1 === Hengband Objects ===
3 The Hengband dungeons are full of objects and many monsters you meet
4 will be carrying one or more items about their person which you may
5 retrieve from their corpse should you be skillful enough to defeat
6 them. You may pick up objects by moving on top of them. By setting
7 various options (see option.txt#UserInterface [b]) you may choose to
8 pick up items automatically or to be prompted before picking up
11 Many objects found within the dungeon have special commands for their
12 use. Wands must be 'a'imed, staves must be 'u'sed, scrolls must be
13 'r'ead, and potions must be 'q'uaffed. You may, in general, not only
14 use items in your pack, but also items on the ground, if you are
15 standing on top of them.
19 === Object Symbols ===
22 ! A potion (or flask) / A pole-arm
23 ? A scroll (or book) | An edged weapon
24 , A mushroom (or food) \ A hafted weapon
25 - A wand or rod } A sling, bow, or x-bow
26 _ A staff { A shot, arrow, or bolt
28 " An amulet [ Hard armor
29 $ Gold or gems ] Misc. armor
30 ~ Lites, Tools, Chests, etc ) A shield
31 ~ Junk, Sticks, Skeletons, etc & Chests
32 ` Statues or Figurines
36 === Equipment and Inventory ===
38 You can carry up to 23 different objects in your backpack while wearing
39 and wielding up to 12 others. Items you wear and wield are referred to
40 as your 'equipment' while items contained in your backpack are referred
41 to as your 'inventory'. You may view a list of your current inventory
42 and equipment at any time by using the 'i' and 'e' commands respectively.
44 Although you are limited to 23 different items in your inventory, each
45 item may actually be a 'pile' of up to 99 similar items. This allows
46 you to carry multiple spell books, rations of food and other essential
47 items while not using up all your inventory slots. If you somehow
48 manage to stuff 24 items into your pack, for example, by removing an
49 item from your head while your pack is full, then your pack will
50 'overflow' and the most recently added item will fall out and onto the
51 ground. You will be warned about any command that seems likely to
54 In addition to the number of different items you may carry, you are
55 also limited in the total amount of weight that you can carry. As you
56 approach this value, you become slower, making it easier for monsters
57 to chase you. Note that there is no upper bound on how much you can
58 carry, if you do not mind being slow. The amount you may carry before
59 becoming slowed is determined by your strength. For this purpose, the
60 weight of both your equipment and your inventory is taken into
63 Because of these space and weight constraints, it is important that a
64 player learns to manage his inventory efficiently. You must juggle
65 carefully the need for carrying essential items such as food, fuel for
66 your light source, spellbooks (if applicable), healing items, escaping
67 items, and the 101 other things necessary for your survival while at
68 the same time maintaining space to carry back treasure from the
69 dungeon for sale in the town and ensuring that you do not exceed your
70 weight limit. Note that the additional powers and abilities some
71 objects can grant the player are only effective when they are wielded.
72 A Shield of Resist Acid, for example, will not protect you from the
73 effects of acid while it is in your backpack.
77 === Object Generation ===
79 Objects are generated by Hengband when you enter a dungeon level and
80 spread liberally around the dungeon floor. They may also be generated
81 when a monster is killed (assuming the monster is capable of carrying
82 objects). Each object has a 'native' depth or a depth at which it
83 begins to be commonly found in the dungeon. It is unusual, though not
84 impossible, to find objects significantly shallower in the dungeon than
85 their native depths. Note that although items generated on the floor
86 may be in 'piles', they will never be in 'stacks'.
88 Which items are generated at the creation of the level or by the death
89 of a monster is determined by a number of factors including the current
90 dungeon level, the monster's native level and the native depth of the
91 object being considered for generation. The quality of the object, in
92 the case of monster drops, is also affected by the guaranteed quality
93 level (if any) of that monster's drop.
