Zangband manual

The in-game help files (lib/help/*.txt, the ? command) of Zangband 2.7.6

General Information general.txt

=== General Information ===

This document gives a brief introduction to Zangband. You will probably
want to browse through all the "help files", especially the sections on
available commands (see command.txt [1] and commdesc.txt [2]), before
beginning any serious adventuring...


***** <Overview>
=== An Overview ===

The game of Zangband is a single player dungeon simulation. A player
may choose from a number of races, classes and magic realms when
creating a character (see charattr.txt [3]), and then "run" that
character over a period of days, weeks, even months. Deep down inside,
the real objective of the game is to increase your experience, and
certain other characteristics, and also to collect useful items, to
give you a decent chance against the great Serpent of Chaos, who lurks
somewhere in the depths of the dungeon.

The player will begin his adventure on the town level where he may
acquire supplies, weapons, armor, and magical devices by bartering with
various shop owners. After preparing for his adventure, the player can
descend into the dungeon where fantastic adventures await his coming!


***** <Winning>
--- Winning The Game ---

Once your character has killed Oberon, who lives on level 99 (4950') in
the dungeon, a magical staircase will appear that will finally allow
you to reach level 100. The Serpent of Chaos lurks on this level of his
dungeon, and you will not be able to go below his level until you have
killed him. Try to avoid wandering around on level 100 unless you are
ready for him, since it has a habit of coming at you across the
dungeon, to slay you for your impudence.

The Serpent of Chaos cannot be killed by some of the easier methods
used on normal creatures. The Serpent of Chaos, like all other "Unique"
monsters, will simply teleport away to another region of the level if
you attempt to use a spell such as destruction is upon it. The Serpent
of Chaos, like some other monsters, cannot be polymorphed, slept,
charmed, or genocided. Magical spells like Mana Storm and Orb of
Draining are effective against it, as are some of the more powerful
weapons, but it is difficult to kill and if allowed to escape for a
time it will heal itself rapidly.

If you should actually survive the attempt of killing the Serpent of
Chaos, you will receive the status of WINNER. You may continue to
explore, and may even save the game and play more later, but since you
have defeated the toughest creature alive, there is really not much
point. Unless you wish to listen to the rumors of a powerful ring
buried somewhere in the dungeon...

When you are ready to retire, simply "commit suicide" ("^K") to have
your character entered into the high score list as a winner. Note that
until you retire, you can still be killed, so you may want to retire
before wandering into a hoard of Cyberdemons...


***** <UponDeath>
--- Upon Death and Dying ---

If your character falls below 0 hit points, he has died and cannot be
restored. A tombstone showing information about your character will be
displayed. You are also permitted to get a record of your character,
and all your equipment (identified) either on the screen or in a file.

Whether your character is killed or you retire victorious, it will
leave behind a reduced save file, which contains only the monster
memory (see attack.txt#MonsterMemory [4]) and your option choices. It
may be restored, in which case the new character is generated exactly
as if the file was not there, but the new player will find his monster
memory containing all the experience of past incarnations.


 
***** <DevTeam>
=== The Zangband DevTeam ===

Zangband is currently maintained by a small development team which
includes both Zangband's original creator, Topi Ylinen, and Robert
Ruehlmann who maintained and developed the game from versions 2.01d
through to 2.2.6c. Robert coordinates the efforts of the DevTeam and
is the designated project leader.

Since its inception, Zangband has developed a reputation for being more
difficult than other Angband variants and its maintainers are known for
their devious and contrary natures. The DevTeam neither confirms nor
denies its intention to live up to this perception.


***** <Web>
=== Zangband on the Web ===

--- zangband.org ---

Zangband.org is the official Zangband website. It contains links to the
latest source code and binary downloads as well as documentation,
spoilers and other useful and fun zangband-related pages.

--- Sourceforge.net ---

The DevTeam recently moved its cvs repository to sourceforge.net. This
also allows us to make use of sourceforge.net's excellent utilities
including bug tracking, 3rd-party patch submission, mailing lists, etc.
If you want to follow zangband's development closely, you should get
a user account with sourceforge and visit our project site located at
http://sourceforge.net/projects/zangband/ frequently.

--- FTP Sites ---

Zangband sources and executables are uploaded regularly to the official
Angband ftp site (ftp://clockwork.dementia.org/angband/). Zangband
files are located in the ./Variant/ZAngband/ subdirectoy.


--- ZangbandTk ---

ZangbandTk is a graphical Windows port of Zangband which adds several
new features and a very nice interface to Zangband. If you use Windows,
you may want to take a look at the AngbandTk homepage which can be
found at (http://persweb.direct.ca/dbaker/angbandtk.html/). ZangbandTk
is more properly termed a variant of Zangband but, other than the
graphical interface, the differences are fairly minor. ZangbandTk is
typically only updated for official releases of Zangband and not for
the development releases. ZangbandTk is maintained by Tim Baker.


--- The Angband Newsgroup ---

The Angband newsgroup (rec.games.roguelike.angband) is a forum for the
discussion of all things relating to Angband and its variants
(including Zangband) and is a good place to ask various questions about
both game play and game design. Be sure to include '[Z]' in your
subject heading so people know your question is about Zangband.


--- #Angband IRC Chat ---

Join the #Angband IRC channel located at irc.worldirc.org. Most of the
DevTeam are regulars and sometimes we're even talking about Zangband!!


***** <VersionNumber>
=== Version Numbering System ===

Zangband uses a version numbering system similar to that of Linux. Odd
minor version numbers (for example 2.3.2) denote a development version.
Even minor version numbers (for example 2.2.7 ) denote a stable
release. The development versions are released for beta-testing and are
likely to contain bugs of varying significance.


