root/trunk/lib/help/command.txt

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1 === Command Descriptions ===
2
3         The following command descriptions are listed as the command name
4 plus the "underlying command" key.  This is followed by the command name
5 and "roguelike" keyset key, if different from the underlying command key.
6 Then comes a brief description of the command, including information about
7 alternative methods of specifying the command in each keyset, when needed.
8
9         Some commands use the "repeat count" to automatically repeat the
10 command several times, while others use the "repeat count" to specify a
11 "quantity" for the command, and still others use it as an "argument" of
12 some kind.  Some commands are auto-repeated several times if no repeat
13 count is given and the "always_repeat" option is set.
14
15         Most commands take no "energy" to perform, while most other commands
16 only take energy when they cause the world to change in some way.
17
18 --- Inventory Commands ---
19
20 Inventory list (i)
21         Displays a list of objects being carried but not equipped.  You
22         can carry up to 23 different items, not counting those in your
23         equipment.  Often, many identical objects can be "stacked" into
24         a "pile" which will count as a single item.  This is always
25         true of things like potions, scrolls, and food, but you may have
26         to set options to allow wands, staves, and other such objects to
27         stack.  Each object has a weight, and if you carry more objects
28         than your strength permits, you will begin to slow down.
29  
30 Equipment list (e)
31         Use this command to display a list of the objects currently being
32         used by your character.  Your character has 12 slots for equipment,
33         each corresponding to a different location on the body, and each of
34         which may contain only a single object at a time, and each of which
35         may only contain objects of the proper "type", and which include
36         WIELD (weapon), BOW (missile launcher), LEFT (ring), RIGHT (ring),
37         NECK (amulet), LITE (light source), BODY (armor), OUTER (cloak),
38         ARM (shield), HEAD (helmet), HANDS (gloves), FEET (boots).  You
39         must be wielding/wearing certain objects to take advantage of
40         their special powers.
41
42 Drop an item (d)
43         This drops an item from your inventory or equipment onto the
44         dungeon floor.  If the floor spot you are standing on already has
45         an object in it, Angband will attempt to drop the item onto an
46         adjacent space.  Be warned that if the floor is full and you
47         attempt to drop something, it may disappear and be destroyed.
48         Doors and traps are considered objects for the purpose of
49         determining if the space is occupied.  This command may take
50         a quantity, and takes some energy.
51
52 Destroy an item (k) or Destroy an item (^D)
53         This destroys an item in your inventory or on the dungeon floor.
54         If the selected pile contains multiple objects, you may specify
55         a quantity.  You must always (currently) verify this command.
56         This command may take a quantity, and takes some energy.
57
58 Wear/Wield equipment (w)
59         To wear or wield an object in your inventory, use this command.
60         Since only one object can be in each slot at a time, if you wear
61         or wield an item into a slot which is already occupied, the old
62         item will be first be taken off, and may in fact be dropped if
63         there is no room for it in your inventory.  This command takes
64         some energy.
65
66 Take off equipment (t) or Take off equipment (T)
67         Use this command to take off a piece of equipment and return it
68         to your inventory.  Occasionally, you will run into a cursed item
69         which cannot be removed.  These items normally penalize you in some
70         way and cannot be taken off until the curse is removed.  If there
71         is no room in your inventory for the item, your pack will overflow
72         and you will drop the item after taking it off.  This command takes
73         some energy.
74
75 --- Movement Commands ---
76
77 Walk (with pickup) (;)
78         Moves one step in the given direction.  The square you are moving
79         into must not be blocked by walls or doors.  You will pick up any
80         items in the destination grid if the "always_pickup" option is set,
81         or if the "query_pickup" option is set and you respond correctly.
82         You may also use the "original" direction keys (both keysets) or
83         the "roguelike" direction keys (roguelike keyset) to walk in a
84         direction.  This command may take a count, requires a direction,
85         and takes some energy.
86
87 Walk (flip pickup) (-)
88         This is just like normal move, except that the "Pick things up"
89         option is inverted.  In other words, if you normally pick up
90         anything you encounter (the default), you will not pick things up
91         when using this command.  If you normally do not pick things up,
92         you will when using this command.  This command may take a count,
93         requires a direction, and takes some energy.