95 Monster drops are either normal, 'good' or 'great'. While these terms
96 generally refer to equipment such as weapons and armor (for example,
97 a 'good' drop means that any equipment generated is guaranteed to have
98 magical pluses and a 'great' drop means that any equipment generated is
99 guaranteed to be either an ego item or an artifact), they also
100 encompass certain other objects. For example, Amulets of the Magi, the
101 dungeon-only spellbooks and Rings of Speed are all considered as being
102 'great' objects and may therefore be dropped by a monster with a
103 'great' drop. Note that some monsters may drop treasure rather than
108 === Object Compaction ===
110 Hengband can track a large, but finite, number of objects at any one
111 time. If, as you kill monsters, the number of objects dropped together
112 with the number of objects already lying on the floor exceeds this
113 limit you will be told that the game is 'compacting objects'.
115 When Hengband compacts objects it first attempts to combine similar
116 objects into piles and, if this does not create sufficient space, will
117 delete already existing items to create space for new ones. To the
118 extent possible the compacting is performed on objects some distance
119 away from the players current position. During compaction, items are
120 removed in order of increasing quality with the least useful items
121 removed first. Ego items are rarely removed from the level during the
122 compaction process while artifacts (see below [d]) are never removed.
125 ***** <CursedObjects>
126 === Cursed Objects ===
128 A goodly percentage of the items generated in the dungeon or dropped by
129 monsters will be cursed. Most cursed items will have penalties to
130 various things such as your skill and deadliness or your armor class.
131 They may also have other undesirable attributes. Shopkeepers will
132 refuse to buy cursed items.
134 Should you wield a cursed item, you will be prompted by the message
135 "Oops, it feels deathly cold!" and the item will be automatically
136 inscribed as being {cursed}. Once wielded, a cursed item may not be
137 taken off until it has been uncursed. Uncursing an object will allow it
138 to be removed but will not remove the negative effects such as the
139 penalties mentioned above.
141 There are several ways to uncurse objects. The Life realm contains two
142 spells (one stronger than the other) for the purpose. There are also
143 scrolls that you may find or purchase from the Temple which are similar
144 to these prayers in their effect. It is also possible that in the
145 course of enchanting an item you may lift a curse as a side-effect the
146 enchanting process although this is not guaranteed to happen.
150 There are several different types of curse and more than one may be
151 present on a single object although this is rare.
155 A lightly cursed item will typically have penalties to armor class,
156 skill and deadliness, and various other things as appropriate. It
157 may be uncursed reading a Scroll of Remove Curse or by the weaker
161 A heavily cursed item will typically have penalties to armor class,
162 skill and deadliness, and various other things as appropriate. It
163 may be uncursed reading a Scroll of *Remove Curse*. or by the
164 stronger Life realm prayer.
167 Items that are permanently cursed may not be uncursed and so may
168 not be removed once worn. You may occasionally find objects that
169 are permanently cursed and which you are tempted to wield. Think
170 carefully before you do so because you probably won't get a chance
175 === The Ancient and Foul Curse ===
177 The Ancient and Foul Curse is sometimes referred to incorrectly as 'The
178 Curse of Topi Ylinen' after the person who first created it. Unlike the
179 other curses discussed above, an object with the Ancient and Foul Curse
180 can be removed at any time and as a result you will not get the "Oops,
181 it feels deathly cold!" prompt when wielding it (unless, of course, it
182 also has one of the other curses in which case both these behaviors
183 will be present as a consequence of the secondary curse(s)).
185 While the item is wielded, the curse will be randomly invoked every so
186 often. When invoked, the curse may have one or more of several possible
187 effects in various combinations. Fortunately, some of the worst of such
188 combinations such as being paralyzed while Cyberdemons are summoned
189 around you are prevented from happening. Some possible effects of the
190 curse include: summoning monsters, summoning Cyberdemons, paralyzation
191 (even with Free Action), teleporting the player, removing the walls
192 around the player, amnesia, decreasing one or more primary stats both
193 temporarily and permanently among others.
