1==================== 2Command Descriptions 3==================== 4 5The following command descriptions are listed as the command name plus the 6default key to use it. For those who prefer the original "roguelike" 7keyset, the name and key of the roguelike command is also shown if it is 8different. Then comes a brief description of the command, including 9information about alternative methods of specifying the command in each 10keyset, when needed. 11 12Some commands use the "repeat count" to automatically repeat the command 13several times, while others use the "repeat count" to specify a "quantity" 14for the command, and still others use it as an "argument" of some kind. 15 16Most commands take no "energy" to perform, while other commands only take 17energy when they cause the world to change in some way. For example, 18attempting to read a scroll while blind does not use any energy. 19 20The following command is very useful for beginners, 21 22Command lists ('Enter') 23 This brings up a little window in the middle of the screen, in which you 24 can select what command you would like to use by browsing. If you wish 25 to begin playing immediately, you can use this option to navigate the 26 commands and refer to this guide when you need more details about 27 specific commands. 28 29Inventory Commands 30================== 31 32Inventory list (``i``) 33 Displays a list of objects being carried but not equipped. You can carry 34 up to 23 different items, not counting those in your equipment. Often, 35 many identical objects can be "stacked" into a "pile" which will count as 36 a single item. Each object has a weight, and if you carry more 37 objects than your strength permits, you will begin to slow down. The 38 amount of weight you can still carry without being overencumbered, or the 39 amount of extra weight you are currently carrying is displayed at the top 40 of the screen. 41 42Equipment list (``e``) 43 Use this command to display a list of the objects currently being used by 44 your character. The standard body (which all races currently have) has 45 12 slots for equipment. Every equipment slot corresponds to a different 46 location on the body, and each of which may contain only one object at 47 a time, and each of which may only contain objects of the proper "type". 48 For the standard body these are WEAPON (weapon), BOW (missile launcher), 49 RING (ring) (two of these), AMULET (amulet), LIGHT (light source), 50 BODY_ARMOR (armor), CLOAK (cloak), SHIELD (shield), HAT (helmet), 51 GLOVES (gloves), BOOTS (boots). You must be wielding/wearing certain 52 objects to take advantage of their special powers. 53 54Quiver list (``|``) 55 Missiles that you carry will automatically be put in your quiver. The 56 quiver has 10 slots; it also takes up inventory space, so every 40 57 missiles will reduce your number of inventory slots by 1. 58 59Drop an item (``d``) 60 This drops an item from your inventory or equipment onto the dungeon 61 floor. If the floor spot you are standing on already has an object in it, 62 Angband will attempt to drop the item onto an adjacent space. Doors and 63 traps are considered objects for the purpose of determining if the space 64 is occupied. This command may take a quantity, and takes some energy. 65 66Ignore an item (``k``) or Ignore an item ('^D') 67 This ignores an item in your inventory or on the dungeon floor. If the 68 selected pile contains multiple objects, you may specify a quantity. When 69 ignored, the game will sometimes prompt you whether to ignore only this 70 item or all others like it. If the second option is chosen, all similar 71 items on the floor and in your inventory will be ignored. To view all 72 items regardless of whether they are ignored, you can use ``K`` to 73 toggle the ignore setting on and off. 74 75Wear/Wield equipment (``w``) 76 To wear or wield an object in your inventory, use this command. Since 77 only one object can be in each slot at a time, if you wear or wield an 78 item into a slot which is already occupied, the old item will be first be 79 taken off, and may in fact be dropped if there is no room for it in your 80 inventory. Wielding ammunition will add it to an empty slot in your 81 quiver and prompt you to replace a type of ammunition if your quiver is 82 already full. This command takes some energy. 83 84Take off equipment (``t``) or Take off equipment (``T``) 85 Use this command to take off a piece of equipment and return it to your 86 inventory. Occasionally, you will run into a cursed item which cannot be 87 removed. These items normally penalize you in some way and cannot be 88 taken off until the curse is removed. If there is no room in your 89 inventory for the item, your pack will overflow and you will drop the 90 item after taking it off. You may also remove ammunition from your quiver 91 with this command. This command takes some energy. 92 93Movement Commands 94================= 95 96Moving (arrow keys, number keys) or (arrow keys, number keys, 'yuhjklbn') 97 This causes you to move one step in a given direction. If the square you 98 wish to move into is occupied by a monster, you will attack it. If the 99 square is occupied by a door or a trap you may attempt to open or disarm 100 it if the appropriate option is set. Preceding this command with CTRL 101 will cause you to attack in the appropriate direction, but will not move 102 your character if no monster is there. These commands take some energy. 