--
Original   : (??)
Updated    : (??)
Updated    : Zangband DevTeam
Last update: February 19, 2001


***** Begin Hyperlinks
***** [1] command.txt
***** [2] commdesc.txt
***** [3] charattr.txt
***** [4] attack.txt#MonsterMemory

Creating a Character birth.txt

=== Creating a Character ===

Zangband is a roleplaying game, in which you, the player, control a
character in the world of Zangband. Perhaps the most important thing
you control is the birth of your character, in which you choose or
allow to be chosen various attributes that will affect the future life
of your character.

Character creation, or birth, is controlled through a variety of
choices as to constraints on the type of character you wish to play,
followed by a series of random calculations to generate ("roll up") a
random character matching the appropriate constraints.

Once your character has been generated, you will be given the choice to
generate a new character obeying the same constraints, and once you
have generated more than one character, you can switch back and forth
between the two most recent characters, until you are presented with a
character that you feel comfortable with.

You may start the entire process over at any time by pressing 'ESC' at
any prompt (with the exception of the autoroller (see below [1]) prompt
and the prompt for the number of random quests (see below [2])).  Also,
on the final screen, use delete or backspace to restart.

***** <BirthOptions>
=== Birth Options ===

During character generation you may press '=' at any time to access
the options screen. A more detailed description of the various options
can be found in the section on the Options Page (see option.txt [3]).
Here you may set yout 'Birth options' which are options set at birth
and which cannot be changed again during the game. Note that you may
change your birth option preferences in game but these will only have
effect in your next character. Perhaps one of the most important
features of the birth options is the ability to decide what type of
town level you want. The various town options are discussed on the Town
page (see town.txt#TownLevel [4]). Another important decision to make
is whether you wish to use the Autoroller (see below [1]) or the point-
based character generation system (see below [d]).


***** <CharAttributes>
=== Character Attributes ===

Once you begin character generation you will be asked to choose
your character's three primary attributes - its sex, race and
class. If you have selected a spellcasting class, you will also be
prompted for your choice of magic realm(s).

Your character's sex has a minimal effect on game play - females start
with slightly more gold, males are generally heavier and so can bash
more effectively. Race, class and magic realms have a far more
significant effect and are discussed at some length in the Race (see
charattr.txt#TheRaces [5]), Class (see charattr.txt#TheClasses [6])
and Magic Realms (see magic.txt#MagicRealms [7]) sections.

--- Secondary Attributes ---

Each character has a few secondary attributes, height, weight, social
class, and background history, which are randomly determined, but which
are affected by the sex and race of the character. In general, these
attributes are only used to provide "flavor" to the character, to
assist in the roll playing, but they do have a few minor effects on the
game. For example, background history affects social class, which
affects the amount of money the character will start with. And weight
affects carrying capacity and bashing ability.

***** <RaceClassComb> 
=== Race/Class Combinations ===

Once a race has been chosen, you will need to pick a class. Some 
race/class combinations are not recommended and so certain classes are
shown inside brackets. This may be because the combination is not
conceptually sound or because the chosen race has stat penalties in
areas where that class needs bonuses.

However, any race/class combination can be chosen and experienced
players may often choose unusual combinations for the challenge that
they represent. It is recommended that inexperienced players choose
warriors as spellcasting requires a player more familiar with dungeon
survival techniques.

The following table shows which classes are recommended for the various
races.

 
            Warrior Mage  Priest Rogue  Ranger Paladin Warrior Chaos
                                                        -Mage Warrior
Human         Yes    Yes   Yes    Yes    Yes     Yes     Yes    Yes
Half-Elf      Yes    Yes   Yes    Yes    Yes     Yes     Yes    Yes
Elf           Yes    Yes   Yes    Yes    Yes     No      Yes    No
Hobbit        Yes    Yes   No     Yes    No      No      No     No
Gnome         Yes    Yes   Yes    Yes    No      No      No     No
Dwarf         Yes    No    Yes    No     No      No      No     No
Half-Orc      Yes    No    Yes    Yes    No      No      No     Yes
Half-Troll    Yes    No    Yes    No     No      No      No     No
Amberite      Yes    Yes   Yes    Yes    Yes     Yes     Yes    Yes
High-Elf      Yes    Yes   Yes    Yes    Yes     No      Yes    No
Barbarian     Yes    No    Yes    Yes    Yes     No      No     Yes
Half-Ogre     Yes    Yes   Yes    No     No      No      No     No
Half-Giant    Yes    No    No     No     Yes     No      No     No
Half-Titan    Yes    Yes   Yes    No     No      Yes     No     No
Cyclops       Yes    No    Yes    No     No      No      No     No
Yeek          Yes    Yes   Yes    Yes    No      No      No     No
Klackon       Yes    No    No     No     Yes     No      No     No
Kobold        Yes    No    No     Yes    No      No      No     No
Nibelung      Yes    Yes   Yes    Yes    No      No      No     No
Dark Elf      Yes    Yes   Yes    Yes    Yes     No      Yes    Yes
Draconian     Yes    Yes   Yes    No     No      No      Yes    No
Mind Flayer   No     Yes   Yes    No     No      No      Yes    No
Imp           Yes    Yes   No     Yes    No      No      Yes    Yes
Golem         Yes    No    No     No     No      No      No     No
Skeleton      Yes    Yes   Yes    Yes    No      No      No     No
Zombie        Yes    No    No     No     No      No      No     No
Vampire       Yes    Yes   Yes    Yes    Yes     Yes     Yes    Yes
Spectre       No     Yes   Yes    Yes    No      No      Yes    No
Sprite        No     Yes   Yes    Yes    Yes     No      Yes    No
Beastman      Yes    Yes   Yes    Yes    No      No      Yes    Yes


