-=== Zangband Objects ===
+=== Hengband Objects ===
-The Zangband dungeons are full of objects and many monsters you meet
+The Hengband dungeons are full of objects and many monsters you meet
will be carrying one or more items about their person which you may
retrieve from their corpse should you be skillful enough to defeat
them. You may pick up objects by moving on top of them. By setting
-various options (see option.txt#UserInterface [1]) you may choose to
+various options (see option.txt#UserInterface [b]) you may choose to
pick up items automatically or to be prompted before picking up
objects.
=== Equipment and Inventory ===
You can carry up to 23 different objects in your backpack while wearing
-and wielding up to 12 others. Note that the additional powers and
-abilities some objects can grant the player are only effective when
-they are wielded. A Shield of Resist Acid, for example, will not
-protect you from the effects of acid while it is in your backpack.
-items you wear and wield are referred to as your 'equipment' while items
-contained in your backpack are referred to as your 'inventory'. You may
-view a list of your current inventory and equipment at any time by
-using the 'i' and 'e' commands respectively.
+and wielding up to 12 others. Items you wear and wield are referred to
+as your 'equipment' while items contained in your backpack are referred
+to as your 'inventory'. You may view a list of your current inventory
+and equipment at any time by using the 'i' and 'e' commands respectively.
Although you are limited to 23 different items in your inventory, each
item may actually be a 'pile' of up to 99 similar items. This allows
items, and the 101 other things necessary for your survival while at
the same time maintaining space to carry back treasure from the
dungeon for sale in the town and ensuring that you do not exceed your
-weight limit.
-
-
-***** <Stacking>
-=== Object Stacking ===
-
-Normally, only one object can occupy any given floor space, which may
-or may not also contain one creature. Zangband's Stacking Options (see
-option.txt#Stacking [2]) provide a means for allowing multiple objects
-to share the same floor space by creating 'stacks'. Any object on the
-floor, including those forming part of a stack, may actually be a
-'pile' of up to 99 identical items. Objects may not be created or
-placed on spaces where doors, rubble, traps, and staircases already
-exist.
+weight limit. Note that the additional powers and abilities some
+objects can grant the player are only effective when they are wielded.
+A Shield of Resist Acid, for example, will not protect you from the
+effects of acid while it is in your backpack.
***** <Generation>
=== Object Generation ===
-Objects are generated by Zangband when you enter a dungeon level and
+Objects are generated by Hengband when you enter a dungeon level and
spread liberally around the dungeon floor. They may also be generated
when a monster is killed (assuming the monster is capable of carrying
objects). Each object has a 'native' depth or a depth at which it
***** <Compaction>
=== Object Compaction ===
-Zangband can track a large, but finite, number of objects at any one
+Hengband can track a large, but finite, number of objects at any one
time. If, as you kill monsters, the number of objects dropped together
with the number of objects already lying on the floor exceeds this
limit you will be told that the game is 'compacting objects'.
-When Zangband compacts objects it first attempts to combine similar
+When Hengband compacts objects it first attempts to combine similar
objects into piles and, if this does not create sufficient space, will
delete already existing items to create space for new ones. To the
extent possible the compacting is performed on objects some distance
away from the players current position. During compaction, items are
removed in order of increasing quality with the least useful items
removed first. Ego items are rarely removed from the level during the
-compaction process while artifacts (see below [3]) are never removed.
+compaction process while artifacts (see below [d]) are never removed.
***** <CursedObjects>
that each new character must set about learning exactly what each
flavored items is.
-One of the Zangband Options allows the player to switch to 'plain'
+One of the Hengband Options allows the player to switch to 'plain'
object descriptions which removes the flavored description from known
flavored items so that the potion above, once identified, would be
described simply as a 'Potion of Heroism'.
Monk Weak Fast
-When you pseudo-id an item, it will be inscribed (see below [4]) with
+When you pseudo-id an item, it will be inscribed (see below [e]) with
the quality level you have determined it to be of. This inscription
-will remain until you identify it (see below [5]) at which time it will
+will remain until you identify it (see below [f]) at which time it will
be removed. The various inscriptions and their meanings are as follows:
In addition to the ordinary weapons and armor your character may find
in the dungeon, some of them may be endowed with additional powers.
