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=== Command Descriptions === |
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The following command descriptions are listed as the command name |
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plus the "underlying command" key. This is followed by the command name |
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and "roguelike" keyset key, if different from the underlying command key. |
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Then comes a brief description of the command, including information about |
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alternative methods of specifying the command in each keyset, when needed. |
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Some commands use the "repeat count" to automatically repeat the |
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command several times, while others use the "repeat count" to specify a |
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"quantity" for the command, and still others use it as an "argument" of |
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some kind. Some commands are auto-repeated several times if no repeat |
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count is given and the "always_repeat" option is set. |
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Most commands take no "energy" to perform, while most other commands |
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only take energy when they cause the world to change in some way. |
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--- Inventory Commands --- |
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Inventory list (i) |
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Displays a list of objects being carried but not equipped. You |
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can carry up to 23 different items, not counting those in your |
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equipment. Often, many identical objects can be "stacked" into |
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a "pile" which will count as a single item. This is always |
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true of things like potions, scrolls, and food, but you may have |
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to set options to allow wands, staves, and other such objects to |
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stack. Each object has a weight, and if you carry more objects |
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than your strength permits, you will begin to slow down. |
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Equipment list (e) |
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Use this command to display a list of the objects currently being |
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used by your character. Your character has 12 slots for equipment, |
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each corresponding to a different location on the body, and each of |
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which may contain only a single object at a time, and each of which |
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may only contain objects of the proper "type", and which include |
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WIELD (weapon), BOW (missile launcher), LEFT (ring), RIGHT (ring), |
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NECK (amulet), LITE (light source), BODY (armor), OUTER (cloak), |
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ARM (shield), HEAD (helmet), HANDS (gloves), FEET (boots). You |
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must be wielding/wearing certain objects to take advantage of |
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their special powers. |
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Drop an item (d) |
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This drops an item from your inventory or equipment onto the |
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dungeon floor. If the floor spot you are standing on already has |
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an object in it, Angband will attempt to drop the item onto an |
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adjacent space. Be warned that if the floor is full and you |
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attempt to drop something, it may disappear and be destroyed. |
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Doors and traps are considered objects for the purpose of |
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determining if the space is occupied. This command may take |
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a quantity, and takes some energy. |
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Destroy an item (k) or Destroy an item (^D) |
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This destroys an item in your inventory or on the dungeon floor. |
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If the selected pile contains multiple objects, you may specify |
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a quantity. You must always (currently) verify this command. |
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This command may take a quantity, and takes some energy. |
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Wear/Wield equipment (w) |
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To wear or wield an object in your inventory, use this command. |
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Since only one object can be in each slot at a time, if you wear |
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or wield an item into a slot which is already occupied, the old |
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item will be first be taken off, and may in fact be dropped if |
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there is no room for it in your inventory. This command takes |
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some energy. |
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Take off equipment (t) or Take off equipment (T) |
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Use this command to take off a piece of equipment and return it |
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to your inventory. Occasionally, you will run into a cursed item |
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which cannot be removed. These items normally penalize you in some |
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way and cannot be taken off until the curse is removed. If there |
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is no room in your inventory for the item, your pack will overflow |
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and you will drop the item after taking it off. This command takes |
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some energy. |
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--- Movement Commands --- |
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Walk (with pickup) (;) |
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Moves one step in the given direction. The square you are moving |
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into must not be blocked by walls or doors. You will pick up any |
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items in the destination grid if the "always_pickup" option is set, |
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or if the "query_pickup" option is set and you respond correctly. |
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You may also use the "original" direction keys (both keysets) or |
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the "roguelike" direction keys (roguelike keyset) to walk in a |
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direction. This command may take a count, requires a direction, |
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and takes some energy. |
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Walk (flip pickup) (-) |
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This is just like normal move, except that the "Pick things up" |
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option is inverted. In other words, if you normally pick up |
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anything you encounter (the default), you will not pick things up |
