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, Zangband 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) (;)
78 Moves one step in the given direction. The square you are moving
79 into must not be blocked by walls or doors. You will pick up any
80 items in the destination grid if the "always_pickup" option is
81 set, or if the "query_pickup" option is set and you respond
82 correctly. This command can take a count and requires a direction.
83 You may also use the "original" direction keys (both keysets) or
84 the "roguelike" direction keys (roguelike keyset) to walk in a
87 Walk (flip pickup) (-)
88 This is just like normal move, except that the "Pick things up"
89 option is inverted. In other words, if you normally pick up
90 anything you encounter (the default), you will not pick things up
91 when using this command. If you normally do not pick things up,
92 you will when using this command. This command can take a count
93 and requires a direction.
96 This command will move in the given direction, following any bends
97 in the corridor, until you either have to make a "choice" between
98 two directions or you are disturbed. You can configure what will
99 disturb you by setting the disturbance options. Run requires a
100 direction. You may also use shift plus the "roguelike" direction
101 keys (roguelike keyset), or shift plus the "original" direction
102 keys on the keypad (both keysets, some machines) to run in a
106 Climbs up an up staircase you are standing on. There is always at
107 least one staircase going up on every level except for the town
108 level (this doesn't mean it's easy to find). Going up a staircase
109 will take you to a new dungeon level unless you are at 50 feet
110 (dungeon level 1), in which case you will return to the town
111 level. Note that whenever you leave a level (not the town), you
112 will never find it again. This means that for all intents and
113 purposes, any objects on that level are destroyed. This includes
114 artifacts unless the "Create characters in preserve mode" option
115 was set when your character was created, in which case the
116 artifacts may show up again later.
118 Go down staircase (>)
119 Descends a down staircase you are standing on. There are always
120 at least two staircases going down on each level, except for the
121 town which has only one, and "quest" levels, which have none until
122 the quest monster is killed. Going down a staircase will take you
123 to a new dungeon level. See "Go Up Staircase" for more info.
127 --- Resting Commands ---
129 Stay still (with pickup) (,) or Stay still (with pickup) (.)
130 Stays in the same square for one move. If you normally pick up
131 objects you encounter, you will pick up whatever you are standing
132 on. This command can take a count. You may also use the "5" key
135 Stay still (flip pickup) (g)
136 Stays in the same square for one move. If you normally pick up
137 objects you encounter, you will not pick up whatever you are
138 standing on. If you normally do not pick up objects, you will
139 pick up what you are standing on. This command is normally only
140 used when the "always_pickup" option is false. This command can
144 Resting is better for you than repeatedly staying still, and can
145 be told to automatically stop after a certain amount of time, or
146 when various conditions are met. In any case, you always wake up
147 when anything disturbing happens, or when you press any key. To
148 rest, enter the Rest command, followed by the number of turns you
149 want to rest, or "*" to rest until your hitpoints and mana are
150 restored, or "&" to rest until you are fully "healed". This
151 command can take a count, which is used for the number of turns to
156 --- Searching Commands ---
159 This command can be used to locate hidden traps and secret doors
160 in the spaces adjacent to the player. More than a single turn of
161 searching will be required in most cases. You should always search
162 a chest before trying to open it, since they are generally
163 trapped. This command can take a count, which is useful if you
164 are fairly sure of finding something eventually, since the command
165 stops as soon as anything is found. This command can take a count.