195 Note: Although the Ancient and Foul Curse is primarily found on
196 objects, there are a number of other occasions where you might fall
197 foul of it. These include as side effects of miss-cast spells, setting
198 off certain traps, as a 'reward' from a chaos-warrior's patron and as
199 the dying curse of an Amberite.
202 ***** <ObjectFlavors>
203 === Object Flavors ===
205 Some objects (scrolls, potions, wands, rods and staves) are 'flavored
206 items'. This means that with each game they are given a random flavor.
207 For example, the first time you find a Potion of Heroism it might be
208 described as a 'Dark Blue Potion'. Once you have identified it, the
209 potion will be described as a 'Dark Blue Potion of Heroism'. Flavors
210 vary from game to game so your next character might discover that that
211 same Dark Blue Potion is now something entirely different. This means
212 that each new character must set about learning exactly what each
215 One of the Hengband Options allows the player to switch to 'plain'
216 object descriptions which removes the flavored description from known
217 flavored items so that the potion above, once identified, would be
218 described simply as a 'Potion of Heroism'.
224 Occasionally, as you wander around the dungeon you will sense something
225 about the quality of an item or items you are wielding or carrying in
226 your backpack. This sensing ability is called 'pseudo-id' and is
227 limited to weapons and armor. The speed and accuracy of your pseudo-id
228 ability depends on a number of factors but the primary considerations
229 are your class and level. Pseudo-id can be 'strong' or 'weak' and
230 'slow', 'medium' or 'fast'.
233 Table 1 - Pseudo-Id ability of the Classes
236 ----------------------------------------
237 Warrior Strong Very Fast
238 Mage/High-Mage Weak Slow
239 Priest Weak Very Fast
242 Paladin Strong Medium
243 Warrior-Mage Weak Medium
244 Mindcrafter Weak Medium
245 Chaos Warrior Strong Medium
249 When you pseudo-id an item, it will be inscribed (see below [e]) with
250 the quality level you have determined it to be of. This inscription
251 will remain until you identify it (see below [f]) at which time it will
252 be removed. The various inscriptions and their meanings are as follows:
255 Table 2 - Strong Pseudo-Id
258 -------------------------------------------------
259 terrible a cursed artifact
260 worthless a cursed ego item
262 average an average item
263 good an enchanted item
264 excellent a good ego item
265 special an non-cursed artifact
268 Table 3 - Weak Pseudo-Id
271 ------------------------------------------------
272 cursed a cursed item (includes bad ego
274 good an enchanted item (includes good
275 ego items and artifacts)
279 === Identifying Objects ===
281 Although each player may, to a lessor or greater extent, rely on their
282 pseudo-id ability to ascertain the quality of some items. For the most
283 part you will need to identify them before you can ascertain how much
284 use they will be to you. There are several methods of identifying items
285 available to you. These include Scrolls of Identify and *Identify*,
286 Staves and Rods of Perception, spells and prayers and services from
287 town buildings among others.
289 There is an important difference between 'identify'ing an object and
290 '*identify*'ing an object. 'Identify'ing an object will reveal its
291 correct description (including ego type where applicable), any plusses
292 to combat or armor class and its bonus to stats and abilities (its
293 'pval') if it has one. '*Identify*'ing an item will reveal all
294 information about an object including its additional fixed and random
295 abilities if any. Once *Identified*, you may review the full abilities
296 of an object by using the 'I'nspect command.
298 Another means of identifying flavored items it to sell them to a shop.
299 Having purchased the item, the shopkeeper will inform you what it is
300 that you have sold. This can be a useful technique in the early game
301 but exposes you to the risk of selling an unidentified item that had
302 been generated out of depth and which you might have preferred to keep
305 Note: you will automatically have full knowledge about any item that
306 you purchase in the town.
