Ticket #1544: command.txt

File command.txt, 35.3 KB (added by PowerWyrm, 8 years ago)

Reviewed version of command.txt. Added missing commands and updated some.

2Command Descriptions
5The following command descriptions are listed as the command name plus the
6default key to use it. For those who prefer the original "roguelike"
7keyset, the name and key of the roguelike command is also shown if it is
8different. Then comes a brief description of the command, including
9information about alternative methods of specifying the command in each
10keyset, when needed.
12Some commands use the "repeat count" to automatically repeat the command
13several times, while others use the "repeat count" to specify a "quantity"
14for the command, and still others use it as an "argument" of some kind.
16Most commands take no "energy" to perform, while other commands only take
17energy when they cause the world to change in some way. For example,
18attempting to read a scroll while blind does not use any energy.
20Inventory Commands
23Inventory list (``i``)
24  Displays a list of objects being carried but not equipped. You can carry
25  up to 23 different items, not counting those in your equipment. Often,
26  many identical objects can be "stacked" into a "pile" which will count as
27  a single item. This is always true of things like potions, scrolls, and
28  food, but you may have to set options to allow wands, staves, and other
29  such objects to tack. Each object has a weight, and if you carry more
30  objects than your strength permits, you will begin to slow down. The
31  amount of weight you can still carry without being overencumbered, or the
32  amount of extra weight you are currently carrying is displayed at the top
33  of the screen.
35Equipment list (``e``)
36  Use this command to display a list of the objects currently being used by
37  your character. Your character has 12 slots for equipment and 10 slots
38  for ammunition (the quiver). Each equipment slot corresponds to a
39  different location on the body, and each of which may contain only a
40  single object at a time, and each of which may only contain objects of
41  the proper "type", and which include WIELD (weapon), BOW (missile
42  launcher), LEFT (ring), RIGHT (ring), NECK (amulet), LIGHT (light
43  source), BODY (armor), OUTER (cloak), ARM (shield), HEAD (helmet), HANDS
44  (gloves), FEET (boots). You must be wielding/wearing certain objects to
45  take advantage of their special powers.
47Drop an item (``d``)
48  This drops an item from your inventory or equipment onto the dungeon
49  floor. If the floor spot you are standing on already has an object in it,
50  Angband will attempt to drop the item onto an adjacent space. Be warned
51  that if the floor is full and you attempt to drop something, it may
52  disappear and be destroyed. Doors and traps are considered objects for
53  the purpose of determining if the space is occupied. This command may
54  take a quantity, and takes some energy.
56Ignore/unignore items (``k``) or Ignore/unignore items (``^D``)
57  Use this to ignore (or stop ignoring) items in your inventory or on the
58  dungeon floor. You may specify items individually, by flavor or by quality
59  level.
61Toggle ignoring of items (``K``) or Toggle ignoring of items (``^G``)
62  This causes squelchable items to be hidden or shown to the player.
64Wear/Wield equipment (``w``)
65  To wear or wield an object in your inventory, use this command. Since
66  only one object can be in each slot at a time, if you wear or wield an
67  item into a slot which is already occupied, the old item will be first be
68  taken off, and may in fact be dropped if there is no room for it in your
69  inventory. Wielding ammunition will add it to an empty slot in your
70  quiver and prompt you to replace a type of ammunition if your quiver is
71  already full. This command takes some energy.
73Take off equipment (``t``) or Take off equipment (``T``)
74  Use this command to take off a piece of equipment and return it to your
75  inventory. Occasionally, you will run into a cursed item which cannot be
76  removed. These items normally penalize you in some way and cannot be
77  taken off until the curse is removed. If there is no room in your
78  inventory for the item, your pack will overflow and you will drop the
79  item after taking it off. You may also remove ammunition from your quiver
80  with this command. This command takes some energy.
