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- === Available Commands ===
-
-
- 1. Default Keymaps
-
- All commands are entered by pressing a single key. Some commands
- are capital or control characters, which require you to hold down the shift
- or control key while pressing another key. Control keys may also be entered
- by pressing "^" (caret) first and then the letter (thus "^" + "p" yields "^p").
-
- Angband allows you to map the keyboard keys to the underlying commands
- however you choose (by hand or using a "pref" file). By default, you have
- access to two "standard" keymaps, the original keyset and the roguelike keyset.
- The original command set uses a numeric keypad for directions, freeing up all
- the letters for actual commands, while the roguelike command set is convenient
- if you do not have a keypad, or if you have learned to touch-type-adventure.
-
- The following tables summarize the two command sets. Commands which
- may be preceded by an optional count are marked with "@", and commands
- which must be followed by a direction are marked with "~". The optional
- count usually indicates the number of times the command should be repeated.
- If a particular command requires more information, it will request it.
- You may cancel most commands at any prompt using the ESCAPE key.
-
- To give a count to a command, type '0' followed by the count and
- then the command. A count of zero or no count is considered a count of 99.
- Command repitition will be stopped by the same things that stop running
- (such as pressing any key or seeing a monster). You may press "space" to
- explicitly terminate the "count" and be prompted for the command to repeat.
-
- Some commands will prompt for a spell or an inventory item. Pressing
- space (or '*') will give you a list of choices. Pressing ESCAPE cancels the
- command. Pressing "-" (minus) selects the item on the floor. Pressing a
- lowercase letter selects the given item. Pressing a capital letter selects
- the given item after verification. Pressing a numeric digit '#' selects the
- first item (if any) whose inscription contains "@#" or "@x#", where "x" is
- the current "underlying command". Whenever an item inscription contains
- "!*" or "!x" (with "x" as above) you will be asked to verify the selection.
-
-
- 1.1. Original Command Summary (slightly incomplete)
-
- a Aim and fire a wand A Activate an artifact
- b Browse a book @ B ~ Force door or bash monster
- c ~ Close a door C Full character description
- d Drop an item @ D ~ Disarm a trap
- e Equipment list E Eat some food
- f Fire or throw an item F Fill your lamp with oil
- @ g Stay still and get item on floor G Gain new spells
- i Inventory list L Locate player on map
- @ j ~ Jam a door shut with spikes M Full dungeon map
- l ~ Look in a given direction @ R Rest for a period
- m Cast a spell S Toggle search mode
- @ o ~ Open a door or chest @ T ~ Dig a tunnel
- p Pray a prayer V Version information
- q Quaff a potion CTRL-E Toggle choice window
- r Read a scroll CTRL-F Repeat level feeling
- @ s Search for traps or doors CTRL-K Commit suicide and quit
- t Take off equipment CTRL-P Show previous messages
- u Use a staff CTRL-R Redraw the screen
- w Wear or wield something CTRL-S Save and don't quit
- x Examine current target CTRL-X Save and quit
- z Zap a rod = Set options
- { Inscribe an object ~ Check artifacts
- } Uninscribe an object | Check uniques
- < Go up staircase % Manage preference files
- > Go down staircase : Comment messages
- @ - ~ Move with inverted pickup @ Define macro
- . ~ Run ! Define command macro
- * Target monster or location & Change keymap
- ? Help / Identify symbol
-
- 7 8 9
- Directions: 4 6 5 stays stationary for one move
- 1 2 3
-
-
-
-
-
- 1.2. Rogue-like Command Summary (slightly incomplete)
-
- a Activate a rod A Activate an artifact
- c ~ Close a door C Full character description
- d Drop an item @ D ~ Disarm a trap
- e Equipment list E Eat some food
- @ f ~ Force door or bash monster F Fill your lamp with oil
- @ g Stay still and get item on floor G Gain new spells
- i Inventory list M Full dungeon map
- l ~ Look in a given direction P Peruse a book
- m Cast a spell Q Commit suicide and quit
- @ o ~ Open a door or chest @ R Rest for a period
- p Pray a prayer @ S ~ Spike a door shut
- q Quaff a potion T Take off equipment
- r Read a scroll V Version information
- @ s Search for traps or doors W Where: locate self on map
- t Throw or fire an item CTRL-E Toggle choice window
- Z Use a staff CTRL-F Repeat level feeling
- w Wear or wield something CTRL-P Show previous messages
- x ~ Examine surroundings CTRL-R Redraw the screen
- z Zap a wand CTRL-S Save and don't quit
- { Inscribe an object CTRL-X Save and quit
- } Uninscribe an object = Set options
- < Go up staircase ~ Check artifacts
- > Go down staircase | Check uniques
- @ - ~ Move with inverted pickup % Manage preference files
- # Toggle search mode : Comment messages
- * Target monster or location @ Define macro
- / Identify symbol ! Define command macro
- ? Help & Change keymap
-
- y k u . stays stationary for one move
- Directions: h l Shift + <dir> runs
- b j n Ctrl + <dir> tunnels in that direction
-
-
-
-
-
-
- 2. Special Keys
-
- Certain commands may be entered at any time input is accepted,
- often depending on the machine and operating system.
