1 === Hengband Objects ===
3 The Hengband dungeons are full of objects and many monsters you meet
4 will be carrying one or more items about their person which you may
5 retrieve from their corpse should you be skillful enough to defeat
6 them. You may pick up objects by moving on top of them. By setting
7 various options (see option.txt#UserInterface [b]) you may choose to
8 pick up items automatically or to be prompted before picking up
11 Many objects found within the dungeon have special commands for their
12 use. Wands must be 'a'imed, staves must be 'u'sed, scrolls must be
13 'r'ead, and potions must be 'q'uaffed. You may, in general, not only
14 use items in your pack, but also items on the ground, if you are
15 standing on top of them.
19 === Object Symbols ===
22 ! A potion (or flask) / A pole-arm
23 ? A scroll (or book) | An edged weapon
24 , A mushroom (or food) \ A hafted weapon
25 - A wand or rod } A sling, bow, or x-bow
26 _ A staff { A shot, arrow, or bolt
28 " An amulet [ Hard armor
29 $ Gold or gems ] Misc. armor
30 ~ Lites, Tools, Chests, etc ) A shield
31 ~ Junk, Sticks, Skeletons, etc & Chests
32 ` Statues or Figurines
36 === Equipment and Inventory ===
38 You can carry up to 23 different objects in your backpack while wearing
39 and wielding up to 12 others. Items you wear and wield are referred to
40 as your 'equipment' while items contained in your backpack are referred
41 to as your 'inventory'. You may view a list of your current inventory
42 and equipment at any time by using the 'i' and 'e' commands respectively.
44 Although you are limited to 23 different items in your inventory, each
45 item may actually be a 'pile' of up to 99 similar items. This allows
46 you to carry multiple spell books, rations of food and other essential
47 items while not using up all your inventory slots. If you somehow
48 manage to stuff 24 items into your pack, for example, by removing an
49 item from your head while your pack is full, then your pack will
50 'overflow' and the most recently added item will fall out and onto the
51 ground. You will be warned about any command that seems likely to
54 In addition to the number of different items you may carry, you are
55 also limited in the total amount of weight that you can carry. As you
56 approach this value, you become slower, making it easier for monsters
57 to chase you. Note that there is no upper bound on how much you can
58 carry, if you do not mind being slow. The amount you may carry before
59 becoming slowed is determined by your strength. For this purpose, the
60 weight of both your equipment and your inventory is taken into
63 Because of these space and weight constraints, it is important that a
64 player learns to manage his inventory efficiently. You must juggle
65 carefully the need for carrying essential items such as food, fuel for
66 your light source, spellbooks (if applicable), healing items, escaping
67 items, and the 101 other things necessary for your survival while at
68 the same time maintaining space to carry back treasure from the
69 dungeon for sale in the town and ensuring that you do not exceed your
70 weight limit. Note that the additional powers and abilities some
71 objects can grant the player are only effective when they are wielded.
72 A Shield of Resist Acid, for example, will not protect you from the
73 effects of acid while it is in your backpack.
77 === Object Generation ===
79 Objects are generated by Hengband when you enter a dungeon level and
80 spread liberally around the dungeon floor. They may also be generated
81 when a monster is killed (assuming the monster is capable of carrying
82 objects). Each object has a 'native' depth or a depth at which it
83 begins to be commonly found in the dungeon. It is unusual, though not
84 impossible, to find objects significantly shallower in the dungeon than
85 their native depths. Note that although items generated on the floor
86 may be in 'piles', they will never be in 'stacks'.
88 Which items are generated at the creation of the level or by the death
89 of a monster is determined by a number of factors including the current
90 dungeon level, the monster's native level and the native depth of the
91 object being considered for generation. The quality of the object, in
92 the case of monster drops, is also affected by the guaranteed quality
93 level (if any) of that monster's drop.
