1 === Command Descriptions ===
3 The following command descriptions are listed as the command name plus
4 the "underlying command" key. This is followed by the command name and
5 "roguelike" keyset key, if different from the underlying command key.
6 Then comes a brief description of the command, including information
7 about alternative methods of specifying the command in each keyset,
8 when needed. Several commands (tunnel, disarm, bash, open) are repeated
9 99 times if the "always_repeat" option is set and no repeat count is
10 given. Some commands use the "repeat count" to automatically repeat the
11 command several times, while others use the "repeat count" as an
12 "argument", for example, commands which need a "quantity" will use the
13 "repeat count" instead of asking for a quantity, allowing the use of
14 "0d" for "drop all". Commands which ask for a quantity will convert any
15 "letters" into the maximal legal value.
19 --- Inventory Commands ---
22 Displays a list of objects being carried but not equipped. You can
23 carry up to 23 different items, not counting those in your
24 equipment. Often, many identical objects can be "stacked" into a
25 "pile" which will count as a single item. This is always true of
26 things like potions, scrolls, and food, but you may have to set
27 options to allow wands, staves, and other such objects to stack.
28 Each object has a weight, and if you carry more objects than your
29 strength permits, you will begin to slow down.
32 Use this command to display a list of the objects currently being
33 used by your character. Your character has 12 slots for equipment,
34 each corresponding to a different location on the body, and each
35 of which may contain only a single object at a time, and each of
36 which may only contain objects of the proper "type", and which
37 include WIELD (weapon), BOW (missile launcher), LEFT (ring), RIGHT
38 (ring), NECK (amulet), LITE (light source), BODY (armor), OUTER
39 (cloak), ARM (shield), HEAD (helmet), HANDS (gloves), FEET
40 (boots). You must be using an object to receive any of its special
44 This drops an item from your inventory or equipment onto the
45 dungeon floor. If the floor spot you are standing on already has
46 an object in it, Hengband will attempt to drop the item onto an
47 adjacent space. Be warned that if the floor is full and you
48 attempt to drop something, it may disappear and be destroyed.
49 Doors and traps are considered objects for the purpose of
50 determining if the space is occupied. If the selected pile
51 contains multiple items, you may specify a quantity.
53 Destroy an item (k) or Destroy an item (^D)
54 This destroys an item in your inventory or on the dungeon floor.
55 If the selected pile contains multiple objects, you may specify
56 a quantity. You must always (currently) verify this command.
58 Wear/Wield equipment (w)
59 To wear or wield an object in your inventory, use this command.
60 Since only one object can be in each slot at a time, if you wear
61 or wield an item into a slot which is already occupied, the old
62 item will be first be taken off, and may in fact be dropped if
63 there is no room for it in your inventory.
65 Take off equipment (t) or Take off equipment (T)
66 Use this command to take off a piece of equipment and return it
67 to your inventory. Occasionally, you will run into a cursed item
68 which cannot be removed. These items normally penalize you in some
69 way and cannot be taken off until the curse is removed. If there
70 is no room in your inventory for the item, your pack will overflow
71 and you will drop the item after taking it off.
75 --- Movement Commands ---
77 Walk (with pickup) (;)
79 Moves one step in the given direction. The square you are moving
80 into must not be blocked by walls or doors. You will pick up any
81 items in the destination grid if the "always_pickup" option is
82 set, or if the "query_pickup" option is set and you respond
83 correctly. This command can take a count and requires a
84 direction. You may also use the "original" direction keys (both
85 keysets) or the "roguelike" direction keys (roguelike keyset) to
86 walk in a direction. If object auto-picker/destroyer is set up,
87 specified objects will be picked up or destroyed.
89 Walk (flip pickup) (-)
90 This is just like normal move, except that the "Pick things up"
91 option is inverted. In other words, if you normally pick up
92 anything you encounter (the default), you will not pick things up
93 when using this command. If you normally do not pick things up,
94 you will when using this command. This command can take a count
95 and requires a direction. If object auto-picker/destroyer is set
96 up, specified objects will be picked up or destroyed.