82Movement Commands
85Moving (arrow keys, number keys) or (arrow keys, number keys, ``yuhjklbn``)
86  This causes you to move one step in a given direction. If the quare you
87  wish to move into is occupied by a monster, you will attack it. If the
88  square is occupied by a door or a trap you may attempt to open or disarm
89  it if the appropriate option is set. Preceeding this command with CTRL
90  will cause you to attack in the appropriate direction, but will not move
91  your character if no monster is there. These commands take some energy.
93Walk (with pickup) (``;``)
94  Moves one step in the given direction. The square you are moving into
95  must not be blocked by walls or doors. You will pick up any items in the
96  destination grid if the "pickup_always" option is set, or if the
97  "pickup_inven" option is set and you have a similar item in your inventory.
98  You may also use the "original" direction keys (both keysets) or the
99  "roguelike" direction keys (roguelike keyset) to walk in a direction. This
100  command may take a count, requires a direction, and takes some energy.
102Walk (``W``)
103  The walk command lets you willingly walk into a trap or a closed door,
104  without trying to open or disarm it. This command may take a count,
105  requires a direction, and takes some energy.
107Run (``.``) or Run (``,``)
108  This command will move in the given direction, following any bends in the
109  corridor, until you either have to make a "choice" between two directions
110  or you are disturbed. You can configure what will disturb you by setting
111  the disturbance options. You may also use shift plus the "roguelike"
112  direction keys (roguelike keyset), or shift plus the "original" direction
113  keys on the keypad (both keysets, some machines) to run in a direction.
114  This command may take an argument, requires a direction, and takes some
115  energy.
117Go up staircase (``<``)
118  Climbs up an up staircase you are standing on. There is always at least
119  one staircase going up on every level except for the town level (this
120  doesn't mean it's easy to find). Going up a staircase will take you to a
121  new dungeon level unless you are at 50 feet (dungeon level 1), in which
122  case you will return to the town level. Note that whenever you leave a
123  level (not the town), you will never find it again. This means that for
124  all intents and purposes, any objects on that level are destroyed. This
125  includes artifacts unless the "Create characters in preserve mode" option
126  was set when your character was created, in which case the artifacts may
127  show up again later. This command takes some energy.
129Go down staircase (``>``)
130  Descends a down staircase you are standing on. There are always at least
131  two staircases going down on each level, except for the town which has
132  only one, and "quest" levels, which have none until the quest monster is
133  killed. Going down a staircase will take you to a new dungeon level. See
134  "Go Up Staircase" for more info. This command takes some energy.
136Resting Commands
139Stay still (with pickup) (``,``) or Stay still (with pickup) (``.``)
140  Stays in the same square for one move. If you normally pick up objects
141  you encounter, you will pick up whatever you are standing on. You may
142  also use the ``5`` key (both keysets). This command may take a count, and
143  takes some energy.
145Get objects (``g``)
146  Pick up objects and gold on the floor beneath you. Picking up gold takes
147  no time, and objects take 1/10th of a normal turn each (maximum time cost
148  is a full turn). You may pick up objects until the floor is empty or your
149  backpack is full.
151Rest (``R``)
152  Resting is better for you than repeatedly staying still, and can be told
153  to automatically stop after a certain amount of time, or when various
154  conditions are met. In any case, you always wake up when anything
155  disturbing happens, or when you press any key. To rest, enter the Rest
156  command, followed by the number of turns you want to rest, or ``*`` to
157  rest until your hitpoints and mana are restored, or ``&`` to rest until
158  you are fully "healed". This command may take an argument (used for the
159  number of turns to rest), and takes some energy.
161Searching Commands
164Search (``s``)
165  This command can be used to locate hidden traps and secret doors in the
166  spaces adjacent to the player. More than a single turn of searching will
167  be required in most cases, so it is affected by the 'always repeat'
168  option. You should always search a chest before trying to open it, since
169  they are generally trapped. This command can take a count, which is
170  useful if you are fairly sure of finding something eventually, since the
171  command stops as soon as anything is found. This command takes some
172  energy.