167 Toggle search mode (S) or Toggle search mode (#)
168 This command will take you into and out of search mode. When first
169 pressed, the message "Searching" will appear at the bottom of the
170 screen. You are now taking two turns for each command, one for the
171 command and one turn to search. This means that you are taking
172 twice the time to move around the dungeon, and therefore twice the
173 food. Search mode will automatically turn off if you are
174 disturbed. You may also turn off search mode by entering the
175 Search Mode command again.
179 --- Alter Commands ---
181 Tunnel (T) or Tunnel (^T)
182 Tunneling or mining is a very useful art. There are many kinds of
183 rock, with varying hardness, including permanent rock (permanent),
184 granite (very hard), quartz veins (hard), magma veins (soft), and
185 rubble (very soft). Quartz and Magma veins may be displayed in a
186 special way, and may sometimes contain treasure, in which case
187 they will be displayed in a different way. Rubble sometimes covers
188 an object. It is hard to tunnel unless you are wielding a heavy
189 weapon or a shovel or a pick. Tunneling ability increases with
190 strength and weapon weight. This command can take a count,
191 requires a direction, and is affected by the "always_repeat"
194 Open a door or chest (o)
195 To open an object such as a door or chest, you must use this
196 command. If the object is locked, you will attempt to pick the
197 lock based on your disarming ability. If you open a trapped chest
198 without disarming the traps first, the trap will be set off. Some
199 doors will be jammed shut and may have to be forced open. You may
200 need several tries to open a door or chest. Open can take a count,
201 requires a direction, and is affected by the "always_repeat"
205 Non-intelligent and some other creatures cannot open doors, so
206 shutting doors can be quite valuable. Broken doors cannot be
207 closed. Bashing a door open may break it. Close can take a count,
208 requires a direction, and is affected by the "always_repeat"
211 Jam a door (j) or Spike a door (S)
212 Many monsters can simply open closed doors, and can eventually
213 get through a locked door. You may therefore occasionally want
214 to jam a door shut with iron spikes. Each spike used on the door
215 will make it harder to bash down the door, up to a certain limit.
216 Smaller monsters are less able to bash down doors. In order to
217 use this command, you must be carrying iron spikes. Jam or Spike
218 requires a direction.
220 Bash a door (B) or Force a door (f)
221 This command allows you to bash down jammed doors. Your bashing
222 ability increases with strength. Bashing open a door can (briefly)
223 throw you off balance. Doors that are stuck, or which have been
224 jammed closed with spikes can only be opened by bashing, and all
225 closed doors can be bashed open if desired. Bashing a door open
226 may permanently break it so that it can never be closed. Bash or
227 Force can take a count, requires a direction, and is affected by
228 the "always_repeat" option.
230 Disarm a trap or chest (D)
231 You can attempt to disarm traps on the floor or on chests. If you
232 fail, there is a chance that you will blunder and set it off. You
233 can only disarm a trap after you have found it (usually with the
234 Search command). Disarm can take a count, requires a direction,
235 and is affected by the "always_repeat" option.
238 This special command allows the use of a single keypress to select
239 any of the "obvious" commands above (attack, tunnel, bash, open,
240 disarm, close), and, by using macros or keymaps, to combine this
241 keypress with directions. In general, this allows the use of the
242 "control" key plus the appropriate "direction" key (including the
243 roguelike direction keys in roguelike mode) as a kind of generic
244 "alter the terrain feature of an adjacent grid" command. Alter can
245 take a count, requires a direction, and is affected by the
246 "always_repeat" option.
250 --- Spell and Prayer Commands ---
252 Browse a book (b) or Peruse a book (P)
253 Only mages, rogues, and rangers can read magic books, and only
254 priests and paladins can read prayer books. Warriors cannot read
255 any books. When this command is used, all of the spells or prayers
256 contained in the selected book are displayed, along with such
257 information as their level, the amount of mana required to cast
258 them, and whether or not you know the spell or prayer.
260 Gain new spells or prayers (G)
261 Use this command to actually learn new spells or prayers. When you
262 are able to learn new spells or prayers, the word "Study" will
263 appear on the status line at the bottom of the screen. If you have
264 a book in your possession, containing spells or prayers which you
265 may learn, then you may choose to study that book. If you are a
266 mage, rogue, or ranger, you may actually choose which spell to
267 study. If you are a priest or paladin, your gods will choose a
268 prayer for you. There are nine books of each type, some normally
269 found only in the dungeon.
271 Cast a spell / Pray a prayer (m)
272 To cast a spell, you must have previously learned the spell and
273 must have in your inventory a book from which the spell can be
274 read. Each spell has a chance of failure which starts out fairly
275 large but decreases as you gain levels. If you don't have enough
276 mana to cast a spell, you will be prompted for confirmation. If
277 you decide to go ahead, the chance of failure is greatly increased,
278 and you may lose a point of constitution. Since you must read the
279 spell from a book, you cannot be blind or confused while casting,
280 and there must be some light present.
282 To pray effectively, you must have previously learned the prayer
283 and must have in your inventory a book from which the prayer can
284 be read. Each prayer has a chance of being ignored which starts
285 out fairly large but decreases as you gain levels. If you don't
286 have enough mana to cast a spell, you will be prompted for
287 confirmation. If you decide to go ahead, the chance of failure
288 is greatly increased, and you may lose a point of constitution.
289 Since you must read the prayer from a book, you cannot be blind
290 or confused while praying, and there must be some light present.
294 --- Object Manipulation Commands ---
297 You must eat regularly to prevent starvation. As you grow hungry,
298 a message will appear at the bottom of the screen saying "Hungry".