95 Monster drops are either normal, 'good' or 'great'. While these terms
96 generally refer to equipment such as weapons and armor (for example,
97 a 'good' drop means that any equipment generated is guaranteed to have
98 magical pluses and a 'great' drop means that any equipment generated is
99 guaranteed to be either an ego item or an artifact), they also
100 encompass certain other objects. For example, Amulets of the Magi, the
101 dungeon-only spellbooks and Rings of Speed are all considered as being
102 'great' objects and may therefore be dropped by a monster with a
103 'great' drop. Note that some monsters may drop treasure rather than
108 === Object Compaction ===
110 Hengband can track a large, but finite, number of objects at any one
111 time. If, as you kill monsters, the number of objects dropped together
112 with the number of objects already lying on the floor exceeds this
113 limit you will be told that the game is 'compacting objects'.
115 When Hengband compacts objects it first attempts to combine similar
116 objects into piles and, if this does not create sufficient space, will
117 delete already existing items to create space for new ones. To the
118 extent possible the compacting is performed on objects some distance
119 away from the players current position. During compaction, items are
120 removed in order of increasing quality with the least useful items
121 removed first. Ego items are rarely removed from the level during the
122 compaction process while artifacts (see below [d]) are never removed.
125 ***** <CursedObjects>
126 === Cursed Objects ===
128 A goodly percentage of the items generated in the dungeon or dropped by
129 monsters will be cursed. Most cursed items will have penalties to
130 various things such as your skill and deadliness or your armor class.
131 They may also have other undesirable attributes. Shopkeepers will
132 refuse to buy cursed items.
134 Should you wield a cursed item, you will be prompted by the message
135 "Oops, it feels deathly cold!" and the item will be automatically
136 inscribed as being {cursed}. Once wielded, a cursed item may not be
137 taken off until it has been uncursed. Uncursing an object will allow it
138 to be removed but will not remove the negative effects such as the
139 penalties mentioned above.
141 There are several ways to uncurse objects. The Life realm contains two
142 spells (one stronger than the other) for the purpose. There are also
143 scrolls that you may find or purchase from the Temple which are similar
144 to these prayers in their effect. It is also possible that in the
145 course of enchanting an item you may lift a curse as a side-effect the
146 enchanting process although this is not guaranteed to happen.
150 There are several different types of curse and more than one may be
151 present on a single object although this is rare.
155 A lightly cursed item will typically have penalties to armor class,
156 skill and deadliness, and various other things as appropriate. It
157 may be uncursed reading a Scroll of Remove Curse or by the weaker
161 A heavily cursed item will typically have penalties to armor class,
162 skill and deadliness, and various other things as appropriate. It
163 may be uncursed reading a Scroll of *Remove Curse*. or by the
164 stronger Life realm prayer.
167 Items that are permanently cursed may not be uncursed and so may
168 not be removed once worn. You may occasionally find objects that
169 are permanently cursed and which you are tempted to wield. Think
170 carefully before you do so because you probably won't get a chance
175 === The Ancient and Foul Curse ===
177 The Ancient and Foul Curse is sometimes referred to incorrectly as 'The
178 Curse of Topi Ylinen' after the person who first created it. Unlike the
179 other curses discussed above, an object with the Ancient and Foul Curse
180 can be removed at any time and as a result you will not get the "Oops,
181 it feels deathly cold!" prompt when wielding it (unless, of course, it
182 also has one of the other curses in which case both these behaviors
183 will be present as a consequence of the secondary curse(s)).
185 While the item is wielded, the curse will be randomly invoked every so
186 often. When invoked, the curse may have one or more of several possible
187 effects in various combinations. Fortunately, some of the worst of such
188 combinations such as being paralyzed while Cyberdemons are summoned
189 around you are prevented from happening. Some possible effects of the
190 curse include: summoning monsters, summoning Cyberdemons, paralyzation
191 (even with Free Action), teleporting the player, removing the walls
192 around the player, amnesia, decreasing one or more primary stats both
193 temporarily and permanently among others.
195 Note: Although the Ancient and Foul Curse is primarily found on
196 objects, there are a number of other occasions where you might fall
197 foul of it. These include as side effects of miss-cast spells, setting
198 off certain traps, as a 'reward' from a chaos-warrior's patron and as
199 the dying curse of an Amberite.