-
- If you are playing on a UNIX or similar system, then Ctrl-C will
- interrupt Angband, and ask if you really want to commit suicide and quit
- the game. If you choose not to die, Angband merely continues as before
- (except that resting, running, repeated commands, etc will be terminated).
- You can suspend the game with Ctrl-Z, and return to the original command
- shell. In this case, Angband is not terminated, and may be restarted at
- any time from the shell using the "fg" command. Note that you may or may
- not be able to use the "double ctrl-z trick" to escape death.
-
- For many input requests or queries, the special character ESCAPE
- will abort the command. For the "-more-" message prompts, any of SPACE,
- ESCAPE, RETURN or ENTER (Ctrl-M), or LINEFEED (Ctrl-J) can be used to
- continue after pausing to read the displayed message, and in fact, you
- can use any key at all if the "quick_messages" option is turned on.
-
- It is possible to give control character commands in two key
- strokes, by typing a "^" followed by the appropriate letter of the
- alphabet. This is useful when running Angband in circumstances where
- control characters are intercepted by some external process, or by the
- operating system (such as Ctrl-S or Ctrl-D).
-
- Pressing "\" before a command will bypass all keymaps, and the
- next keypress will be interpreted as a command in the underlying Angband
- keyset (unless it is "^", in which case the keypress after that will
- be turned into a control character and interpreted as a command in the
- underlying angband keyset). For more information on keysets, see the
- section on Macros and Keymaps, and the section on Command Descriptions.
-
-
- 3. Direction
-
- For the original style command set, a direction is given by a
- digit which is in the appropriate orientation on your keypad. For the
- rogue like command set, a direction is given by one of the letters
- "hykulnjb". Again, the relative position of the keys on the keyboard
- gives a clue as to the direction. The digit "5" for the original
- commands, and the period "." for rogue like commands, is a null direction
- indicator. This is only allowed in a movement command (to stay in one
- place) or in a look command (to look in all directions).
-
- Original Directions Rogue-like Directions
-
- 7 8 9 y k u
- 4 5 6 h . l
- 1 2 3 b j n
-
- To move, just press the key for the appropriate direction and your
- character will move one step in that direction. You can only move onto
- and through floor spots, and only if they contain no creatures or
- obstructing objects such as a closed door.
-
- Other commands that require a direction will prompt for it.
-
- Moving your character one step at a time can be time consuming and
- boring, so a faster method has been supplied. For the original style
- command set, by using the Run command ".", you may move in a direction
- until something interesting happens. For instance, by pressing the period
- key "." followed by the direction 8, your character would continue to move
- up the screen, following any bends in the corridor, until something
- disturbs you. In the Rogue-like command set, you can run by typing the
- direction as a capital letter instead of lowercase. You can configure
- what will disturb you in the options screen (press "=" and look under
- disturbance options).
-
-
- 4. Command Counts
-
- Some commands can be executed a fixed number of times by preceding
- them with a count. Counted commands will execute until the count expires,
- until you type any character, or until something significant happens, such
- as being attacked. Thus, a counted command doesn't work to attack another
- creature. While the command is being repeated, the number of times left
- to be repeated will flash by on the line at the bottom of the screen.
