Command Descriptions
********************

The following command descriptions are listed as the command name plus
the default key to use it. For those who prefer the original
"roguelike" keyset, the name and key of the roguelike command is also
shown if it is different. Then comes a brief description of the
command, including information about alternative methods of specifying
the command in each keyset, when needed.

Some commands use the "repeat count" to automatically repeat the
command several times, while others use the "repeat count" to specify
a "quantity" for the command, and still others use it as an "argument"
of some kind.

Most commands take no "energy" to perform, while other commands only
take energy when they cause the world to change in some way. For
example, attempting to read a scroll while blind does not use any
energy.

The following command is very useful for beginners,

Command lists ('Enter')
   This brings up a little window in the middle of the screen, in
   which you can select what command you would like to use by
   browsing.  If you wish to begin playing immediately, you can use
   this option to navigate the commands and refer to this guide when
   you need more details about specific commands.


Inventory Commands
==================

Inventory list ("i")
   Displays a list of objects being carried but not equipped. You can
   carry up to 23 different items, not counting those in your
   equipment. Often, many identical objects can be "stacked" into a
   "pile" which will count as a single item.  Each object has a
   weight, and if you carry more objects than your strength permits,
   you will begin to slow down. The amount of weight you can still
   carry without being overencumbered, or the amount of extra weight
   you are currently carrying is displayed at the top of the screen.

Equipment list ("e")
   Use this command to display a list of the objects currently being
   used by your character. The standard body (which all races
   currently have) has 12 slots for equipment. Every equipment slot
   corresponds to a different location on the body, and each of which
   may contain only one object at a time, and each of which may only
   contain objects of the proper "type". For the standard body these
   are WEAPON (weapon), BOW (missile launcher), RING (ring) (two of
   these), AMULET (amulet), LIGHT (light source), BODY_ARMOR (armor),
   CLOAK (cloak), SHIELD (shield), HAT (helmet), GLOVES (gloves),
   BOOTS (boots). You must be wielding/wearing certain objects to take
   advantage of their special powers.

Quiver list ("|")
   Missiles that you carry will automatically be put in your quiver.
   The quiver has 10 slots; it also takes up inventory space, so every
   40 missiles will reduce your number of inventory slots by 1.

Drop an item ("d")
   This drops an item from your inventory or equipment onto the
   dungeon floor. If the floor spot you are standing on already has an
   object in it, Angband will attempt to drop the item onto an
   adjacent space.  Doors and traps are considered objects for the
   purpose of determining if the space is occupied. This command may
   take a quantity, and takes some energy.

Ignore an item ("k") or Ignore an item ('^d')
   This ignores an item in your inventory or on the dungeon floor. If
   the selected pile contains multiple objects, you may specify a
   quantity. When ignored, the game will sometimes prompt you whether
   to ignore only this item or all others like it.  If the second
   option is chosen, all similar items on the floor and in your
   inventory will be ignored.  To view all items regardless of whether
   they are ignored, you can use "K" to toggle the ignore setting on
   and off.

Wear/Wield equipment ("w")
   To wear or wield an object in your inventory, use this command.
   Since only one object can be in each slot at a time, if you wear or
   wield an item into a slot which is already occupied, the old item
   will be first be taken off, and may in fact be dropped if there is
   no room for it in your inventory. This command takes some energy.

Take off equipment ("t") or Take off equipment ("T")
   Use this command to take off a piece of equipment and return it to
   your inventory. Occasionally, you will run into a cursed item which
   cannot be removed. These items normally penalize you in some way
   and cannot be taken off until the curse is removed. If there is no
   room in your inventory for the item, your pack will overflow and
   you will drop the item after taking it off. You may also remove
   ammunition from your quiver with this command. This command takes
   some energy.


Movement Commands
=================

Moving (arrow keys, number keys) or (arrow keys, number keys,
'yuhjklbn')
   This causes you to move one step in a given direction. If the
   square you wish to move into is occupied by a monster, you will
   attack it. If the square is occupied by a door or a trap you may
   attempt to open or disarm it if the appropriate option is set.
   Preceding this command with CTRL will cause you to attack in the
   appropriate direction, but will not move your character if no
   monster is there. These commands take some energy.