202 ***** <ObjectFlavors>
203 === Object Flavors ===
205 Some objects (scrolls, potions, wands, rods and staves) are 'flavored
206 items'. This means that with each game they are given a random flavor.
207 For example, the first time you find a Potion of Heroism it might be
208 described as a 'Dark Blue Potion'. Once you have identified it, the
209 potion will be described as a 'Dark Blue Potion of Heroism'. Flavors
210 vary from game to game so your next character might discover that that
211 same Dark Blue Potion is now something entirely different. This means
212 that each new character must set about learning exactly what each
215 One of the Hengband Options allows the player to switch to 'plain'
216 object descriptions which removes the flavored description from known
217 flavored items so that the potion above, once identified, would be
218 described simply as a 'Potion of Heroism'.
224 Occasionally, as you wander around the dungeon you will sense something
225 about the quality of an item or items you are wielding or carrying in
226 your backpack. This sensing ability is called 'pseudo-id'. The speed
227 and accuracy of your pseudo-id ability depends on a number of factors
228 but the primary considerations are your class and level. Pseudo-id
229 speed can be 'slow', 'medium' or 'fast'. Pseudo-id method of weapons
230 and armors can be 'strong' or 'weak'. Pseudo-id method of others is
234 Table 1 - Pseudo-Id ability of the Classes
236 Weapons and Armors Others
237 Class Method Speed Speed
238 --------------------------------------------------------
239 Warrior Strong Very Fast Impossible
240 Mage Weak Slow Very Fast
241 Priest Weak Very Fast Fast
242 Rogue Strong Fast Fast
243 Ranger Strong Medium Medium
244 Paladin Strong Medium Slow
245 Warrior-Mage Weak Medium Medium
246 Chaos-Warrior Strong Medium Slow
247 Monk Weak Fast Medium
248 Mindcrafter Weak Medium Fast
249 High-Mage Weak Slow Very Fast
250 Tourist Strong Extr. Fast Extr. Fast
251 Imitator Weak Medium Slow
252 BeastMaster Weak Medium Slow
253 Sorcerer Weak Slow Very Fast
254 Archer Strong Very Fast Impossible
255 Magic-Eater Weak Slow Very Fast
256 Bard Weak Very Fast Fast
257 Red-Mage Weak Medium Medium
258 Samurai Strong Very Fast Impossible
259 ForceTrainer Weak Fast Fast
260 Blue-Mage Weak Medium Very Fast
261 Cavalry Strong Very Fast Impossible
262 Berserker Strong Extr. Fast Impossible
263 Weaponsmith Strong Very Fast Slow
264 Mirror-Master Weak Medium Very Fast
265 Ninja Strong Fast Slow
268 When you pseudo-id an item, it will be inscribed (see below [e]) with
269 the quality level you have determined it to be of. This inscription
270 will remain until you identify it (see below [f]) at which time it will
271 be removed. The various inscriptions and their meanings are as follows:
274 Table 2 - Strong Pseudo-Id
277 -------------------------------------------------
278 terrible a cursed artifact
279 worthless a cursed ego item
281 average an average item
282 good an enchanted item
283 excellent a good ego item
284 special an non-cursed artifact
287 Table 3 - Weak Pseudo-Id
290 ------------------------------------------------
291 cursed a cursed item (includes bad ego
293 uncursed an enchanted item (includes good
294 ego items and artifacts)
298 === Identifying Objects ===
300 Although each player may, to a lessor or greater extent, rely on their
301 pseudo-id ability to ascertain the quality of some items. For the most
302 part you will need to identify them before you can ascertain how much
303 use they will be to you. There are several methods of identifying items
304 available to you. These include Scrolls of Identify and *Identify*,
305 Staves and Rods of Perception, spells and prayers and services from
306 town buildings among others.