312 In addition to the ordinary weapons and armor your character may find
313 in the dungeon, some of them may be endowed with additional powers.
314 These objects fall into three types: (b) artifacts which are dealt with
315 below and can be identified by their name; (c) Ego Weapons which are
316 described more fully in Attacking Monsters (see attack.txt#EgoArtifact
317 [g]); and (d) Ego Armors which are discussed more fully in Defending
318 Yourself (see defend.txt#EgoArtifact [h]).
320 Unlike artifacts which are unique and may only be found once in each
321 game, it is not unusual to find several Ego Weapons or Ego Armor of the
322 same type during the course of a character's adventures.
324 Note that some Ego Armor types are limited to only certain types of
325 armor. For example, you can find a Shield of Elvenkind but not Boots of
332 Of all the objects in Hengband that you might find, by far the most
333 important group are artifacts. Artifacts are unique items with
334 additional properties such as increasing or sustaining one or more
335 of your stats and granting resistances or abilities. Often an
336 artifact cab be 'A'ctivated for a magical effect. These can be
337 Extremely useful - especially for classes that are weak in magic.
339 There are two types of artifacts - fixed and random. The fixed
340 artifacts each have entries in the lib/edit/a_info.txt file
341 and consequently have a chance of appearing in each game you play.
342 On the other hand, random artifacts are created by the game and
343 have both random names and random properties. Once created, there
344 is only a vanishingly small chance you will ever see one exactly
348 --- (Non-) Preserve Mode ---
350 One important thing to note when considering artifacts is your
351 initial choice of (non-)preserve mode. in non-preserve mode, once a
352 fixed artifact is generated (either on the dungeon floor or in a
353 monster drop), it will never be generated again during that game.
354 This means that if you miss the artifact by leaving the level before
355 you pick it up it is gone forever. On the other hand, in preserve mode
356 this behavior is only exhibited once you have identified the artifact.
357 It is therefor safer to leave a level before it is completely explored
358 as any fixed artifact can be regenerated in subsequent levels.
361 --- Special feelings ---
363 If you have stayed on the previous level long enough, on entering a
364 new level you will receive a 'feeling' which reflects the quality
365 of the monsters and objects on the level. Feelings are discussed in
366 more detail in the Town and Dungeon section. One possible feeling
367 is 'You have a special feeling about this level'. This message is
368 only given when playing in non-preserve mode and is an indicator
369 that you have either a monster pit, vault or artifact on the level.
370 Artifacts always cause special feelings but pits and vaults are
371 increasingly less likely to do so as you get deeper in the dungeon.
372 At very deep levels, special feelings are almost always artifacts.
374 Note: In non-preserve mode, you can still find artifacts on
375 levels that did not give a special feeling but these will always
376 be the result of a monster dropping them.
379 --- The '~' Command ---
381 By pressing '~' and choosing the option for artifacts, you can see
382 what fixed (but not random) artifacts you have found so far. In
383 non-preserve mode, this option will also show which fixed (but not
384 random) artifacts you have missed. However, in this case, it will
385 show nothing about fixed artifacts on the current dungeon level but
386 not yet found and as a result is often best used on the town level.
389 ***** <RandomAbilities>
390 === Random Abilities of Objects ===
392 In addition to the ordinary weapons, armor and other equipment your
393 character may find in the dungeon, some such items may be endowed with
394 additional powers such as sustains, resistances and abilities. Such
395 items fall into three categories: (b) artifacts; (c) ego items; and (d)
396 ordinary items which grant additional powers. In addition to their
397 fixed powers, some of these objects may also be granted an additional
398 power (or powers) in a random fashion.