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when using this command. If you normally do not pick things up, |
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you will when using this command. This command may take a count, |
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requires a direction, and takes some energy. |
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Run (.) or Run (,) |
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This command will move in the given direction, following any bends |
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in the corridor, until you either have to make a "choice" between |
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two directions or you are disturbed. You can configure what will |
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disturb you by setting the disturbance options. You may also use |
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shift plus the "roguelike" direction keys (roguelike keyset), or |
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shift plus the "original" direction keys on the keypad (both keysets, |
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some machines) to run in a direction. This command may take an |
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argument, requires a direction, and takes some energy. |
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Go up staircase (<) |
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Climbs up an up staircase you are standing on. There is always at |
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least one staircase going up on every level except for the town |
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level (this doesn't mean it's easy to find). Going up a staircase |
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will take you to a new dungeon level unless you are at 50 feet |
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(dungeon level 1), in which case you will return to the town |
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level. Note that whenever you leave a level (not the town), you |
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will never find it again. This means that for all intents and |
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purposes, any objects on that level are destroyed. This includes |
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artifacts unless the "Create characters in preserve mode" option |
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was set when your character was created, in which case the artifacts |
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may show up again later. This command takes some energy. |
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Go down staircase (>) |
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Descends a down staircase you are standing on. There are always |
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at least two staircases going down on each level, except for the |
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town which has only one, and "quest" levels, which have none until |
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the quest monster is killed. Going down a staircase will take you |
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to a new dungeon level. See "Go Up Staircase" for more info. |
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This command takes some energy. |
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--- Resting Commands --- |
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Stay still (with pickup) (,) or Stay still (with pickup) (.) |
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Stays in the same square for one move. If you normally pick up |
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objects you encounter, you will pick up whatever you are standing |
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on. You may also use the "5" key (both keysets). This command |
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may take a count, and takes some energy. |
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Get objects (g) |
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Pick up objects and gold on the floor beneath you. Picking up |
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gold takes no time, and objects take 1/10th of a normal turn each |
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(maximum time cost is a full turn). You may pick up objects until |
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the floor is empty or your backpack is full. |
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Rest (R) |
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Resting is better for you than repeatedly staying still, and can |
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be told to automatically stop after a certain amount of time, or |
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when various conditions are met. In any case, you always wake up |
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when anything disturbing happens, or when you press any key. To |
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rest, enter the Rest command, followed by the number of turns you |
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want to rest, or "*" to rest until your hitpoints and mana are |
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restored, or "&" to rest until you are fully "healed". This command |
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may take an argument (used for the number of turns to rest), and |
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takes some energy. |
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--- Searching Commands --- |
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Search (s) |
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This command can be used to locate hidden traps and secret doors |
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in the spaces adjacent to the player. More than a single turn of |
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searching will be required in most cases. You should always |
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search a chest before trying to open it, since they are generally |
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trapped. This command can take a count, which is useful if you |
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are fairly sure of finding something eventually, since the command |
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stops as soon as anything is found. This command may take a count, |
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and takes some energy. |
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Toggle search mode (S) or Toggle search mode (#) |
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This command will take you into and out of search mode. When |
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first pressed, the message "Searching" will appear at the bottom |
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of the screen. You are now taking two turns for each command, one |
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for the command and one turn to search. This means that you are |
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taking twice the time to move around the dungeon, and therefore |
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twice the food. Search mode will automatically turn off if you |
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are disturbed. You may also turn off search mode by entering the |
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Search Mode command again. |
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--- Alter Commands --- |
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Tunnel (T) or Tunnel (^T) |
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Tunnelling or mining is a very useful art. There are many kinds of |
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rock, with varying hardness, including permanent rock (permanent), |
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granite (very hard), quartz veins (hard), magma veins (soft), and |
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rubble (very soft). Quartz and Magma veins may be displayed in a |
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special way, and may sometimes contain treasure, in which case they |