308 There is an important difference between 'identify'ing an object and
309 '*identify*'ing an object. 'Identify'ing an object will reveal its
310 correct description (including ego type where applicable), any plusses
311 to combat or armor class and its bonus to stats and abilities (its
312 'pval') if it has one. '*Identify*'ing an item will reveal all
313 information about an object including its additional fixed and random
314 abilities if any. Once *Identified*, you may review the full abilities
315 of an object by using the 'I'nspect command.
317 Another means of identifying flavored items it to sell them to a shop.
318 Having purchased the item, the shopkeeper will inform you what it is
319 that you have sold. This can be a useful technique in the early game
320 but exposes you to the risk of selling an unidentified item that had
321 been generated out of depth and which you might have preferred to keep
324 Note: you will automatically have full knowledge about any item that
325 you purchase in the town.
331 In addition to the ordinary weapons and armor your character may find
332 in the dungeon, some of them may be endowed with additional powers.
333 These objects fall into three types: (b) artifacts which are dealt with
334 below and can be identified by their name; (c) Ego Weapons which are
335 described more fully in Attacking Monsters (see attack.txt#EgoArtifact
336 [g]); and (d) Ego Armors which are discussed more fully in Defending
337 Yourself (see defend.txt#EgoArtifact [h]).
339 Unlike artifacts which are unique and may only be found once in each
340 game, it is not unusual to find several Ego Weapons or Ego Armor of the
341 same type during the course of a character's adventures.
343 Note that some Ego Armor types are limited to only certain types of
344 armor. For example, you can find a Shield of Elvenkind but not Boots of
351 Of all the objects in Hengband that you might find, by far the most
352 important group are artifacts. Artifacts are unique items with
353 additional properties such as increasing or sustaining one or more
354 of your stats and granting resistances or abilities. Often an
355 artifact can be 'A'ctivated for a magical effect. These can be
356 Extremely useful - especially for classes that are weak in magic.
358 There are two types of artifacts - fixed and random. The fixed
359 artifacts each have entries in the lib/edit/a_info.txt file
360 and consequently have a chance of appearing in each game you play.
361 On the other hand, random artifacts are created by the game and
362 have both random names and random properties. Once created, there
363 is only a vanishingly small chance you will ever see one exactly
367 --- (Non-) Preserve Mode ---
369 One important thing to note when considering artifacts is your
370 initial choice of (non-)preserve mode. in non-preserve mode, once a
371 fixed artifact is generated (either on the dungeon floor or in a
372 monster drop), it will never be generated again during that game.
373 This means that if you miss the artifact by leaving the level before
374 you pick it up it is gone forever. On the other hand, in preserve mode
375 this behavior is only exhibited once you have identified the artifact.
376 It is therefor safer to leave a level before it is completely explored
377 as any fixed artifact can be regenerated in subsequent levels.
380 --- Special feelings ---
382 If you have stayed on the previous level long enough, on entering a
383 new level you will receive a 'feeling' which reflects the quality
384 of the monsters and objects on the level. Feelings are discussed in
385 more detail in the Town and Dungeon section. One possible feeling
386 is 'You have a special feeling about this level'. This message is
387 only given when playing in non-preserve mode and is an indicator
388 that you have either a monster pit, vault or artifact on the level.
389 Artifacts always cause special feelings but pits and vaults are
390 increasingly less likely to do so as you get deeper in the dungeon.
391 At very deep levels, special feelings are almost always artifacts.
393 Note: In non-preserve mode, you can still find artifacts on
394 levels that did not give a special feeling but these will always
395 be the result of a monster dropping them.
398 --- The '~' Command ---
400 By pressing '~' and choosing the option for artifacts, you can see
401 what fixed (but not random) artifacts you have found so far. In
402 non-preserve mode, this option will also show which fixed (but not
403 random) artifacts you have missed. However, in this case, it will
404 show nothing about fixed artifacts on the current dungeon level but
405 not yet found and as a result is often best used on the town level.