Walk ("W")
   The walk command lets you willingly walk into a trap or a closed
   door, without trying to open or disarm it. This command may take a
   count, requires a direction, and takes some energy.

Run (".") or Run (",")
   This command will move in the given direction, following any bends
   in the corridor, until you either have to make a "choice" between
   two directions or you are disturbed. You can configure what will
   disturb you by setting the disturbance options. You may also use
   shift plus the "roguelike" direction keys (roguelike keyset), or
   shift plus the "original" direction keys on the keypad (both
   keysets, some machines) to run in a direction. This command may
   take an argument, requires a direction, and takes some energy.

Go up staircase ("<")
   Climbs up an up staircase you are standing on. There is always at
   least one staircase going up on every level except for the town
   level (this doesn't mean it's easy to find). Going up a staircase
   will take you to a new dungeon level unless you are at 50 feet
   (dungeon level 1), in which case you will return to the town level.
   Note that whenever you leave a level (not the town), you will never
   find it again. This means that for all intents and purposes, any
   objects on that level are destroyed. This includes artifacts unless
   the "Lose artifacts when leaving level" option was turned off when
   your character was created, in which case the artifacts may show up
   again later. The option to lose artifacts is off in the default
   configuration. This command takes some energy.

Go down staircase (">")
   Descends a down staircase you are standing on. There are always at
   least one staircase going down on each level, except for the town
   which has only one, and "quest" levels, which have none until the
   quest monster is killed. Going down a staircase will take you to a
   new dungeon level. See "Go Up Staircase" for more info. This
   command takes some energy.


Resting Commands
================

Stay still (with pickup) (",") or Stay still (with pickup) (".")
   Stays in the same square for one move. If you normally pick up
   objects you encounter, you will pick up whatever you are standing
   on. You may also use the "5" key (both keysets). This command may
   take a count, and takes some energy.

Get objects ("g")
   Pick up objects and gold on the floor beneath you. Picking up gold
   takes no time, and objects take 1/10th of a normal turn each
   (maximum time cost is a full turn). You may pick up objects until
   the floor is empty or your backpack is full.

Rest ("R")
   Resting is better for you than repeatedly staying still, and can be
   told to automatically stop after a certain amount of time, or when
   various conditions are met. In any case, you always wake up when
   anything disturbing happens, or when you press any key. To rest,
   enter the Rest command, followed by the number of turns you want to
   rest, or "*" to rest until your hitpoints and mana are restored, or
   "&" to rest until you are fully "healed". This command may take an
   argument (used for the number of turns to rest), and takes some
   energy.


Alter Commands
==============

Tunnel ("T") or Tunnel ('^t')
   Tunnelling or mining is a very useful art. There are many kinds of
   rock, with varying hardness, including permanent rock (permanent),
   granite (very hard), quartz veins (hard), magma veins (soft), and
   rubble (very soft). Quartz and Magma veins may be displayed in a
   special way, and may sometimes contain treasure, in which case they
   will be displayed in a different way. Rubble sometimes covers an
   object but is easy to tunnel through, even with your bare hands.
   Tunnelling ability increases with strength and weapon weight. If
   you have a digging tool in your pack, the game will automatically
   use this to dig. This command may take a count, requires a
   direction, and takes some energy.

Open a door or chest ("o")
   To open an object such as a door or chest, you must use this
   command. If the object is locked, you will attempt to pick the lock
   based on your disarming ability. If you open a trapped chest
   without disarming the traps first, the trap will be set off.
   Opening will automatically attempt to pick any door locks. You may
   need several tries to open a door or chest. This command may take a
   count, requires a direction, and takes some energy.

Close a door ("c")
   Non-intelligent and some other creatures cannot open doors, so
   shutting doors can be quite valuable. Furthermore, monsters cannot
   see you behind closed doors, so closing doors may allow you to buy
   some time without being attacked. Broken doors cannot be closed.
   This command may take a count, requires a direction, and takes some
   energy.