                   Mind-  High
             Monk crafter Mage
Human         Yes   Yes    Yes
Half-Elf      Yes   Yes    Yes
Elf           Yes   Yes    Yes
Hobbit        No    No     Yes
Gnome         No    Yes    Yes
Dwarf         No    No     No
Half-Orc      Yes   No     No
Half-Troll    No    No     No
Amberite      Yes   Yes    Yes
High-Elf      Yes   Yes    Yes
Barbarian     No    No     No
Half-Ogre     No    No     Yes
Half-Giant    No    No     No
Half-Titan    Yes   Yes    Yes
Cyclops       No    No     No
Yeek          No    Yes    Yes
Klackon       No    No     No
Kobold        No    No     No
Nibelung      No    No     Yes
Dark Elf      Yes   Yes    Yes
Draconian     Yes   Yes    Yes
Mind Flayer   Yes   Yes    Yes
Imp           Yes   Yes    Yes
Golem         No    No     No
Skeleton      Yes   Yes    Yes
Zombie        No    No     No
Vampire       Yes   Yes    Yes
Spectre       Yes   Yes    Yes
Sprite        No    Yes    Yes
Beastman      Yes   Yes    Yes

***** <ChoosingMagic>
=== Choosing Your Magic Realm(s) ===

If you have selected a spellcasting class, you will next be prompted
for your choice of magic realm(s). The magic system, as implemented in
Zangband, consists of seven realms: Life, Arcane, Sorcery, Nature,
Trump, Chaos and Death. In general, Life is primarily defensive but
also offers spells to attack evil creatures, Arcane offers utility
spells and some limited offensive capability, Sorcery offers utility
and defensive spells, Nature offers both defensive and offensive
spells, Trump specializes in teleportation and summoning spells and
Chaos and Death are offensive. A more complete description of the magic
realms and spellcasting in general can be found in the section on the
Magic Realms (see magic.txt#MagicRealms [7]).

Where possible, it is generally a good idea to pick one defensive realm
and one offensive realm. If you pick the realms always in the same
order (e.g. nature as your first realm and chaos as your second realm,
not the other way around) you will be less confused when trying to
pick the correct spellbook to use in the game.

***** <Restrictions>
--- Class/Realm Restrictions ---

In Zangband, spellcasting classes can select either one or two realms
from those available. Some classes which can learn two realms may learn
their first realm 'better' than their second.

Note that certain realms may be prohibited for some classes. In the
table below, '1st' indicates that the realm may only be the first
choice, '2nd' indicates that the realm may only be the second choice
and '1st/2nd' indicates that it can be either. Classes that only have
'1st' options do not get a second realm. Classes with only one '1st'
option must choose this option as their first realm.

Class          Life    Arcane  Sorcery Nature  Trump   Chaos   Death
----------------------------------------------------------------------
Mage           1st/2nd 1st/2nd 1st/2nd 1st/2nd 1st/2nd 1st/2nd 1st/2nd
Priest         1st     2nd     2nd     2nd     2nd     2nd     1st
Rogue                  1st     1st             1st             1st
Ranger                 2nd     2nd     1st     2nd     2nd     2nd
Paladin        1st                                             1st
Warrior-Mage   2nd     1st     2nd     2nd     2nd     2nd     2nd
Chaos Warrior                                          1st
Monk           1st                     1st                     1st
High Mage      1st     1st     1st     1st     1st     1st     1st


***** <RandomQuests>
=== RandomQuests ===

Once you have chosen your race, class and (if applicable) your magic
realm(s), you will be asked how many random quests you wish to be
assigned. You may choose any number between 0 and 49. A more detailed
discussion of random quests can be found in the Dungeon section (see
dungeon.txt#RandomQuests [8]).


***** <AutoRoller>
=== The Auto-Roller ===

The auto-roller is a quick means of generating start-up characters
based on a set of user-selected criteria. If you choose to use the
auto-roller, you will be prompted to enter a weighting from 1-100 for
each stat. These weightings should give how important you think it is 
for each stat to be close to the maximum possible for your character.

Once you have entered your desired statistics, the computer will then
randomly roll successive start-up characters and rate them based on
the weightings you provided. Each stat is rolled as a number from 8 
to 17, with a normal distribution, and is then immediately modified 
based upon the race and class which you have chosen. The exact 
quantum of this modification can be found in the Character Attributes 
section (see charattr.txt#StatBonusTable [a]).

***** <CharDisplay>
After a fixed number of character rolls, the computer will select the
character with the highest rating and display it for you to look at. If
you accept the rolled character (by pressing 'Esc'), you will be asked
for its name (see below [c]). If not, you may press 'r' to resume
rolling and generate another set of character or, if this is not your
first set, 'p' to return to the previous character which was selected.

If you select not to use the auto-roller, the computer will roll one
random character at a time and then display it for you to either accept
or reject. The 'r', 'p' and 'Esc' keys will work as outlined above.


***** <PointBased>
=== Point-based Character Generation ===
This alternative method of determining your starting statistics gives
you 48 'points' which may be 'spent' on increasing your statistics
according to your own preference.  Using this system you are better
able to customize your character but may not get such high individual
statistics as are possible with th auto-roller. Note that as your stats
get higher it takes more points to increase them further. Also note
that should you choose not to spend all your points, you will be given
100 gold pieces for each unused point subject to an upper limit of 600
gold pieces.