408 ***** <RandomAbilities>
409 === Random Abilities of Objects ===
411 In addition to the ordinary weapons, armor and other equipment your
412 character may find in the dungeon, some such items may be endowed with
413 additional powers such as sustains, resistances and abilities. Such
414 items fall into three categories: (b) artifacts; (c) ego items; and (d)
415 ordinary items which grant additional powers. In addition to their
416 fixed powers, some of these objects may also be granted an additional
417 power (or powers) in a random fashion.
419 The random powers of objects may be either guaranteed (so that objects
420 of that type will always have an additional random power) or may have a
421 varying chance of being granted (so that only some of the objects of
422 that type will have an additional random power). A few rare objects
423 have the possibility of having multiple random powers. Random powers
424 fall into three categories as follows:
444 Resist Disenchantment
462 === Object Inscriptions ===
464 You may "inscribe" any object with a textual inscription of your
465 choice. These inscriptions are not limited in length, though you may
466 not be able to see the whole inscription on the item. The game applies
467 special meaning to inscriptions containing any text of the form "@#" or
468 "@x#" or "!x" or "!*" (see command.txt#ObjectSelection [i]) .
470 The game provides some "fake" inscriptions to help you keep track of
471 your possessions. Wands and staves which are known to be empty will be
472 inscribed with "empty". Objects which have been tried at least once but
473 haven't been identified yet will be inscribed with "tried". Cursed
474 objects are inscribed with "cursed". Broken objects may be inscribed
475 with "broken". Also, any item which was purchased at a discount,
476 implying that it is slightly "sub-standard", will be inscribed with the
477 appropriate "discount", such as "25% off". Note that these inscriptions
478 are fake, and cannot be removed, though they can be covered up by a
479 real inscription if you so desire. Try "_" as a nice short one.
482 --- Making use of Inscriptions ---
484 Some players use the inscription feature to record useful and/or
485 interesting facts about an object such as where and how it was
486 acquired or what its abilities and powers are. Hengband have a feature
487 to automatically inscribe abilities of items for you.
489 In addition to this, inscriptions can be used in far more powerful
490 ways. Many commands in Hengband require you to specify an object from
491 your inventory such as which potion you wish to 'q'uaff or which staff
492 you wish to 'u'se. Inscriptions offer a powerful way of managing this
493 and provide a useful labor saving tool.
496 Auto Inscription of Resistances and Powers
497 ------------------------------------------
499 When you inscribe {%all} on an *identified* object, the '%all' will
500 automatically transforms and changes into a string which describe its
501 resistances and powers. For example, when you inscribe {%all} on a
502 robe of Resistance which has resistance to four elements and an extra
503 resistance to Nether, the inscription will change into {AcElFiClNt}.
504 The 'Ac' is abbreviation of resistance to ACid, while El, Fi, Cl and
505 Nt are resistances to ELectricity, FIre, CoLd and NeTher.
507 On the other hand, when you inscribe {%} on an *identified* object,
508 the {%} will transform to a string which describes only its extra
509 resistances. In the example above, the inscription will become {Nt},
510 meaning the extra resistance of Nether.