-
- To give a count to a command, type 0, the repeat count, and then
- the command. If you want to give a movement command and you are using the
- original command set (where the movement commands are digits), press space
- after the count and you will be prompted for the command.
-
- Counted commands are very useful for searching or tunneling, as
- they automatically terminate on success, or if you are attacked. You may
- also terminate a counted command, or a Run command, by typing any
- character. This character is ignored, but it is safest to use a SPACE or
- ESCAPE which are always ignored as commands in case you type the command
- just after the count expires.
-
- You can tell Angband to automatically use a repeat count of 99
- with commands you normally want to repeat (open, disarm, tunnel, search,
- and bash) by setting "Repeat obvious commands" in the options screen
- (press "=" and look under General User-Interface Options).
-
-
- 5. Selection of Objects
-
- Many commands will also prompt for a particular object to be used.
- For example, the command to read a scroll will ask you which of the
- scrolls that you are carrying that you wish to read. In such cases, the
- selection is made by typing a letter of the alphabet. The prompt will
- indicate the possible letters, and will also allow you to type the key
- "*", which causes all of the available options to be described. The list
- of choices will also be shown in the Choice window, if you are using a
- windows environment and windows are turned on. Often you will be able to
- press "/" to select an object from your equipment instead of your
- inventory. Pressing space once will have the same effect as "*", and
- the second time will cancel the command and run the "i" or "e" command.
-
- The particular object may be selected by an upper case or a lower
- case letter. If lower case is used, the selection takes place
- immediately. If upper case is used, then the particular option is
- described, and you are given the option of confirming or retracting that
- choice. Upper case selection is thus safer, but requires an extra key
- stroke. Also see the "!*" and "!x" inscriptions, below.
-
- For many commands, you can also use "-" to select an object on the
- floor where you are standing. This lets you read scrolls or quaff
- potions, for example, off the dungeon floor without picking them up.
-
- If you enter a number between 0 and 9, the first item engraved
- with "@#" where "#" is the number you entered will be selected. For example,
- if you have a shovel engraved with "@0" and you type "w" (for wield) and
- then 0, you will wield the shovel. This is very useful for macros (see
- below), since you can use this to select an object regardless of its
- location in your pack. For example, Angband automatically defines a macro
- for the key "X" to do "w0". If you then engrave both your digging
- instrument and your primary weapon with @0, pressing X will wield
- whichever one is not being currently wielded (letting you quickly switch
- between them). Multiple numbers can be engraved on the same object; for
- example, if a sword is engraved with @1@0, then either "w1" or "w0" will
- wield it. Normally, you inscribe "@1@0" on your primary weapon, and
- "@2@0" on your digger or secondary weapon. Note that an inscription
- containing "@x#" will act like "@#" but only when the current "Angband
- command" is "x". Thus you can put "@z4" on a rod and "@u4" on a staff,
- and then use both "z4" and "u4" as desired.
-
- Note that any object containing "!x" in its inscription, where
- "x" is the current "angband command" (or containing "!*" ever) will induce
- "verification" whenever that object is "selected". Thus, inscribing, say,
- "!f!k!d" on an object will greatly reduce the odds of you "losing" it by
- accident, and inscribing "!*" on an object will allow you to be very paranoid
- about the object. Note that "selling" and "dropping" both use the "d" command.
-
-
- 6. Macros and Keymaps
-
- You can define a new macro with the "@" command. You will be
- prompted for the key for the macro, and the action that key should
- perform. From that point on, when you press that key, Angband will act as
- if you pressed the keys you entered for the action. For example, if you
- use the macro command to attach the action ".6" to Ctrl-Right-Arrow, then
- whenever you press Ctrl-Right-Arrow, Angband will act as if you pressed
- ".6" and will run to the right (assuming you are using the Original
- command set). This is the most useful for special keys such as the
- function keys or various combinations of Ctrl, Shift, or Alt and other
- keys. After you have defined several macros, you can save them in a
- preference file (see preference files below).
-
- If the macro action includes special keys like RETURN or control
- characters, they have to be encoded. Use "^X" for Ctrl-X (similar for
- other control characters), "\NNN" for character number NNN in octal,
- "\xHH" for character number HH in hex, "\e" for ESCAPE, "\n" for newline
- (ENTER or LINEFEED), "\r" for RETURN, "\s" for SPACE, "\\" for backslash,
- and "\^" for caret.