***** <CharName>
=== Naming Your Character ===

Once you have accepted a character you will be asked to provide a name
for the character. In general, the actual choice of a name is not
important, but do keep in mind that it may have some effect on the game
itself. For example, on some machines, the character name determines
the filename that will be used to save the character to disk. On
others, the character name specifies special "pref" files. And the
character name is used on the high score list.


***** <StartInventory>
=== Starting Inventory ===

Once you have named your character, you will be prompted to press 'Esc'
and, having done so, you will be brought to the town screen from where
you will begin your adventuring. You should note that each character
starts in the town with a small number of items in their inventory.
Which items you are given will depend upon your chosen race and class
and the number of such items depends on chance. For example, all
classes receive either food rations or scrolls of satisfy hunger but
the number of rations or scrolls received is random. Typically, you
will receive a weapon, a piece of armor, some food, some torches and
a magical item although there is some variance from this.


--
Original   : (??)
Updated    : (??)
Updated    : Zangband DevTeam
Last update: Feb 15, 2002

***** Begin Hyperlinks
***** [1] birth.txt#AutoRoller
***** [2] birth.txt#RandomQuests
***** [3] option.txt
***** [4] town.txt#TownLevel
***** [5] charattr.txt#TheRaces
***** [6] charattr.txt#TheClasses
***** [7] magic.txt#MagicRealms
***** [8] dungeon.txt#RandomQuests
***** [9] charattr.txt#PrimaryStats
***** [a] charattr.txt#StatBonusTable
***** [b] birth.txt#LifeRating
***** [c] birth.txt#CharName
***** [d] birth.txt#PointBased

Character Attributes charattr.txt

=== Character Attributes ===

During the process of Character Generation (see birth.txt [1]), you
will select your character's three primary attributes - its sex, race
and class. If you select a spellcasting class, you will also make a
choice of magic realms at that time. Your character will be randomly
assigned a number of other attributes such as height, weight, social
class, and background history

Your choices as to sex, race, class and realm are irrevocable and will
remain fixed for the entire life of that character. The only exception
to this, is that the Chaos spell 'Polymorph Self' (and the mutation of
the same name) may cause your race to change as one of its possible
effects.

In addition to these attributes, there are several statistics which are
used to determine your character's relative skills and abilities as
follows:


--- Primary Statistics ---

Each character has six primary statistics or 'stats'. These are
strength, intelligence, wisdom, dexterity, constitution and charisma,
which modify the abilities of the character in a variety of ways. For
example, strength affects your carrying capacity, the amount of damage
you to a monster when you hit it and the number of blows per round you
get with a weapon. A more complete discussion of the primary statistics
is contained later in this document (see below [2]).

--- Experience ---

Experience affects almost everything else about your character. 
Experience can be gained as your character kills monsters, casts spells
or prays for the first time, learns about an object kind by using it,
disarms traps and unlocks doors.  Certain classes may also gain
experience by destroying specific dungeon spell books and there are
potions in the dungeon that will boost your experience if you quaff
them.

When your character's experience crosses certain fixed boundaries, you
will attain a new experience level (up to a maximum of 50). When this
happens, your hitpoints, mana (if any), certain skills such as melee
fighting and bows and throws will all increase. Some races and classes
will also gain new powers and abilities when crossing certain
experience thresholds.

Deep down inside, the real objective of the game is to increase your
experience, and certain other characteristics, and also to collect
useful items, to give you a decent chance against the great Serpent of
Chaos. Certain monsters can "drain" your experience, and thus your
level, which will cause you to lose all of the effects of the higher
level. Luckily, you can restore drained experience through magical
means, or by simply regaining the experience all over again.

--- Gold (AU) ---

Each character has some gold, which can be used to buy items and
services from the shops and other buildings on the town level. Gold
can be obtained by selling items to the shops, taking it from the
corpses of dead monsters, mining it and by finding it lying on the
dungeon floor.

Each character starts out with some gold, the amount of which is
based on the character's social class, charisma, sex (female
characters start with more gold), and other stats (less powerful
characters start with more gold). Each character also starts out
with a few useful items, which may be kept, or sold to a
shop-keeper for more gold.

--- Armor Class ---

Each character has an armor class, representing how well the character
can avoid damage. Your armor class is affected by your dexterity and
your equipment. A more detailed discussion of Armor Class can be found
in the Combat section (see attack.txt#Armor [3]). 

--- Hit Points ---

Each character has hit points, representing how much damage the
character can sustain before he dies. Your hit points are derived
from your race, class, level, and constitution, and can be boosted
by magical means. Hit points may be regained by resting, or by a
variety of magical means.

--- Spell Points (Mana) ---

Each character has spell points, or mana, which represents how many
spells (or prayers) a character can cast (or pray). Your spell
points (sometimes called mana) are derived from your class, level
and intelligence (for spells) or wisdom (for prayers). Spell points
may be regained by resting, or by a few magical means.

--- Character Skills ---

Each character also has several primary skills: disarming, magic
devices, saving throws, stealth, searching, perception, melee and bows
and throws, which are derived from the character's race, class,
experience level, stats and their current equipment. These skills have
fairly obvious effects, but will be described more completely below.
The starting abilities of a character are based upon race and class.
Abilities may be adjusted by high or low stats, and may increase with
the level of the character (see below for details [4]).

Each character may have one or more racially intrinsic skills and
racial abilities, which may also include special resistances and
activations.


***** <TheSexes>
=== Gender ===

You character may be male or female.  Males tend to be heavier but
there are no significant gameplay differences between the two sexes.


***** <TheRaces>
=== Races ===

There are thirty different races that you can choose from in Zangband.
Each race has various strengths and weaknesses and its own adjustments
to a character's stats and abilities. Many races also have intrinsic
abilities and powers.
 