99 This command will move in the given direction, following any
100 bends in the corridor, until you either have to make a "choice"
101 between two directions or you are disturbed. You can configure
102 what will disturb you by setting the disturbance options. Run
103 requires a direction. You may also use shift plus the "roguelike"
104 direction keys (roguelike keyset), or shift plus the "original"
105 direction keys on the keypad (both keysets, some machines) to run
106 in a direction. If object auto-picker/destroyer is set up,
107 specified objects will be picked up or destroyed.
111 Climbs up when you are standing on an up staircase. In the
112 wilderness, enter global map mode which grants you a view of all
113 the world unless there are some monsters in the nearby area.
115 There is always at least one staircase going up on every level
116 except for the town level (this doesn't mean it's easy to
117 find). Going up a staircase will take you to a new dungeon level
118 unless you are at 50 feet (dungeon level 1), in which case you
119 will return to the town level. Note that whenever you leave a
120 level (not the town), you will never find it again. This means
121 that for all intents and purposes, any objects on that level are
122 destroyed. This includes artifacts unless the "Create characters
123 in preserve mode" option was set when your character was created,
124 in which case the artifacts may show up again later.
126 Go down staircase (>)
127 Descends when you are standing on a down staircase. In the
128 wilderness, return from global map mode to normal mode.
130 There are always at least two staircases going down on each
131 level, except for the town which has only one, and "quest"
132 levels, which have none until the quest monster is killed. Going
133 down a staircase will take you to a new dungeon level. See "Go Up
134 Staircase" for more info.
138 --- Resting Commands ---
140 Stay still (with pickup) (,) or Stay still (with pickup) (.)
141 Stays in the same square for one move. If you normally pick up
142 objects you encounter, you will pick up whatever you are standing
143 on. This command can take a count. You may also use the "5" key
144 (both keysets). If object auto-picker/destroyer is set up,
145 specified objects will be picked up or destroyed.
147 Stay still (flip pickup) (g)
148 Stays in the same square for one move. If you normally pick up
149 objects you encounter, you will not pick up whatever you are
150 standing on. If you normally do not pick up objects, you will
151 pick up what you are standing on. This command is normally only
152 used when the "always_pickup" option is false. This command can
153 take a count. If object auto-picker/destroyer is set up,
154 specified objects will be picked up or destroyed.
157 Resting is better for you than repeatedly staying still, and can
158 be told to automatically stop after a certain amount of time, or
159 when various conditions are met. In any case, you always wake up
160 when anything disturbing happens, or when you press any key. To
161 rest, enter the Rest command, followed by the number of turns you
162 want to rest, or "*" to rest until your hitpoints and mana are
163 restored, or "&" to rest until you are fully "healed". This
164 command can take a count, which is used for the number of turns to
169 --- Searching Commands ---
172 This command can be used to locate hidden traps and secret doors
173 in the spaces adjacent to the player. More than a single turn of
174 searching will be required in most cases. You should always search
175 a chest before trying to open it, since they are generally
176 trapped. This command can take a count, which is useful if you
177 are fairly sure of finding something eventually, since the command
178 stops as soon as anything is found. This command can take a count.