-These objects fall into three types: (1) artifacts which are dealt with
-below and can be identified by their name; (2) Ego Weapons which are
+These objects fall into three types: (b) artifacts which are dealt with
+below and can be identified by their name; (c) Ego Weapons which are
described more fully in Attacking Monsters (see attack.txt#EgoArtifact
-[6]); and (3) Ego Armors which are discussed more fully in Defending
-Yourself (see defend.txt#EgoArtifact [7]).
+[g]); and (d) Ego Armors which are discussed more fully in Defending
+Yourself (see defend.txt#EgoArtifact [h]).
Unlike artifacts which are unique and may only be found once in each
game, it is not unusual to find several Ego Weapons or Ego Armor of the
***** <Artifacts>
=== Artifacts ===
-Of all the objects in Zangband that you might find, by far the most
+Of all the objects in Hengband that you might find, by far the most
important group are artifacts. Artifacts are unique items with
additional properties such as increasing or sustaining one or more
of your stats and granting resistances or abilities. Often an
In addition to the ordinary weapons, armor and other equipment your
character may find in the dungeon, some such items may be endowed with
additional powers such as sustains, resistances and abilities. Such
-items fall into three categories: (1) artifacts; (2) ego items; and (3)
+items fall into three categories: (b) artifacts; (c) ego items; and (d)
ordinary items which grant additional powers. In addition to their
fixed powers, some of these objects may also be granted an additional
power (or powers) in a random fashion.
Levitation
Permanent Light
See Invisible
- Telepathy
+ Warning
Slow Digestion
Regeneration
Free Action
choice. These inscriptions are not limited in length, though you may
not be able to see the whole inscription on the item. The game applies
special meaning to inscriptions containing any text of the form "@#" or
-"@x#" or "!x" or "!*" (see command.txt#ObjectSelection [8]) .
+"@x#" or "!x" or "!*" (see command.txt#ObjectSelection [i]) .
The game provides some "fake" inscriptions to help you keep track of
your possessions. Wands and staves which are known to be empty will be
real inscription if you so desire. Try "_" as a nice short one.
+--- Making use of Inscriptions ---
+
+Some players use the inscription feature to record useful and/or
+interesting facts about an object such as where and how it was
+acquired or what its abilities and powers are. Hengband have a feature
+to automatically inscribe abilities of items for you.
+
+In addition to this, inscriptions can be used in far more powerful
+ways. Many commands in Hengband require you to specify an object from
+your inventory such as which potion you wish to 'q'uaff or which staff
+you wish to 'u'se. Inscriptions offer a powerful way of managing this
+and provide a useful labor saving tool.
+
+
+Auto Inscription of Resistances and Powers
+------------------------------------------
+
+When you inscribe {%all} on an *identified* object, the '%all' will
+automatically transforms and changes into a string which describe its
+resistances and powers. For example, when you inscribe {%all} on a
+robe of Resistance which has resistance to four elements and an extra
+resistance to Nether, the inscription will change into {AcElFiClNt}.
+The 'Ac' is abbreviation of resistance to ACid, while El, Fi, Cl and
+Nt are resistances to ELectricity, FIre, CoLd and NeTher.
+
+On the other hand, when you inscribe {%} on an *identified* object,
+the {%} will transform to a string which describes only its extra
+resistances. In the example above, the inscription will become {Nt},
+meaning the extra resistance of Nether.
