (f)
- This command allows you to bash down jammed doors. Your bashing
- ability increases with strength. Bashing open a door can (briefly)
- throw you off balance. Doors that are stuck, or which have been
- jammed closed with spikes can only be opened by bashing, and all
- closed doors can be bashed open if desired. Bashing a door open
- may permanently break it so that it can never be closed. This
- command may take a count, is affected by the "always_repeat" option,
- requires a direction, and takes some energy.
-
- Disarm a trap or chest (D)
- You can attempt to disarm traps on the floor or on chests. If you
- fail, there is a chance that you will blunder and set it off. You
- can only disarm a trap after you have found it (usually with the
- Search command). This command may take a count, is affected by the
- "always_repeat" option, requires a direction, and takes some energy.
-
- Alter (+)
- This special command allows the use of a single keypress to select
- any of the "obvious" commands above (attack, tunnel, bash, open,
- disarm, close), and, by using macros or keymaps, to combine this
- keypress with directions. In general, this allows the use of the
- "control" key plus the appropriate "direction" key (including the
- roguelike direction keys in roguelike mode) as a kind of generic
- "alter the terrain feature of an adjacent grid" command. This
- command may take a count, is affected by the "always_repeat" option,
- requires a direction, and takes some energy.
-
- --- Spell and Prayer Commands ---
-
- Browse a book (b) or Peruse a book (P)
- Only mages, rogues, and rangers can read magic books, and only
- priests and paladins can read prayer books. Warriors cannot read
- any books. When this command is used, all of the spells or prayers
- contained in the selected book are displayed, along with information
- such as their level, the amount of mana required to cast them, and
- whether or not you know the spell or prayer.
-
- Gain new spells or prayers (G)
- Use this command to actually learn new spells or prayers. When you
- are able to learn new spells or prayers, the word "Study" will appear
- on the status line at the bottom of the screen. If you have a book
- in your possession, containing spells or prayers which you may learn,
- then you may choose to study that book. If you are a mage, rogue, or
- ranger, you may actually choose which spell to study. If you are a
- priest or paladin, your gods will choose a prayer for you. There are
- nine books of each type, five of which are normally found only in the
- dungeon. This command takes some energy.
-
- Cast a spell (m)
- To cast a spell, you must have previously learned the spell and
- must have in your inventory a book from which the spell can be
- read. Each spell has a chance of failure which starts out fairly
- large but decreases as you gain levels. If you don't have enough
- mana to cast a spell, you will be prompted for confirmation. If
- you decide to go ahead, the chance of failure is greatly increased,
- and you may lose a point of constitution. Since you must read the
- spell from a book, you cannot be blind or confused while casting,
- and there must be some light present. This command takes some energy.
- Psionics also uses this command.
-
- Pray a prayer (p)
- Put down a trap
- To pray effectively, you must have previously learned the prayer
- and must have in your inventory a book from which the prayer can
- be read. Each prayer has a chance of being ignored which starts
- out fairly large but decreases as you gain levels. If you don't
- have enough mana to cast a spell, you will be prompted for
- confirmation. If you decide to go ahead, the chance of failure
- is greatly increased, and you may lose a point of constitution.
- Since you must read the prayer from a book, you cannot be blind
- or confused while praying, and there must be some light present.
- This command takes some energy.
-
- For Rogues, the "p" key has a completely different meaning. They
- can use it to set traps that can have many bad effects on monsters.
- You will need a "trapping kit" that mostly consists of the trigger,
- and something that should be triggered. For example, you can load a
- Catapult Trap with any sling ammunition, or a Fumes Trap with any
- potion. Magic traps are loaded with scrolls, Device Traps with
- magic devices. Not everything will have an effect on monsters that
- set the trap off, or it might even have a good effect on them.
- Also, be aware that some monsters are trained in spotting and/or
- disarming your traps, and when a monster has disarmed one trap, it
- is more likely to succeed the next time.
-
- Use a power (U) or Other powers (O)
- This command allows you to do miscellaneous things, currently only
- ending of force walls is implemented.
-
- --- Object Manipulation Commands ---
-
- Eat some food (E)
- You must eat regularly to prevent starvation. As you grow hungry,
- a message will appear at the bottom of the screen saying "Hungry".
- If you go hungry long enough, you will become weak, then start
- fainting, and eventually, you may will die of starvation. You
- may use this command to eat food in your inventory. Note that
- you can sometimes find food in the dungeon, but it is not always
- wise to eat strange food. This command takes some energy.
-
- Fuel your lantern/torch (F)
- If you are using a torch and have more torches in your pack,
- or you are using a lantern and have flasks of oil in your pack,
- then your can "refuel" them with this command. Torches and Lanterns
- are limited in their maximal fuel. In general, two flasks will fully
- fuel a lantern and two torches will fully fuel a torch. This command
- takes some energy.