174Toggle search mode (``S``) or Toggle search mode (``#``)
175  This command will take you into and out of search mode. When first
176  pressed, the message "Searching" will appear at the bottom of the screen.
177  You are now taking two turns for each command, one for the command and
178  one turn to search. This means that you are taking twice the time to move
179  around the dungeon, and therefore twice the food. Search mode will
180  automatically turn off if you are disturbed. You may also turn off search
181  mode by entering the Search Mode command again.
183Alter Commands
186Tunnel (``T``) or Tunnel (``^T``)
187  Tunnelling or mining is a very useful art. There are many kinds of rock,
188  with varying hardness, including permanent rock (permanent), granite
189  (very hard), quartz veins (hard), magma veins (soft), and rubble (very
190  soft). Quartz and Magma veins may be displayed in a special way, and may
191  sometimes contain treasure, in which case they will be displayed in a
192  different way. Rubble sometimes covers an object. It is hard to tunnel
193  unless you are wielding a heavy weapon or a shovel or a pick. Tunnelling
194  ability increases with strength and weapon weight. This command may take
195  a count, requires a direction, and takes some energy.
197Open a door or chest (``o``)
198  To open an object such as a door or chest, you must use this command. If
199  the object is locked, you will attempt to pick the lock based on your
200  disarming ability. If you open a trapped chest without disarming the
201  traps first, the trap will be set off. Some doors will be jammed shut and
202  may have to be forced open. Opening will automatically attempt to pick
203  any lock doors. You may need several tries to open a door or chest. This
204  command may take a count, requires a direction, and takes some energy.
206Close a door (``c``)
207  Non-intelligent and some other creatures cannot open doors, so hutting
208  doors can be quite valuable. Furthermore, monsters cannot see you behind
209  closed doors, so closing doors may allow you to buy some time without
210  being attacked. Broken doors cannot be closed. Bashing a door open may
211  break it. This command may take a count, requires a direction, and takes
212  some energy.
214Jam a door (``j``) or Spike a door (``S``)
215  Many monsters can simply open closed doors, and can eventually get
216  through a locked door. You may therefore occasionally want to jam a door
217  shut with iron spikes. Each spike used on the door will make it harder
218  for a monster to bash down the door, and will make it take longer time,
219  up to a certain limit. A door that was locked before it was jammed or
220  spiked will be harder to bash down. Smaller monsters are less able to
221  bash down doors. In order to use this command, you must be carrying iron
222  spikes. This command requires a direction, and takes some energy.
224Bash a door (``B``) or Force a door (``f``)
225  This command allows you to bash down jammed doors. Your bashing ability
226  increases with strength. Bashing open a door can (briefly) throw you off
227  balance. Doors that are stuck, or which have been jammed closed with
228  spikes can only be opened by bashing, and all closed doors can be bashed
229  open if desired. Bashing a door open may permanently break it so that it
230  can never be closed. This command may take a count, requires a direction,
231  and takes some energy.
233Disarm a trap or chest, or lock a door (``D``)
234  You can attempt to disarm traps on the floor or on chests. If you fail,
235  there is a chance that you will blunder and set it off. You can only
236  disarm a trap after you have found it (usually with the Search command).
237  The command can also be used to lock a closed door. This will create a
238  hindrance for monsters. Even if many monsters will be able to pick the
239  lock or bash the door down, it will often take them some time. This
240  command may take a count, requires a direction, and takes some energy.
242Alter (``+``)
243  This special command allows the use of a single keypress to select any of
244  the "obvious" commands above (attack, tunnel, bash, open, disarm, close),
245  and, by using keymaps, to combine this keypress with directions. In
246  general, this allows the use of the "control" key plus the appropriate
247  "direction" key (including the roguelike direction keys in roguelike
248  mode) as a kind of generic "alter the terrain feature of an adjacent
249  grid" command. This command may take a count, requires a direction, and
250  takes some energy.