Disarm a trap or chest, or lock a door ("D")
   You can attempt to disarm traps on the floor or on chests. If you
   fail, there is a chance that you will blunder and set it off. You
   can only disarm a trap after you have found it. The command can
   also be used to lock a closed door, which will create a hindrance
   for monsters. Even if many monsters will be able to pick the lock
   or bash the door down, it will often take them some time. This
   command may take a count, requires a direction, and takes some
   energy.

Alter ("+")
   This special command allows the use of a single keypress to select
   any of the "obvious" commands above (attack, tunnel, bash, open,
   disarm), and, by using keymaps, to combine this keypress with
   directions. In general, this allows the use of the "control" key
   plus the appropriate "direction" key (including the roguelike
   direction keys in roguelike mode) as a kind of generic "alter the
   terrain feature of an adjacent grid" command. This command may take
   a count, requires a direction, and takes some energy.

Steal ("s")
   This command is only available to rogues, and allows them to try
   and steal from a monster.  Stealing works better when the player is
   stealthy and faster than the target monster, and best of all when
   the victim is asleep. A failed theft will wake the monster; if you
   really bungle the attempt, the monster may shout out in anger.
   This command requires a direction and takes some energy.


Spell Commands
==============

Browse a book ("b") or Peruse a book ("P")
   Each class has books it can read and books it cannot; except for
   warriors, who cannot read any books. When this command is used, all
   of the spells contained in the selected book are displayed, along
   with information such as their level, the amount of mana required
   to cast them, and whether or not you know the spell.

Gain new spells ("G")
   Use this command to actually learn new spells. When you are able to
   learn new spells, the word "Study" will appear on the status line
   at the bottom of the screen. If you have a book in your possession,
   containing spells which you may learn, then you may choose to study
   that book. Most classes may actually choose which spell to study,
   but if you are a priest or paladin, your gods will choose a prayer
   for you. There are five books of each realm, but hybrid classes -
   paladins, rogues, rangers and blackguards - can only cast from two
   or three of these.  Higher level books are normally found only in
   the dungeon. This command takes some energy.

Cast a spell ("m" in both keysets)
   To cast a spell, you must have previously learned the spell and
   must have in your inventory a book from which the spell can be
   read. Each spell has a chance of failure which starts out fairly
   large but decreases as you gain levels. If you don't have enough
   mana to cast a spell, you will be prompted for confirmation. If you
   decide to go ahead, the chance of failure is greatly increased, and
   you may wind up paralyzed for several turns. Since you must read
   the spell from a book, you cannot be blind or confused while
   casting, and there must be some light present. This command takes
   some energy: the higher your level, the less it takes, but the
   higher the spell level, the more it takes.


Object Manipulation Commands
============================

Eat some food ("E")
   You must eat regularly to prevent starvation. There is a hunger
   meter at the bottom of the screen, which says "Fed" and gives a
   percentage in most circumstances. If you go hungry long enough, you
   will become weak, then start fainting, and eventually, you may well
   die of starvation (accompanied by increasingly alarming messages on
   your hunger meter). It is also possible to be "Full", which will
   make you move slowly; more slowly the fuller you get. You may use
   this command to eat food in your inventory. Note that you can
   sometimes find food in the dungeon, but it is not always wise to
   eat strange food. This command takes some energy.

Fuel your lantern/torch ("F")
   If you are using a lantern and have flasks of oil in your pack,
   then you can "refuel" them with this command. Torches and Lanterns
   are limited in their maximal fuel. In general, two flasks will
   fully fuel a lantern. This command takes some energy.

Quaff a potion ("q")
   Use this command to drink a potion. Potions affect the player in
   various ways, but the effects are not always immediately obvious.
   This command takes some energy.

Read a scroll ("r")
   Use this command to read a scroll. Scroll spells usually have an
   area effect, except for a few cases where they act on other
   objects. Reading a scroll causes the parchment to disintegrate as
   the scroll takes effect. Most scrolls which prompt for more
   information can be aborted (by pressing escape), which will stop
   reading the scroll before it disintegrates. This command takes some
   energy.