-
- Note that the output of a macro CANNOT match against other macro
- sequences, so you do not have to worry about infinite loops.
-
- The "\" command (which, in a macro, has to be encoded as "\\") is
- very useful in macros, since it bypasses all macros and keymaps and the
- next keystroke is considered a command in the underlying Angband command
- set. For a list of the Angband command set, see the section on Command
- Descriptions below. For example, a macro which maps Ctrl-Right-Arrow to
- "\\.6" (backslash, period, six) will induce "run right" on ALL keysets.
-
- You can define command macros with the "!" command. Command
- macros are exactly like normal macros, except they will only be used when
- the player is in command mode (when Angband is expecting a normal command).
- This is useful for defining new commands or shortcuts that you want to map
- to normal keys. For example, by default, the "X" key is bound via a
- command macro to "w0", as mentioned above, so that you can use it to
- quickly switch between two weapons (or a digger and a weapon). Were this
- defined as a regular macro rather than a command macro, you would never be
- able to enter the name "Max" or the filename "boxes.prf" since whenever
- you pressed "X", Angband would act as if you pressed "w0". In general,
- you will want to use command macros rather than regular macros. However,
- normal macros are nice for function keys and such, since you can simply
- tell them to produce a string of keys starting with a few escape, so that
- they can be used even from a "-more-" prompt.
-
- You can also modify the keyset with the "&" command. A keymap
- maps a single keypress to another single keypress with an optional
- direction. Angband uses keymaps internally to map both the Original and
- the Rogue-like command sets to the internal Angband command set. This
- means that when you are defining keymaps, the keypress you map a key to
- must be a command in the Angband command set, not the Original or
- Rogue-like command set. The Angband command set is almost identical to
- the Original, except that "run" is ";" and "tunnel" is "+" and "stay still"
- is "," and "wield" is "[" and "takeoff" is "]". See the command descriptions
- below for the complete Angband command set.
-
- In general, you are better off using macros than keymaps, but
- changing the keymap is useful sometimes, for example, to switch the semantics
- of the "a" and "z" keys, or to make both "m" and "p" use the right magic.
- More importantly, you can disable a command, such as the destroy ("k")
- command, by making a keymap to space or ESCAPE.
-
-
- 7. Preference Files
-
- You can now save some settings to a preference file, or load a
- preference file, with the "%" command. The primary use of this option is
- to save your macros to a file so that you can use them each time you play
- Angband. Macros are specified in a preference file as a line starting
- with "A:" containing the encoded action, followed by a "P:" line (for a
- standard macro) or a "C:" line (for a command macro) containing the
- encoded trigger. To see how to encode special characters, see the section
- on macros above.
-
- Preference files also allow you to save the character and color
- assignments for monsters and objects, as well as modify them
- interactively. On the interactive modification screen, pressing a
- lowercase letter will add one to that field, while pressing a capital
- letter will subtract one. Spoiler warning: Using this option will allow
- you to see the names of all of the monsters in the game. If you do not
- want to know that information, do not use this option.
-
- The default preference file pref.prf in Angband's lib/pref
- directory is always loaded, so on a single-user system, you may want to
- just put all of your macros in there. Take a look at this file for
- additional information about preference files.
-
-
- 8. Command Descriptions
-
- The following command descriptions are listed as the command name,
- followed by the keystroke for that command in the underlying command set
- (plus the keystroke for the original command set and the roguelike command
- set if they are different), plus a brief description of the command.
-
- 8.1. Inventory Commands
-
- Inventory (i)
- Displays a list of objects being carried but not equipped. You
- can carry up to 23 different kinds of objects, not counting those
- in your equipment. Often objects of the same type can stack in
- one slot in your inventory to take up less room. 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 (e)
- Use this command to display a list of the objects currently being
- used by your character. Each object which can be equipped has a
- specific slot, and only one object can be in a slot at a time.
- There are two slots for rings. Any bonuses (or penalties for
- cursed or damaged items) only take effect when the object is worn
- or wielded.
-
- Drop (d)
- This drops an item from either your inventory or equipment on 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. If you have several options
- of the same type, you will be prompted for how many to drop. Just
- pressing RETURN will drop one of them, while pressing any
- alphabetic key and RETURN will drop all of them.