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will be displayed in a different way. Rubble sometimes covers an |
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object. It is hard to tunnel unless you are wielding a heavy weapon |
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or a shovel or a pick. Tunnelling ability increases with strength |
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and weapon weight. This command may take a count, is affected by |
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the "always_repeat" option, requires a direction, and takes some |
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energy. |
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Open a door or chest (o) |
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To open an object such as a door or chest, you must use this |
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command. If the object is locked, you will attempt to pick the |
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lock based on your disarming ability. If you open a trapped chest |
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without disarming the traps first, the trap will be set off. Some |
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doors will be jammed shut and may have to be forced open. You may |
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need several tries to open a door or chest. This command may take |
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a count, is affected by the "always_repeat" option, requires a |
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direction, and takes some energy. |
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Close a door (c) |
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Non-intelligent and some other creatures cannot open doors, so |
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shutting doors can be quite valuable. Broken doors cannot be closed. |
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Bashing a door open may break it. This command may take a count, |
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is affected by the "always_repeat" option, requires a direction, and |
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takes some energy. |
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Jam a door (j) or Spike a door (S) |
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Many monsters can simply open closed doors, and can eventually |
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get through a locked door. You may therefore occasionally want |
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to jam a door shut with iron spikes. Each spike used on the door |
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will make it harder to bash down the door, up to a certain limit. |
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Smaller monsters are less able to bash down doors. In order to |
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use this command, you must be carrying iron spikes. This command |
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requires a direction, and takes some energy. |
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Bash a door (B) or Force a door (f) |
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This command allows you to bash down jammed doors. Your bashing |
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ability increases with strength. Bashing open a door can (briefly) |
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throw you off balance. Doors that are stuck, or which have been |
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jammed closed with spikes can only be opened by bashing, and all |
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closed doors can be bashed open if desired. Bashing a door open |
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may permanently break it so that it can never be closed. This |
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command may take a count, is affected by the "always_repeat" option, |
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requires a direction, and takes some energy. |
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Disarm a trap or chest (D) |
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You can attempt to disarm traps on the floor or on chests. If you |
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fail, there is a chance that you will blunder and set it off. You |
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can only disarm a trap after you have found it (usually with the |
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Search command). This command may take a count, is affected by the |
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"always_repeat" option, requires a direction, and takes some energy. |
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Alter (+) |
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This special command allows the use of a single keypress to select |
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any of the "obvious" commands above (attack, tunnel, bash, open, |
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disarm, close), and, by using macros or keymaps, to combine this |
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keypress with directions. In general, this allows the use of the |
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"control" key plus the appropriate "direction" key (including the |
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roguelike direction keys in roguelike mode) as a kind of generic |
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"alter the terrain feature of an adjacent grid" command. This |
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command may take a count, is affected by the "always_repeat" option, |
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requires a direction, and takes some energy. |
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--- Spell and Prayer Commands --- |
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Browse a book (b) or Peruse a book (P) |
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Only mages, rogues, and rangers can read magic books, and only |
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priests and paladins can read prayer books. Warriors cannot read |
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any books. When this command is used, all of the spells or prayers |
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contained in the selected book are displayed, along with information |
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such as their level, the amount of mana required to cast them, and |
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whether or not you know the spell or prayer. |
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Gain new spells or prayers (G) |
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Use this command to actually learn new spells or prayers. When you |
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are able to learn new spells or prayers, the word "Study" will appear |
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on the status line at the bottom of the screen. If you have a book |
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in your possession, containing spells or prayers which you may learn, |
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then you may choose to study that book. If you are a mage, rogue, or |
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ranger, you may actually choose which spell to study. If you are a |
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priest or paladin, your gods will choose a prayer for you. There are |
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nine books of each type, five of which are normally found only in the |
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dungeon. This command takes some energy. |
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Cast a spell (m) |
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To cast a spell, you must have previously learned the spell and |
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must have in your inventory a book from which the spell can be |
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read. Each spell has a chance of failure which starts out fairly |