+
+
+List of abbreviations:
+
+At : extra blows Ac : resistance to acid
+Sp : affects speed El : resistance to electricity
+St : affects strength Fi : resistance to fire
+In : affects intelligence Co : resistance to cold
+Wi : affects wisdom Po : resistance to poison
+Dx : affects dexterity Li : resistance to light
+Cn : affects constitution Dk : resistance to darkness
+Ch : affects charisma Sh : resistance to shards
+Md : affects magic devices Bl : resistance to blindness
+Sl : affects stealth Cf : resistance to confusion
+Sr : affects searching ability So : resistance to sound
+If : affects infravision Nt : resistance to nether
+Dg : affects tunneling ability Nx : resistance to nexus
+*Ac : immune to acid Ca : resistance to chaos
+*El : immune to electricity Di : resistance to disenchantment
+*Fi : immune to fire Fe : resistance to fear
+*Co : immune to cold
+
+Ma : decreases mana consumption (F : fiery sheath
+Th : suitable for throwing (E : electric sheath
+Rf : reflection (C : cold sheath
+Fa : free action (M : anti-magic shell
+Si : see invisible (T : prevent teleportation
+Hl : hold life |A : brand acid
+Sd : slow digestion |E : brand electricity
+Rg : regeneration |F : brand fire
+Lv : levitation |Co : brand cold
+Lu : extra light |P : brand pois
+Wr : provides warning |Ca : chaotic effects
+Xm : xtra might when shooting |V : vampiric weapon
+Xs : xtra number of shots |Q : weapon of quake
+Ag : aggravate monsters |S : vorpal hit
+Bs : blessed weapon |M : weapon of the force
+
+/* : slay evil /X* : *slay* evil
+/p : slay human /Xp : *slay* human
+/D : slay dragon /XD : *slay* dragon
+/o : slay orc /Xo : *slay* orc
+/T : slay troll /XT : *slay* troll
+/P : slay giant /XP : *slay* giant
+/U : slay demon /XU : *slay* demon
+/L : slay undead /XL : *slay* undead
+/Z : slay animal /XZ : *slay* animal
+
+~Tele : telepathy . : random teleportaion
+~Evil : ESP evil (St : sustain strength
+~Good : ESP good (In : sustain intelligence
+~Nolv : ESP non-living (Wi : sustain wisdom
+~p : ESP human (Dx : sustain dexterity
+~D : ESP dragon (Cn : sustain constitution
+~o : ESP orc (Ch : sustain charisma
+~T : ESP troll
+~P : ESP giant
+~U : ESP demon
+~L : ESP undead
+~Z : ESP animal
+
+
+
+The {@x#} Inscription
+---------------------
+The {@x#} inscription (where 'x' is the key to activate a specific
+command and '#' is a number from 0 to 9) is, perhaps the most commonly
+used inscription. When you select command 'x', followed by a number
+'#', the game searches for an object with the inscription {@x#} and
+performs that command upon it. Thus if the player inscribes a Potion of
+Healing as {@q1}, then pressing 'q1' will quaff it automatically. This
+feature is useful because as items are added or removed from your
+inventory, the actual slot that they are in changes. However, the
+inscription will work regardless of the position.
+
+There is an exception; when the command is 'm' (cast spell), you can
+use any alphabet letter as '#' instead of a number, such like {@ma} or
+{@mb}. This feature is added because pressing an alphabet key is
+easier and faster than pressing a number key in rogue-like keymap.
+
+Note that you can inscribe multiple different objects with the same
+inscription {@x#}. If you do so, the command 'x#' will act on the first
+appropriately inscribed object in your inventory list and not on each
+of them.
+
+Also note that you can place multiple such inscriptions on a single
+object. So that a spell book might be inscribed {@m1@b1@G1} since the
+cast spell, browse book, and gain spell commands each require a spell
+book reference as an argument. You can also inscribe the same command
+more than one so that food item might be inscribed {@E@1E2}
+
+Example 1:
+ You have a primary weapon and a shovel. You normally use the
+ weapon but want to use the shovel for mining treasure. Inscribe
+ your primary weapon with {@w0} and your shovel with {@w1}. Then,
+ when you want to wield your shovel, you can press 'w1' and to
+ re-wield your sword you can press 'w0' regardless of where in the
+ inventory they are located at the time.
+
+ Note: you can also inscribe both weapons with {@w0} and just press
+ 'w0' whenever you want to exchange weapon and shovel.
+
+Example 2:
+ To cast the first spell from your first spell book, you would
+ normally type 'maa' and to cast the first spell from the second
+ book, you would type 'mba'. However, if your first book is stolen
+ or destroyed, pressing 'mba' would no longer cast the spell you
+ wanted. This often leads to people people to cast spells
+ incorrectly. Instead inscribe your first spell book with {@ma},
+ your second with {@mb}, etc. Cast spells by typing 'maa', 'mba',
+ etc. Even if your other spell books are lost, you will never need
+ to worry about casting the wrong spell.