-
- Wear/Wield ([/w/w)
- To wear or wield an object in your inventory, use this command.
- You have 12 slots in your equipment, each of which corresponds to
- a different type of item which can be worn or wielded: a weapon
- slot for a sword, pole arm, or similar hand-to-hand weapon; a bow
- slot for a shooting weapon; two ring slots; a neck slot for
- amulets; a light source slot; a body slot for armor; an "about
- body" slot for cloaks; an arm slot for shields; a head slot for
- crowns and helmets; a hands slot for gloves; and a feet slot for
- boots or shoes. Only one item can be in each slot at a time, so
- if you wear or wield an item whose slot is already full, the item
- you were wearing or wielding will be taken off first. Any bonuses
- that an object gives you are not gained unless it is worn or
- wielded.
-
- Take Off (]/t/T)
- Use this command to take off or stop wielding 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 your inventory is full and you attempt to take
- something off, your pack may overflow and you may end up dropping
- something.
-
- 8.2. Movement Commands (<dir> indicates a direction key)
-
- Move (;/<dir>/<dir>)
- Moves one step in the given direction. The square you are moving
- into must be a floor space or an open door. By default, you will
- pick up any objects you encounter. To change that, change the
- "Pick things up by default" option. This will also swap the
- behavior of the "get" and "stay" commands. Angband will prompt
- before picking up items if the "Prompt before picking things up"
- option is set. Move can take a count and requires a direction
- in the angband keyset.
-
- Move with Inverted 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. Move with Inverted Pickup can
- take a count and requires a direction.
-
- Run (././Shift-<dir>)
- 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. Run requires a
- direction in the angband and original keysets.
-
- Tunnel (+/T/Ctrl-<dir>)
- Tunneling or mining is a very useful art. There are four kinds of
- rock in the Pits of Angband: permanent rock, granite, magma
- intrusions, and quartz veins. Permanent rock is permanent and
- cannot be tunneled through. Granite is very hard, and therefore
- hard to dig through, and contains no valuable metals. Magma and
- quartz veins are softer and sometimes contain valuable metals and
- gems, shown as "$" or "*". You can tell if metal or gems are
- embedded in a wall by trying to move onto them. If you can't move
- over them, you'll have to dig them out. If the "Notice mineral
- seams" option is set, magma and quartz will be displayed
- differently than other rock types. Tunneling can be VERY difficult
- by hand, so you will normally want to wield either a shovel or a pick.
- Magical shovels and picks can be found (or occasionally bought)
- that allow the wielder to dig much faster than normal. High strength
- will increase tunneling ability. Tunneling can take a count,
- requires a direction in the angband and original keysets. Tunneling
- is repeated 99 times if "Repeat obvious commands" is turned on.
-
- 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.
-
- 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.
-
- 8.3. Resting Commands
-
- Stay Still (,/5/.)
- 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. Stay Still can take a count.
-
- Get Item (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 therefore
- useful mostly for people who play with "Pick things up by default"
- turned off. If you turn off "Pick things up by default", Angband
- will just show a one-line description of what is on the floor when
- you run across it. You can then look at that description and decide
- if you want that object. If you do, use Get Item to pick it up;
- otherwise, just move on. Get Item can take a count.
-
- Rest (R)
- You can rest by using the Stay Still command and possibly giving
- it a count, but Rest is often more convenient for longer periods.
- To rest, enter the Rest command followed by the number of turns
- you want to rest. Resting will continue until you are disturbed,
- using the same configurable disturbance options as for repeated
- commands and running. It is a usually *very* good idea to rest
- after battles until you have regained your hit points and/or mana.
- If you enter "*" as the number of turns, you will rest until both
- your hit points and your mana have been recovered. If you enter
- "&" as the number of turns, you will rest until both your hit
- points and mana have been recovered and you are no longer injured,
- blind, confused, afraid, etc. Resting with "&" as the number of
- turns will also wait until a Word of Recall spell activates. Note
- that resting can always be aborted by pressing ESCAPE. Note that
- you may enter the rest time as a "count" to the "Rest" command.
-
- 8.4. 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. Search can take a count and
- is repeated 99 times if "Repeat obvious commands" is turned on.