94
95 Run (.) or Run (,)
96         This command will move in the given direction, following any bends
97         in the corridor, until you either have to make a "choice" between
98         two directions or you are disturbed.  You can configure what will
99         disturb you by setting the disturbance options.  You may also use
100         shift plus the "roguelike" direction keys (roguelike keyset), or
101         shift plus the "original" direction keys on the keypad (both keysets,
102         some machines) to run in a direction.  This command may take an
103         argument, requires a direction, and takes some energy.
104
105 Go up staircase (<)
106         Climbs up an up staircase you are standing on.  There is always at
107         least one staircase going up on every level except for the town
108         level (this doesn't mean it's easy to find).  Going up a staircase
109         will take you to a new dungeon level unless you are at 50 feet
110         (dungeon level 1), in which case you will return to the town
111         level.  Note that whenever you leave a level (not the town), you
112         will never find it again.  This means that for all intents and
113         purposes, any objects on that level are destroyed.  This includes
114         artifacts unless the "Create characters in preserve mode" option
115         was set when your character was created, in which case the artifacts
116         may show up again later.  This command takes some energy.
117
118 Go down staircase (>)
119         Descends a down staircase you are standing on.  There are always
120         at least two staircases going down on each level, except for the
121         town which has only one, and "quest" levels, which have none until
122         the quest monster is killed.  Going down a staircase will take you
123         to a new dungeon level.  See "Go Up Staircase" for more info.
124         This command takes some energy.
125
126 --- Resting Commands ---
127
128 Stay still (with pickup) (,) or Stay still (with pickup) (.)
129         Stays in the same square for one move.  If you normally pick up
130         objects you encounter, you will pick up whatever you are standing
131         on.  You may also use the "5" key (both keysets).  This command
132         may take a count, and takes some energy.
133
134 Get objects (g)
135         Pick up objects and gold on the floor beneath you.  Picking up
136         gold takes no time, and objects take 1/10th of a normal turn each
137         (maximum time cost is a full turn).  You may pick up objects until
138         the floor is empty or your backpack is full.
139
140 Rest (R)
141         Resting is better for you than repeatedly staying still, and can
142         be told to automatically stop after a certain amount of time, or
143         when various conditions are met.  In any case, you always wake up
144         when anything disturbing happens, or when you press any key.  To
145         rest, enter the Rest command, followed by the number of turns you
146         want to rest, or "*" to rest until your hitpoints and mana are
147         restored, or "&" to rest until you are fully "healed".  This command
148         may take an argument (used for the number of turns to rest), and
149         takes some energy.
150
151 --- Searching Commands ---
152
153 Search (s)
154         This command can be used to locate hidden traps and secret doors
155         in the spaces adjacent to the player.  More than a single turn of
156         searching will be required in most cases.  You should always
157         search a chest before trying to open it, since they are generally
158         trapped.  This command can take a count, which is useful if you
159         are fairly sure of finding something eventually, since the command
160         stops as soon as anything is found.  This command may take a count,
161         and takes some energy.
162
163 Toggle search mode (S) or Toggle search mode (#)
164         This command will take you into and out of search mode.  When
165         first pressed, the message "Searching" will appear at the bottom
166         of the screen.  You are now taking two turns for each command, one
167         for the command and one turn to search.  This means that you are
168         taking twice the time to move around the dungeon, and therefore
169         twice the food.  Search mode will automatically turn off if you
170         are disturbed.  You may also turn off search mode by entering the
171         Search Mode command again.
172
173 --- Alter Commands ---
174
175 Tunnel (T) or Tunnel (^T)
176         Tunnelling or mining is a very useful art.  There are many kinds of
177         rock, with varying hardness, including permanent rock (permanent),
178         granite (very hard), quartz veins (hard), magma veins (soft), and
179         rubble (very soft).  Quartz and Magma veins may be displayed in a
180         special way, and may sometimes contain treasure, in which case they
181         will be displayed in a different way.  Rubble sometimes covers an
182         object.  It is hard to tunnel unless you are wielding a heavy weapon
183         or a shovel or a pick.  Tunnelling ability increases with strength
184         and weapon weight.  This command may take a count, is affected by
185         the "always_repeat" option, requires a direction, and takes some
186         energy.