103 104Walk (``W``) 105 The walk command lets you willingly walk into a trap or a closed door, 106 without trying to open or disarm it. This command may take a count, 107 requires a direction, and takes some energy. 108 109Run (``.``) or Run (``,``) 110 This command will move in the given direction, following any bends in the 111 corridor, until you either have to make a "choice" between two directions 112 or you are disturbed. You can configure what will disturb you by setting 113 the disturbance options. You may also use shift plus the "roguelike" 114 direction keys (roguelike keyset), or shift plus the "original" direction 115 keys on the keypad (both keysets, some machines) to run in a direction. 116 This command may take an argument, requires a direction, and takes some 117 energy. 118 119Go up staircase (``<``) 120 Climbs up an up staircase you are standing on. There is always at least 121 one staircase going up on every level except for the town level (this 122 doesn't mean it's easy to find). Going up a staircase will take you to a 123 new dungeon level unless you are at 50 feet (dungeon level 1), in which 124 case you will return to the town level. Note that whenever you leave a 125 level (not the town), you will never find it again. This means that for 126 all intents and purposes, any objects on that level are destroyed. This 127 includes artifacts unless the "Create characters in preserve mode" option 128 was set when your character was created, in which case the artifacts may 129 show up again later. This command takes some energy. 130 131Go down staircase (``>``) 132 Descends a down staircase you are standing on. There are always at least 133 one staircase going down on each level, except for the town which has 134 only one, and "quest" levels, which have none until the quest monster is 135 killed. Going down a staircase will take you to a new dungeon level. See 136 "Go Up Staircase" for more info. This command takes some energy. 137 138Resting Commands 139================ 140 141Stay still (with pickup) (``,``) or Stay still (with pickup) (``.``) 142 Stays in the same square for one move. If you normally pick up objects 143 you encounter, you will pick up whatever you are standing on. You may 144 also use the ``5`` key (both keysets). This command may take a count, and 145 takes some energy. 146 147Get objects (``g``) 148 Pick up objects and gold on the floor beneath you. Picking up gold takes 149 no time, and objects take 1/10th of a normal turn each (maximum time cost 150 is a full turn). You may pick up objects until the floor is empty or your 151 backpack is full. 152 153Rest (``R``) 154 Resting is better for you than repeatedly staying still, and can be told 155 to automatically stop after a certain amount of time, or when various 156 conditions are met. In any case, you always wake up when anything 157 disturbing happens, or when you press any key. To rest, enter the Rest 158 command, followed by the number of turns you want to rest, or ``*`` to 159 rest until your hitpoints and mana are restored, or ``&`` to rest until 160 you are fully "healed". This command may take an argument (used for the 161 number of turns to rest), and takes some energy. 162 163Alter Commands 164============== 165 166Tunnel (``T``) or Tunnel ('^T') 167 Tunnelling or mining is a very useful art. There are many kinds of rock, 168 with varying hardness, including permanent rock (permanent), granite 169 (very hard), quartz veins (hard), magma veins (soft), and rubble (very 170 soft). Quartz and Magma veins may be displayed in a special way, and may 171 sometimes contain treasure, in which case they will be displayed in a 172 different way. Rubble sometimes covers an object but is easy to tunnel 173 through, even with your bare hands. Tunnelling ability increases with 174 strength and weapon weight. If you have a digging tool in your pack, the 175 game will automatically use this to dig. This command may take a count, 176 requires a direction, and takes some energy. 177 178Open a door or chest (``o``) 179 To open an object such as a door or chest, you must use this command. If 180 the object is locked, you will attempt to pick the lock based on your 181 disarming ability. If you open a trapped chest without disarming the 182 traps first, the trap will be set off. Opening will automatically attempt 183 to pick any door locks. You may need several tries to open a door or chest. 184 This command may take a count, requires a direction, and takes some energy. 185 186Close a door (``c``) 187 Non-intelligent and some other creatures cannot open doors, so shutting 188 doors can be quite valuable. Furthermore, monsters cannot see you behind 189 closed doors, so closing doors may allow you to buy some time without 190 being attacked. Broken doors cannot be closed. This command may take a 191 count, requires a direction, and takes some energy. 