252Spell and Prayer Commands
255Browse a book (``b``) or Peruse a book (``P``)
256  Only mages, rogues, and rangers can read magic books, and only priests
257  and paladins can read prayer books. Warriors cannot read any books. When
258  this command is used, all of the spells or prayers contained in the
259  selected book are displayed, along with information such as their level,
260  the amount of mana required to cast them, and whether or not you know the
261  spell or prayer.
263Gain new spells or prayers (``G``)
264  Use this command to actually learn new spells or prayers. When you are
265  able to learn new spells or prayers, the word "Study" will appear on the
266  status line at the bottom of the screen. If you have a book in your
267  possession, containing spells or prayers which you may learn, then you
268  may choose to study that book. If you are a mage, rogue, or ranger, you
269  may actually choose which spell to study. If you are a priest or paladin,
270  your gods will choose a prayer for you. There are nine books of each
271  type, five of which are normally found only in the dungeon. This command
272  takes some energy.
274Cast a spell (``m``)
275  To cast a spell, you must have previously learned the spell and must have
276  in your inventory a book from which the spell can be read. Each spell has
277  a chance of failure which starts out fairly large but decreases as you
278  gain levels. If you don't have enough mana to cast a spell, you will be
279  prompted for confirmation. If you decide to go ahead, the chance of
280  failure is greatly increased, and you may wind up paralyzed for several
281  turns. Since you must read the spell from a book, you cannot be blind or
282  confused while casting, and there must be some light present. This
283  command takes some energy: the higher your level, the less it takes, but
284  the higher the spell level, the more it takes.
286Pray a prayer (``p``)
287  To pray effectively, you must have previously learned the prayer and must
288  have in your inventory a book from which the prayer can be read. Each
289  prayer has a chance of being ignored which starts out fairly large but
290  decreases as you gain levels. If you don't have enough mana to cast a
291  spell, you will be prompted for confirmation. If you decide to go ahead,
292  the chance of failure is greatly increased, and you may lose a point of
293  constitution. Since you must read the prayer from a book, you cannot be
294  blind or confused while praying, and there must be some light present.
295  This command takes some energy - as with spells, higher caster level
296  means less energy used, but higher spell level means more.
298Object Manipulation Commands
301Eat some food (``E``)
302  You must eat regularly to prevent starvation. As you grow hungry, a
303  message will appear at the bottom of the screen saying "Hungry". If you
304  go hungry long enough, you will become weak, then start fainting, and
305  eventually, you may will die of starvation. You may use this command to
306  eat food in your inventory. Note that you can sometimes find food in the
307  dungeon, but it is not always wise to eat strange food. This command
308  takes some energy.
310Fuel your lantern/torch (``F``)
311  If you are using a torch and have more torches in your pack, or you are
312  using a lantern and have flasks of oil in your pack, then your can
313  "refuel" them with this command. Torches and Lanterns are limited in
314  their maximal fuel. In general, two flasks will fully fuel a lantern and
315  two torches will fully fuel a torch. This command takes some energy.
317Quaff a potion (``q``)
318  Use this command to drink a potion. Potions affect the player in various
319  ways, but the effects are not always immediately obvious. This command
320  takes some energy.
322Read a scroll (``r``)
323  Use this command to read a scroll. Scroll spells usually have an area
324  effect, except for a few cases where they act on other objects. Reading a
325  scroll causes the parchment to disintegrate as the scroll takes effect.
326  Most scrolls which prompt for more information can be aborted (by
327  pressing escape), which will stop reading the scroll before it
328  disintegrates. This command takes some energy.
