objects.
Many objects found within the dungeon have special commands for their
-use. Wands must be 'a'imed, staves must be 'u'sed, scrolls must be
+use. Wands must be 'a'imed, staffs must be 'u'sed, scrolls must be
'r'ead, and potions must be 'q'uaffed. You may, in general, not only
use items in your pack, but also items on the ground, if you are
standing on top of them.
***** <ObjectFlavors>
=== Object Flavors ===
-Some objects (scrolls, potions, wands, rods and staves) are 'flavored
+Some objects (scrolls, potions, wands, rods and staffs) are 'flavored
items'. This means that with each game they are given a random flavor.
For example, the first time you find a Potion of Heroism it might be
described as a 'Dark Blue Potion'. Once you have identified it, the
Occasionally, as you wander around the dungeon you will sense something
about the quality of an item or items you are wielding or carrying in
-your backpack. This sensing ability is called 'pseudo-id' and is
-limited to weapons and armor. The speed and accuracy of your pseudo-id
-ability depends on a number of factors but the primary considerations
-are your class and level. Pseudo-id can be 'strong' or 'weak' and
-'slow', 'medium' or 'fast'.
+your backpack. This sensing ability is called 'pseudo-id'. The speed
+and accuracy of your pseudo-id ability depends on a number of factors
+but the primary considerations are your class and level. Pseudo-id
+speed can be 'slow', 'medium' or 'fast'. Pseudo-id method of weapons
+and armor can be 'strong' or 'weak'. Pseudo-id method of others is
+always 'strong'.
Table 1 - Pseudo-Id ability of the Classes
- Class Method Speed
- ----------------------------------------
- Warrior Strong Very Fast
- Mage/High-Mage Weak Slow
- Priest Weak Very Fast
- Rogue Strong Fast
- Ranger Strong Medium
- Paladin Strong Medium
- Warrior-Mage Weak Medium
- Mindcrafter Weak Medium
- Chaos Warrior Strong Medium
- Monk Weak Fast
+ Weapons and Armor Others
+ Class Method Speed Speed
+ --------------------------------------------------------
+ Warrior Strong Very Fast Impossible
+ Mage Weak Slow Very Fast
+ Priest Weak Very Fast Fast
+ Rogue Strong Fast Fast
+ Ranger Strong Medium Medium
+ Paladin Strong Medium Slow
+ Warrior-Mage Weak Medium Medium
+ Chaos-Warrior Strong Medium Slow
+ Monk Weak Fast Medium
+ Mindcrafter Weak Medium Fast
+ High-Mage Weak Slow Very Fast
+ Tourist Strong Extr. Fast Extr. Fast
+ Imitator Weak Medium Slow
+ BeastMaster Weak Medium Slow
+ Sorcerer Weak Slow Very Fast
+ Archer Strong Very Fast Impossible
+ Magic-Eater Weak Slow Very Fast
+ Bard Weak Very Fast Fast
+ Red-Mage Weak Medium Medium
+ Samurai Strong Very Fast Impossible
+ ForceTrainer Weak Fast Fast
+ Blue-Mage Weak Medium Very Fast
+ Cavalry Strong Very Fast Impossible
+ Berserker Strong Extr. Fast Impossible
+ Weaponsmith Strong Very Fast Slow
+ Mirror-Master Weak Medium Very Fast
+ Ninja Strong Fast Slow
+ Sniper Strong Medium Impossible
When you pseudo-id an item, it will be inscribed (see below [e]) with
------------------------------------------------
cursed a cursed item (includes bad ego
items and artifacts)
- good an enchanted item (includes good
+ uncursed an enchanted item (includes good
ego items and artifacts)
part you will need to identify them before you can ascertain how much
use they will be to you. There are several methods of identifying items
available to you. These include Scrolls of Identify and *Identify*,
-Staves and Rods of Perception, spells and prayers and services from
+Staffs and Rods of Perception, spells and prayers and services from
town buildings among others.
There is an important difference between 'identify'ing an object and
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
-[g]); and (d) Ego Armors which are discussed more fully in Defending
-Yourself (see defend.txt#EgoArtifact [h]).
+[g]); and (d) pieces of Ego Armor 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
-same type during the course of a character's adventures.
+game, it is not unusual to find several Ego Weapons or pieces of Ego
+Armor of the same type during the course of a character's adventures.
Note that some Ego Armor types are limited to only certain types of
armor. For example, you can find a Shield of Elvenkind but not Boots of
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
-artifact cab be 'A'ctivated for a magical effect. These can be
+artifact can be 'A'ctivated for a magical effect. These can be
Extremely useful - especially for classes that are weak in magic.
There are two types of artifacts - fixed and random. The fixed
"@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
+your possessions. Wands and staffs which are known to be empty will be
inscribed with "empty". Objects which have been tried at least once but
haven't been identified yet will be inscribed with "tried". Cursed
objects are inscribed with "cursed". Broken objects may be inscribed
------------------------------------------
When you inscribe {%all} on an *identified* object, the '%all' will
-automatically transform and become 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 extra
-resistance to Nether, the inscription will transform to {AcElFiClNt}.