180 Toggle search mode (S) or Toggle search mode (#)
181 This command will take you into and out of search mode. When first
182 pressed, the message "Searching" will appear at the bottom of the
183 screen. You are now taking two turns for each command, one for the
184 command and one turn to search. This means that you are taking
185 twice the time to move around the dungeon, and therefore twice the
186 food. Search mode will automatically turn off if you are
187 disturbed. You may also turn off search mode by entering the
188 Search Mode command again.
192 --- Alter Commands ---
194 Tunnel (T) or Tunnel (^T)
195 Tunneling or mining is a very useful art. There are many kinds of
196 rock, with varying hardness, including permanent rock (permanent),
197 granite (very hard), quartz veins (hard), magma veins (soft), and
198 rubble (very soft). Quartz and Magma veins may be displayed in a
199 special way, and may sometimes contain treasure, in which case
200 they will be displayed in a different way. Rubble sometimes covers
201 an object. It is hard to tunnel unless you are wielding a heavy
202 weapon or a shovel or a pick. Tunneling ability increases with
203 strength and weapon weight. This command can take a count,
204 requires a direction, and is affected by the "always_repeat"
207 Open a door or chest (o)
208 To open an object such as a door or chest, you must use this
209 command. If the object is locked, you will attempt to pick the
210 lock based on your disarming ability. If you open a trapped chest
211 without disarming the traps first, the trap will be set off. Some
212 doors will be jammed shut and may have to be forced open. You may
213 need several tries to open a door or chest. Open can take a count,
214 requires a direction, and is affected by the "always_repeat"
218 Non-intelligent and some other creatures cannot open doors, so
219 shutting doors can be quite valuable. Broken doors cannot be
220 closed. Bashing a door open may break it. Close can take a count,
221 requires a direction, and is affected by the "always_repeat"
224 Jam a door (j) or Spike a door (S)
225 Many monsters can simply open closed doors, and can eventually
226 get through a locked door. You may therefore occasionally want
227 to jam a door shut with iron spikes. Each spike used on the door
228 will make it harder to bash down the door, up to a certain limit.
229 Smaller monsters are less able to bash down doors. In order to
230 use this command, you must be carrying iron spikes. Jam or Spike
231 requires a direction.
233 Bash a door (B) or Force a door (f)
234 This command allows you to bash down jammed doors. Your bashing
235 ability increases with strength. Bashing open a door can (briefly)
236 throw you off balance. Doors that are stuck, or which have been
237 jammed closed with spikes can only be opened by bashing, and all
238 closed doors can be bashed open if desired. Bashing a door open
239 may permanently break it so that it can never be closed. Bash or
240 Force can take a count, requires a direction, and is affected by
241 the "always_repeat" option.
243 Disarm a trap or chest (D)
244 You can attempt to disarm traps on the floor or on chests. If you
245 fail, there is a chance that you will blunder and set it off. You
246 can only disarm a trap after you have found it (usually with the
247 Search command). Disarm can take a count, requires a direction,
248 and is affected by the "always_repeat" option.
251 This special command allows the use of a single keypress to select
252 any of the "obvious" commands above (attack, tunnel, bash, open,
253 disarm, close), and, by using macros or keymaps, to combine this
254 keypress with directions. In general, this allows the use of the
255 "control" key plus the appropriate "direction" key (including the
256 roguelike direction keys in roguelike mode) as a kind of generic
257 "alter the terrain feature of an adjacent grid" command. Alter can
258 take a count, requires a direction, and is affected by the
259 "always_repeat" option.
263 --- Spell and Prayer Commands ---
265 Browse magic list (b) or Peruse magic list (P)
266 All characters which can cast spells can use this command. When
267 this command is used, all of the spells contained in the selected
268 magic are displayed, along with such information as their level,
269 the amount of mana required to cast them, and whether or not you
270 know the spell. And when you select a spell from the list,
271 description text of selected spell will be displayed.
273 Gain new spells or prayers (G)
274 Use this command to actually learn new spells or prayers. When you
275 are able to learn new spells or prayers, the word "Study" will
276 appear on the status line at the bottom of the screen. If you have
277 a book in your possession, containing spells or prayers which you
278 may learn, then you may choose to study that book. If you are a
279 mage, rogue, or ranger, you may actually choose which spell to
280 study. If you are a priest or paladin, your gods will choose a
281 prayer for you. There are nine books of each type, some normally
282 found only in the dungeon.
285 To cast a spell, you must have previously learned the spell and
286 must have in your inventory a book from which the spell can be
287 read. Each spell has a chance of failure which starts out fairly
288 large but decreases as you gain levels. If you don't have enough
289 mana to cast a spell, you will be prompted for confirmation. If
290 you decide to go ahead, the chance of failure is greatly increased,
291 and you may lose a point of constitution. Since you must read the
292 spell from a book, you cannot be blind or confused while casting,
293 and there must be some light present.
295 To pray effectively, you must have previously learned the prayer
296 and must have in your inventory a book from which the prayer can
297 be read. Each prayer has a chance of being ignored which starts
298 out fairly large but decreases as you gain levels. If you don't
299 have enough mana to cast a spell, you will be prompted for
300 confirmation. If you decide to go ahead, the chance of failure
301 is greatly increased, and you may lose a point of constitution.