330Inscribe an object (``{``)
331  This command inscribes a string on an object. The inscription is
332  displayed inside curly braces after the object description. The
333  inscription is limited to the particular object (or pile) and is not
334  automatically transferred to all similar objects. Under certain
335  circumstances, Angband will display "fake" inscriptions on certain
336  objects (``cursed``, ``tried``, ``empty``, ...) when
337  appropriate. These "fake" inscriptions remain all the time, even if the
338  player chooses to add a "real" inscription on top of it later.
340  In addition, Angband will occasionally place a "real" inscription on an
341  object for you, normally as the result of your character getting a
342  "feeling" about the item. All characters will get "feelings" about
343  weapons and armor after carrying them for a while. Warriors (who
344  understand weapons and armor best) get the most detailed feelings, and
345  get them faster than other classes. Rogues (used to handling all orts of
346  stolen goods) are also very good, as are paladins (basically warriors who
347  are religious.) Rangers are not so well-versed in melee weapons, being
348  normally people of the outdoors and the wilderness who prefer archery and
349  camouflage to heavy metal armor and weaponry, while priests and mages
350  simply are not experienced enough in matters concerning melee to be able
351  to tell much about an item - though a priest will realise the extent of
352  his knowledge fairly quickly, as they are often called upon to fight for
353  their faith and have learned a little from these experiences and divine
354  insight. Mages, frankly, haven't a clue. But then, they don't need it
355  when they can learn the spell of Identify very early on in the game.
357  An item labeled as ``{empty}`` was found to be out of charges, and an
358  item labeled as ``{tried}`` is a "flavored" item which the character has
359  used, but whose effects are unknown. Certain inscriptions have a meaning
360  to the game, see ``@#``, ``@x#``, ``!*``, and ``!x``, in the section on
361  inventory object election.
363Uninscribe an object (``}``)
364  This command removes the inscription on an object. This command will have
365  no effect on "fake" inscriptions added by the game itself.
367Magical Object Commands
370Activate an artifact (``A``)
371  You have heard rumors of special weapons and armor deep in the Pits,
372  items that can let you breathe fire like a dragon or light rooms with
373  just a thought. Should you ever be lucky enough to find such an item,
374  this command will let you activate its special ability. Special abilities
375  can only be used if you are wearing or wielding the item. This command
376  takes some energy.
378Aim a wand (``a``) or Zap a wand (``z``)
379  Wands must be aimed in a direction to be used. Wands are magical devices,
380  and therefore there is a chance you will not be able to figure out how to
381  use them if you aren't good with magical devices. They will fire a shot
382  that affects the first object or creature encountered or fire a beam that
383  affects anything in a given direction, depending on the wand. An
384  obstruction such as a door or wall will generally stop the effects from
385  traveling any farther. This command requires a direction and can use a
386  target. This command takes some energy.
388Use a staff (``u``) or Zap a staff (``Z``)
389  This command will use a staff. A staff is normally very similar to a
390  scroll, in that they normally either have an area effect or affect a
391  specific object. Staves are magical devices, and there is a chance you
392  will not be able to figure out how to use them. This command takes some
393  energy.
395Zap a rod (``z``) or Activate a rod (``a``)
396  Rods are extremely powerful magical items, which cannot be burnt or
397  shattered, and which can have either staff-like or wand-like effects, but
398  unlike staves and wands, they don't have charges. Instead, they draw on
399  the ambient magical energy to recharge themselves, and therefore can only
400  be activated once every few turns. The recharging time varies depending
401  on the type of rod. This command may require a direction (depending on
402  the type of rod, and whether you are aware of its type) and can use a
403  target. This command takes some energy.
405Throwing and Missile Weapons
408Fire an item (``f``) or Fire an item (``t``)
409  This command will allow you to fire a missile from either
410  your quiver or your inventory provided it is the appropriate ammunition
411  for the current missile weapon you have equipped. You may not fire an
412  item without a missile weapon equipped. Fired ammunition has a chance of
413  breaking. This command takes some energy.