-
- Search Mode (S/S/#)
- 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.
-
- 8.5. Door, Chest, Trap, and Bash Commands
-
- Open (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. Open can take a count,
- requires a direction, and is repeated 99 times if "Repeat obvious
- commands" is turned on.
-
- Close (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 will (eventually) break it. Close requires a
- direction.
-
- Jam or Spike (j/j/S)
- Most humanoid and many intelligent creatures 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 increase its strength,
- although the more spikes you use, the less effect each additional
- spike has. It is very easy to jam a door so securely that you
- will not be able to bash it open, so spike doors wisely. The
- smaller a creature is, the harder it will be for it to bash the
- door down. Twenty or more spikes may be necessary to slow down a
- dragon, while one spike would slow down a kobold. In order to use
- this command, you must be carrying iron spikes. Jam or Spike can
- take a count and requires a direction.
-
- Bash or Force (B/B/f)
- This command allows you to bash down closed doors, and, for now,
- monsters. Your bashing ability increases with body weight and
- strength. When bashing an opponent, you will either perform a
- body bash or, if wielding a shield, a more effective shield bash.
- Bashing open a door can (briefly) throw you off balance. Doors
- that 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 will permanently break it so that it can
- never be closed. Bashing a creature affects both you and it.
- Depending on your dexterity, you may or may not be thrown off
- balance, allowing free moves to your opponent. If the bash is
- successful, your opponent may be thrown off-balance, giving you
- some free hits or a chance to run. Huge creatures such as ancient
- dragons will be difficult or impossible to bash successfully.
- You will automatically perform a shield bash instead of a body
- bash if you are wearing a shield. A shield bash adds the damage
- of the shield to that of the bash, so it will be more effective.
- Size and material both affect the damage a shield will do.
- Bash or Force can take a count, requires a direction, and is
- repeated 99 times if "Repeat obvious commands" is turned on.
- Any count will be reset if you are thrown off-balance.
-
- Disarm (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). Disarm can take a count, requires a direction,
- and is repeated 99 times if "Repeat obvious commands" is turned on.
-
- 8.6. Magic and Prayer Commands
-
- Browse or Peruse (b/b/P)
- You can only read a book if you are of its realm, so a magic user
- can read a magic book, but not a holy book. Warriors will not be
- able to read either. When this command is used, all of the spells
- or prayers contained therein 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. There are four books
- available in the stores for both magic users and holy men, but
- you've heard rumors of more powerful tomes that lie deep within
- the Pits....
-
- Gain (G)
- To actually learn new spells or prayers, you must use this
- command. When you are able to do so, the word "Study" will appear
- on the status line at the bottom of the screen. You must have a
- book containing new spells or prayers in order to learn a spell or
- prayer. Magi, rogues, and rangers will have the opportunity to
- pick the spell to learn, but priests and paladins are given their
- spells by their gods, and hence do not have a choice.
-
- Cast 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 loose 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.
-
- Pray Prayer (p)
- 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 loose 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.
-
- 8.7. Object Manipulation Commands
-
- Eat (E)
- You must eat regularly to remain effective. 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 and eventually
- start fainting. Eventually, you may even die of starvation. Food
- is plentiful and cheap in the town, but may be far rarer in the
- depths of the Pits....
-
- Fill (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.
-
- Quaff (q)
- Use this command to drink a potion. Potions affect the player in
- some manner, but the effects are not always immediately obvious.
-
- Read (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. You've heard that a few scrolls, often those which
- affect other objects, have titles that can be read without setting
- them off (pressing ESCAPE will abort the spell), but all other
- scrolls activate when read and consume themselves in a burst of
- magical energy.
-
- Inscribe ({)
- 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 are "covered up" by real
- inscriptions, but will re-appear if the real inscription is removed.
- 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 get the
- most detailed feelings, and get them quicker than any other class.
- 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 (})
- This command removes the inscription on an object. This command will
- have no effect on "fake" inscriptions added by the game itself.
-
- 8.8. Magical Object Commands
-
- Activate (A)
- You have heard rumors of special weapons and armor deep in the
- Pits, items that can let you breath 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.
-
- Aim (or Zap) a Wand (a/a/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. Aim (or Zap) requires a direction. Targeting mode (see
- below) can be invoked with "*" at the "Direction?" prompt.