Inscribe an object ("{")
   This command inscribes a string on an object. The inscription is
   displayed inside curly braces after the object description. The
   inscription is limited to the particular object (or pile) and is
   not automatically transferred to all similar objects. Under certain
   circumstances, Angband will display "fake" inscriptions on certain
   objects ('tried', 'empty') when appropriate. These "fake"
   inscriptions remain all the time, even if the player chooses to add
   a "real" inscription on top of it later.

   In addition, Angband will place the inscription '??' on an object
   for you if the object has a property (or "rune") that you have not
   learned yet. This inscription will remain until you know all the
   runes on the object.

   An item labeled as '{empty}' was found to be out of charges, and an
   item labeled as '{tried}' is a "flavored" item which the character
   has used, but whose effects are unknown. Certain inscriptions have
   a meaning to the game, see '@#', '@x#', '!*', and '!x', in the
   section on inventory object selection.

Uninscribe an object ("}")
   This command removes the inscription on an object. This command
   will have no effect on "fake" inscriptions added by the game
   itself.

Toggle ignore ("K") or Toggle ignore ("O")
   This command will toggle ignore settings.  If on, all ignored items
   will be hidden from view.  If off, all items will be shown
   regardless of their ignore setting.  See the customize section for
   more info.


Magical Object Commands
=======================

Activate an object ("A")
   You have heard rumors of special weapons and armor deep in the
   Pits, items that can let you breathe fire like a dragon or light
   rooms with just a thought. Should you ever be lucky enough to find
   such an item, this command will let you activate its special
   ability. Special abilities can only be used if you are wearing or
   wielding the item. This command takes some energy.

Aim a wand ("a") or Zap a wand ("z")
   Wands must be aimed in a direction to be used. Wands are magical
   devices, and therefore there is a chance you will not be able to
   figure out how to use them if you aren't good with magical devices.
   They will fire a shot that affects the first object or creature
   encountered or fire a beam that affects anything in a given
   direction, depending on the wand. An obstruction such as a door or
   wall will generally stop the effects from traveling any farther.
   This command requires a direction and can use a target. This
   command takes some energy.

Use a staff ("u") or Zap a staff ("Z")
   This command will use a staff. A staff is normally very similar to
   a scroll, in that they normally either have an area effect or
   affect a specific object. Staves are magical devices, and there is
   a chance you will not be able to figure out how to use them. This
   command takes some energy.

Zap a rod ("z") or Activate a rod ("a")
   Rods are extremely powerful magical items, which cannot be burnt or
   shattered, and which can have either staff-like or wand-like
   effects, but unlike staves and wands, they don't have charges.
   Instead, they draw on the ambient magical energy to recharge
   themselves, and therefore can only be activated once every few
   turns. The recharging time varies depending on the type of rod.
   This command may require a direction (depending on the type of rod,
   and whether you are aware of its type) and can use a target. This
   command takes some energy.


Throwing and Missile Weapons
============================

Fire an item ("f") or Fire an item ("t")
   This command will allow you to fire a missile from either your
   quiver or your inventory provided it is the appropriate ammunition
   for the current missile weapon you have equipped. You may not fire
   an item without a missile weapon equipped. Fired ammunition has a
   chance of breaking. This command takes some energy.

Fire default ammo at nearest ("h") or ('TAB')
   If you have a missile weapon equipped and the appropriate
   ammunition in your quiver, you can use this command to fire at the
   nearest visible enemy. This command will cancel itself if you lack
   a launcher, ammunition or a visible target that is in range. The
   first ammunition of the correct type found in the quiver is used.
   This command takes some energy.

Throw an item ("v")
   You may throw any object carried by your character. Depending on
   the weight, it may travel across the room or drop down beside you.
   Only one object from a pile will be thrown at a time. Note that
   throwing an object will often cause it to break, so be careful! If
   you throw something at a creature, your chances of hitting it are
   determined by your plusses to hit, your ability at throwing, and
   the object's plusses to hit. Some weapons are especially designed
   for throwing.  Once the creature is hit, the object may or may not
   do any damage to it. Note that flasks of oil will do some fire
   damage to a monster on impact. If you are wielding a missile
   launcher compatible with the object you are throwing, then you
   automatically use the launcher to fire the missile with much higher
   range, accuracy, and damage, than you would get by just throwing
   the missile. Throw, like fire, requires a direction. Targeting mode
   (see the next command) can be invoked with "*" at the 'Direction?'
   prompt. This command takes some energy.