299 If you go hungry long enough, you will become weak, then start
300 fainting, and eventually, you may will die of starvation. You may
301 use this command to eat food in your inventory. Note that you can
302 sometimes find food in the dungeon, but it is not always wise to
305 Fuel your lantern/torch (F)
306 If you are using a torch and have more torches in your pack,
307 or you are using a lantern and have flasks of oil in your pack,
308 then your can "refuel" them with this command. Torches and
309 Lanterns are limited in their maximal fuel. In general, two flasks
310 will fully fuel a lantern and two torches will fully fuel a torch.
313 Use this command to drink a potion. Potions affect the player in
314 various ways, but the effects are not always immediately obvious.
317 Use this command to read a scroll. Scroll spells usually have an
318 area effect, except for a few cases where they act on other
319 objects. Reading a scroll causes the parchment to disintegrate as
320 the scroll takes effect. Most scrolls which prompt for more
321 information can be aborted (by pressing escape), which will stop
322 reading the scroll before it disintegrates.
324 Inscribe an object ({)
325 This command inscribes a string on an object. The inscription is
326 displayed inside curly braces after the object description. The
327 inscription is limited to the particular object (or pile) and is
328 not automatically transferred to all similar objects. Under
329 certain circumstances, Zangband will display "fake" inscriptions
330 on certain objects ("cursed", "broken", "tried", "empty", "NN%
331 off") when appropriate. These "fake" inscriptions are "covered up"
332 by real inscriptions, but will re-appear if the real inscription
333 is removed. In addition, Zangband will occasionally place a "real"
334 inscription on an object for you, normally as the result of your
335 character getting a "feeling" about the item. All characters will
336 get "feelings" about weapons and armor after carrying them for a
337 while. Warriors get the most detailed feelings, and get them
338 quicker than any other class. An item labeled as "{empty}" was
339 found to be out of charges, and an item labeled as "{tried}" is a
340 "flavored" item which the character has used, but whose effects
341 are unknown. Certain inscriptions have a meaning to the game, see
342 "@#", "@x#", "!*", and "!x", in the section on inventory object
345 Uninscribe an object (})
346 This command removes the inscription on an object. This command
347 will have no effect on "fake" inscriptions added by the game
352 --- Magical Object Commands ---
354 Activate an artifact (A)
355 You have heard rumors of special weapons and armor deep in the
356 Pits, items that can let you breath fire like a dragon or light
357 rooms with just a thought. Should you ever be lucky enough to
358 find such an item, this command will let you activate its special
359 ability. Special abilities can only be used if you are wearing or
362 Aim a wand (a) or Zap a wand (z)
363 Wands must be aimed in a direction to be used. Wands are magical
364 devices, and therefore there is a chance you will not be able to
365 figure out how to use them if you aren't good with magical
366 devices. They will fire a shot that affects the first object or
367 creature encountered or fire a beam that affects anything in a
368 given direction, depending on the wand. An obstruction such as a
369 door or wall will generally stop the effects from traveling any
370 farther. This command requires a direction and can use a target.
372 Use a staff (u) or Zap a staff (Z)
373 This command will use a staff. A staff is normally very similar
374 to a scroll, in that they normally either have an area effect or
375 affect a specific object. Staves are magical devices, and there
376 is a chance you will not be able to figure out how to use them.
378 Zap a rod (z) or Activate a rod (a)
379 Rods are extremely powerful magical items, which cannot be burnt
380 or shattered, and which can have either staff-like or wand-like
381 effects, but unlike staves and wands, they don't have charges.
382 Instead, they draw on the ambient magical energy to recharge
383 themselves, and therefore can only be activated once every few
384 turns. The recharging time varies depending on the type of rod.
385 This command may require a direction (depending on the type of
386 rod, and whether you are aware of its type) and can use a target.
390 --- Throwing and Missile Weapons ---
392 Fire an item (f) or Fire an item (t)
393 You may throw any object carried by your character. Depending on
394 the weight, it may travel across the room or drop down beside you.
395 Only one object from a pile will be thrown at a time. Note that
396 throwing an object will often cause it to break, so be careful!
397 If you throw something at a creature, your chances of hitting it
398 are determined by your pluses to hit, your ability at throwing,
399 and the object's pluses to hit. Once the creature is it, the
400 object may or may not do any damage to it. You've heard rumors
401 that some objects found in the dungeon can do huge amounts of
402 damage when thrown, but you're not sure which objects those
403 are.... Note that flasks of oil will do a fairly large chunk
404 of damage to a monster on impact, supposedly representing fire
405 damage, but it works against fire elementals too... If you are
406 wielding a missile launcher compatible with the object you are
407 throwing, then you automatically use the launcher to fire the
408 missile with much higher range, accuracy, and damage, then you
409 would get by just throwing the missile. Fire or Throw requires
410 a direction. Targeting mode (see the next command) can be invoked
411 with "*" at the "Direction?" prompt.