302 Since you must read the prayer from a book, you cannot be blind
303 or confused while praying, and there must be some light present.
305 Use bonus power (if any) (U) or (O)
306 Some races and classes have special natural abilities. All of
307 these possible abilities are listed in an index under the U (or
312 --- Object Manipulation Commands ---
315 You must eat regularly to prevent starvation. As you grow hungry,
316 a message will appear at the bottom of the screen saying "Hungry".
317 If you go hungry long enough, you will become weak, then start
318 fainting, and eventually, you may will die of starvation. You may
319 use this command to eat food in your inventory. Note that you can
320 sometimes find food in the dungeon, but it is not always wise to
323 Fuel your lantern/torch (F)
324 If you are using a torch and have more torches in your pack,
325 or you are using a lantern and have flasks of oil in your pack,
326 then your can "refuel" them with this command. Torches and
327 Lanterns are limited in their maximal fuel. In general, two flasks
328 will fully fuel a lantern and two torches will fully fuel a torch.
331 Use this command to drink a potion. Potions affect the player in
332 various ways, but the effects are not always immediately obvious.
335 Use this command to read a scroll. Scroll spells usually have an
336 area effect, except for a few cases where they act on other
337 objects. Reading a scroll causes the parchment to disintegrate as
338 the scroll takes effect. Most scrolls which prompt for more
339 information can be aborted (by pressing escape), which will stop
340 reading the scroll before it disintegrates.
342 Inscribe an object ({)
343 This command inscribes a string on an object. The inscription is
344 displayed inside curly braces after the object description. The
345 inscription is limited to the particular object (or pile) and is
346 not automatically transferred to all similar objects. Under
347 certain circumstances, Hengband will display "fake" inscriptions
348 on certain objects ("cursed", "broken", "tried", "empty", "NN%
349 off") when appropriate. These "fake" inscriptions are "covered up"
350 by real inscriptions, but will re-appear if the real inscription
351 is removed. In addition, Hengband will occasionally place a "real"
352 inscription on an object for you, normally as the result of your
353 character getting a "feeling" about the item. All characters will
354 get "feelings" about weapons and armor after carrying them for a
355 while. Warriors get the most detailed feelings, and get them
356 quicker than any other class. An item labeled as "{empty}" was
357 found to be out of charges, and an item labeled as "{tried}" is a
358 "flavored" item which the character has used, but whose effects
359 are unknown. Certain inscriptions have a meaning to the game, see
360 "@#", "@x#", "!*", and "!x", in the section on inventory object
363 Uninscribe an object (})
364 This command removes the inscription on an object. This command
365 will have no effect on "fake" inscriptions added by the game
369 ***** <MagicalObject>
370 --- Magical Object Commands ---
372 Activate an artifact (A)
373 You have heard rumors of special weapons and armor deep in the
374 Pits, items that can let you breath fire like a dragon or light
375 rooms with just a thought. Should you ever be lucky enough to
376 find such an item, this command will let you activate its special
377 ability. Special abilities can only be used if you are wearing or
380 Aim a wand (a) or Zap a wand (z)
381 Wands must be aimed in a direction to be used. Wands are magical
382 devices, and therefore there is a chance you will not be able to
383 figure out how to use them if you aren't good with magical
384 devices. They will fire a shot that affects the first object or
385 creature encountered or fire a beam that affects anything in a
386 given direction, depending on the wand. An obstruction such as a
387 door or wall will generally stop the effects from traveling any
388 farther. This command requires a direction and can use a target.
390 Use a staff (u) or Zap a staff (Z)
391 This command will use a staff. A staff is normally very similar
392 to a scroll, in that they normally either have an area effect or
393 affect a specific object. Staves are magical devices, and there
394 is a chance you will not be able to figure out how to use them.
396 Zap a rod (z) or Activate a rod (a)
397 Rods are extremely powerful magical items, which cannot be burnt
398 or shattered, and which can have either staff-like or wand-like
399 effects, but unlike staves and wands, they don't have charges.
400 Instead, they draw on the ambient magical energy to recharge
401 themselves, and therefore can only be activated once every few
402 turns. The recharging time varies depending on the type of rod.