415Fire default ammo at nearest (``h``) or (``TAB``)
416  If you have a missile weapon equipped and the appropriate ammunition in
417  your quiver, you can use this command to fire at the nearest visible
418  enemy. This command will cancel itself if you lack a launcher, ammunition
419  or a visible target that is in range. The first ammunition of the correct
420  type found in the quiver is used. This command takes some energy.
422Throw an item (``v``)
423  You may throw any object carried by your character. Depending on the
424  weight, it may travel across the room or drop down beside you. Only one
425  object from a pile will be thrown at a time. Note that throwing an object
426  will often cause it to break, so be careful! If you throw something at a
427  creature, your chances of hitting it are determined by your plusses to
428  hit, your ability at throwing, and the object's plusses to hit. Once the
429  creature is hit, the object may or may not do any damage to it. You've
430  heard rumors that some objects found in the dungeon can do huge amounts
431  of damage when thrown, but you're not sure which objects those are....
432  Note that flasks of oil will do a fairly large chunk of fire damage to a
433  monster on impact. If you are wielding a missile launcher compatible with
434  the object you are throwing, then you automatically use the launcher to
435  fire the missile with much higher range, accuracy, and damage, than you
436  would get by just throwing the missile. Throw, like fire, requires a
437  direction. Targeting mode (see the next command) can be invoked with
438  ``*`` at the ``Direction?`` prompt. This command takes some energy.
440Targeting Mode (``*``)
441  This will allow you to aim your ranged attacks at a specific monster or
442  grid, so that you can point directly towards that monster or grid (even
443  if this is not a "compass" direction) when you are asked for a direction.
444  You can set a target using this command, or you can set a new target at
445  the "Direction?" prompt when appropriate. At the targeting prompt, you
446  have many options. First of all, targetting mode starts targetting nearby
447  monsters which can be reached by "projectable" spells and thrown objects.
448  In this mode, you can press ``t`` (or ``5`` or ``.``) to select the
449  current monster, pace to advance to the next monster, ``-`` to back up to
450  the previous monster, direction keys to advance to a monster more or less
451  in that direction, ``r`` to "recall" the current monster, ``q`` to exit
452  targetting mode, and ``p`` (or ``o``) to stop targetting monsters and
453  enter the mode for targetting a location on the floor or in a wall. Note
454  that if there are no nearby monsters, you will automatically enter this
455  mode. Note that hitting ``o`` is just like ``p``, except that the
456  location cursor starts on the last examined monster instead of on the
457  player. In this mode, you use the "direction" keys to move around, and
458  the ``q`` key to quit, and the ``t`` (or ``5`` or ``.``) key to target
459  the cursor location. Note that targetting a location is slightly
460  "dangerous", as the target is maintained even if you are far away. To
461  cancel an old target, simply hit ``*`` and then ``ESCAPE`` (or ``q``).
462  Note that when you cast a spell or throw an object at the target
463  location, the path chosen is the "optimal" path towards that location,
464  which may or may not be the path you want. Sometimes, by clever choice of
465  a location on the floor for your target, you may be able to convince a
466  thrown object or cast spell to squeeze through a hole or corridor that is
467  blocking direct access to a different grid. Launching a ball spell or
468  breath weapon at a location in the middle of a group of monsters can
469  often improve the effects of that attack, since ball attacks are not
470  stopped by interposed monsters if the ball is launched at a target.
472Target closest monster (``'``)
473  This will allow you to aim your ranged attacks at the closest valid target.
475Looking Commands
478Full screen map (``M``)
479  This command will show a map of the entire dungeon, reduced by a factor
480  of nine, on the screen. Only the major dungeon features will be visible
481  because of the scale, so even some important objects may not show up on
482  the map. This is particularly useful in locating where the stairs are
483  relative to your current position, or for identifying unexplored areas of
484  the dungeon.
486Locate player on map (``L``) or Where is the player (``W``)
487  This command lets you scroll your map around, looking at all sectors of
488  the current dungeon level, until you press escape, at which point the map
489  will be re-centered on the player if necessary. To scroll the map around,
490  simply press any of the "direction" keys. The top line will display the
491  sector location, and the offset from your current sector.