414 You may throw any object carried by your character. The lighter
415 the object, the farther you can throw it. Only one object from a
416 stack may be thrown at a time. Throwing an object may break it.
417 If you throw something at a monster, your chances of hitting it
418 are determined by your pluses to hit, your ability at throwing,
419 and the object's pluses to hit. If the object hits the monster,
420 it may or may not do damage. Some objects, such as weapons, or
421 flasks of oil, can do a substantial amount of damage. This
422 command requires a direction, and can take a target.
425 This will allow you to aim your spells and such at a specific
426 monster or grid, so that you can point directly towards that
427 monster or grid (even if this is not a "compass" direction) when
428 you are asked for a direction. You can set a target using this
429 command, or you can set a new target at the "Direction?" prompt
430 when appropriate. At the targeting prompt, you have many options.
431 First of all, targeting mode starts targeting nearby monsters
432 which can be reached by "projectable" spells and thrown objects.
433 In this mode, you can press "t" (or "5" or ".") to select the
434 current monster, space to advance to the next monster, "-" to back
435 up to the previous monster, direction keys to advance to a monster
436 more or less in that direction, "r" to "recall" the current
437 monster, "q" to exit targeting mode, and "p" (or "o") to stop
438 targeting monsters and enter the mode for targeting a location on
439 the floor or in a wall. Note that if there are no nearby monsters,
440 you will automatically enter this mode. Note that hitting "o" is
441 just like "p", except that the location cursor starts on the last
442 examined monster instead of on the player. In this mode, you use
443 the "direction" keys to move around, and the "q" key to quit, and
444 the "t" (or "5" or ".") key to target the cursor location. Note
445 that targeting a location is slightly "dangerous", as the target
446 is maintained even if you are far away. To cancel an old target,
447 simply hit "*" and then ESCAPE (or "q"). Note that when you cast
448 a spell or throw an object at the target location, the path chosen
449 is the "optimal" path towards that location, which may or may not
450 be the path you want. Sometimes, by clever choice of a location on
451 the floor for your target, you may be able to convince a thrown
452 object or cast spell to squeeze through a hole or corridor that is
453 blocking direct access to a different grid. Launching a ball spell
454 or breath weapon at a location in the middle of a group of
455 monsters can often improve the effects of that attack, since ball
456 attacks are not stopped by interposed monsters if the ball is
457 launched at a target. This command takes no time.
461 --- Looking Commands ---
464 This command will show a map of the entire dungeon, reduced by a
465 factor of nine, on the screen. Only the major dungeon features
466 will be visible because of the scale, so even some important
467 objects may not show up on the map. This is particularly useful
468 in locating where the stairs are relative to your current
469 position, or for identifying unexplored areas of the dungeon.
470 This command takes no time.
472 Locate player on map (L) or Where is the player (W)
473 This command lets you scroll your map around, looking at all
474 sectors of the current dungeon level, until you press escape, at
475 which point the map will be re-centered on the player if
476 necessary. To scroll the map around, simply press any of the
477 "direction" keys. The top line will display the sector location,
478 and the offset from your current sector. This command takes no
481 Look around (l) or Examine things (x)
482 This command is used to look around at nearby monsters (to
483 determine their type and health) and objects (to determine their
484 type). It is also used to find out what objects (if any) are under
485 monsters, and if a monster is currently inside a wall. This
486 command takes no time.
488 When you are looking at something, you may hit space for more
489 details, or to advance to the next interesting monster or object,
490 or minus ("-") to go back to the previous monster or object, or a
491 direction key to advance to the nearest interesting monster or
492 object (if any) in that general direction, or "r" to recall
493 information about the current monster race, or "q" or escape to
494 stop looking around. You always start out looking at the "nearest"
495 interesting monster or object.
498 This command lets you observe a previously *identified* item.
499 This will tell you things about the special powers of the object.
500 Currently, it only makes sense for artifacts and ego-items.
504 --- Message Commands ---
506 Repeat level feeling (^F)
507 Repeats the feeling about the dungeon level that you got when you
508 first entered the level.
510 View previous messages (^P)
511 This command shows you all the recent messages. You can scroll
512 through them, or exit with ESCAPE. This command takes no time.