-
- Use (or Zap) a Staff (u/u/Z)
- This command will activate a staff. The affects of staves are
- generally very similar to the effects of scrolls in that they
- either have an area effect or affect a specific object. Staves
- are magical devices, and therefore there is a chance you will not
- be able to figure out how to use them. In fact, staves are
- generally harder to use than other items since they are often
- more powerful.
-
- Zap (or Activate) a Rod (z/z/a)
- Rods are extremely powerful magical items which are often very
- rare. They 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. While the
- rod is recharging, it will be marked as charging in your inventory
- display. Zap (or Activate) may require a direction, depending on the
- type of rod and whether you are aware of its type. Targeting mode
- (see below) can be invoked with "*" at the "Direction?" prompt.
-
- 8.9. Throwing and Missile Weapons
-
- Destroy (k/k/Ctrl-D)
- You may destroy any object with this command. It will prompt
- for verification.
-
- Fire or Throw (f/f/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... 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.
-
- Targeting Mode (*)
- This will allow you to aim your spells and throwing at a specific
- monster or square, so that you can quickly continue to fire at the
- same thing. This also allows you to shoot at monsters or locations
- not directly in line with you. You can set a target using the target
- 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, "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.
-
- 8.10. Looking Commands
-
- 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 or Where (L/L/W)
- This command lets you look at all parts of the current dungeon
- level. The displayed view of the dungeon is shifted to bring your
- current position as close to the center as possible. You may then
- shift th displayed map in any of the eight possible directions,
- and each shit moves your view by one-half screen. The top line
- displays the map section number (each map section is as big as a
- quarter of the screen) and indicates the direction of the display
- from your current location. When you exit this command (with
- ESCAPE), the display will center on your position again.
-
- Look (l/l/x)
- This command is useful for identifying the exact type of object or
- creature shown on the screen. Also, if a creature is standing on
- an object, the look command will describe both. You can see
- creatures and objects up to 200 feet away (20 spaces). The Look
- command is free, so it does not count as a move and you can use it
- as much as you want without fear of something sneaking up on you.
- Looking in a particular direction sees everything within a cone of
- vision which heavily overlaps the cones of the two adjacent
- directions. Looking with the null direction ("5" in the original
- command set and "." in the Rogue-like command set) sees everything
- you can. You can also access your monster memory with this command.
- If you see a creature, you are asked if you want to recall details.
- If you answer yes, a short paragraph containing what you know about
- that monster is displayed (in the Recall window if available, on
- the screen if not). Look requires a direction.
-
- Examine (x/x/Ctrl-V)
- This command gives you exactly the same information as the Look
- command, except only for your current target. You must select a
- target first in order to use this command.
-
- Observe (I)
- This command lets you observe a previously *identified* item.
-
- 8.11. Message Commands
-
- Repeat Feeling (Ctrl-F)
- Repeats the feeling about the dungeon level that you got when you
- first entered the level.
-
- Previous Messages (Ctrl-P)
- Typed once, this command recalls the last message you saw. Typed
- twice, all of your old messages are recalled, latest first, and
- you can scroll through them. ESCAPE exits this command.
-
- Message Notes (:)
- This command allows you to take notes, which will then appear in
- your message list as a message beginning with "Note:". There is
- an option, "Compress savefiles", which erases your old messages
- when you save; you may wish to turn this off if you make extensive
- use of notes.
-
- 8.12. 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 Artifacts (~)
- This command lists all of the artifacts that you have encountered.
- Unless your character was created with the "Create characters in
- preserve mode" option turned on, any artifact that is in this list
- which you do not have in either your inventory or your home (or in
- the inventory of one of the stores, or dropped somewhere on the
- town level) has been lost, since artifacts, once seen, never
- appear again. This command can only be used on the town level,
- not inside the dungeon.
-
- Check Uniques (|)
- Brings up a list of the unique monsters you have killed. Once
- killed, these monsters never show up again.
-
- 8.13. 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. When you die, a reduced save
- file is produced containing only your monster memory and your
- option settings.
-
- Save (Ctrl-S)
- This command saves the game but doesn't exit Angband. Use this
- frequently if you are paranoid about having the computer crash
- while you are playing.