187
188 Open a door or chest (o)
189         To open an object such as a door or chest, you must use this
190         command.  If the object is locked, you will attempt to pick the
191         lock based on your disarming ability.  If you open a trapped chest
192         without disarming the traps first, the trap will be set off.  Some
193         doors will be jammed shut and may have to be forced open.  You may
194         need several tries to open a door or chest.  This command may take
195         a count, is affected by the "always_repeat" option, requires a
196         direction, and takes some energy.
197
198 Close a door (c)
199         Non-intelligent and some other creatures cannot open doors, so
200         shutting doors can be quite valuable.  Broken doors cannot be closed.
201         Bashing a door open may break it.  This command may take a count,
202         is affected by the "always_repeat" option, requires a direction, and
203         takes some energy.
204
205 Jam a door (j) or Spike a door (S)
206         Many monsters can simply open closed doors, and can eventually
207         get through a locked door.  You may therefore occasionally want
208         to jam a door shut with iron spikes.  Each spike used on the door
209         will make it harder to bash down the door, up to a certain limit.
210         Smaller monsters are less able to bash down doors.  In order to
211         use this command, you must be carrying iron spikes.  This command
212         requires a direction, and takes some energy.
213
214 Bash a door (B) or Force a door (f)
215         This command allows you to bash down jammed doors.  Your bashing
216         ability increases with strength.  Bashing open a door can (briefly)
217         throw you off balance.  Doors that are stuck, or which have been
218         jammed closed with spikes can only be opened by bashing, and all
219         closed doors can be bashed open if desired.  Bashing a door open
220         may permanently break it so that it can never be closed.  This
221         command may take a count, is affected by the "always_repeat" option,
222         requires a direction, and takes some energy.
223
224 Disarm a trap or chest (D)
225         You can attempt to disarm traps on the floor or on chests.  If you
226         fail, there is a chance that you will blunder and set it off.  You
227         can only disarm a trap after you have found it (usually with the
228         Search command).  This command may take a count, is affected by the
229         "always_repeat" option, requires a direction, and takes some energy.
230
231 Alter (+)
232         This special command allows the use of a single keypress to select
233         any of the "obvious" commands above (attack, tunnel, bash, open,
234         disarm, close), and, by using macros or keymaps, to combine this
235         keypress with directions.  In general, this allows the use of the
236         "control" key plus the appropriate "direction" key (including the
237         roguelike direction keys in roguelike mode) as a kind of generic
238         "alter the terrain feature of an adjacent grid" command.  This
239         command may take a count, is affected by the "always_repeat" option,
240         requires a direction, and takes some energy.
241
242 --- Spell and Prayer Commands ---
243
244 Browse a book (b) or Peruse a book (P)
245         Only mages, rogues, and rangers can read magic books, and only
246         priests and paladins can read prayer books.  Warriors cannot read
247         any books.  When this command is used, all of the spells or prayers
248         contained in the selected book are displayed, along with information
249         such as their level, the amount of mana required to cast them, and
250         whether or not you know the spell or prayer.
251
252 Gain new spells or prayers (G)
253         Use this command to actually learn new spells or prayers.  When you
254         are able to learn new spells or prayers, the word "Study" will appear
255         on the status line at the bottom of the screen.  If you have a book
256         in your possession, containing spells or prayers which you may learn,
257         then you may choose to study that book.  If you are a mage, rogue, or
258         ranger, you may actually choose which spell to study.  If you are a
259         priest or paladin, your gods will choose a prayer for you.  There are
260         nine books of each type, five of which are normally found only in the
261         dungeon. This command takes some energy.
262
263 Cast a spell (m)
264         To cast a spell, you must have previously learned the spell and
265         must have in your inventory a book from which the spell can be
266         read.  Each spell has a chance of failure which starts out fairly
267         large but decreases as you gain levels.  If you don't have enough
268         mana to cast a spell, you will be prompted for confirmation.  If
269         you decide to go ahead, the chance of failure is greatly increased,
270         and you may lose a point of constitution.  Since you must read the
271         spell from a book, you cannot be blind or confused while casting,
272         and there must be some light present.  This command takes some energy.
273
274 Pray a prayer (p)
275         To pray effectively, you must have previously learned the prayer
276         and must have in your inventory a book from which the prayer can
277         be read.  Each prayer has a chance of being ignored which starts
278         out fairly large but decreases as you gain levels.  If you don't
279         have enough mana to cast a spell, you will be prompted for
280         confirmation.  If you decide to go ahead, the chance of failure
281         is greatly increased, and you may lose a point of constitution.