Human
     The human is the base character. All other races are compared
     to them. Humans can choose any class and are average at
     everything. Humans tend to go up levels faster than any other
     race because of their shorter life spans. No racial adjustments or
     intrinsics occur to characters choosing human.

Half-Elf
     Half-elves tend to be smarter and faster than a human, but not as
     strong. Half-elves are slightly better at searching, disarming,
     saving throws, stealth, bows, and magic, but they are not as good
     at hand weapons. Half-elves may choose any class and do not
     receive any intrinsic abilities.

Elf
     Elves are better magicians then humans, but not as good at
     fighting. They tend to be smarter than either humans or half-elves
     and also have better wisdom. Elves are better at searching,
     disarming, perception, stealth, bows, and magic, but they are not
     as good at hand weapons. They resist light effects intrinsically.
 
Hobbit
     Hobbits, or Halflings, are very good at bows, throwing, and have
     good saving throws. They also are very good at searching,
     disarming, perception, and stealth; so they make excellent rogues
     (but prefer to be called burglars). They will be much weaker than
     humans, and no good at melee fighting. Halflings have fair
     infravision, so they can detect warm creatures at a distance.
     They have their dexterity sustained. They are very fond of food,
     and learn, in due time, to cook a delicious meal from available
     ingredients.
 
Gnome
     Gnomes are smaller than dwarves but larger than Halflings. They,
     like the Halflings, live in the earth in burrow-like homes. Gnomes
     make excellent mages, and have very good saving throws. They are
     good at searching, disarming, perception, and stealth. They have
     lower strength than humans so they are not very good at fighting
     with hand weapons. Gnomes have fair infra-vision, so they can
     detect warm-blooded creatures at a distance. Gnomes are protected
     intrinsically against paralysis and some slowing effects. At
     higher levels, Gnomes learn to teleport at will.
 
Dwarf
     Dwarves are the headstrong miners and fighters of legend. They
     tend to be stronger and tougher but slower and less intelligent
     than humans. Because they are so headstrong and are somewhat wise,
     they resist spells which are cast on them. Dwarves also have very
     good infra-vision because they live underground. They do have one
     big drawback, though. Dwarves are loudmouthed and proud, singing
     in loud voices, arguing with themselves for no good reason,
     screaming out challenges at imagined foes. In other words, dwarves
     have miserable stealth. They can never be blinded. Dwarves also
     learn to study the structure of a dungeon, and can spot things
     that go unseen by the other races.
 
Half-Orc
     Half-Orcs make excellent warriors and decent priests, but are
     terrible at magic. They are as bad as dwarves at stealth, and
     horrible at searching, disarming, and perception. Half-Orcs are,
     let's face it, ugly. They tend to pay more for goods in town.
     Half-Orcs do make good warriors and rogues, for the simple reason
     that Half-Orcs tend to have great constitutions and lots of hit
     points. Because of their preference to living underground to on
     the surface, Half-Orcs resist darkness attacks. A Half-Orc will
     learn to dispel any fear that may be upon him or her.
 
Half-Troll
     Half-Trolls are incredibly strong, and have more hit points than
     most other races. They are also very stupid and slow. They will
     make great warriors and iffy priests. They are bad at searching,
     disarming, perception, and stealth. They are so ugly that a
     Half-Orc grimaces in their presence. They also happen to be fun to
     run... Half-trolls always have their strength sustained. At higher
     levels, Half-Trolls learn to enter a berserk fury, and regenerate
     wounds automatically.

Amberites
     The Amberites are a reputedly immortal race, who are endowed with
     numerous advantages in addition to their longevity. They are very
     tough and their constitution cannot be reduced, and their ability
     to heal wounds far surpasses that of any other race. Having seen
     virtually everything, very little is new to them, and they gain
     levels much slower than the other races. But should they advance
     high enough, they will learn the innate Amberite powers of Pattern
     Mindwalking and Shadow Shifting.

High-Elf
     High-elves are a race of immortal beings dating from the beginning
     of time. They are masters of all skills, and are strong and
     intelligent, although their wisdom is sometimes suspect. They can
     play most classes very well. High-elves begin their lives able to
     see the unseen, and resist light effects just like regular elves.
     However, there are few things that they have not seen already, and
     experience is very hard for them to gain.

Barbarian
     Barbarians are hardy men of the north. They are fierce in combat,
     and their wrath is feared throughout the world. Combat is their
     life: they feel no fear, and they learn to enter battle frenzy at
     will even sooner than half-trolls. Barbarians are, however,
     suspicious of magic, which makes magic devices fairly hard for
     them to use and they are thus poorly suited to the spellcasting
     classes.

Half-Ogre
     Half-Ogres are like Half-Orcs, only more so. They are big, bad,
     and stupid. For warriors, they have all the necessary attributes,
     and they can even become wizards: after all, they are related to
     Ogre Magi, from whom they have learned the skill of setting
     trapped runes once their level is high enough. Like Half-Orcs,
     they resist darkness, and like Half-Trolls, they have their
     strength sustained.

Half-Giant
     Half-Giants are not too unusual, as there has been a tradition
     according to which it is a noble and brave thing to do to consort
     a giant (especially a giant-maid). Nevertheless, the poor
     offspring of such a union is seldom very popular in the world of
     men. Their limited intelligence makes it difficult for them to
     become full spellcasters, but with their huge strength they make
     excellent warriors. No ordinary wall can withstand the fury of a
     giant, or a half-giant, and at higher levels they can learn the
     power of magical digging. Their thick skin makes them resistant to
     shards, and like Half-Ogres and Half-Trolls, they have their
     strength sustained.