400 The random powers of objects may be either guaranteed (so that objects
401 of that type will always have an additional random power) or may have a
402 varying chance of being granted (so that only some of the objects of
403 that type will have an additional random power). A few rare objects
404 have the possibility of having multiple random powers. Random powers
405 fall into three categories as follows:
425 Resist Disenchantment
443 === Object Inscriptions ===
445 You may "inscribe" any object with a textual inscription of your
446 choice. These inscriptions are not limited in length, though you may
447 not be able to see the whole inscription on the item. The game applies
448 special meaning to inscriptions containing any text of the form "@#" or
449 "@x#" or "!x" or "!*" (see command.txt#ObjectSelection [i]) .
451 The game provides some "fake" inscriptions to help you keep track of
452 your possessions. Wands and staves which are known to be empty will be
453 inscribed with "empty". Objects which have been tried at least once but
454 haven't been identified yet will be inscribed with "tried". Cursed
455 objects are inscribed with "cursed". Broken objects may be inscribed
456 with "broken". Also, any item which was purchased at a discount,
457 implying that it is slightly "sub-standard", will be inscribed with the
458 appropriate "discount", such as "25% off". Note that these inscriptions
459 are fake, and cannot be removed, though they can be covered up by a
460 real inscription if you so desire. Try "_" as a nice short one.
463 --- Making use of Inscriptions ---
465 Some players use the inscription feature to record useful and/or
466 interesting facts about an object such as where and how it was
467 acquired or what its abilities and powers are. Hengband have a feature
468 to automatically inscribe abilities of items for you.
470 In addition to this, inscriptions can be used in far more powerful
471 ways. Many commands in Hengband require you to specify an object from
472 your inventory such as which potion you wish to 'q'uaff or which staff
473 you wish to 'u'se. Inscriptions offer a powerful way of managing this
474 and provide a useful labor saving tool.
477 Auto Inscription of Resistances and Powers
478 ------------------------------------------
480 When you inscribe {%all} on an *identified* object, the '%all' will
481 automatically transforms and changes into a string which describe its
482 resistances and powers. For example, when you inscribe {%all} on a
483 robe of Resistance which has resistance to four elements and an extra
484 resistance to Nether, the inscription will change into {AcElFiClNt}.
485 The 'Ac' is abbreviation of resistance to ACid, while El, Fi, Cl and
486 Nt are resistances to ELectricity, FIre, CoLd and NeTher.
488 On the other hand, when you inscribe {%} on an *identified* object,
489 the {%} will transform to a string which describes only its extra
490 resistances. In the example above, the inscription will become {Nt},
491 meaning the extra resistance of Nether.
495 List of abbreviations:
497 At : extra blows Ac : resistance to acid
498 Sp : affects speed El : resistance to electricity
499 St : affects strength Fi : resistance to fire
500 In : affects intelligence Co : resistance to cold
501 Wi : affects wisdom Po : resistance to poison
502 Dx : affects dexterity Li : resistance to light
503 Cn : affects constitution Dk : resistance to darkness
504 Ch : affects charisma Sh : resistance to shards
505 Md : affects magic devices Bl : resistance to blindness
506 Sl : affects stealth Cf : resistance to confusion
507 Sr : affects searching ability So : resistance to sound
508 If : affects infravision Nt : resistance to nether
509 Dg : affects tunneling ability Nx : resistance to nexus
510 *Ac : immune to acid Ca : resistance to chaos
511 *El : immune to electricity Di : resistance to disenchantment
512 *Fi : immune to fire Fe : resistance to fear
515 Ma : decreases mana consumption (F : fiery sheath
516 Th : suitable for throwing (E : electric sheath
517 Rf : reflection (C : cold sheath
518 Fa : free action (M : anti-magic shell
519 Si : see invisible (T : prevent teleportation
520 Hl : hold life |A : brand acid
521 Sd : slow digestion |E : brand electricity