192 193Disarm a trap or chest, or lock a door (``D``) 194 You can attempt to disarm traps on the floor or on chests. If you fail, 195 there is a chance that you will blunder and set it off. You can only 196 disarm a trap after you have found it. The command can also be used to 197 lock a closed door, which will create a hindrance for monsters. Even if 198 many monsters will be able to pick the lock or bash the door down, it 199 will often take them some time. This command may take a count, requires 200 a direction, and takes some energy. 201 202Alter (``+``) 203 This special command allows the use of a single keypress to select any of 204 the "obvious" commands above (attack, tunnel, bash, open, disarm), 205 and, by using keymaps, to combine this keypress with directions. In 206 general, this allows the use of the "control" key plus the appropriate 207 "direction" key (including the roguelike direction keys in roguelike 208 mode) as a kind of generic "alter the terrain feature of an adjacent 209 grid" command. This command may take a count, requires a direction, and 210 takes some energy. 211 212Steal (``s``) 213 This command is only available to rogues, and allows them to try and steal 214 from a monster. Stealing works better when the player is stealthy and 215 faster than the target monster, and best of all when the victim is asleep. 216 A failed theft will wake the monster; if you really bungle the attempt, the 217 monster may shout out in anger. This command requires a direction and 218 takes some energy. 219 220Spell Commands 221========================= 222 223Browse a book (``b``) or Peruse a book (``P``) 224 Each class has books it can read and books it cannot; except for warriors, 225 who cannot read any books. When this command is used, all of the spells 226 contained in the selected book are displayed, along with information such as 227 their level, the amount of mana required to cast them, and whether or not 228 you know the spell. 229 230Gain new spells (``G``) 231 Use this command to actually learn new spells. When you are able to learn 232 new spells, the word "Study" will appear on the status line at the bottom 233 of the screen. If you have a book in your possession, containing spells 234 which you may learn, then you may choose to study that book. Most classes 235 may actually choose which spell to study, but if you are a priest or paladin, 236 your gods will choose a prayer for you. There are five books of each 237 realm, but hybrid classes - paladins, rogues, rangers and blackguards - can 238 only cast from two or three of these. Higher level books are normally found 239 only in the dungeon. This command takes some energy. 240 241Cast a spell (``m`` and ``p`` in both keysets) 242 To cast a spell, you must have previously learned the spell and must have 243 in your inventory a book from which the spell can be read. Each spell has 244 a chance of failure which starts out fairly large but decreases as you 245 gain levels. If you don't have enough mana to cast a spell, you will be 246 prompted for confirmation. If you decide to go ahead, the chance of 247 failure is greatly increased, and you may wind up paralyzed for several 248 turns. Since you must read the spell from a book, you cannot be blind or 249 confused while casting, and there must be some light present. This 250 command takes some energy: the higher your level, the less it takes, but 251 the higher the spell level, the more it takes. 252 253 254Object Manipulation Commands 255============================ 256 257Eat some food (``E``) 258 You must eat regularly to prevent starvation. There is a hunger meter 259 at the bottom of the screen, which says "Fed" and gives a percentage in 260 most circumstances. If you go hungry long enough, you will become weak, 261 then start fainting, and eventually, you may well die of starvation 262 (accompanied by increasingly alarming messages on your hunger meter). 263 It is also possible to be "Full", which will make you move slowly; more 264 slowly the fuller you get. You may use this command to eat food in your 265 inventory. Note that you can sometimes find food in the dungeon, but it 266 is not always wise to eat strange food. This command takes some energy. 267 268Fuel your lantern/torch (``F``) 269 If you are using a lantern and have flasks of oil in your pack, then you 270 can "refuel" them with this command. Torches and Lanterns are limited 271 in their maximal fuel. In general, two flasks will fully fuel a lantern. 272 This command takes some energy. 273 274Quaff a potion (``q``) 275 Use this command to drink a potion. Potions affect the player in various 276 ways, but the effects are not always immediately obvious. This command 277 takes some energy. 278 279Read a scroll (``r``) 280 Use this command to read a scroll. Scroll spells usually have an area 281 effect, except for a few cases where they act on other objects. Reading a 282 scroll causes the parchment to disintegrate as the scroll takes effect. 283 Most scrolls which prompt for more information can be aborted (by 284 pressing escape), which will stop reading the scroll before it 285 disintegrates. This command takes some energy. 