Half-Titan
     Half-mortal descendants of the mighty titans, these immensely
     powerful creatures put almost any other race to shame. They may
     lack the fascinating special powers of certain other races, but
     their enhanced attributes more than make up for that. They learn
     to estimate the strengths of their foes, and their love for law
     and order makes them resistant to the effects of Chaos.

Cyclops
     With but one eye, a Cyclops can see more than many with two eyes.
     They are headstrong, and loud noises bother them very little. They
     are not quite qualified for the magic using professions, but as a
     certain Mr. Ulysses can testify, their accuracy with thrown rocks
     can be deadly...

Yeek
     Yeeks are among the most pathetic creatures. Fortunately, their
     horrible screams can scare away less confident foes, and their
     skin becomes more and more resistant to acid, as they gain
     experience. But having said that, even a mediocre monster can wipe
     the proverbial floor with an unwary Yeek.

Klackon
     Klackons are bizarre semi-intelligent ant-like insectoid
     creatures. They make great fighters, but their mental abilities
     are severely limited. Obedient and well-ordered, they can never be
     confused. They are also very nimble, and become faster as they
     advance levels. They are also very acidic, inherently resisting
     acid, and capable of spitting acid at higher levels.

Kobold
     Kobolds are a weak goblin race. They love poisoned weapons, and
     can learn to throw poisoned darts (of which they carry an
     unlimited supply). They are also inherently resistant to poison,
     and can become adequate fighters, although they are not one of the
     more powerful races.

Nibelung
     The hated and persecuted race of nocturnal dwarves, these
     cave-dwellers are not much bothered by darkness. Their natural
     inclination to magical items has made them immune to effects which
     could drain away magical energy, and like ordinary dwarves, they
     can examine the dungeon to discover traps and secret doors.

Dark Elf
     Another dark, cave-dwelling race, likewise unhampered by darkness
     attacks, the Dark Elves have a long tradition and knowledge of
     magic. With their intelligence they can become superb mages or
     priests, and they have an inherent magic missile attack available
     to them at a low level. With their keen sight, they also learn to
     see invisible things as their relatives High-Elves do, but at a
     higher level.

Draconian
     A humanoid race with dragon-like attributes. As they advance
     levels, they gain new elemental resistances (up to Poison
     Resistance), and they also have a breath weapon, which becomes
     more powerful with experience. The exact type of the breath
     weapon depends on the Draconian's class and level. With their
     wings, they can easily escape any pit trap unharmed.

Mind Flayer
     A secretive and mysterious ancient race. Their civilization may
     well be older than any other on our planet, and their intelligence
     and wisdom are naturally sustained, and are so great that they
     enable Mind Flayers to become more powerful spellcasters than any
     other race, even if their physical attributes are a good deal less
     admirable. As they advance levels, they gain the powers of See
     Invisible, Telepathy and a mind blast attack.

Imp
     A demon-creature from the nether-world, naturally resistant to
     fire attacks, and capable of learning fire bolt and fire ball
     attacks. They are little loved by other races, but can perform
     fairly well in most professions.

Golem
     A Golem is an artificial creature, built from a lifeless raw
     material like clay, and awakened to life. They are nearly
     mindless, making them useless for professions which rely on magic,
     but as warriors they are very tough. They are resistant to poison,
     they can see invisible things, and move freely. At higher levels,
     they also become resistant to attacks which threaten to drain away
     their life force. They also learn to temporarily turn their skin
     into a very hard, stonelike substance. In the most recent version,
     Golems gain very little nutrition from ordinary food. They need to
     collect scrolls of satisfy hunger, or perish of exhaustion when
     the life force animating their body runs out. In the most recent
     version Golems also gain natural armor class bonus from their
     tough body.

Skeleton
    There are two types of skeletons: the ordinary, warrior-like
    skeletons, and the spell-using skeletons, which are also called
    liches. As undead beings, skeletons need to worry very little about
    poison or attacks that can drain life. They do not really use eyes
    for perceiving things, and are thus not fooled by invisibility.
    Their bones are resistant to shard attacks (not much to cut
    there), and they will quickly become resistant to cold. Should a
    skeleton be unlucky enough to lose some of his or her remaining
    life, he or she will learn to restore it at will. It is very hard
    for skeletons to eat food or drink potions. Although the magical
    effects of these will affect the skeleton even without entering the
    skeleton's (non-existent) belly, the potion or food itself will
    fall through the skeleton's jaws, giving no nutritional benefit.

Zombie
    Much like Skeletons, Zombies too are undead horrors: they are
    resistant to life-draining attacks, and can learn to restore their
    life-force. Like skeletons, they become resistant to cold-based
    attacks (actually earlier than skeletons), resist poison and can
    see invisible. While still vulnerable to cuts (unlike skeletons),
    Zombies are resistant to Nether. Like Golems, they gain very little
    nutrition from the food of mortals. However, Zombies are, as the
    name implies, practically mindless: in this company, Groo would
    seem a genius.
 
Vampire
    One of the mightier undead creatures, the Vampire is an
    awe-inspiring sight. Yet this mighty creature has a serious
    weakness: the bright rays of sun are its bane, and it will need to
    flee the surface to the deep recesses of earth until the sun
    finally sets. Darkness, on the other hand, only makes the Vampire
    stronger and they are unharmed by darkness attacks. As undead, the
    Vampire has a firm hold on its life force, and resists nether
    attacks. The Vampire also resists cold and poison based attacks. It
    is, however, susceptible to its perpetual hunger for fresh blood,
    which can only be satiated by sucking the blood from a nearby
    monster, which is the Vampire's special power. It should be noted
    that the vampires are so sensitive to daylight that even certain
    artifact light items which are filled with daylight will hurt them
    if they try to wield the items. Fortunately, the vampires do not
    really need these items, since they radiate an aura of 'dark light'
    of their own. Light resistance will, in any case, protect the
    vampire from the adverse effects of sunlight.