-
- Quaff a potion (q)
- Use this command to drink a potion. Potions affect the player in
- various ways, but the effects are not always immediately obvious.
- This command takes some energy.
-
- Read a scroll (r)
- Use this command to read a scroll. Scroll spells usually have an
- area effect, except for a few cases where they act on other objects.
- Reading a scroll causes the parchment to disintegrate as the scroll
- takes effect. Most scrolls which prompt for more information can be
- aborted (by pressing escape), which will stop reading the scroll
- before it disintegrates. This command takes some energy.
-
- Inscribe an object ({)
- This command inscribes a string on an object. The inscription is
- displayed inside curly braces after the object description. The
- inscription is limited to the particular object (or pile) and is
- not automatically transferred to all similar objects. Under certain
- circumstances, Angband will display "fake" inscriptions on certain
- objects ("cursed", "broken", "tried", "empty", "NN% off") when
- appropriate. These "fake" inscriptions remain all the time, even if
- the player chooses to add a "real" inscription on top of it later.
-
- In addition, Angband will occasionally place a "real" inscription on
- an object for you, normally as the result of your character getting
- a "feeling" about the item. All characters will get "feelings" about
- weapons and armor after carrying them for a while. Warriors (who
- understand weapons and armor best) get the most detailed feelings,
- and get them faster than other classes. Rogues (used to handling all
- sorts of stolen goods) are also very good, as are paladins (basically
- warriors who are religious.) Rangers are not so well-versed in
- melee weapons, being normally people of the outdoors and the
- wilderness who prefer archery and camouflage to heavy metal armor and
- weaponry, while priests and mages simply are not experienced enough
- in matters concerning melee to be able to tell much about an item -
- though a priest will realise the extent of his knowledge fairly
- quickly, as they are often called upon to fight for their faith and
- have learned a little from these experiences and divine insight.
- Mages, frankly, haven't a clue. But then, they don't need it when
- they can learn the spell of Identify very early on in the game.
-
- An item labeled as "{empty}" was found to be out of charges, and an
- item labeled as "{tried}" is a "flavored" item which the character
- has used, but whose effects are unknown. Certain inscriptions have
- a meaning to the game, see "@#", "@x#", "!*", and "!x", in the section
- on inventory object selection.
-
- Uninscribe an object (})
- This command removes the inscription on an object. This command will
- have no effect on "fake" inscriptions added by the game itself.
-
- --- Magical Object Commands ---
-
- Activate an artifact (A)
- You have heard rumors of special weapons and armor deep in the
- Pits, items that can let you breathe fire like a dragon or light
- rooms with just a thought. Should you ever be lucky enough to
- find such an item, this command will let you activate its special
- ability. Special abilities can only be used if you are wearing or
- wielding the item. This command takes some energy.
-
- Aim a wand (a) or Zap a wand (z)
- Wands must be aimed in a direction to be used. Wands are magical
- devices, and therefore there is a chance you will not be able to
- figure out how to use them if you aren't good with magical
- devices. They will fire a shot that affects the first object or
- creature encountered or fire a beam that affects anything in a
- given direction, depending on the wand. An obstruction such as a
- door or wall will generally stop the effects from traveling any
- farther. This command requires a direction and can use a target.
- This command takes some energy.
-
- Use a staff (u) or Zap a staff (Z)
- This command will use a staff. A staff is normally very similar
- to a scroll, in that they normally either have an area effect or
- affect a specific object. Staves are magical devices, and there
- is a chance you will not be able to figure out how to use them.
- This command takes some energy.
-
- Zap a rod (z) or Activate a rod (a)
- Rods are extremely powerful magical items, which cannot be burnt
- or shattered, and which can have either staff-like or wand-like
- effects, but unlike staves and wands, they don't have charges.
- Instead, they draw on the ambient magical energy to recharge
- themselves, and therefore can only be activated once every few
- turns. The recharging time varies depending on the type of rod.
- This command may require a direction (depending on the type of
- rod, and whether you are aware of its type) and can use a target.
- This command takes some energy.
-
- --- Throwing and Missile Weapons ---
-
- Fire an item (f) or Fire an item (t)
- You may throw any object carried by your character. Depending on
- the weight, it may travel across the room or drop down beside you.
- Only one object from a pile will be thrown at a time. Note that
- throwing an object will often cause it to break, so be careful!