286 287Inscribe an object (``{``) 288 This command inscribes a string on an object. The inscription is 289 displayed inside curly braces after the object description. The 290 inscription is limited to the particular object (or pile) and is not 291 automatically transferred to all similar objects. Under certain 292 circumstances, Angband will display "fake" inscriptions on certain 293 objects ('tried', 'empty') when appropriate. These "fake" inscriptions 294 remain all the time, even if the player chooses to add a "real" inscription 295 on top of it later. 296 297 In addition, Angband will place the inscription '??' on an object for you 298 if the object has a property (or "rune") that you have not learned yet. 299 This inscription will remain until you know all the runes on the object. 300 301 An item labeled as '{empty}' was found to be out of charges, and an 302 item labeled as '{tried}' is a "flavored" item which the character has 303 used, but whose effects are unknown. Certain inscriptions have a meaning 304 to the game, see '@#', '@x#', '!*', and '!x', in the section on 305 inventory object selection. 306 307Uninscribe an object (``}``) 308 This command removes the inscription on an object. This command will have 309 no effect on "fake" inscriptions added by the game itself. 310 311Toggle ignore (``K``) or Toggle ignore (``O``) 312 This command will toggle ignore settings. If on, all ignored items 313 will be hidden from view. If off, all items will be shown regardless 314 of their ignore setting. See the customize section for more info. 315 316Magical Object Commands 317======================= 318 319Activate an object (``A``) 320 You have heard rumors of special weapons and armor deep in the Pits, 321 items that can let you breathe fire like a dragon or light rooms with 322 just a thought. Should you ever be lucky enough to find such an item, 323 this command will let you activate its special ability. Special abilities 324 can only be used if you are wearing or wielding the item. This command 325 takes some energy. 326 327Aim a wand (``a``) or Zap a wand (``z``) 328 Wands must be aimed in a direction to be used. Wands are magical devices, 329 and therefore there is a chance you will not be able to figure out how to 330 use them if you aren't good with magical devices. They will fire a shot 331 that affects the first object or creature encountered or fire a beam that 332 affects anything in a given direction, depending on the wand. An 333 obstruction such as a door or wall will generally stop the effects from 334 traveling any farther. This command requires a direction and can use a 335 target. This command takes some energy. 336 337Use a staff (``u``) or Zap a staff (``Z``) 338 This command will use a staff. A staff is normally very similar to a 339 scroll, in that they normally either have an area effect or affect a 340 specific object. Staves are magical devices, and there is a chance you 341 will not be able to figure out how to use them. This command takes some 342 energy. 343 344Zap a rod (``z``) or Activate a rod (``a``) 345 Rods are extremely powerful magical items, which cannot be burnt or 346 shattered, and which can have either staff-like or wand-like effects, but 347 unlike staves and wands, they don't have charges. Instead, they draw on 348 the ambient magical energy to recharge themselves, and therefore can only 349 be activated once every few turns. The recharging time varies depending 350 on the type of rod. This command may require a direction (depending on 351 the type of rod, and whether you are aware of its type) and can use a 352 target. This command takes some energy. 353 354Throwing and Missile Weapons 355============================ 356 357Fire an item (``f``) or Fire an item (``t``) 358 This command will allow you to fire a missile from either your quiver or 359 your inventory provided it is the appropriate ammunition for the current 360 missile weapon you have equipped. You may not fire an item without a 361 missile weapon equipped. Fired ammunition has a chance of breaking. 362 This command takes some energy. 363 364Fire default ammo at nearest (``h``) or ('TAB') 365 If you have a missile weapon equipped and the appropriate ammunition in 366 your quiver, you can use this command to fire at the nearest visible 367 enemy. This command will cancel itself if you lack a launcher, ammunition 368 or a visible target that is in range. The first ammunition of the correct 369 type found in the quiver is used. This command takes some energy. 370 371Throw an item (``v``) 372 You may throw any object carried by your character. Depending on the 373 weight, it may travel across the room or drop down beside you. Only one 374 object from a pile will be thrown at a time. Note that throwing an object 375 will often cause it to break, so be careful! If you throw something at a 376 creature, your chances of hitting it are determined by your plusses to 377 hit, your ability at throwing, and the object's plusses to hit. Some 378 weapons are especially designed for throwing. Once the 379 creature is hit, the object may or may not do any damage to it. 380 Note that flasks of oil will do some fire damage to a monster on impact. 