513 List of abbreviations:
515 At : extra blows Ac : resistance to acid
516 Sp : affects speed El : resistance to electricity
517 St : affects strength Fi : resistance to fire
518 In : affects intelligence Co : resistance to cold
519 Wi : affects wisdom Po : resistance to poison
520 Dx : affects dexterity Li : resistance to light
521 Cn : affects constitution Dk : resistance to darkness
522 Ch : affects charisma Sh : resistance to shards
523 Md : affects magic devices Bl : resistance to blindness
524 Sl : affects stealth Cf : resistance to confusion
525 Sr : affects searching ability So : resistance to sound
526 If : affects infravision Nt : resistance to nether
527 Dg : affects tunneling ability Nx : resistance to nexus
528 *Ac : immune to acid Ca : resistance to chaos
529 *El : immune to electricity Di : resistance to disenchantment
530 *Fi : immune to fire Fe : resistance to fear
533 Ma : decreases mana consumption (F : fiery sheath
534 Th : suitable for throwing (E : electric sheath
535 Rf : reflection (C : cold sheath
536 Fa : free action (M : anti-magic shell
537 Si : see invisible (T : prevent teleportation
538 Hl : hold life |A : brand acid
539 Sd : slow digestion |E : brand electricity
540 Rg : regeneration |F : brand fire
541 Lv : levitation |Co : brand cold
542 Lu : extra light |P : brand pois
543 Wr : provides warning |Ca : chaotic effects
544 Xm : xtra might when shooting |V : vampiric weapon
545 Xs : xtra number of shots |Q : weapon of quake
546 Ag : aggravate monsters |S : vorpal hit
547 Bs : blessed weapon |M : weapon of the force
549 /* : slay evil /X* : *slay* evil
550 /p : slay human /Xp : *slay* human
551 /D : slay dragon /XD : *slay* dragon
552 /o : slay orc /Xo : *slay* orc
553 /T : slay troll /XT : *slay* troll
554 /P : slay giant /XP : *slay* giant
555 /U : slay demon /XU : *slay* demon
556 /L : slay undead /XL : *slay* undead
557 /Z : slay animal /XZ : *slay* animal
559 ~Tele : telepathy . : random teleportaion
560 ~Evil : ESP evil (St : sustain strength
561 ~Good : ESP good (In : sustain intelligence
562 ~Nolv : ESP non-living (Wi : sustain wisdom
563 ~p : ESP human (Dx : sustain dexterity
564 ~D : ESP dragon (Cn : sustain constitution
565 ~o : ESP orc (Ch : sustain charisma
574 The {@x#} Inscription
575 ---------------------
577 The {@x#} inscription (where 'x' is the key to activate a specific
578 command and '#' is an object tag (number or alphabet)) is, perhaps the
579 most commonly used inscription. When you select command 'x', followed
580 by the tag '#', the game searches for an object with the inscription
581 {@x#} and performs that command upon it. Thus if the player inscribes
582 a Potion of Healing as {@q1}, then pressing 'q1' will quaff it
583 automatically. This feature is useful because as items are added or
584 removed from your inventory, the actual slot that they are in
585 changes. However, the inscription will work regardless of the
588 Note that you can inscribe multiple different objects with the same
589 inscription {@x#}. If you do so, the command 'x#' will act on the first
590 appropriately inscribed object in your inventory list and not on each
593 Also note that you can place multiple such inscriptions on a single
594 object. So that a spell book might be inscribed {@ma@ba@Ga} since the
595 cast spell, browse book, and gain spell commands each require a spell
596 book reference as an argument. You can also inscribe the same command
597 more than one so that food item might be inscribed {@E1@E2}
600 You have a primary weapon and a shovel. You normally use the
601 weapon but want to use the shovel for mining treasure. Inscribe
602 your primary weapon with {@w0} and your shovel with {@w1}. Then,
603 when you want to wield your shovel, you can press 'w1' and to
604 re-wield your sword you can press 'w0' regardless of where in the
605 inventory they are located at the time.
607 Note: you can also inscribe both weapons with {@w0} and just press
608 'w0' whenever you want to exchange weapon and shovel.
612 To cast the first spell from your first spell book, you would
613 normally type 'maa' and to cast the first spell from the second
614 book, you would type 'mba'. However, if your first book is stolen
615 or destroyed, pressing 'mba' would no longer cast the spell you
616 wanted. People often cast the wrong spells in such situation. To
617 prevent such mistake, you can inscribe your first spellbook with
618 {@ma}, second spellbook with {@mb}, etc. Cast spells by typing
619 'maa', 'mba', etc. Even if your other spell books are lost, you
620 will never need to worry about casting the wrong spell.
623 You are carrying some Rations of Food and some Elvish Waybread.
624 You wish to use up the Rations first before eating the Waybread,
625 but also want to be able to use the healing/curing properties of
626 the Waybread in an emergency. You would inscribe the Rations with
627 {@E1} and the Waybread with {@E1@E2}. Since the Rations appear
628 before the Waybread on the inventory listing, typing 'E1' will
629 ensure you eat all the Rations first before touching the Waybread
630 but that you only ever have to press E1 to eat. But, pressing 'E2'
631 will bypass the Rations and jump to the Waybread. Some players also
632 do similar things with cure and healing potions.