282         Since you must read the prayer from a book, you cannot be blind
283         or confused while praying, and there must be some light present.
284         This command takes some energy.
285
286 --- Object Manipulation Commands ---
287
288 Eat some food (E)
289         You must eat regularly to prevent starvation.  As you grow hungry,
290         a message will appear at the bottom of the screen saying "Hungry".
291         If you go hungry long enough, you will become weak, then start
292         fainting, and eventually, you may will die of starvation.  You
293         may use this command to eat food in your inventory.  Note that
294         you can sometimes find food in the dungeon, but it is not always
295         wise to eat strange food.  This command takes some energy.
296
297 Fuel your lantern/torch (F)
298         If you are using a torch and have more torches in your pack,
299         or you are using a lantern and have flasks of oil in your pack,
300         then your can "refuel" them with this command.  Torches and Lanterns
301         are limited in their maximal fuel.  In general, two flasks will fully
302         fuel a lantern and two torches will fully fuel a torch.  This command
303         takes some energy.
304
305 Quaff a potion (q)
306         Use this command to drink a potion.  Potions affect the player in
307         various ways, but the effects are not always immediately obvious.
308         This command takes some energy.
309
310 Read a scroll (r)
311         Use this command to read a scroll.  Scroll spells usually have an
312         area effect, except for a few cases where they act on other objects.
313         Reading a scroll causes the parchment to disintegrate as the scroll
314         takes effect.  Most scrolls which prompt for more information can be
315         aborted (by pressing escape), which will stop reading the scroll
316         before it disintegrates.  This command takes some energy.
317  
318 Inscribe an object ({)
319         This command inscribes a string on an object.  The inscription is
320         displayed inside curly braces after the object description.  The
321         inscription is limited to the particular object (or pile) and is
322         not automatically transferred to all similar objects.  Under certain
323         circumstances, Angband will display "fake" inscriptions on certain
324         objects ("cursed", "broken", "tried", "empty", "NN% off") when
325         appropriate.  These "fake" inscriptions remain all the time, even if
326         the player chooses to add a "real" inscription on top of it later.
327
328         In addition, Angband will occasionally place a "real" inscription on
329         an object for you, normally as the result of your character getting
330         a "feeling" about the item.  All characters will get "feelings" about
331         weapons and armor after carrying them for a while.  Warriors (who
332         understand weapons and armor best) get the most detailed feelings,
333         and get them faster than other classes. Rogues (used to handling all
334         sorts of stolen goods) are also very good, as are paladins (basically
335         warriors who are religious.) Rangers are not so well-versed in
336         melee weapons, being normally people of the outdoors and the
337         wilderness who prefer archery and camouflage to heavy metal armor and
338         weaponry, while priests and mages simply are not experienced enough
339         in matters concerning melee to be able to tell much about an item -
340         though a priest will realise the extent of his knowledge fairly
341         quickly, as they are often called upon to fight for their faith and
342         have learned a little from these experiences and divine insight.
343         Mages, frankly, haven't a clue. But then, they don't need it when
344         they can learn the spell of Identify very early on in the game.
345
346         An item labeled as "{empty}" was found to be out of charges, and an
347         item labeled as "{tried}" is a "flavored" item which the character
348         has used, but whose effects are unknown.  Certain inscriptions have
349         a meaning to the game, see "@#", "@x#", "!*", and "!x", in the section
350         on inventory object selection.
351
352 Uninscribe an object (})
353         This command removes the inscription on an object.  This command will
354         have no effect on "fake" inscriptions added by the game itself.
355
356 --- Magical Object Commands ---
357
358 Activate an artifact (A)
359         You have heard rumors of special weapons and armor deep in the
360         Pits, items that can let you breathe fire like a dragon or light
361         rooms with just a thought.  Should you ever be lucky enough to
362         find such an item, this command will let you activate its special
363         ability.  Special abilities can only be used if you are wearing or
364         wielding the item.  This command takes some energy.