Targeting Mode ("*")
   This will allow you to aim your ranged attacks at a specific
   monster or grid, so that you can point directly towards that
   monster or grid (even if this is not a "compass" direction) when
   you are asked for a direction. You can set a target using this
   command, or you can set a new target at the "Direction?" prompt
   when appropriate. At the targeting prompt, you have many options.
   First of all, targeting mode starts targeting nearby monsters which
   can be reached by "projectable" spells and thrown objects. In this
   mode, you can press "t" (or "5" or ".") to select the current
   monster, space to advance to the next monster, "-" to back up to
   the previous monster, direction keys to advance to a monster more
   or less in that direction, "r" to "recall" the current monster, "q"
   to exit targeting mode, and "p" (or "o") to stop targeting monsters
   and enter the mode for targeting a location on the floor or in a
   wall. Note that if there are no nearby monsters, you will
   automatically enter this mode. Note that hitting "o" is just like
   "p", except that the location cursor starts on the last examined
   monster instead of on the player. In this mode, you use the
   "direction" keys to move around, and the "q" key to quit, and the
   "t" (or "5" or ".") key to target the cursor location. Note that
   targeting a location is slightly "dangerous", as the target is
   maintained even if you are far away. To cancel an old target,
   simply hit "*" and then 'ESCAPE' (or "q"). Note that when you cast
   a spell or throw an object at the target location, the path chosen
   is the "optimal" path towards that location, which may or may not
   be the path you want. Sometimes, by clever choice of a location on
   the floor for your target, you may be able to convince a thrown
   object or cast spell to squeeze through a hole or corridor that is
   blocking direct access to a different grid. Launching a ball spell
   or breath weapon at a location in the middle of a group of monsters
   can often improve the effects of that attack, since ball attacks
   are not stopped by interposed monsters if the ball is launched at a
   target.


Looking Commands
================

Full screen map ("M")
   This command will show a map of the entire dungeon, reduced by a
   factor of nine, on the screen. Only the major dungeon features will
   be visible because of the scale, so even some important objects may
   not show up on the map. This is particularly useful in locating
   where the stairs are relative to your current position, or for
   identifying unexplored areas of the dungeon.

Locate player on map ("L") or Where is the player ("W")
   This command lets you scroll your map around, looking at all
   sectors of the current dungeon level, until you press escape, at
   which point the map will be re-centered on the player if necessary.
   To scroll the map around, simply press any of the "direction" keys.
   The top line will display the sector location, and the offset from
   your current sector.

Look around ("l") or Examine things ("x")
   This command is used to look around at nearby monsters (to
   determine their type and health) and objects (to determine their
   type). It is also used to find out if a monster is currently inside
   a wall, and what is under the player. When you are looking at
   something, you may hit space for more details, or to advance to the
   next interesting monster or object, or minus ("-") to go back to
   the previous monster or object, or a direction key to advance to
   the nearest interesting monster or object (if any) in that general
   direction, or "r" to recall information about the current monster
   race, or "q" or escape to stop looking around. You always start out
   looking at "yourself".

Inspect an item ("I")
   This command lets you inspect an item. This will tell you things
   about the special powers of the object, as well as attack
   information for weapons. It will also tell you what resistances or
   abilities you have noticed for the item and if you have not yet
   completely identified all properties.

List visible monsters ("[")
   This command lists all monsters that are visible to you, telling
   you how many there are of each kind. It also tells you whether they
   are asleep, and where they are (relative to you).

List visible items ("]")
   This command lists all items that are visible to you, telling you
   how of each there are and where they are on the level relative to
   your current location.