381 If you are wielding a missile launcher compatible with the object you are 382 throwing, then you automatically use the launcher to fire the missile 383 with much higher range, accuracy, and damage, than you would get by just 384 throwing the missile. Throw, like fire, requires a direction. Targeting 385 mode (see the next command) can be invoked with ``*`` at the 386 'Direction?' prompt. This command takes some energy. 387 388Targeting Mode (``*``) 389 This will allow you to aim your ranged attacks at a specific monster or 390 grid, so that you can point directly towards that monster or grid (even 391 if this is not a "compass" direction) when you are asked for a direction. 392 You can set a target using this command, or you can set a new target at 393 the "Direction?" prompt when appropriate. At the targeting prompt, you 394 have many options. First of all, targeting mode starts targeting nearby 395 monsters which can be reached by "projectable" spells and thrown objects. 396 In this mode, you can press ``t`` (or ``5`` or ``.``) to select the 397 current monster, space to advance to the next monster, ``-`` to back up to 398 the previous monster, direction keys to advance to a monster more or less 399 in that direction, ``r`` to "recall" the current monster, ``q`` to exit 400 targeting mode, and ``p`` (or ``o``) to stop targeting monsters and 401 enter the mode for targeting a location on the floor or in a wall. Note 402 that if there are no nearby monsters, you will automatically enter this 403 mode. Note that hitting ``o`` is just like ``p``, except that the 404 location cursor starts on the last examined monster instead of on the 405 player. In this mode, you use the "direction" keys to move around, and 406 the ``q`` key to quit, and the ``t`` (or ``5`` or ``.``) key to target 407 the cursor location. Note that targeting a location is slightly 408 "dangerous", as the target is maintained even if you are far away. To 409 cancel an old target, simply hit ``*`` and then 'ESCAPE' (or ``q``). 410 Note that when you cast a spell or throw an object at the target 411 location, the path chosen is the "optimal" path towards that location, 412 which may or may not be the path you want. Sometimes, by clever choice of 413 a location on the floor for your target, you may be able to convince a 414 thrown object or cast spell to squeeze through a hole or corridor that is 415 blocking direct access to a different grid. Launching a ball spell or 416 breath weapon at a location in the middle of a group of monsters can 417 often improve the effects of that attack, since ball attacks are not 418 stopped by interposed monsters if the ball is launched at a target. 419 420Looking Commands 421================ 422 423Full screen map (``M``) 424 This command will show a map of the entire dungeon, reduced by a factor 425 of nine, on the screen. Only the major dungeon features will be visible 426 because of the scale, so even some important objects may not show up on 427 the map. This is particularly useful in locating where the stairs are 428 relative to your current position, or for identifying unexplored areas of 429 the dungeon. 430 431Locate player on map (``L``) or Where is the player (``W``) 432 This command lets you scroll your map around, looking at all sectors of 433 the current dungeon level, until you press escape, at which point the map 434 will be re-centered on the player if necessary. To scroll the map around, 435 simply press any of the "direction" keys. The top line will display the 436 sector location, and the offset from your current sector. 437 438Look around (``l``) or Examine things (``x``) 439 This command is used to look around at nearby monsters (to determine 440 their type and health) and objects (to determine their type). It is also 441 used to find out if a monster is currently inside a wall, and what is 442 under the player. When you are looking at something, you may hit space 443 for more details, or to advance to the next interesting monster or 444 object, or minus (``-``) to go back to the previous monster or object, 445 or a direction key to advance to the nearest interesting monster or 446 object (if any) in that general direction, or ``r`` to recall 447 information about the current monster race, or ``q`` or escape to stop 448 looking around. You always start out looking at "yourself". 449 450Inspect an item (``I``) 451 This command lets you inspect an item. This will tell you things about 452 the special powers of the object, as well as attack information for 453 weapons. It will also tell you what resistances or abilities you have 454 noticed for the item and if you have not yet completely identified all 455 properties. 456 457List visible monsters (``[``) 458 This command lists all monsters that are visible to you, telling you how 459 many there are of each kind. It also tells you whether they are asleep, 460 and where they are (relative to you). 461 462List visible items (``]``) 463 This command lists all items that are visible to you, telling you how of 464 each there are and where they are on the level relative to your current 465 location. 