365
366 Aim a wand (a) or Zap a wand (z)
367         Wands must be aimed in a direction to be used.  Wands are magical
368         devices, and therefore there is a chance you will not be able to
369         figure out how to use them if you aren't good with magical
370         devices.  They will fire a shot that affects the first object or
371         creature encountered or fire a beam that affects anything in a
372         given direction, depending on the wand.  An obstruction such as a
373         door or wall will generally stop the effects from traveling any
374         farther.  This command requires a direction and can use a target.
375         This command takes some energy.
376
377 Use a staff (u) or Zap a staff (Z)
378         This command will use a staff.  A staff is normally very similar
379         to a scroll, in that they normally either have an area effect or
380         affect a specific object.  Staves are magical devices, and there
381         is a chance you will not be able to figure out how to use them.
382         This command takes some energy.
383  
384 Zap a rod (z) or Activate a rod (a)
385         Rods are extremely powerful magical items, which cannot be burnt
386         or shattered, and which can have either staff-like or wand-like
387         effects, but unlike staves and wands, they don't have charges.
388         Instead, they draw on the ambient magical energy to recharge
389         themselves, and therefore can only be activated once every few
390         turns.  The recharging time varies depending on the type of rod.
391         This command may require a direction (depending on the type of
392         rod, and whether you are aware of its type) and can use a target.
393         This command takes some energy.
394
395 --- Throwing and Missile Weapons ---
396
397 Fire an item (f) or Fire an item (t)
398         You may throw any object carried by your character.  Depending on
399         the weight, it may travel across the room or drop down beside you.
400         Only one object from a pile will be thrown at a time.  Note that
401         throwing an object will often cause it to break, so be careful!
402         If you throw something at a creature, your chances of hitting it
403         are determined by your pluses to hit, your ability at throwing,
404         and the object's pluses to hit.  Once the creature is it, the
405         object may or may not do any damage to it.  You've heard rumors
406         that some objects found in the dungeon can do huge amounts of
407         damage when thrown, but you're not sure which objects those
408         are....  Note that flasks of oil will do a fairly large chunk
409         of damage to a monster on impact, supposedly representing fire
410         damage, but it works against fire elementals too - not that it's
411         exactly worth it by that stage of dungeon exploration.  If you are
412         wielding a missile launcher compatible with the object you are
413         throwing, then you automatically use the launcher to fire the
414         missile with much higher range, accuracy, and damage, then you
415         would get by just throwing the missile.  Fire or Throw requires
416         a direction.  Targeting mode (see the next command) can be invoked
417         with "*" at the "Direction?" prompt.  This command takes some energy.
418
419 Throw an item (v)
420         You may throw any object carried by your character.  The lighter
421         the object, the farther you can throw it.  Only one object from a
422         stack may be thrown at a time.  Throwing an object may break it.
423         If you throw something at a monster, your chances of hitting it
424         are determined by your pluses to hit, your ability at throwing,
425         and the object's pluses to hit.  If the object hits the monster,
426         it may or may not do damage.  Some objects, such as weapons, or
427         flasks of oil, can do a substantial amount of damage.  This
428         command requires a direction, and can take a target.  This command
429         takes some energy.
430
431 Targeting Mode (*)
432         This will allow you to aim your spells and such at a specific
433         monster or grid, so that you can point directly towards that
434         monster or grid (even if this is not a "compass" direction) when
435         you are asked for a direction.  You can set a target using this
436         command, or you can set a new target at the "Direction?" prompt when
437         appropriate.  At the targeting prompt, you have many options.  First
438         of all, targetting mode starts targetting nearby monsters which can
439         be reached by "projectable" spells and thrown objects.  In this mode,
440         you can press "t" (or "5" or ".") to select the current monster,
441         space to advance to the next monster, "-" to back up to the previous
442         monster, direction keys to advance to a monster more or less in that
443         direction, "r" to "recall" the current monster, "q" to exit targetting
444         mode, and "p" (or "o") to stop targetting monsters and enter the mode
445         for targetting a location on the floor or in a wall.  Note that if
446         there are no nearby monsters, you will automatically enter this mode.
447         Note that hitting "o" is just like "p", except that the location
448         cursor starts on the last examined monster instead of on the player.