Message Commands
================

Repeat level feeling ('^f')
   Repeats the feeling about the monsters in the dungeon level that
   you got when you first entered the level.  If you have explored
   enough of the level, you will also get a feeling about how good the
   treasures are.

View previous messages ('^p')
   This command shows you all the recent messages. You can scroll
   through them, or exit with ESCAPE.

Take notes (":")
   This command allows you to take notes, which will then appear in
   your message list and your character history (prefixed with
   "Note:").


Game Status Commands
====================

Character Description ("C")
   Brings up a full description of your character, including your
   skill levels, your current and potential stats, and various other
   information. From this screen, you can change your name or use the
   file character description command to save your character status to
   a file. That command saves additional information, including your
   background, your inventory, and the contents of your house. The
   command to change the mode switches what's displayed back and forth
   from the original view to one that shows how your current equipment
   and the player's innate characteristics affect certain attributes.
   The default symbols used within that view are '.' for nothing
   equipped or no known effect on the attribute, '?' if your character
   does not know if there's an effect on the attribute, '+' if your
   character knows that there is a positive effect on the attribute,
   '-' if your character knows that there is a negative effect on the
   attribute, '!' if a timed effect positively affects the attribute,
   or '=' if a timed effect negatively affects the attribute.  For
   elemental resistances (the block of attributes on the far left),
   '*', to indicate an immunity, and '~' to indicate that something
   provides both a '+' and '-', are also possible.  The color of the
   label for the attribute will indicate the sum of the different
   sources for your character. Those colors default to be: slate for
   when your character does not know the rune associated with that
   attribute, white if there is no combined effect (excluding timed
   effects) known to the character, light blue if the known combined
   effect (excluding timed effects) is positive, red if the known
   combined effect (excluding timed effects) is negative, and green if
   the known combined effect is an elemental immunity.

Check knowledge ("~")
   This command allows you to ask about the knowledge possessed by
   your character. Information that you can look up is:

   objects
      Will display which objects your character is familiar with. For
      each type of object, allows you to change whether or not it is
      ignored, the representation of that type on the screen, or the
      inscription automatically applied to all objects of that type.
      Some types of objects your character will be familiar with from
      the start of the game. Others come in "flavors", and your
      character must determine the effect of each "flavor" once for
      each such type of object. For a type of object with a known
      "flavor", you be also be able to display a summary of what the
      object can do.

   runes
      Will display the "runes", properties of enchanted objects, your
      character is familiar with. Allows you to change the inscription
      that is automatically appended to an object that has the rune.
      Once your character identifies a "rune" on one object, he or she
      will recognize that property on other objects.

   artifacts
      Will display all artifacts that your character has encountered.
      Normally, once an artifact is "generated" and "lost", it can
      never again be found, and will become "known" to the player.
      With the "Lose artifacts when leaving level" option turned off,
      an artifact can never be "lost" until it is "known" to the
      player. In either case, any "known" artifacts not in the
      possession of the player will never again be "generated".

   ego items
      Will display the "egos" your character has encountered.  Each
      "ego" is a collection of enchantments that can appear on an
      object.  "Egos" are often restricted to only a few specific
      types of objects.

   monsters
      Displays the kinds of monsters your current or previous
      characters have encountered. For each kind of monster, allows
      you to change its representation on the screen. Some monsters
      are "uniques" which can be only be killed once per game. For a
      "unique" that your current or previous characters have
      encountered, this will display whether that "unique" is still
      alive in this game.

   features
      Displays the types of map grids that can appear in the game.
      For each type, allows you to change its representation on the
      screen and how that representation changes depending on the
      amount of light present.

   traps
      Displays the types of traps that can appear in the game.  For
      each type, allows you to change its representation on the screen
      and how that representation changes depending on the amount of
      light present.

   shapechange effects
      Provides a more detailed description of the "shapes", magical
      effects from some spells and a few items which change the shape
      of your character's body.

   stores and home
      Each of these will display the contents of the corresponding
      store or your player's home at the time your character last
      visited the town. If your character is currently in town, what
      is displayed here will be the current contents.