522 Rg : regeneration |F : brand fire
523 Lv : levitation |Co : brand cold
524 Lu : extra light |P : brand pois
525 Wr : provides warning |Ca : chaotic effects
526 Xm : xtra might when shooting |V : vampiric weapon
527 Xs : xtra number of shots |Q : weapon of quake
528 Ag : aggravate monsters |S : vorpal hit
529 Bs : blessed weapon |M : weapon of the force
531 /* : slay evil /X* : *slay* evil
532 /p : slay human /Xp : *slay* human
533 /D : slay dragon /XD : *slay* dragon
534 /o : slay orc /Xo : *slay* orc
535 /T : slay troll /XT : *slay* troll
536 /P : slay giant /XP : *slay* giant
537 /U : slay demon /XU : *slay* demon
538 /L : slay undead /XL : *slay* undead
539 /Z : slay animal /XZ : *slay* animal
541 ~Tele : telepathy . : random teleportaion
542 ~Evil : ESP evil (St : sustain strength
543 ~Good : ESP good (In : sustain intelligence
544 ~Nolv : ESP non-living (Wi : sustain wisdom
545 ~p : ESP human (Dx : sustain dexterity
546 ~D : ESP dragon (Cn : sustain constitution
547 ~o : ESP orc (Ch : sustain charisma
556 The {@x#} Inscription
557 ---------------------
559 The {@x#} inscription (where 'x' is the key to activate a specific
560 command and '#' is an object tag (number or alphabet)) is, perhaps the
561 most commonly used inscription. When you select command 'x', followed
562 by the tag '#', the game searches for an object with the inscription
563 {@x#} and performs that command upon it. Thus if the player inscribes
564 a Potion of Healing as {@q1}, then pressing 'q1' will quaff it
565 automatically. This feature is useful because as items are added or
566 removed from your inventory, the actual slot that they are in
567 changes. However, the inscription will work regardless of the
570 Note that you can inscribe multiple different objects with the same
571 inscription {@x#}. If you do so, the command 'x#' will act on the first
572 appropriately inscribed object in your inventory list and not on each
575 Also note that you can place multiple such inscriptions on a single
576 object. So that a spell book might be inscribed {@ma@ba@Ga} since the
577 cast spell, browse book, and gain spell commands each require a spell
578 book reference as an argument. You can also inscribe the same command
579 more than one so that food item might be inscribed {@E1@E2}
582 You have a primary weapon and a shovel. You normally use the
583 weapon but want to use the shovel for mining treasure. Inscribe
584 your primary weapon with {@w0} and your shovel with {@w1}. Then,
585 when you want to wield your shovel, you can press 'w1' and to
586 re-wield your sword you can press 'w0' regardless of where in the
587 inventory they are located at the time.
589 Note: you can also inscribe both weapons with {@w0} and just press
590 'w0' whenever you want to exchange weapon and shovel.
594 To cast the first spell from your first spell book, you would
595 normally type 'maa' and to cast the first spell from the second
596 book, you would type 'mba'. However, if your first book is stolen
597 or destroyed, pressing 'mba' would no longer cast the spell you
598 wanted. People often cast the wrong spells in such situation. To
599 prevent such mistake, you can inscribe your first spellbook with
600 {@ma}, second spellbook with {@mb}, etc. Cast spells by typing
601 'maa', 'mba', etc. Even if your other spell books are lost, you
602 will never need to worry about casting the wrong spell.
605 You are carrying some Rations of Food and some Elvish Waybread.
606 You wish to use up the Rations first before eating the Waybread,
607 but also want to be able to use the healing/curing properties of
608 the Waybread in an emergency. You would inscribe the Rations with
609 {@E1} and the Waybread with {@E1@E2}. Since the Rations appear
610 before the Waybread on the inventory listing, typing 'E1' will
611 ensure you eat all the Rations first before touching the Waybread
612 but that you only ever have to press E1 to eat. But, pressing 'E2'
613 will bypass the Rations and jump to the Waybread. Some players also
614 do similar things with cure and healing potions.
617 ---------------------
619 The {@#} inscription (where '#' is a number from 0 to 9) is similar to
620 the {@x#} inscription, but it works for any command, and any alphabet
621 letters cannot be used as a tag.