403 This command may require a direction (depending on the type of
404 rod, and whether you are aware of its type) and can use a target.
408 --- Throwing and Missile Weapons ---
410 Fire an item (f) or Fire an item (t)
411 You may throw any object carried by your character. Depending on
412 the weight, it may travel across the room or drop down beside you.
413 Only one object from a pile will be thrown at a time. Note that
414 throwing an object will often cause it to break, so be careful!
415 If you throw something at a creature, your chances of hitting it
416 are determined by your pluses to hit, your ability at throwing,
417 and the object's pluses to hit. Once the creature is it, the
418 object may or may not do any damage to it. You've heard rumors
419 that some objects found in the dungeon can do huge amounts of
420 damage when thrown, but you're not sure which objects those
421 are.... Note that flasks of oil will do a fairly large chunk
422 of damage to a monster on impact, supposedly representing fire
423 damage, but it works against fire elementals too... If you are
424 wielding a missile launcher compatible with the object you are
425 throwing, then you automatically use the launcher to fire the
426 missile with much higher range, accuracy, and damage, then you
427 would get by just throwing the missile. Fire or Throw requires
428 a direction. Targeting mode (see the next command) can be invoked
429 with "*" at the "Direction?" prompt.
432 You may throw any object carried by your character. The lighter
433 the object, the farther you can throw it. Only one object from a
434 stack may be thrown at a time. Throwing an object may break it.
435 If you throw something at a monster, your chances of hitting it
436 are determined by your pluses to hit, your ability at throwing,
437 and the object's pluses to hit. If the object hits the monster,
438 it may or may not do damage. Some objects, such as weapons, or
439 flasks of oil, can do a substantial amount of damage. This
440 command requires a direction, and can take a target.
443 This will allow you to aim your spells and such at a specific
444 monster or grid, so that you can point directly towards that
445 monster or grid (even if this is not a "compass" direction) when
446 you are asked for a direction. You can set a target using this
447 command, or you can set a new target at the "Direction?" prompt
448 when appropriate. At the targeting prompt, you have many options.
449 First of all, targeting mode starts targeting nearby monsters
450 which can be reached by "projectable" spells and thrown objects.
451 In this mode, you can press "t" (or "5" or ".") to select the
452 current monster, space to advance to the next monster, "-" to back
453 up to the previous monster, direction keys to advance to a monster
454 more or less in that direction, "r" to "recall" the current
455 monster, "q" to exit targeting mode, and "p" (or "o") to stop
456 targeting monsters and enter the mode for targeting a location on
457 the floor or in a wall. Note that if there are no nearby monsters,
458 you will automatically enter this mode. Note that hitting "o" is
459 just like "p", except that the location cursor starts on the last
460 examined monster instead of on the player. In this mode, you use
461 the "direction" keys to move around, and the "q" key to quit, and
462 the "t" (or "5" or ".") key to target the cursor location. Note
463 that targeting a location is slightly "dangerous", as the target
464 is maintained even if you are far away. To cancel an old target,
465 simply hit "*" and then ESCAPE (or "q"). Note that when you cast
466 a spell or throw an object at the target location, the path chosen
467 is the "optimal" path towards that location, which may or may not
468 be the path you want. Sometimes, by clever choice of a location on
469 the floor for your target, you may be able to convince a thrown
470 object or cast spell to squeeze through a hole or corridor that is
471 blocking direct access to a different grid. Launching a ball spell
472 or breath weapon at a location in the middle of a group of
473 monsters can often improve the effects of that attack, since ball
474 attacks are not stopped by interposed monsters if the ball is
475 launched at a target. This command takes no time.
479 --- Looking Commands ---
482 This command will show a map of the entire dungeon, reduced by a
483 factor of nine, on the screen. Only the major dungeon features
484 will be visible because of the scale, so even some important
485 objects may not show up on the map. This is particularly useful
486 in locating where the stairs are relative to your current
487 position, or for identifying unexplored areas of the dungeon.
488 This command takes no time.
490 If object auto-picker/destroyer is set up, specified objects can
491 be displayed in this command, when you press the M, N, K or D.