-The 'Ac' means resistance to acid while El, Fi, Cl and Nt mean
-resistances to electricity, fire, cold and nether.
+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
meaning the extra resistance of Nether.
-List of auto-inscription codes:
-
-*Ac : immune to acid Ma : decreases mana consumption
-*El : immune to electricity Th : suitable for throwing
-*Fi : immune to fire Rf : reflection
-*Co : immune to cold Fa : free action
-Ac : resistance to acid Si : see invisible
-El : resistance to electricity Hl : hold life
-Fi : resistance to fire Esp : telepathy
-Co : resistance to cold Sd : slow digestion
-Po : resistance to poison Rg : regeneration
-Li : resistance to light Lv : levitation
-Dk : resistance to darkness Lu : extra light
-Sh : resistance to shards Wr : provides warning
-Bl : resistance to blindness Xm : xtra might when shooting
-Cf : resistance to confusion Xs : xtra number of shots
-So : resistance to sound Ag : aggravate monsters
-Nt : resistance to nether Bs : blessed weapon
-Nx : resistance to nexus (F : fiery sheath
-Ca : resistance to chaos (E : electric sheath
-Di : resistance to disenchantment (C : cold sheath
-Fe : resistance to fear (M : anti-magic shell
-At : extra blows (T : prevent teleportation
-Sp : affects speed |A : brand acid
-St : affects strength |E : brand electricity
-In : affects intelligence |F : brand fire
-Wi : affects wisdom |Co : brand cold
-Dx : affects dexterity |P : brand pois
-Cn : affects constitution |Ca : chaotic effects
-Ch : affects charisma |V : vampiric weapon
-Sl : affects stealth |Q : weapon of quake
-Sr : affects searching ability |S : vorpal hit
-If : affects infravision |M : weapon of the force
-Dg : affects tunneling ability /* : slay evil
-(St : sustain strength /H : slay human
-(In : sustain intelligence /D : kill dragon
-(Wi : sustain wisdom /d : slay dragon
-(Dx : sustain dexterity /o : slay orc
-(Cn : sustain constitution /T : slay troll
-(Ch : sustain charisma /P : slay giant
- /U : slay demon
- /L : slay undead
- /Z : slay animal
+***** <AbbrevList>
+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
+Te : random teleportaion |S : vorpal hit
+Ag : aggravate monsters |M : weapon of the force
+Bs : blessed weapon
+
+/* : 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 (St : sustain strength
+~Evil : ESP evil (In : sustain intelligence
+~Good : ESP good (Wi : sustain wisdom
+~Nolv : ESP non-living (Dx : sustain dexterity
+~p : ESP human (Cn : sustain constitution
+~D : ESP dragon (Ch : sustain charisma
+~o : ESP orc
+~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.
+command and '#' is an object tag (number or alphabet)) is, perhaps the
+most commonly used inscription. When you select command 'x', followed
+by the tag '#', 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.
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
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
+object. So that a spell book might be inscribed {@ma@ba@Ga} 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}
+more than one so that food item might be inscribed {@E1@E2}
Example 1:
You have a primary weapon and a shovel. You normally use the
'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
+ 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.
+ wanted. People often cast the wrong spells in such situation. To
+ prevent such mistake, you can inscribe your first spellbook with
+ {@ma}, second spellbook 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.
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 {@#} inscription (where '#' is a number from 0 to 9) is similar to
+the {@x#} inscription, but it works for any command, and any alphabet
+letters cannot be used as a tag.
The {!x} Inscription
--------------------
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>
and most wands will require a target.
Staffs ('_')
- Staves are a flavored item and are made of various types of wood.
+ Staffs are a flavored item and are made of various types of wood.
Like wands, they contain a limited number of charges and must be
- recharged when empty. In general, staves have an area affect or
- act on the player. Unlike wands, few staves may be used directly
- for offense. Staves must be 'u'sed and do not require a target.
+ recharged when empty. In general, staffs have an area affect or
+ act on the player. Unlike wands, few staffs may be used directly
+ for offense. Staffs must be 'u'sed and do not require a target.
Rods ('-')
- Rods are similar to both wands and staves in that many magical
- effects available from wands and staves are also available from
+ Rods are similar to both wands and staffs in that many magical
+ effects available from wands and staffs are also available from
rods. The main difference is that a rod carries a single charge but
over time will recharge itself. Typically, the better the rod, the
longer it will take to recharge itself. This means you have an
Spellbooks ('?')
There are four spell books for each of the magic realms and which
are found either in the shops or at varying depths in the dungeons.
- If you are are a spellcaster, you may 'b'rowse any book belonging
+ If you are a spellcaster, you may 'b'rowse any book which belonging
to your chosen realm(s) to see what spells it contains. You may not
browse books from realms other than those that your character has
chosen. You may learn new spells with the 'g' command and cast them
Original : (??)
Updated : (??)
Updated : Zangband DevTeam
-Updated : Hengband 1.0.11
+Updated : Hengband 1.3.0
***** Begin Hyperlinks
***** [b] option.txt#UserInterface