625 The {!x} inscription (where 'x' is the key to activate a specific
626 command) will induce "verification" whenever that object is "selected".
627 Thus, inscribing {!v!k!d} on an object will greatly reduce the odds of
628 you "losing" it by accident. This is because any attempt to throw it
629 ('f'), destroy it ('k') or drop it ('d') will prompt Hengband to verify
630 whether or not you really wish to take that action.
632 Note that inscribing {!*} on an object will prompt Hengband to verify
633 any action thus you allowing you to be very paranoid about the object.
634 Also note that "selling" and "dropping" both use the "d" command so
635 that inscribing an item with {!d} will also prevent you from selling it
640 The {^x} inscription (where 'x' is the key to activate a specific
641 command) will induce verification before taking that action. One
642 common example of its usage is to inscribe boots with {^<^>} which will
643 verify the user's command to leave the level via the staircases before
648 The {=g} inscription on an object prompts Hengband to automatically
649 pick it up. This instruction overrides any auto-pickup options chosen
650 chosen by the player (if necessary). The primary purpose is to allow
651 easy retrieval of missiles such as arrows and bolts once they have been
654 The {#anystring} Inscription
657 The {#anystring} inscription is used to make an item look like an
658 artifact. For example, a Long Sword (2d5) (+10,+10) which is inscribed
659 as {#of Hoge} is displayed as 'a Long Sword of Hoge (2d5) (+10,+10)'.
664 The {!!} Inscription on a rod or artifact tells the game to report you
665 when the object is recharged and became activatable again.
670 The {.} Inscription on a equipment which has ability of random
671 teleportaion prevents the game from asking you whether you want to
672 teleport or not on random chance, and the game automatically decide
673 not to teleport. But the ability of random teleportation has another
674 function which allows you to follow a teleporting monster; this
675 function will not be disabled.
680 The {$} Inscription on a equipment which has ability of warning
681 completely disables the warning ability.
686 === The Object Types ===
689 Ammunition of various types and quality is a frequent find in the
690 dungeon and is usually found in 'piles'. In order to get the full
691 benefit from ammunition it must be 'f'ired from the appropriate
692 missile launcher but me also be thrown. Slings fire pebbles and
693 shots, bows fire arrows and crossbows fire bolts.
695 Missile Launchers ('}')
696 There are several types of missile launchers from slings to heavy
697 crossbows. Each type of launcher has its own ammunition (see above).
698 Missile launchers must be 'w'ielded before they can be used and will
699 be placed in the 'b' equipment slot.
701 Weapons ('|', '/', '\')
702 There are numerous types of weapons in the dungeons. Each weapon
703 varies in terms of its weight and based damage dice. Weapons must be
704 'w'ielded before they can be used and will be placed in the 'a'
707 Armor ('[', '(', ')', ']')
708 Armor may be worn on your body (the 'g' equipment slot), cloaks may
709 worn about your body (the 'h' equipment slot), shields may be worn
710 on your arm (the 'i' equipment slot), head gear (caps, helms and
711 crowns) are worn on your head (the 'j' equipment slot), gloves and
712 gauntlets and cesti are worn on your hands (the 'k' equipment slot)
713 and boots are worn on your feet (the 'l' equipment slot). Armor of
714 any kind must be 'w'ielded before it can be used.
718 Amulets are flavored items and are worn around your neck (the 'e'
719 equipment slot) and must be 'w'ielded before they can be used.
722 Rings are flavored items. You may wear one ring each of your left
723 and your right hand (the 'c' and 'd' equipment slot) and must be
724 'w'ielded before they can be used.
727 Scrolls are flavored items which must be 'r'ead to benefit from
728 their effect. Most scrolls serve utility purposes.