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large but decreases as you gain levels. If you don't have enough |
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mana to cast a spell, you will be prompted for confirmation. If |
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you decide to go ahead, the chance of failure is greatly increased, |
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and you may lose a point of constitution. Since you must read the |
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spell from a book, you cannot be blind or confused while casting, |
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and there must be some light present. This command takes some energy. |
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Pray a prayer (p) |
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To pray effectively, you must have previously learned the prayer |
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and must have in your inventory a book from which the prayer can |
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be read. Each prayer has a chance of being ignored which starts |
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out fairly large but decreases as you gain levels. If you don't |
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have enough mana to cast a spell, you will be prompted for |
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confirmation. If you decide to go ahead, the chance of failure |
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is greatly increased, and you may lose a point of constitution. |
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Since you must read the prayer from a book, you cannot be blind |
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or confused while praying, and there must be some light present. |
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This command takes some energy. |
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--- Object Manipulation Commands --- |
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Eat some food (E) |
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You must eat regularly to prevent starvation. As you grow hungry, |
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a message will appear at the bottom of the screen saying "Hungry". |
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If you go hungry long enough, you will become weak, then start |
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fainting, and eventually, you may will die of starvation. You |
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may use this command to eat food in your inventory. Note that |
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you can sometimes find food in the dungeon, but it is not always |
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wise to eat strange food. This command takes some energy. |
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Fuel your lantern/torch (F) |
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If you are using a torch and have more torches in your pack, |
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or you are using a lantern and have flasks of oil in your pack, |
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then your can "refuel" them with this command. Torches and Lanterns |
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are limited in their maximal fuel. In general, two flasks will fully |
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fuel a lantern and two torches will fully fuel a torch. This command |
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takes some energy. |
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Quaff a potion (q) |
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Use this command to drink a potion. Potions affect the player in |
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various ways, but the effects are not always immediately obvious. |
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This command takes some energy. |
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Read a scroll (r) |
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Use this command to read a scroll. Scroll spells usually have an |
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area effect, except for a few cases where they act on other objects. |
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Reading a scroll causes the parchment to disintegrate as the scroll |
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takes effect. Most scrolls which prompt for more information can be |
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aborted (by pressing escape), which will stop reading the scroll |
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before it disintegrates. This command takes some energy. |
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Inscribe an object ({) |
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This command inscribes a string on an object. The inscription is |
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displayed inside curly braces after the object description. The |
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inscription is limited to the particular object (or pile) and is |
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not automatically transferred to all similar objects. Under certain |
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circumstances, Angband will display "fake" inscriptions on certain |
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objects ("cursed", "broken", "tried", "empty", "NN% off") when |
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appropriate. These "fake" inscriptions remain all the time, even if |
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the player chooses to add a "real" inscription on top of it later. |
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In addition, Angband will occasionally place a "real" inscription on |
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an object for you, normally as the result of your character getting |
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a "feeling" about the item. All characters will get "feelings" about |
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weapons and armor after carrying them for a while. Warriors (who |
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understand weapons and armor best) get the most detailed feelings, |
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and get them faster than other classes. Rogues (used to handling all |
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sorts of stolen goods) are also very good, as are paladins (basically |
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warriors who are religious.) Rangers are not so well-versed in |
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melee weapons, being normally people of the outdoors and the |
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wilderness who prefer archery and camouflage to heavy metal armor and |
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weaponry, while priests and mages simply are not experienced enough |
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in matters concerning melee to be able to tell much about an item - |
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though a priest will realise the extent of his knowledge fairly |
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quickly, as they are often called upon to fight for their faith and |
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have learned a little from these experiences and divine insight. |
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Mages, frankly, haven't a clue. But then, they don't need it when |
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they can learn the spell of Identify very early on in the game. |
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An item labeled as "{empty}" was found to be out of charges, and an |
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item labeled as "{tried}" is a "flavored" item which the character |
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has used, but whose effects are unknown. Certain inscriptions have |
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a meaning to the game, see "@#", "@x#", "!*", and "!x", in the section |
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| 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 |
|
|---|