Spectre
    Another powerful undead creature: the Spectre is a ghastly
    apparition, surrounded by an unearthly green glow. They exist only
    partially on our plane of existence: half-corporeal, they can pass
    through walls, although the density of the wall will hurt them in
    the process of doing this. The Spectre can scream an eldritch howl,
    which is enough to scare lesser monsters witless. As undead, they
    have a firm hold on their life force, see invisible, and resist
    poison and cold. They also resist nether; in fact, their
    half-corporeal form actually grows stronger from the effects of
    nether. At higher levels they develop telepathic abilities.
    Spectres make superb spellcasters, but their physical form is very
    weak. Like Golems and Zombies, Spectres gain almost no nutrition
    from ordinary food.

Sprite
    One of the several fairy races, Sprites are very small. They have
    tiny wings, and can fly over traps that may open up beneath them.
    They enjoy sunlight intensely, and need worry little about light
    based attacks. Although physically among the weakest races, Sprites
    are very talented in magic, and can become highly skilled wizards.
    Sprites have the special power of spraying Sleeping Dust, and at
    higher levels they learn to fly faster.

Beastman
    This race is a blasphemous abomination produced by Chaos. It is not
    an independent race but rather a humanoid creature, most often a
    human, twisted by the Chaos, or a nightmarish crossbreed of a human
    and a beast. All Beastmen are accustomed to Chaos so much that they
    are untroubled by confusion and sound, although raw logrus can
    still have effects on them. Beastmen revel in chaos, as it twists
    them more and more. Beastmen are subject to mutations: when they
    have been created, they receive a random mutation. After that,
    every time they advance a level they have a little chance of
    gaining yet another mutation.

Ghoul
    This race of undead preys upon the dead and dying. Ghouls can learn
    to sense living creatures around them and, having killed them, can
    feast upon their corpses gaining nourishment. As an undead being,
    Ghouls naturally resist the effects of cold, poison and life-draining
    attacks.  As they grow stronger the effects of darkness and nether
    upon them decreases.  In addition, the Ghoul's touch may paralyze
    some oponents. Ghoul's make adequate fighters and poor spell casters.


***** <TheClasses>
=== Classes ===
 
There are eleven different classes that you can choose from in
Zangband. Each class has various strengths and weaknesses and its own
adjustments to a character's stats and abilities. Many classes also
have intrinsic abilities and powers. These are often linked to the
character's experience level and only become available later in the
game.
 
--- The Classes ---

Warrior
    A Warrior is a hack-and-slash character, who solves most of his
    problems by cutting them to pieces, but will occasionally fall back
    on the help of a magical device. Unfortunately, many high-level
    devices may be forever beyond their use.

    A warrior's prime statistics are his or her Strength, Dexterity and
    Constitution. A Warrior will be good at Fighting and Throwing/Bows,
    but bad at most other skills. Warriors cannot learn magic and gain
    experience for destroying high level spellbooks.

    As a warrior's experience increases, he becomes more proficient
    with his weapons gaining an additional attack per round with his
    missile weapon. As his skill improves, a warrior will become more
    confident in his ability to defeat his opponents and eventually
    will become resistant to fear attacks.

Mage
    A Mage is a spell caster that must live by his wits as he cannot
    hope to simply hack his way through the dungeon like a warrior. In
    addition to his spellbooks, a mage should carry a range of magical
    devices to help him in his endeavors which he can master far more
    easily than anyone else. A mage is also better able to resist the
    effects of spells cast at him by his enemies.

    A mage's prime statistic is Intelligence as this determines his
    spell casting ability. Good Wisdom and Dexterity also help. There
    is no rule that says a mage cannot become a good fighter, but
    spells are the mage's true strength. With two notable exceptions,
    mages should avoid wearing armor on their hands as this can
    restrict their spell casting ability. 

    Unlike other spellcasting classes, mages can freely choose any two
    magic realms, although they will never be as good at Life magic as
    a priest. Otherwise, mages tend to learn and cast all the spells in
    their realms better than any other character except the high mage
    who has concentrated his efforts so as to excel in a single realm.

Priest
    A Priest is a character devoted to serving a higher power. They
    explore the dungeon in the service of their God and if treasure
    just happens to fall into their packs, well, so much more to the
    glory of their religion. A Priest's primary stat is Wisdom since
    this determine his success at praying to his deity. Since Priests
    receive new prayers as gifts from their patron deity, they cannot
    choose which ones they will learn. Priests are familiar with
    magical devices which they believe act as foci for divine
    intervention in the natural order of things, but are not as good as
    a mage in their use.

    Priests are good at resisting spells cast at them and make decent
    fighters but prefer blunt weapons over edged ones. A priest
    wielding an edged weapon will be so uncomfortable with it that his
    fighting ability will be affected unless it has first been blessed
    by the Gods. High level priests who practice Life magic will learn
    to invoke the power of their patron deity to bless such weapons.

    There are two types of priests in Zangband: the ordinary priests
    who, select Life magic as their primary realm, and the 'dark'
    priests, who select Death magic instead. Since the natural
    inclination of priests is towards Life Magic, priests who select
    Life magic will be able to learn their prayers faster and better
    than their evil colleagues. Priests can also select a secondary
    realm from the other five realms, and should be able to learn all
    spells in it although not as efficiently as mages.