+
+Example 3:
+ You are carrying some Rations of Food and some Elvish Waybread.
+ You wish to use up the Rations first before eating the Waybread,
+ but also want to be able to use the healing/curing properties of
+ the Waybread in an emergency. You would inscribe the Rations with
+ {@E1} and the Waybread with {@E1@E2}. Since the Rations appear
+ before the Waybread on the inventory listing, typing 'E1' will
+ ensure you eat all the Rations first before touching the Waybread
+ but that you only ever have to press E1 to eat. But, pressing 'E2'
+ will bypass the Rations and jump to the Waybread. Some players also
+ do similar things with cure and healing potions.
+
+The {@#} Inscription
+---------------------
+The {@#} inscription (where '#' is a number from 0 to 9) is similar
+to the {@x#} inscription except that it works for any command. Thus, if
+you engrave both your digging instrument and your primary weapon with
+{@0}, pressing 'w0' will wield whichever one is not being currently
+wielded. However, if you had also inscribed a potion with {@0}, you
+would instead get an error message because the potion appears first in
+the inventory and you can not wield potions.
+
+The {!x} Inscription
+--------------------
+The {!x} inscription (where 'x' is the key to activate a specific
+command) will induce "verification" whenever that object is "selected".
+Thus, inscribing {!v!k!d} on an object will greatly reduce the odds of
+you "losing" it by accident. This is because any attempt to throw it
+('f'), destroy it ('k') or drop it ('d') will prompt Hengband to verify
+whether or not you really wish to take that action.
+
+Note that inscribing {!*} on an object will prompt Hengband to verify
+any action thus you allowing you to be very paranoid about the object.
+Also note that "selling" and "dropping" both use the "d" command so
+that inscribing an item with {!d} will also prevent you from selling it
+by accident.
+
+The {^x} Inscription
+--------------------
+The {^x} inscription (where 'x' is the key to activate a specific
+command) will induce verification before taking that action. One
+common example of its usage is to inscribe boots with {^<^>} which will
+verify the user's command to leave the level via the staircases before
+actually doing so.
+
+The {=g} Inscription
+--------------------
+The {=g} inscription on an object prompts Hengband to automatically
+pick it up. This instruction overrides any auto-pickup options chosen
+chosen by the player (if necessary). The primary purpose is to allow
+easy retrieval of missiles such as arrows and bolts once they have been
+fired at a target.
+
+The {#anystring} Inscription
+--------------------
+
+The {#anystring} inscription is used to make an item look like an
+artifact. For example, a Long Sword (2d5) (+10,+10) which is inscribed
+as {#of Hoge} is displayed as 'a Long Sword of Hoge (2d5) (+10,+10)'.
+
+The {!!} Inscription
+--------------------
+
+The {!!} Inscription on a rod or artifact tells the game to report you
+when the object is recharged and became activatable again.
+
+The {.} Inscription
+--------------------
+
+The {.} Inscription on a equipment which has ability of random
+teleportaion prevents the game from asking you whether you want to
+teleport or not on random chance, and the game automatically decide
+not to teleport. But the ability of random teleportation has another
+function which allows you to follow a teleporting monster; this
+function will not be disabled.
+
+The {$} Inscription
+--------------------
+
+The {$} Inscription on a equipment which has ability of warning
+completely disables the warning ability.
+
+
+
***** <ObjectTypes>
=== The Object Types ===
Original : (??)
Updated : (??)
Updated : Zangband DevTeam
-Last update: February 2, 2000
+Updated : Hengband 1.3.0
***** Begin Hyperlinks
-***** [1] option.txt#UserInterface
-***** [2] option.txt#Stacking
-***** [3] objects.txt#Artifacts
-***** [4] objects.txt#Inscriptions
-***** [5] objects.txt#Identifying
-***** [6] attack.txt#EgoArtifact
-***** [7] defend.txt#EgoArtifact
-***** [8] command.txt#ObjectSelection
+***** [b] option.txt#UserInterface
+***** [d] objects.txt#Artifacts
+***** [e] objects.txt#Inscriptions
+***** [f] objects.txt#Identifying
+***** [g] attack.txt#EgoArtifact
+***** [h] defend.txt#EgoArtifact
+***** [i] command.txt#ObjectSelection