449         In this mode, you use the "direction" keys to move around, and the
450         "q" key to quit, and the "t" (or "5" or ".") key to target the cursor
451         location.  Note that targetting a location is slightly "dangerous",
452         as the target is maintained even if you are far away.  To cancel an
453         old target, simply hit "*" and then ESCAPE (or "q").  Note that when
454         you cast a spell or throw an object at the target location, the path
455         chosen is the "optimal" path towards that location, which may or may
456         not be the path you want.  Sometimes, by clever choice of a location
457         on the floor for your target, you may be able to convince a thrown
458         object or cast spell to squeeze through a hole or corridor that is
459         blocking direct access to a different grid.  Launching a ball spell
460         or breath weapon at a location in the middle of a group of monsters
461         can often improve the effects of that attack, since ball attacks are
462         not stopped by interposed monsters if the ball is launched at a target.
463        
464 --- Looking Commands ---
465
466 Full screen map (M)
467         This command will show a map of the entire dungeon, reduced by a
468         factor of nine, on the screen.  Only the major dungeon features
469         will be visible because of the scale, so even some important
470         objects may not show up on the map.  This is particularly useful
471         in locating where the stairs are relative to your current
472         position, or for identifying unexplored areas of the dungeon.
473
474 Locate player on map (L) or Where is the player (W)
475         This command lets you scroll your map around, looking at all sectors
476         of the current dungeon level, until you press escape, at which point
477         the map will be re-centered on the player if necessary.  To scroll
478         the map around, simply press any of the "direction" keys.  The top
479         line will display the sector location, and the offset from your
480         current sector.
481
482 Look around (l) or Examine things (x)
483         This command is used to look around at nearby monsters (to determine
484         their type and health) and objects (to determine their type).  It is
485         also used to find out what objects (if any) are under monsters, and
486         if a monster is currently inside a wall, and what is under the player.
487         When you are looking at something, you may hit space for more details,
488         or to advance to the next interesting monster or object, or minus ("-")
489         to go back to the previous monster or object, or a direction key to
490         advance to the nearest interesting monster or object (if any) in that
491         general direction, or "r" to recall information about the current
492         monster race, or "q" or escape to stop looking around.  You always
493         start out looking at "yourself".
494
495 Observe an item (I)
496         This command lets you observe a previously *identified* item.
497         This will tell you things about the special powers of the object.
498         Currently, it only makes sense for artifacts and ego-items.
499
500 --- Message Commands ---
501
502 Repeat level feeling (^F)
503         Repeats the feeling about the dungeon level that you got when you
504         first entered the level.
505
506 View previous messages (^P)
507         This command shows you all the recent messages.  You can scroll
508         through them, or exit with ESCAPE.
509
510 Take notes (:)
511         This command allows you to take notes, which will then appear in
512         your message list (prefixed with "Note:").
513
514 --- Game Status Commands ---
515
516 Character Description (C)
517         Brings up a full description of your character, including your
518         skill levels, your current and potential stats, and various other
519         information.  From this screen, you can change your name or use
520         the file character description command to save your character
521         status to a file.  That command saves additional information,
522         including your background, your inventory, and the contents of
523         your house.
524
525 Check knowledge (~)
526         This command allows you to ask about the knowledge possessed by
527         your character.  Currently, this includes being able to list all
528         known "artifacts", "uniques", and "objects".  Normally, once an
529         artifact is "generated", and "lost", it can never again be found,
530         and will become "known" to the player.  With "preserve" mode, an
531         artifact can never be "lost" until it is "known" to the player.
532         In either case, any "known" artifacts not in the possession of
533         the player will never again be "generated".  The "uniques" are
534         special "unique" monsters which can only be killed once per game.
535         Certain "objects" come in "flavors", and you must determine the
536         effect of each "flavor" once for each such type of object, and
537         this command will allow you to display all "known" flavors.
538
539 Interact with the system (!)
540         Allow the user to interact with the underlying visual system.
541         This command is currently unused.
542  
543 --- Saving and Exiting Commands ---
544
545 Save and Quit (Ctrl-X)
546         To save your game so that you can return to it later, use this
547         command.  Save files will also be generated (hopefully) if the
548         game crashes due to a system error.  After you die, you can use
549         your savefile to play again with the same options and such.
550
551 Save (Ctrl-S)
552         This command saves the game but doesn't exit Angband.  Use this
553         frequently if you are paranoid about having your computer crash
554         (or your power go out) while you are playing.