635 ---------------------
637 The {@#} inscription (where '#' is a number from 0 to 9) is similar to
638 the {@x#} inscription, but it works for any command, and any alphabet
639 letters cannot be used as a tag.
643 The {!x} inscription (where 'x' is the key to activate a specific
644 command) will induce "verification" whenever that object is "selected".
645 Thus, inscribing {!v!k!d} on an object will greatly reduce the odds of
646 you "losing" it by accident. This is because any attempt to throw it
647 ('f'), destroy it ('k') or drop it ('d') will prompt Hengband to verify
648 whether or not you really wish to take that action.
650 Note that inscribing {!*} on an object will prompt Hengband to verify
651 any action thus you allowing you to be very paranoid about the object.
652 Also note that "selling" and "dropping" both use the "d" command so
653 that inscribing an item with {!d} will also prevent you from selling it
658 The {^x} inscription (where 'x' is the key to activate a specific
659 command) will induce verification before taking that action. One
660 common example of its usage is to inscribe boots with {^<^>} which will
661 verify the user's command to leave the level via the staircases before
666 The {=g} inscription on an object prompts Hengband to automatically
667 pick it up. This instruction overrides any auto-pickup options chosen
668 chosen by the player (if necessary). The primary purpose is to allow
669 easy retrieval of missiles such as arrows and bolts once they have been
672 The {#anystring} Inscription
675 The {#anystring} inscription is used to make an item look like an
676 artifact. For example, a Long Sword (2d5) (+10,+10) which is inscribed
677 as {#of Hoge} is displayed as 'a Long Sword of Hoge (2d5) (+10,+10)'.
682 The {!!} Inscription on a rod or artifact tells the game to report you
683 when the object is recharged and became activatable again.
688 The {.} Inscription on a equipment which has ability of random
689 teleportaion prevents the game from asking you whether you want to
690 teleport or not on random chance, and the game automatically decide
691 not to teleport. But the ability of random teleportation has another
692 function which allows you to follow a teleporting monster; this
693 function will not be disabled.
698 The {$} Inscription on a equipment which has ability of warning
699 completely disables the warning ability.
704 === The Object Types ===
707 Ammunition of various types and quality is a frequent find in the
708 dungeon and is usually found in 'piles'. In order to get the full
709 benefit from ammunition it must be 'f'ired from the appropriate
710 missile launcher but me also be thrown. Slings fire pebbles and
711 shots, bows fire arrows and crossbows fire bolts.
713 Missile Launchers ('}')
714 There are several types of missile launchers from slings to heavy
715 crossbows. Each type of launcher has its own ammunition (see above).
716 Missile launchers must be 'w'ielded before they can be used and will
717 be placed in the 'b' equipment slot.
719 Weapons ('|', '/', '\')
720 There are numerous types of weapons in the dungeons. Each weapon
721 varies in terms of its weight and based damage dice. Weapons must be
722 'w'ielded before they can be used and will be placed in the 'a'
725 Armor ('[', '(', ')', ']')
726 Armor may be worn on your body (the 'g' equipment slot), cloaks may
727 worn about your body (the 'h' equipment slot), shields may be worn
728 on your arm (the 'i' equipment slot), head gear (caps, helms and
729 crowns) are worn on your head (the 'j' equipment slot), gloves and
730 gauntlets and cesti are worn on your hands (the 'k' equipment slot)
731 and boots are worn on your feet (the 'l' equipment slot). Armor of
732 any kind must be 'w'ielded before it can be used.
736 Amulets are flavored items and are worn around your neck (the 'e'
737 equipment slot) and must be 'w'ielded before they can be used.
740 Rings are flavored items. You may wear one ring each of your left
741 and your right hand (the 'c' and 'd' equipment slot) and must be
742 'w'ielded before they can be used.
745 Scrolls are flavored items which must be 'r'ead to benefit from
746 their effect. Most scrolls serve utility purposes.