- If you throw something at a creature, your chances of hitting it
- are determined by your pluses to hit, your ability at throwing,
- and the object's pluses to hit. Once the creature is it, the
- object may or may not do any damage to it. You've heard rumors
- that some objects found in the dungeon can do huge amounts of
- damage when thrown, but you're not sure which objects those
- are.... Note that flasks of oil will do a fairly large chunk
- of damage to a monster on impact, supposedly representing fire
- damage, but it works against fire elementals too - not that it's
- exactly worth it by that stage of dungeon exploration. If you are
- wielding a missile launcher compatible with the object you are
- throwing, then you automatically use the launcher to fire the
- missile with much higher range, accuracy, and damage, then you
- would get by just throwing the missile. Fire or Throw requires
- a direction. Targeting mode (see the next command) can be invoked
- with "*" at the "Direction?" prompt. This command takes some energy.
-
- Throw an item (v)
- You may throw any object carried by your character. The lighter
- the object, the farther you can throw it. Only one object from a
- stack may be thrown at a time. Throwing an object may break it.
- If you throw something at a monster, your chances of hitting it
- are determined by your pluses to hit, your ability at throwing,
- and the object's pluses to hit. If the object hits the monster,
- it may or may not do damage. Some objects, such as weapons, or
- flasks of oil, can do a substantial amount of damage. This
- command requires a direction, and can take a target. This command
- takes some energy.
-
- Targeting Mode (*)
- This will allow you to aim your spells and such at a specific
- monster or grid, so that you can point directly towards that
- monster or grid (even if this is not a "compass" direction) when
- you are asked for a direction. You can set a target using this
- command, or you can set a new target at the "Direction?" prompt when
- appropriate. At the targeting prompt, you have many options. First
- of all, targetting mode starts targetting nearby monsters which can
- be reached by "projectable" spells and thrown objects. In this mode,
- you can press "t" (or "5" or ".") to select the current monster,
- space to advance to the next monster, "-" to back up to the previous
- monster, direction keys to advance to a monster more or less in that
- direction, "r" to "recall" the current monster, "q" to exit targetting
- mode, and "p" (or "o") to stop targetting monsters and enter the mode
- for targetting a location on the floor or in a wall. Note that if
- there are no nearby monsters, you will automatically enter this mode.
- Note that hitting "o" is just like "p", except that the location
- cursor starts on the last examined monster instead of on the player.
- In this mode, you use the "direction" keys to move around, and the
- "q" key to quit, and the "t" (or "5" or ".") key to target the cursor
- location. Note that targetting a location is slightly "dangerous",
- as the target is maintained even if you are far away. To cancel an
- old target, simply hit "*" and then ESCAPE (or "q"). Note that when
- you cast a spell or throw an object at the target location, the path
- chosen is the "optimal" path towards that location, which may or may
- not be the path you want. Sometimes, by clever choice of a location
- on the floor for your target, you may be able to convince a thrown
- object or cast spell to squeeze through a hole or corridor that is
- blocking direct access to a different grid. Launching a ball spell
- or breath weapon at a location in the middle of a group of monsters
- can often improve the effects of that attack, since ball attacks are
- not stopped by interposed monsters if the ball is launched at a target.
-
- --- Looking Commands ---
-
- Full screen map (M)
- This command will show a map of the entire dungeon, reduced by a
- factor of nine, on the screen. Only the major dungeon features
- will be visible because of the scale, so even some important
- objects may not show up on the map. This is particularly useful
- in locating where the stairs are relative to your current
- position, or for identifying unexplored areas of the dungeon.
-
- Locate player on map (L) or Where is the player (W)
- This command lets you scroll your map around, looking at all sectors
- of the current dungeon level, until you press escape, at which point
- the map will be re-centered on the player if necessary. To scroll
- the map around, simply press any of the "direction" keys. The top
- line will display the sector location, and the offset from your
- current sector.
-
- Look around (l) or Examine things (x)
- This command is used to look around at nearby monsters (to determine
- their type and health) and objects (to determine their type). It is
- also used to find out what objects (if any) are under monsters, and
- if a monster is currently inside a wall, and what is under the player.
- When you are looking at something, you may hit space for more details,
- or to advance to the next interesting monster or object, or minus ("-")
- to go back to the previous monster or object, or a direction key to
- advance to the nearest interesting monster or object (if any) in that
- general direction, or "r" to recall information about the current
- monster race, or "q" or escape to stop looking around. You always
- start out looking at "yourself".
-
- Observe an item (I)
- This command lets you observe a previously *identified* item.
- This will tell you things about the special powers of the object.
- Currently, it only makes sense for artifacts and ego-items.
-
- --- Message Commands ---
-
- Repeat level feeling (^F)
- Repeats the feeling about the dungeon level that you got when you
- first entered the level.
-
- View previous messages (^P)
- This command shows you all the recent messages. You can scroll
- through them, or exit with ESCAPE.
-
- Take notes (:)
- This command allows you to take notes, which will then appear in
- your message list (prefixed with "Note:").