466 467Message Commands 468================ 469 470Repeat level feeling ('^F') 471 Repeats the feeling about the monsters in the dungeon level that you got 472 when you first entered the level. If you have explored enough of the 473 level, you will also get a feeling about how good the treasures are. 474 475View previous messages ('^P') 476 This command shows you all the recent messages. You can scroll through 477 them, or exit with ESCAPE. 478 479Take notes (``:``) 480 This command allows you to take notes, which will then appear in your 481 message list and your character history (prefixed with "Note:"). 482 483Game Status Commands 484==================== 485 486Character Description (``C``) 487 Brings up a full description of your character, including your skill 488 levels, your current and potential stats, and various other information. 489 From this screen, you can change your name or use the file character 490 description command to save your character status to a file. That command 491 saves additional information, including your background, your inventory, 492 and the contents of your house. 493 494Check knowledge (``~``) 495 This command allows you to ask about the knowledge possessed by your 496 character. Currently, this includes being able to list all known 497 "artifacts", "uniques", and "objects". Normally, once an artifact is 498 "generated", and "lost", it can never again be found, and will become 499 "known" to the player. With "preserve" mode, an artifact can never be 500 "lost" until it is "known" to the player. In either case, any "known" 501 artifacts not in the possession of the player will never again be 502 "generated". The "uniques" are special "unique" monsters which can only 503 be killed once per game. Certain "objects" come in "flavors", and you 504 must determine the effect of each "flavor" once for each such type of 505 object, and this command will allow you to display all "known" flavors. 506 Inscribing items in this list will cause you to similarly inscribe all 507 similar items you find from this point on. 508 509Saving and Exiting Commands 510=========================== 511 512Save and Quit ('Ctrl-X') 513 To save your game so that you can return to it later, use this command. 514 Save files will also be generated (hopefully) if the game crashes due to 515 a system error. After you die, you can use your savefile to play again 516 with the same options and such. 517 518Save ('Ctrl-S') 519 This command saves the game but doesn't exit Angband. Use this frequently 520 if you are paranoid about having your computer crash (or your power go 521 out) while you are playing. 522 523Quit (``Q``) 524 Kills your character and exits Angband. You will be prompted to make sure 525 you really want to do this, and then asked to verify that choice. Note 526 that dead characters are dead forever. 527 528User Pref File Commands 529======================= 530 531Interact with options (``=``) 532 Allow you to interact with options. Note that using the "cheat" options 533 may mark your savefile as unsuitable for the high score list. The 534 "window" options allow you to specify what should be drawn in any of the 535 special sub-windows (not available on all platforms). See the help files 536 'customize.txt' and 'options.txt' for more info. You can also interact 537 with keymaps under this menu. 538 539Interact with keymaps - option submenu 540 Allow you to interact with keymaps. You may load or save keymaps from 541 user pref files, or define keymaps. You must define a "current action", 542 shown at the bottom of the screen, before you attempt to use any of the 543 "create macro" commands, which use that "current action" as their action. 544 545Interact with visuals - option submenu 546 Allow you to interact with visuals. You may load or save visuals from 547 user pref files, or modify the attr/char mappings for the monsters, 548 objects, and terrain features. You must use the "redraw" command ('^R') 549 to redraw the map after changing attr/char mappings. NOTE: It is 550 generally easier to modify visuals via the "knowledge" menus. 551 552Interact with colors - option submenu 553 Allow the user to interact with colors. This command only works on some 554 systems. NOTE: It is commonly used to brighten the 'Light Dark' color 555 (eg. Cave Spiders) on displays with bad alpha settings. 556 557Help Commands 558============= 559 560Help (``?``) 561 Brings up the Angband on-line help system. Note that the help files are 562 just text files in a particular format, and that other help files may be 563 available on the Net. In particular, there are a variety of spoiler files 564 which do not come with the standard distribution. Check the place you got 565 Angband from or ask on the angband forums angband.oook.cz about them. 566 567Identify Symbol (``/``) 568 Use this command to find out what a character stands for. For instance, 569 by pressing '/.', you can find out that the ``.`` symbol stands for a 570 floor spot. When used with a symbol that represents creatures, the this 571 command will tell you only what class of creature the symbol stands for, 572 not give you specific information about a creature you can see. To get 573 that, use the Look command. 