749 Potions are flavored items and must be 'q'uaffed before they have
750 an effect on you. Some potions may be thrown at monsters and will
751 have an effect on them when the potion shatters. Similarly, you may
752 occasionally be carrying a potion which shatters during combat and
753 thus spreading its effects on the monsters around you.
756 Various food items are scattered throughout the dungeons and must
757 be 'E'aten for the player to gain nutritional value. If you do not
758 eat regularly you will become hungry and then weak. Eventually, you
759 will begin to faint from hunger and will finally die of starvation.
761 Note: undead races gain little or no nutritional value from food
762 and must therefore obtain nourishment in some other manner.
765 Mushrooms are a flavored food item that grant nutritional value and
766 also have a magical effect on the player. As you might expect, not
767 all of these are beneficial. They must be 'E'aten.
769 Note: undead races will get little or no nutritional value from
770 eating mushrooms but will experience any magical effects.
773 Wands are flavored, magical devices containing a finite number of
774 'charges'. Each charge represents a single use of the wand and
775 using the wand reduces the number of charges available by one. Once
776 empty, the wand must be 'recharged' before it can be used again. In
777 general, wands will fire a bolt, beam or ball rather than have an
778 area affect. Wands do not normally affect the player directly and
779 are generally useful for attacking purposes. Wands must be 'a'imed
780 and most wands will require a target.
783 Staves are a flavored item and are made of various types of wood.
784 Like wands, they contain a limited number of charges and must be
785 recharged when empty. In general, staves have an area affect or
786 act on the player. Unlike wands, few staves may be used directly
787 for offense. Staves must be 'u'sed and do not require a target.
790 Rods are similar to both wands and staves in that many magical
791 effects available from wands and staves are also available from
792 rods. The main difference is that a rod carries a single charge but
793 over time will recharge itself. Typically, the better the rod, the
794 longer it will take to recharge itself. This means you have an
795 unlimited supply of the magical effect but can only use it
796 infrequently compared to a wand or staff which can be used each
797 turn until it is empty. Rods must be 'z'apped and many rods will
801 There are four spell books for each of the magic realms and which
802 are found either in the shops or at varying depths in the dungeons.
803 If you are a spellcaster, you may 'b'rowse any book which belonging
804 to your chosen realm(s) to see what spells it contains. You may not
805 browse books from realms other than those that your character has
806 chosen. You may learn new spells with the 'g' command and cast them
807 with the '*' command.
810 Chests are complex objects, containing traps, locks, and possibly
811 treasure or other objects inside them once they are opened. Many of
812 the commands that apply to traps or doors also apply to chests and,
813 like traps and doors, these commands do not work if you are
816 Magical Figurines ('`')
817 A figurine is a small. magical replica of a monster from the
818 dungeon. When a figurine is thrown, a pet of the figurine's monster
819 type will be generated.
822 Statues made of various materials can be found throughout the
823 dungeon. Unlike figurines, they have no magical attributes but may
824 be worth selling depending upon the material from which they are
828 You may sometimes find the corpses and skeletons of monsters and
829 other adventurers that have died in the dungeons.
832 Like any dungeon, you should expect to find various junk items like
833 broken sticks, empty bottles, etc. lying around. While most of this
834 junk is useless, iron spikes can be used to 'j'am doors to prevent
835 a monster from chasing you.
838 Various light sources and their fuel may also be found in the
839 dungeon. You may refill your light source if you are carrying the
840 appropriate items by using the 'F' command. Lanterns can be filled
841 with flasks of oil and torches combined with other torches.
846 Updated : Zangband DevTeam
847 Updated : Hengband 1.3.0
849 ***** Begin Hyperlinks
850 ***** [b] option.txt#UserInterface
851 ***** [d] objects.txt#Artifacts
852 ***** [e] objects.txt#Inscriptions
853 ***** [f] objects.txt#Identifying
854 ***** [g] attack.txt#EgoArtifact
855 ***** [h] defend.txt#EgoArtifact
856 ***** [i] command.txt#ObjectSelection