-
- --- Game Status Commands ---
-
- Character Description (C)
- Brings up a full description of your character, including your
- skill levels, your current and potential stats, and various other
- information. From this screen, you can change your name or use
- the file character description command to save your character
- status to a file. That command saves additional information,
- including your background, your inventory, and the contents of
- your house.
-
- Check knowledge (~)
- This command allows you to ask about the knowledge possessed by
- your character. Currently, this includes being able to list all
- known "artifacts", "uniques", and "objects". Normally, once an
- artifact is "generated", and "lost", it can never again be found,
- and will become "known" to the player. With "preserve" mode, an
- artifact can never be "lost" until it is "known" to the player.
- In either case, any "known" artifacts not in the possession of
- the player will never again be "generated". The "uniques" are
- special "unique" monsters which can only be killed once per game.
- Certain "objects" come in "flavors", and you must determine the
- effect of each "flavor" once for each such type of object, and
- this command will allow you to display all "known" flavors.
-
- Interact with the system (!)
- Allow the user to interact with the underlying visual system.
- This command is currently unused.
-
- --- Saving and Exiting Commands ---
-
- Save and Quit (Ctrl-X)
- To save your game so that you can return to it later, use this
- command. Save files will also be generated (hopefully) if the
- game crashes due to a system error. After you die, you can use
- your savefile to play again with the same options and such.
-
- Save (Ctrl-S)
- This command saves the game but doesn't exit Angband. Use this
- frequently if you are paranoid about having your computer crash
- (or your power go out) while you are playing.
-
- Quit (commit suicide) (Q)
- Kills your character and exits Angband. You will be prompted to
- make sure you really want to do this, and then asked to verify
- that choice. Note that dead characters are dead forever.
-
- --- User pref file commands ---
-
- Interact with options (=)
- Allow you to interact with options. Note that using the "cheat"
- options may mark your savefile as unsuitable for the high score
- list. You may change normal options using the "X" and "Y" user
- pref commands. The "window" options allow you to specify what
- should be drawn in any of the special sub-windows (not available
- on all platforms). See the help file "options.txt" for more info.
-
- Interact with macros (@)
- Allow you to interact with macros. You may load or save macros
- from user pref files, create macros of various types, or define
- keymaps. You must define a "current action", shown at the bottom
- of the screen, before you attempt to use any of the "create macro"
- commands, which use that "current action" as their action. This
- is a horrible interface, and will be fixed eventually.
-
- Interact with visuals (%)
- Allow you to interact with visuals. You may load or save visuals
- from user pref files, or modify the attr/char mappings for the
- monsters, objects, and terrain features. You must use the "redraw"
- command (^R) to redraw the map after changing attr/char mappings.
-
- Interact with colors (&)
- Allow the user to interact with colors. This command only
- works on some systems.
-
- --- Help ---
-
- Help (?)
- Brings up the Angband on-line help system. Note that the help
- files are just text files in a particular format, and that other
- help files may be available on the Net. In particular, there are
- a variety of spoiler files which do not come with the standard
- distribution. Check the place you got Angband from or ask on the
- newsgroup rec.games.roguelike.angband about them.
-
- Identify Symbol (/)
- Use this command to find out what a character stands for. For
- instance, by pressing "/.", you can find out that the "." symbol
- stands for a floor spot. When used with a symbol that represents
- creatures, the this command will tell you only what class of
- creature the symbol stands for, not give you specific information
- about a creature you can see. To get that, use the Look command.
-
- There are three special symbols you can use with the Identify
- Symbol command to access specific parts of your monster memory.
- Typing Ctrl-A when asked for a symbol will recall details about
- all monsters, typing Ctrl-U will recall details about all unique
- monsters, and typing Ctrl-N will recall details about all
- non-unique monsters.
-
- If the character stands for a creature, you are asked if you want
- to recall details. If you answer yes, information about the
- creatures you have encountered with that symbol is shown in the
- Recall window if available, or on the screen if not. You can also
- answer "k" to see the list sorted by number of kills, or "p" to
- see the list sorted by dungeon level the monster is normally found
- on. Pressing ESCAPE at any point will exit this command.
-
- Game Version (V)
- This command will tell you what version of Angband you are using.
- For more information, see the "version.txt" help file.
-
-
- --- Extra Commands ---
-
- Toggle Choice Window (^E)
- Toggles the display in any sub-windows (if available) which are
- displaying your inventory or equipment.
-
- Redraw Screen (^R)
- This command adapts to various changes in global options, and
- redraws all of the windows. It is normally only necessary in
- abnormal situations, such as after changing the visual attr/char
- mappings, or enabling "graphics" mode.
-
- Load screen dump (left-paren)
- This command loads a "snap-shot" of the current screen from the file
- "dump.txt", and displays it on the screen.
-
- Save screen dump (right-paren)
- This command dumps a "snap-shot" of the current screen to the file
- "dump.txt", including encoded color information.
-
-