   hall of fame
      Displays a list of current and past characters, sorted by how
      far they progressed.

   character history
      Displays a summary of what your current character has done.

   equippable comparison
      This displays a summary of the known properties of the
      equippable items your character has access to, whether they are
      currently equipped, in your character's pack, on the floor at
      your character's current location, or in a store. Near the top
      of the display is a line, beginning with "@", which summarizes
      the state of your character given his or her current equipment.
      Every line after that corresponds to an item, sorted by which
      equipment slot it can fill. The first character on each of those
      lines is the representation of that item as it would appear in
      the map if it was on the floor. After that is single character,
      "e" for equipped, "p" for pack, "f" for floor, "h" for home, and
      "s" for store, which indicates where the item is. The remainder
      of the line summarizes the properties of the object, with one
      property per column. In the default view, those properties are
      the resistances, flags, and modifiers present on the item; they
      appear in the same order (left to right) as they appear (top to
      bottom and then left to right) in the second part of the
      character description. You can toggle back and forth between
      that view and one that displays the effect of each item on your
      character's key statistics by pressing 'v'. You can use 'c' to
      cycle through which items, based on their location, are included
      in the display. The default is to show only the items that are
      equipped, in the pack, on the floor at your character's current
      location, and in the home. The other options are: show only the
      items in stores other than the home, show all items, or show
      only those that equipped or in the pack. There are some
      additional commands, notably for filtering which items are
      displayed based on a particular property and for displaying the
      details about one or two items. To see what those additional
      commands are, use the '?' key to bring up the in-game help for
      the equippable comparison.


Saving and Exiting Commands
===========================

Save and Quit ('Ctrl-x')
   To save your game so that you can return to it later, use this
   command. Save files will also be generated (hopefully) if the game
   crashes due to a system error. After you die, you can use your
   savefile to play again with the same options and such.

Save ('Ctrl-s')
   This command saves the game but doesn't exit Angband. Use this
   frequently if you are paranoid about having your computer crash (or
   your power go out) while you are playing.

Quit ("Q")
   Kills your character and exits Angband. You will be prompted to
   make sure you really want to do this, and then asked to verify that
   choice. Note that dead characters are dead forever.


User Pref File Commands
=======================

Interact with options ("=")
   Allow you to interact with options. Note that using the "cheat"
   options may mark your savefile as unsuitable for the high score
   list. The "window" options allow you to specify what should be
   drawn in any of the special sub-windows (not available on all
   platforms). See the help files 'customize.txt' and 'options.txt'
   for more info. You can also interact with keymaps under this menu.

Interact with keymaps - option submenu
   Allow you to interact with keymaps. You may load or save keymaps
   from user pref files, or define keymaps. You must define a "current
   action", shown at the bottom of the screen, before you attempt to
   use any of the "create macro" commands, which use that "current
   action" as their action.

Interact with visuals - option submenu
   Allow you to interact with visuals. You may load or save visuals
   from user pref files, or modify the attr/char mappings for the
   monsters, objects, and terrain features. You must use the "redraw"
   command ('^r') to redraw the map after changing attr/char mappings.
   NOTE: It is generally easier to modify visuals via the "knowledge"
   menus.

Interact with colors - option submenu
   Allow the user to interact with colors. This command only works on
   some systems. NOTE: It is commonly used to brighten the 'Light
   Dark' color (eg. Cave Spiders) on displays with bad alpha settings.


Help Commands
=============

Help ("?")
   Brings up the Angband on-line help system. Note that the help files
   are just text files in a particular format, and that other help
   files may be available on the Net. In particular, there are a
   variety of spoiler files which do not come with the standard
   distribution. Check the place you got Angband from or ask on the
   Angband forums, angband.oook.cz , about them.

Identify Symbol ("/")
   Use this command to find out what a character stands for. For
   instance, by pressing '/.', you can find out that the "." symbol
   stands for a floor spot. When used with a symbol that represents
   creatures, the this command will tell you only what class of
   creature the symbol stands for, not give you specific information
   about a creature you can see. To get that, use the Look command.