-
- Commit Suicide and Quit (Ctrl-K)
- Kills your character and exits Angband. You will be prompted to
- make sure you really want to do this. If you answer yes, your
- character CANNOT BE RECOVERED! Be careful.
-
- 8.14. Options, Macros, and Preference File Commands
-
- Options (=)
- Brings up the options screen, which allows you to change quite a
- bit about how Angband works. Some options may not be available,
- depending on how Angband was compiled. This command is also
- active at other points in the game, most notably at the beginning
- of character creation.
-
- Macro (@)
- Defines a standard macro by prompting you for the trigger key and
- the action. From that point on, whenever Angband sees the trigger
- key, it will act as if you typed the keys you gave as the action.
- Be careful when using this command with regular alphanumeric keys,
- since it can make it difficult to select objects, type words, or
- even play the game. For more information, see the section on
- macros and keymaps above.
-
- Command Macro (!)
- Defines a command macro by prompting you for the trigger key and
- the action. This is just like the macro above, except that it is
- only active when Angband is expecting a command, and is therefore
- generally more useful. For more information, see the section on
- macros and keymaps above.
-
- Keymap (&)
- Lets you change the mapping of a key. The new command for the key
- must be in the Angband command set (the third character listed in
- parentheses after these command descriptions). For more
- information, see the section on macros and keymaps above.
-
- Preference Files (%)
- This command allows you to save or read in macros from a
- preference file, as well as change the characters and colors
- associated with different objects and monsters. For more
- information, see the section on preference files above.
-
- 8.15. 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.
-
-
- 8.16. Extra Commands
-
- Toggle Choice Window (Ctrl-E)
- Toggles the display in the choice window (if available) between
- your inventory and your equipment. This command only applies if
- you are running Angband under a windowing environment and the
- choice window is available. This also redraws the choice window.
-
- Redraw Screen (Ctrl-R)
- This command simply redraws the screen. It may be useful if your
- visual display system (or Angband itself) contains certain bugs.
-
- Dump screen-image (left-paren)
- This command dumps a "snap-shot" of the current screen to the file
- "dump.txt". The snap-shot is 24 lines long with 79 chars per line.
-
- Dump screen-image with color (right-paren)
- This command dumps a "snap-shot" of the current screen to the file
- "dump.txt". The snap-shot is 48 lines long with 79 chars per line,
- with a "color code" under each "screen symbol".
-
-
- 9. Wizard commands
-
- Wizard commands are entered by typing "Ctrl-A" plus a special key. Wizard
- commands are NOT available in most versions of Angband, but you can compile
- your own version by defining ALLOW_WIZARD. The special keys are shown below.
- Note that the wizard commands are intended to assist in debugging and so are
- not intended for normal use. You are warned that these commands may break
- your savefile or your machine. Wizard commands may change at any time.
-
- A - cure All maladies
- C - Create an object (be very careful)
- D - Detect everything on current panel
- E - Edit character
- F - Fully identify an object
- G - make some Good objects
- H - rerate Hitpoints
- I - Identify an object
- J - Jump to another level
- K - Knowledge about player
- L - Learn about (become aware of) objects
- M - Map current panel (ala magic mapping)
- P - Phase door (teleport 10 grids)
- R - summon Random monster
- S - summon Specific monster
- T - Teleport (teleport 100 grids)
- V - make some Very good (great) objects
- W - Wizard light the entire level
- X - Gain experience (double current plus one)
- Z - Zap (destroy) all nearby monsters
-
-
- 10. Borg commands
-
- Borg commands are entered by typing "Ctrl-Z" plus a special key. Borg commands
- are NOT available in most versions of Angband, but you can compile your own
- version by defining ALLOW_BORG, and obtaining the relevant source files.
-
- To initialize the Ben-Borg, enter "wizard mode", and hit "^Z" + "$".
-
- To restart the Ben-Borg, hit "^Z" + "z". To resume, hit "^Z" + "r".
-
- To cancel the Ben-Borg (or any recent Borg), simply hit any key.
-
-
- --
- Original: Alexander Cutler and Andy Astrand
- Updated (2.7.6): Russ Allbery (rra@cs.stanford.edu)
- Updated (2.7.8): Ben Harrison (benh@linc.cis.upenn.edu)
-