731 Potions are flavored items and must be 'q'uaffed before they have
732 an effect on you. Some potions may be thrown at monsters and will
733 have an effect on them when the potion shatters. Similarly, you may
734 occasionally be carrying a potion which shatters during combat and
735 thus spreading its effects on the monsters around you.
738 Various food items are scattered throughout the dungeons and must
739 be 'E'aten for the player to gain nutritional value. If you do not
740 eat regularly you will become hungry and then weak. Eventually, you
741 will begin to faint from hunger and will finally die of starvation.
743 Note: undead races gain little or no nutritional value from food
744 and must therefore obtain nourishment in some other manner.
747 Mushrooms are a flavored food item that grant nutritional value and
748 also have a magical effect on the player. As you might expect, not
749 all of these are beneficial. They must be 'E'aten.
751 Note: undead races will get little or no nutritional value from
752 eating mushrooms but will experience any magical effects.
755 Wands are flavored, magical devices containing a finite number of
756 'charges'. Each charge represents a single use of the wand and
757 using the wand reduces the number of charges available by one. Once
758 empty, the wand must be 'recharged' before it can be used again. In
759 general, wands will fire a bolt, beam or ball rather than have an
760 area affect. Wands do not normally affect the player directly and
761 are generally useful for attacking purposes. Wands must be 'a'imed
762 and most wands will require a target.
765 Staves are a flavored item and are made of various types of wood.
766 Like wands, they contain a limited number of charges and must be
767 recharged when empty. In general, staves have an area affect or
768 act on the player. Unlike wands, few staves may be used directly
769 for offense. Staves must be 'u'sed and do not require a target.
772 Rods are similar to both wands and staves in that many magical
773 effects available from wands and staves are also available from
774 rods. The main difference is that a rod carries a single charge but
775 over time will recharge itself. Typically, the better the rod, the
776 longer it will take to recharge itself. This means you have an
777 unlimited supply of the magical effect but can only use it
778 infrequently compared to a wand or staff which can be used each
779 turn until it is empty. Rods must be 'z'apped and many rods will
783 There are four spell books for each of the magic realms and which
784 are found either in the shops or at varying depths in the dungeons.
785 If you are are a spellcaster, you may 'b'rowse any book belonging
786 to your chosen realm(s) to see what spells it contains. You may not
787 browse books from realms other than those that your character has
788 chosen. You may learn new spells with the 'g' command and cast them
789 with the '*' command.
792 Chests are complex objects, containing traps, locks, and possibly
793 treasure or other objects inside them once they are opened. Many of
794 the commands that apply to traps or doors also apply to chests and,
795 like traps and doors, these commands do not work if you are
798 Magical Figurines ('`')
799 A figurine is a small. magical replica of a monster from the
800 dungeon. When a figurine is thrown, a pet of the figurine's monster
801 type will be generated.
804 Statues made of various materials can be found throughout the
805 dungeon. Unlike figurines, they have no magical attributes but may
806 be worth selling depending upon the material from which they are
810 You may sometimes find the corpses and skeletons of monsters and
811 other adventurers that have died in the dungeons.
814 Like any dungeon, you should expect to find various junk items like
815 broken sticks, empty bottles, etc. lying around. While most of this
816 junk is useless, iron spikes can be used to 'j'am doors to prevent
817 a monster from chasing you.
820 Various light sources and their fuel may also be found in the
821 dungeon. You may refill your light source if you are carrying the
822 appropriate items by using the 'F' command. Lanterns can be filled
823 with flasks of oil and torches combined with other torches.
828 Updated : Zangband DevTeam
829 Updated : Hengband 1.3.0
831 ***** Begin Hyperlinks
832 ***** [b] option.txt#UserInterface
833 ***** [d] objects.txt#Artifacts
834 ***** [e] objects.txt#Inscriptions
835 ***** [f] objects.txt#Identifying
836 ***** [g] attack.txt#EgoArtifact
837 ***** [h] defend.txt#EgoArtifact
838 ***** [i] command.txt#ObjectSelection