493Look around (``l``) or Examine things (``x``)
494  This command is used to look around at nearby monsters (to determine
495  their type and health) and objects (to determine their type). It is also
496  used to find out what objects (if any) are under monsters, and if a
497  monster is currently inside a wall, and what is under the player. When
498  you are looking at something, you may hit space for more details, or to
499  advance to the next interesting monster or object, or minus (``-``) to go
500  back to the previous monster or object, or a direction key to advance to
501  the nearest interesting monster or object (if any) in that general
502  direction, or ``r`` to recall information about the current monster race,
503  or ``q`` or escape to stop looking around. You always tart out looking at
504  "yourself".
506Inspect an item (``I``)
507  This command lets you inspect an item. This will tell you things about
508  the special powers of the object, as well as attack information for
509  weapons. It will also tell you what resistances or abilities you have
510  noticed for the item and if you have not yet completely identified all
511  properties.
513List visible monsters (``[``)
514  This command lists all monsters that are visible to you, telling you how
515  many there are of each kind. It also tells you whether they are asleep,
516  and where they are (relative to you).
518List visible items (``]``)
519  This command lists all items that are visible to you, telling you how of
520  each there are and where they are on the level relative to your current
521  location.
523Message Commands
526Repeat level feeling (``^F``)
527  Repeats the feeling about the dungeon level that you got when you first
528  entered the level.
530View previous messages (``^P``)
531  This command shows you all the recent messages. You can scroll through
532  them, or exit with ESCAPE.
534Take notes (``:``)
535  This command allows you to take notes, which will then appear in your
536  message list and your character history (prefixed with "Note:").
538Game Status Commands
541Character Description (``C``)
542  Brings up a full description of your character, including your kill
543  levels, your current and potential stats, and various other information.
544  From this screen, you can change your name or use the file character
545  description command to save your character status to a file. That command
546  saves additional information, including your background, your inventory,
547  and the contents of your house.
549Check knowledge (``~``)
550  This command allows you to ask about the knowledge possessed by your
551  character. Currently, this includes being able to list all known
552  "artifacts", "uniques", and "objects". Normally, once an artifact is
553  "generated", and "lost", it can never again be found, and will become
554  "known" to the player. With "preserve" mode, an artifact can never be
555  "lost" until it is "known" to the player. In either case, any "known"
556  artifacts not in the possession of the player will never again be
557  "generated". The "uniques" are special "unique" monsters which can only
558  be killed once per game. Certain "objects" come in "flavors", and you
559  must determine the effect of each "flavor" once for each such type of
560  object, and this command will allow you to display all "known" flavors.
561  Inscribing items in this list will cause you to similarly inscribe all
562  similar items you find from this point on.
564Interact with the system (``!``)
565  Allow the user to interact with the underlying visual system. This
566  command is currently unused.
568Saving and Exiting Commands
571Save and Quit (``^X``)
572  To save your game so that you can return to it later, use this command.
573  Save files will also be generated (hopefully) if the game crashes due to
574  a system error. After you die, you can use your savefile to play again
575  with the same options and such.
577Save (``Ctrl-S``)
578  This command saves the game but doesn't exit Angband. Use this frequently
579  if you are paranoid about having your computer crash (or your power go
580  out) while you are playing.
582Quit (commit suicide) (``Q``)
583  Kills your character and exits Angband. You will be prompted to make sure
584  you really want to do this, and then asked to verify that choice. Note
585  that dead characters are dead forever.
587User Pref File Commands
590Interact with options (``=``)
591  Allow you to interact with options. Note that using the "cheat" options
592  may mark your savefile as unsuitable for the high score list. The
593  "window" options allow you to specify what should be drawn in any of the
594  special sub-windows (not available on all platforms). See the help files
595  ``customize.txt`` and ``options.txt`` for more info. You can also interact
596  with keymaps under this menu.