   There are three special symbols you can use with the Identify
   Symbol command to access specific parts of your monster memory.
   Typing 'Ctrl-a' when asked for a symbol will recall details about
   all monsters, typing 'Ctrl-u' will recall details about all unique
   monsters, and typing 'Ctrl-n' will recall details about all non-
   unique monsters.

   If the character stands for a creature, you are asked if you want
   to recall details. If you answer yes, information about the
   creatures you have encountered with that symbol is shown in the
   Recall window if available, or on the screen if not. You can also
   answer "k" to see the list sorted by number of kills, or "p" to see
   the list sorted by dungeon level the monster is normally found on.
   Pressing 'ESCAPE' at any point will exit this command.

Game Version ("V")
   This command will tell you what version of Angband you are using.
   For more information, see the 'version.txt' help file.


Extra Commands
==============

Toggle Choice Window ('^e')
   Toggles the display in any sub-windows (if available) which are
   displaying your inventory or equipment.

Redraw Screen ('^r')
   This command adapts to various changes in global options, and
   redraws all of the windows. It is normally only necessary in
   abnormal situations, such as after changing the visual attr/char
   mappings, or enabling "graphics" mode.

Save screen dump (")")
   This command dumps a "snap-shot" of the current screen to a file,
   including encoded color information. The command has two variants:

   * html, suitable for viewing in a web browser.

   * forum embedded html for vBulletin, suitable for pasting in web
     forums like http://angband.oook.cz/forums.


Special Keys
============

Certain special keys may be intercepted by the operating system or the
host machine, causing unexpected results. In general, these special
keys are control keys, and often, you can disable their special
effects.

If you are playing on a UNIX or similar system, then Ctrl-c will
interrupt Angband. The second and third interrupt will induce a
warning bell, and the fourth will induce both a warning bell and a
special message, since the fifth will either quit without saving (if
Angband was compiled without the SETGID option which puts the save
files in a shared location for all users) or kill your character (if
Angband was compiled with the SETGID option). Also, 'Ctrl-z' will
suspend the game, and return you to the original command shell, until
you resume the game with the 'fg' command. The 'Ctrl-\' and 'Ctrl-d'
and 'Ctrl-s' keys should not be intercepted.

It is often possible to specify "control-keys" without actually
pressing the control key, by typing a caret ("^") followed by the key.
This is useful for specifying control-key commands which might be
caught by the operating system as explained above.

Pressing backslash ("\") before a command will bypass all keymaps, and
the next keypress will be interpreted as an "underlying command" key,
unless it is a caret ("^"), in which case the keypress after that will
be turned into a control-key and interpreted as a command in the
underlying angband keyset. For example, the sequence "\" + "." + "6"
will always mean "run east", even if the "." key has been mapped to a
different underlying command.

The "0" and "^" and "\" keys all have special meaning when entered at
the command prompt, and there is no "useful" way to specify any of
them as an "underlying command", which is okay, since they would have
no effect.

For many input requests or queries, the special character ESCAPE will
abort the command. The '[y/n]' prompts may be answered with "y" or
"n", or 'ESCAPE'. The '-more-' message prompts may be cleared (after
reading the displayed message) by pressing 'ESCAPE', 'SPACE',
'RETURN', 'LINEFEED', or by any keypress, if the "quick_messages"
option is turned on.


Command Counts
==============

Some commands can be executed a fixed number of times by preceding
them with a count. Counted commands will execute until the count
expires, until you type any character, or until something significant
happens, such as being attacked. Thus, a counted command doesn't work
to attack another creature. While the command is being repeated, the
number of times left to be repeated will flash by on the line at the
bottom of the screen.

To give a count to a command, type "0", the repeat count, and then the
command. If you want to give a movement command and you are using the
original command set (where the movement commands are digits), press
space after the count and you will be prompted for the command.

Counted commands are very useful for time consuming commands, as they
automatically terminate on success, or if you are attacked. You may
also terminate any counted command (or resting or running), by typing
any character. This character is ignored, but it is safest to use a
'SPACE' or 'ESCAPE' which are always ignored as commands in case you
type the command just after the count expires.