492 The M displays 'auto-pickup' items, while the N displays 'leave',
493 the K displays 'auto-destroy'. And the D is same as the M plus
494 the N. You can press any other key to quit this map command.
496 Locate player on map (L) or Where is the player (W)
497 This command lets you scroll your map around, looking at all
498 sectors of the current dungeon level, until you press escape, at
499 which point the map will be re-centered on the player if
500 necessary. To scroll the map around, simply press any of the
501 "direction" keys. The top line will display the sector location,
502 and the offset from your current sector. This command takes no
505 Look around (l) or Examine things (x)
506 This command is used to look around at nearby monsters (to
507 determine their type and health) and objects (to determine their
508 type). It is also used to find out what objects (if any) are under
509 monsters, and if a monster is currently inside a wall. This
510 command takes no time.
512 When you are looking at something, you may hit space for more
513 details, or to advance to the next interesting monster or object,
514 or minus ("-") to go back to the previous monster or object, or a
515 direction key to advance to the nearest interesting monster or
516 object (if any) in that general direction, or "r" to recall
517 information about the current monster race, or "q" or escape to
518 stop looking around. You always start out looking at the "nearest"
519 interesting monster or object.
522 This command lets you observe a previously *identified* item.
523 This will tell you things about the special powers of the object.
524 Currently, it only makes sense for artifacts and ego-items.
528 --- Message Commands ---
530 Repeat level feeling (^F)
531 Repeats the feeling about the dungeon level that you got when you
532 first entered the level.
534 View previous messages (^P)
535 This command shows you all the recent messages. You can scroll
536 through them, or exit with ESCAPE. This command takes no time.
539 This command allows you to take notes, which will then appear in
540 your message list (prefixed with "Note:"). This command takes
545 --- Game Status Commands ---
547 Character Description (C)
548 Brings up a full description of your character, including your
549 skill levels, your current and potential stats, and various other
550 information. From this screen, you can change your name or use
551 the file character description command to save your character
552 status to a file. That command saves additional information,
553 including your background, your inventory, and the contents of
556 Check various information (~)
557 The command opens a menu from which you can select information
558 about seen Artifacts, Unique monsters, identified objects, and
561 Display known artifacts
562 This selection lists all of the artifacts that you've
563 encountered. Any artifact that appears in this list, which
564 you cannot seem to find, has been lost forever. The "preserve"
565 mode will prevent you from accidentally losing any artifacts,
566 but will also prevent you from ever getting a "special" level
567 feeling. This command can only be used on the town level, not
570 Display known uniques
571 Brings up a list of known unique monsters, plus their current
572 status. Once killed, unique monsters never show up again.
574 Display known objects
575 This list all 'flavored' objects (such as rings, scrolls,
576 wands, potions, etc.) which you have identified.
579 Check play record (|)
580 This command opens a menu from which you can check/delete play
581 record of your current character. This command shows you all the
582 recent messages. You can scroll through them, or exit with
583 ESCAPE. This command takes no time.
586 Display game time (^T) or (')
587 This command shows you current date and time in the game.
591 --- Saving and Exiting Commands ---
593 Save and Quit (Ctrl-X)
594 To save your game so that you can return to it later, use this
595 command. Save files will also be generated (hopefully) if the
596 game crashes due to a system error. After you die, you can use
597 your savefile to play again with the same options and such.
600 This command saves the game but doesn't exit Hengband. Use this
601 frequently if you are paranoid about having the computer crash
602 while you are playing.
604 Quit (commit suicide) (Q)
605 Kills your character and exits Hengband. You will be prompted to
606 make sure you really want to do this, and then asked to verify
607 that choice. Note that dead characters are dead forever.
611 --- User pref file commands ---
613 See the file pref.hlp for a description of the user preference commands
614 together with a detailed description of this function.
616 Interact with options (=)
617 Allow you to interact with options. Note that using the "cheat"
618 options may mark your savefile as unsuitable for the high score
619 list. You may change normal options using the "X" and "Y" user
620 pref commands. You must use the "redraw" command (^R) after
621 changing certain options.