555
556 Quit (commit suicide) (Q)
557         Kills your character and exits Angband.  You will be prompted to
558         make sure you really want to do this, and then asked to verify
559         that choice.  Note that dead characters are dead forever.
560
561 --- User pref file commands ---
562
563 Interact with options (=)
564         Allow you to interact with options.  Note that using the "cheat"
565         options may mark your savefile as unsuitable for the high score
566         list.  You may change normal options using the "X" and "Y" user
567         pref commands.  The "window" options allow you to specify what
568         should be drawn in any of the special sub-windows (not available
569         on all platforms). See the help file "options.txt" for more info.
570         You can also interact with macros and keymaps under this menu.
571
572 Interact with macros - option submenu
573         Allow you to interact with macros.  You may load or save macros
574         from user pref files, create macros of various types, or define
575         keymaps.  You must define a "current action", shown at the bottom
576         of the screen, before you attempt to use any of the "create macro"
577         commands, which use that "current action" as their action.  This
578         is a horrible interface, and will be fixed eventually.
579
580 Interact with visuals - option submenu.
581         Allow you to interact with visuals.  You may load or save visuals
582         from user pref files, or modify the attr/char mappings for the
583         monsters, objects, and terrain features.  You must use the "redraw"
584         command (^R) to redraw the map after changing attr/char mappings.
585                 NOTE: It is generally easier to modify visuals via the "knowledge"
586         menus.
587
588 Interact with colors - option submenu.
589         Allow the user to interact with colors.  This command only
590         works on some systems.
591         NOTE: It is commonly used to brighten the 'Light Dark' color
592         (eg. Cave Spiders) on displays with bad alpha settings.
593  
594 --- Help ---
595
596 Help (?)
597         Brings up the Angband on-line help system.  Note that the help
598         files are just text files in a particular format, and that other
599         help files may be available on the Net.  In particular, there are
600         a variety of spoiler files which do not come with the standard
601         distribution.  Check the place you got Angband from or ask on the
602         newsgroup rec.games.roguelike.angband about them.
603
604 Identify Symbol (/)
605         Use this command to find out what a character stands for.  For
606         instance, by pressing "/.", you can find out that the "." symbol
607         stands for a floor spot.  When used with a symbol that represents
608         creatures, the this command will tell you only what class of
609         creature the symbol stands for, not give you specific information
610         about a creature you can see.  To get that, use the Look command.
611
612         There are three special symbols you can use with the Identify
613         Symbol command to access specific parts of your monster memory.
614         Typing Ctrl-A when asked for a symbol will recall details about
615         all monsters, typing Ctrl-U will recall details about all unique
616         monsters, and typing Ctrl-N will recall details about all
617         non-unique monsters.
618
619         If the character stands for a creature, you are asked if you want
620         to recall details.  If you answer yes, information about the
621         creatures you have encountered with that symbol is shown in the
622         Recall window if available, or on the screen if not.  You can also
623         answer "k" to see the list sorted by number of kills, or "p" to
624         see the list sorted by dungeon level the monster is normally found
625         on.  Pressing ESCAPE at any point will exit this command.
626
627 Game Version (V)
628         This command will tell you what version of Angband you are using.
629         For more information, see the "version.txt" help file.
630
631
632 --- Extra Commands ---
633
634 Toggle Choice Window (^E)
635         Toggles the display in any sub-windows (if available) which are
636         displaying your inventory or equipment.
637
638 Redraw Screen (^R)
639         This command adapts to various changes in global options, and
640         redraws all of the windows.  It is normally only necessary in
641         abnormal situations, such as after changing the visual attr/char
642         mappings, or enabling "graphics" mode.
643
644 Load screen dump (left-paren)
645         This command loads a "snap-shot" of the current screen from the file
646         "dump.txt", and displays it on the screen.
647
648 Save screen dump (right-paren)
649         This command dumps a "snap-shot" of the current screen to the file
650         "dump.txt", including encoded color information.  The command has
651                 three variants:
652                 - text, a simple ascii dump of the screen concatenated with a dump of
653                 the color attributes.  It may be viewed in color with the '(' command.
654                 - html, suitable for viewing in a web browser.
655                 - forum embedded html for vBulletin, suitable for pasting in
656                 web forums like http://angband.oook.cz/forums.
657
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