515 This command allows you to take notes, which will then appear in
516 your message list (prefixed with "Note:"). This command takes
521 --- Game Status Commands ---
523 Character Description (C)
524 Brings up a full description of your character, including your
525 skill levels, your current and potential stats, and various other
526 information. From this screen, you can change your name or use
527 the file character description command to save your character
528 status to a file. That command saves additional information,
529 including your background, your inventory, and the contents of
532 Check Artifacts, Uniques and Objects (~ or |)
533 The command opens a menu from which you can select information
534 about seen Artifacts, Unique monsters, and identified objects.
536 Display known artifacts
537 This selection lists all of the artifacts that you've encountered.
538 Any artifact that appears in this list, which you cannot seem to
539 find, has been lost forever. The "preserve" mode will prevent
540 you from accidentally losing any artifacts, but will also prevent
541 you from ever getting a "special" level feeling. This command can
542 only be used on the town level, not inside the dungeon.
544 Display known uniques
545 Brings up a list of known unique monsters, plus their current
546 status. Once killed, unique monsters never show up again.
548 Display known objects
549 This list all 'flavored' objects (such as rings, scrolls, wands,
550 potions, etc.) which you have identified.
554 --- Saving and Exiting Commands ---
556 Save and Quit (Ctrl-X)
557 To save your game so that you can return to it later, use this
558 command. Save files will also be generated (hopefully) if the
559 game crashes due to a system error. After you die, you can use
560 your savefile to play again with the same options and such.
563 This command saves the game but doesn't exit Zangband. Use this
564 frequently if you are paranoid about having the computer crash
565 while you are playing.
567 Quit (commit suicide) (Q)
568 Kills your character and exits Zangband. You will be prompted to
569 make sure you really want to do this, and then asked to verify
570 that choice. Note that dead characters are dead forever.
574 --- User pref file commands ---
576 See the file pref.hlp for a description of the user preference commands
577 together with a detailed description of this function.
584 Brings up the Zangband on-line help system. Note that the help
585 files are just text files in a particular format, and that other
586 help files may be available on the Net. In particular, there are
587 a variety of spoiler files which do not come with the standard
588 distribution. Check the place you got Zangband from or ask on the
589 newsgroup rec.games.roguelike.angband about them.
592 Use this command to find out what a character stands for. For
593 instance, by pressing "/.", you can find out that the "." symbol
594 stands for a floor spot. When used with a symbol that represents
595 creatures, the this command will tell you only what class of
596 creature the symbol stands for, not give you specific information
597 about a creature you can see. To get that, use the Look command.
599 There are three special symbols you can use with the Identify
600 Symbol command to access specific parts of your monster memory.
601 Typing Ctrl-A when asked for a symbol will recall details about
602 all monsters, typing Ctrl-U will recall details about all unique
603 monsters, and typing Ctrl-N will recall details about all
606 If the character stands for a creature, you are asked if you want
607 to recall details. If you answer yes, information about the
608 creatures you have encountered with that symbol is shown in the
609 Recall window if available, or on the screen if not. You can also
610 answer "k" to see the list sorted by number of kills, or "p" to
611 see the list sorted by dungeon level the monster is normally found
612 on. Pressing ESCAPE at any point will exit this command.
615 This command will tell you what version of Zangband you are using.
616 For more information, see the "version.txt" help file.
620 --- Extra Commands ---
622 Toggle Choice Window (^E)
623 Toggles the display in the choice window (if available) between
624 your inventory and your equipment. This command only applies if
625 you are running Zangband under a windowing environment and the
626 choice window is available. This also redraws the choice window.
629 This command adapts to various changes in global options, and
630 redraws all of the windows. This command should be used after
631 changing various global properties (options, attr/char mappings,
632 color definitions, etc). When in doubt, use it.
634 Load screen dump (left-paren)
635 This command loads a "snap-shot" of the current screen from the
636 file "dump.txt", and displays it on the screen.
638 Save screen dump (right-paren)
639 This command dumps a "snap-shot" of the current screen to the file
640 "dump.txt", including encoded color information.
642 Command your pets (p)
643 If you have pets then this command allows you to give orders
644 to your pets. You can call them to you, send them out to kill
645 other monsters, dismiss them, and allow/disallow opening of door
646 and picking up items. Your pets will drop all picked up items when
647 you disallow them to pick up anything.
650 Original : Alexander Cutler and Andy Astrand
651 Updated : (2.7.6) by Russ Allbery (rra@cs.stanford.edu)
652 Updated : (2.7.9) by Ben Harrison (benh@phial.com)
653 Updated : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
654 Updated : Zangband DevTeam
655 Last update: November 26th, 1999