623 Interact with macros (@)
624 Allow you to interact with macros. You may load or save macros
625 from user pref files, create macros of various types, or define
626 keymaps. You must define a "current action", shown at the bottom
627 of the screen, before you attempt to use any of the "create macro"
628 commands, which use that "current action" as their action. This
629 is a horrible interface, and will be fixed eventually.
631 Interact with visuals (%)
632 Allow you to interact with visuals. You may load or save visuals
633 from user pref files, or modify the attr/char mappings for the
634 monsters, objects, and terrain features.
636 Interact with colors (&)
637 Allow the user to interact with colors. This command only
638 works on some systems.
640 Reload auto-picker/destroyer preference ($)
641 This command will reload "pickpref.prf" and
642 "pickpref-<<playername>>.prf" for object auto-picker/destroyer
643 after you edit these files with your text editor.
645 Edit auto-picker/destroyer pref (_)
646 Allow the user to edit the pickpref.prf in the user directry.
647 The ESC key will open the menu in this editor. You can see and
648 use all edit commands from the command menu. Press ^Q or ^W to
656 Brings up the Hengband on-line help system. Note that the help
657 files are just text files in a particular format, and that other
658 help files may be available on the Net. In particular, there are
659 a variety of spoiler files which do not come with the standard
660 distribution. Check the place you got Hengband from or ask on the
661 newsgroup rec.games.roguelike.angband about them.
664 Use this command to find out what a character stands for. For
665 instance, by pressing "/.", you can find out that the "." symbol
666 stands for a floor spot. When used with a symbol that represents
667 creatures, the this command will tell you only what class of
668 creature the symbol stands for, not give you specific information
669 about a creature you can see. To get that, use the Look command.
671 There are four special symbols you can use with the Identify
672 Symbol command to access specific parts of your monster memory.
673 Typing Ctrl-A when asked for a symbol will recall details about
674 all monsters, typing Ctrl-U will recall details about all unique
675 monsters, typing Ctrl-N will recall details about all non-unique
676 monsters, and typing Ctrl-M will let you enter a name and recall
677 details about monsters which have the specified name as part of
680 If the character stands for a creature, you are asked if you want
681 to recall details. If you answer yes, information about the
682 creatures you have encountered with that symbol is shown in the
683 Recall window if available, or on the screen if not. You can also
684 answer "k" to see the list sorted by number of kills, or "p" to
685 see the list sorted by dungeon level the monster is normally found
686 on. Pressing ESCAPE at any point will exit this command.
689 This command will tell you what version of Hengband you are using.
690 For more information, see the "version.txt" help file.
694 --- Extra Commands ---
696 Repeat last command (n) or ([)
697 This command repeat previously executed command with all its
698 arguments. Very useful to repeat casting, for example, magic
699 missile to same opponent.
701 Toggle Choice Window (^E)
702 Toggles the display in the choice window (if available) between
703 your inventory and your equipment. This command only applies if
704 you are running Hengband under a windowing environment and the
705 choice window is available. This also redraws the choice window.
708 This command adapts to various changes in global options, and
709 redraws all of the windows. This command should be used after
710 changing various global properties (options, attr/char mappings,
711 color definitions, etc). When in doubt, use it.
713 Load screen dump (left-paren)
714 This command loads a "snap-shot" of the current screen from the
715 file "dump.txt", and displays it on the screen.
717 Save screen dump (right-paren)
718 This command dumps a "snap-shot" of the current screen to the file
719 "dump.txt", including encoded color information.
721 Command your pets (p)
722 If you have pets then this command allows you to give orders
723 to your pets. You can call them to you, send them out to kill
724 other monsters, dismiss them, and allow/disallow opening of door
725 and picking up items. Your pets will drop all picked up items when
726 you disallow them to pick up anything.
728 Output list of random artifacts (^V)
729 This command writes file named "randifact.txt" to your user
730 directory with list of all random artifact you have.
733 Original : Alexander Cutler and Andy Astrand
734 Updated : (2.7.6) by Russ Allbery (rra@cs.stanford.edu)
735 Updated : (2.7.9) by Ben Harrison (benh@phial.com)
736 Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
737 Updated : Zangband DevTeam
738 Updated : Hengband 1.7.0