598Interact with keymaps - option submenu
599  Allow you to interact with keymaps. You may load or save keymaps from
600  user pref files, or define keymaps. You must define a "current action",
601  shown at the bottom of the screen, before you attempt to use any of the
602  "create macro" commands, which use that "current action" as their action.
603  This is a horrible interface, and will be fixed eventually.
605Interact with visuals - option submenu
606  Allow you to interact with visuals. You may load or save visuals from
607  user pref files, or modify the attr/char mappings for the monsters,
608  objects, and terrain features. You must use the "redraw" command (``^R``)
609  to redraw the map after changing attr/char mappings. NOTE: It is
610  generally easier to modify visuals via the "knowledge" menus.
612Interact with colors - option submenu
613  Allow the user to interact with colors. This command only works on some
614  systems. NOTE: It is commonly used to brighten the 'Light Dark' color
615  (eg. Cave Spiders) on displays with bad alpha settings.
617Enter a user pref command (``"``)
618  Allow to enter a single user pref command.
620Help Commands
623Help (``?``)
624  Brings up the Angband on-line help system. Note that the help files are
625  just text files in a particular format, and that other help files may be
626  available on the Net. In particular, there are a variety of spoiler files
627  which do not come with the standard distribution. Check the place you got
628  Angband from or ask on the newsgroup rec.games.roguelike.angband about
629  them.
631Identify Symbol (``/``)
632  Use this command to find out what a character stands for. For instance,
633  by pressing ``/.``, you can find out that the ``.`` symbol stands for a
634  floor spot. When used with a symbol that represents creatures, the this
635  command will tell you only what class of creature the symbol stands for,
636  not give you specific information about a creature you can see. To get
637  that, use the Look command.
639  There are three special symbols you can use with the Identify Symbol
640  command to access specific parts of your monster memory. Typing
641  ``Ctrl-A`` when asked for a symbol will recall details about all
642  monsters, typing ``Ctrl-U`` will recall details about all unique
643  monsters, and typing ``Ctrl-N`` will recall details about all non-unique
644  monsters.
646  If the character stands for a creature, you are asked if you want to
647  recall details. If you answer yes, information about the creatures you
648  have encountered with that symbol is shown in the Recall window if
649  available, or on the screen if not. You can also answer ``k`` to see the
650  list sorted by number of kills, or ``p`` to see the list sorted by
651  dungeon level the monster is normally found on. Pressing ``ESCAPE`` at
652  any point will exit this command.
654Game Version (``V``)
655  This command will tell you what version of Angband you are using. For
656  more information, see the ``version.txt`` help file.
658Command lists (``Enter``)
659  This brings up a little window in the middle of the screen, in which you
660  can select what command you would like to use by browsing. Useful for
661  beginners.
663Extra Commands
666Toggle Choice Window (``^E``)
667  Toggles the display in any sub-windows (if available) which are
668  displaying your inventory or equipment.
670Redraw Screen (``^R``)
671  This command adapts to various changes in global options, and redraws all
672  of the windows. It is normally only necessary in abnormal situations,
673  such as after changing the visual attr/char mappings, or enabling
674  "graphics" mode.
676Load screen dump (left-paren)
677  This command loads a "snap-shot" of the current screen from the file
678  ``dump.txt``, and displays it on the screen.
680Save screen dump (|``)``|)
681  This command dumps a "snap-shot" of the current screen to the file
682  ``dump.txt``, including encoded color information. The command has three
683  variants:
685  - text, a simple ascii dump of the screen concatenated with a dump of the
686    color attributes.  It may be viewed in color with the ``(`` command.
687  - html, suitable for viewing in a web browser.
688  - forum embedded html for vBulletin, suitable for pasting in
689    web forums like http://angband.oook.cz/forums.
691.. |``)``| replace:: ``)``