574 575 There are three special symbols you can use with the Identify Symbol 576 command to access specific parts of your monster memory. Typing 577 'Ctrl-A' when asked for a symbol will recall details about all 578 monsters, typing 'Ctrl-U' will recall details about all unique 579 monsters, and typing 'Ctrl-N' will recall details about all non-unique 580 monsters. 581 582 If the character stands for a creature, you are asked if you want to 583 recall details. If you answer yes, information about the creatures you 584 have encountered with that symbol is shown in the Recall window if 585 available, or on the screen if not. You can also answer ``k`` to see the 586 list sorted by number of kills, or ``p`` to see the list sorted by 587 dungeon level the monster is normally found on. Pressing 'ESCAPE' at 588 any point will exit this command. 589 590Game Version (``V``) 591 This command will tell you what version of Angband you are using. For 592 more information, see the 'version.txt' help file. 593 594Extra Commands 595============== 596 597Toggle Choice Window ('^E') 598 Toggles the display in any sub-windows (if available) which are 599 displaying your inventory or equipment. 600 601Redraw Screen ('^R') 602 This command adapts to various changes in global options, and redraws all 603 of the windows. It is normally only necessary in abnormal situations, 604 such as after changing the visual attr/char mappings, or enabling 605 "graphics" mode. 606 607Save screen dump (|``)``|) 608 This command dumps a "snap-shot" of the current screen to a file, 609 including encoded color information. The command has two variants: 610 611 - html, suitable for viewing in a web browser. 612 - forum embedded html for vBulletin, suitable for pasting in 613 web forums like http://angband.oook.cz/forums. 614 615Special Keys 616============ 617 618Certain special keys may be intercepted by the operating system or the host 619machine, causing unexpected results. In general, these special keys are 620control keys, and often, you can disable their special effects. 621 622If you are playing on a UNIX or similar system, then Ctrl-C will interrupt 623Angband. The second and third interrupt will induce a warning bell, and the 624fourth will induce both a warning bell and a special message, ince the 625fifth will quit the game, after killing your character. Also, 'Ctrl-Z' 626will suspend the game, and return you to the original command shell, until 627you resume the game with the 'fg' command. There is now a compilation 628option to force the game to prevent the "double 'ctrl-z' escape death 629trick". The 'Ctrl-\\' and 'Ctrl-D' and 'Ctrl-S' keys should not be 630intercepted. 631 632It is often possible to specify "control-keys" without actually pressing 633the control key, by typing a caret (``^``) followed by the key. This is 634useful for specifying control-key commands which might be caught by the 635operating system as explained above. 636 637Pressing backslash (``\``) before a command will bypass all keymaps, and 638the next keypress will be interpreted as an "underlying command" key, 639unless it is a caret (``^``), in which case the keypress after that will be 640turned into a control-key and interpreted as a command in the underlying 641angband keyset. For example, the sequence ``\`` + ``.`` + ``6`` will always 642mean "run east", even if the ``.`` key has been mapped to a different 643underlying command. 644 645The ``0`` and ``^`` and ``\`` keys all have special meaning when entered at 646the command prompt, and there is no "useful" way to specify any of them as 647an "underlying command", which is okay, since they would have no effect. 648 649For many input requests or queries, the special character ESCAPE will abort 650the command. The '[y/n]' prompts may be answered with ``y`` or ``n``, or 651'ESCAPE'. The '-more-' message prompts may be cleared (after reading 652the displayed message) by pressing 'ESCAPE', 'SPACE', 'RETURN', 653'LINEFEED', or by any keypress, if the "quick_messages" option is turned 654on. 655 656Command Counts 657============== 658 659Some commands can be executed a fixed number of times by preceding them 660with a count. Counted commands will execute until the count expires, until 661you type any character, or until something significant happens, such as 662being attacked. Thus, a counted command doesn't work to attack another 663creature. While the command is being repeated, the number of times left to 664be repeated will flash by on the line at the bottom of the screen. 665 666To give a count to a command, type ``0``, the repeat count, and then the 667command. If you want to give a movement command and you are using the 668original command set (where the movement commands are digits), press space 669after the count and you will be prompted for the command. 670 671Counted commands are very useful for time consuming commands, as they 672automatically terminate on success, or if you are attacked. You may also 673terminate any counted command (or resting or running), by typing any 674character. This character is ignored, but it is safest to use a 'SPACE' 675or 'ESCAPE' which are always ignored as commands in case you type the 676command just after the count expires. 677 678.. |``)``| replace:: ``)`` 679 680