Rogue
    A Rogue is a character that prefers to live by his cunning, but is
    capable of fighting his way out of a tight spot. Rogues are good at
    locating hidden traps and doors and are the masters of disarming
    traps and picking locks. A rogue has a high stealth allowing him to
    sneak around many creatures without having to fight, or to get in a
    telling first blow. A rogue may also backstab a fleeing monster.

    A rogue is better than a warrior or paladin with magical devices,
    but still cannot rely on their performance. Rogues can also learn a
    few spells from a choice of four realms, but not the powerful
    offensive spells magi can use. A rogue's primary statistics are
    Intelligence and Dexterity but Strength and Constitution are
    important too.

    There are several subtypes of Rogues in Zangband and the exact type
    is determined by the realm of magic chosen. The common Thief, will
    probably be content with Arcane magic and its wide applicability.
    The Burglar, on the other hand, is more interested in the Sorcery
    spells, which allow him or her to do the job fast and efficiently.
    Assassins' partiality for Death magic is well known, and they are
    feared for it. Finally, there is the Card Shark, who will opt for
    Trump magic, and shuffles the decks with amazing proficiency.

    As a rogue increases in experience, his proficiency with the sling
    improves and he will ultimately gain two additional shots per round
    with his favorite missile launcher.

Ranger
    A Ranger is a combination of a warrior and a mage who has developed
    a special affinity for the natural world around him. He is a good
    fighter and the best of the classes with a missile weapon such as
    a bow. A ranger has a good stealth, good perception, good
    searching, a good saving throw and is good with magical devices.

    A Ranger's primary stats are Intelligence and Dexterity since these
    affect his spell casting ability and his ability with his bow but,
    as a fighter, Strength and Constitution are important too. As a
    ranger's experience increases, so does his skill with his primary
    weapon - the bow and he will learn to notch and loose arrows very
    quickly. His ability with a cross bow will similarly increase but
    not to the same extent. Unfortunately, because a ranger is really a
    dual class character, more experience is required for him to
    advance through the levels.

    All rangers are trained in Nature magic, and all Nature spells are
    available to them. They even learn these spells almost as fast as
    mages. They can also select a secondary realm and may choose from
    any realm except Life magic, but they are slow learners of the
    second realm, and may find themselves unable to learn some of the
    highest level spells.

Paladin
    A Paladin is a combination of a warrior and a priest. Paladins are
    very good fighters, second only to the warrior class, but not very
    good at missile weapons. A paladin lacks much in the way of
    abilities. He is poor at stealth, perception, searching, and
    magical devices but has a decent saving throw due to his divine
    alliance.

    A paladin's primary stats are Strength, Dexterity, Constitution and
    Wisdom since he must both fight and pray for divine intervention.
    The paladin receives prayers at a slower pace then the priest, but
    can receive even the most powerful prayers although at a higher
    cost and fail rate. Unlike priests, Paladins do not learn a second
    magic realm. Because a paladin is really a dual class character,
    more experience is required for him to advance through the levels.

    There are two types of Paladins: those trained in Life magic and
    their evil counterparts (the 'Death Knights') who are trained in
    Death magic. An 'ordinary' paladin will gain experience for
    destroying high-level spellbooks from all the magic realms except
    Life. A Death Knight, on the other hand, is very tolerant of the
    other realms and will only gain experience for destroying
    high-level Life books.

    As a Paladin gains in experience he will become more confident in
    his abilities to defeat his enemies and in his deity's power to
    protect him. As a result, Paladins become resistant to fear at
    higher levels.

Warrior-Mage
    A Warrior-Mage is precisely what the name suggests: a cross between
    the warrior and mage classes. While their brothers, the rangers,
    specialize in Nature magic and survival skills, true Warrior-Mages
    attempt to reach the best of both worlds. As warriors they are much
    superior to the usual Mage class.

    The Warrior-Mage is recommended for the players who want to cast
    spells but whose mages tend to die too quickly. However, the power
    does not come without a price as Warrior-Mages require more
    experience to advance levels than any other class.

    Warrior-mages begin the game with Arcane magic, and they can freely
    select another realm of magic. Although they do not gain new spells
    as fast as regular mages, they will eventually learn every spell in
    both realms, thus making a very competitive choice for players who
    appreciate Arcane magic.

Chaos-Warrior
    Chaos Warriors are the feared servants of the terrible Demon Lords
    of Chaos. Every Chaos Warrior has a Patron Demon and, when gaining
    a level, may receive a reward from his Patron. He might be healed
    or polymorphed, his stats could be increased, or he might be
    rewarded with an awesome weapon. His Patron Demon might, for some
    reason, get annoyed with him and do something fairly nasty like
    surround him with monsters, drain his stats or wreck his equipment
    or they might simply ignore him. The Demon Lords of Chaos are
    chaotic and unpredictable indeed. The exact type of reward depends
    on both the Patron Demon (different Demons give different rewards)
    and chance.

    Chaos Warriors are, as one might expect, trained in Chaos magic.
    They are not interested in any other form of magic. They can learn
    every Chaos spell.

    As a chaos-warrior gains in experience, he becomes more confident
    of his ability to defeat his enemies and will learn to resist fear
    at higher levels. In addition, as a result of their prolonged
    service to the Demon Lords of Chaos, a chaos-warrior will eventually
    become resistant to the effects of chaos.

Monk
    The Monk character class is very different from all other classes.
    Although they can use weapons and armor just like any other class,
    their training in martial arts makes them much more powerful with
    no armor or weapons. To gain the resistances necessary for
    survival at higher levels a monk may need to wear some kind of
    armor, but if the armor he wears is too heavy, it will severely
    disturb his martial arts maneuvers. 

    As a monk gains in experience he learns, new, powerful forms of
    attack and is able to land more blows per round. His defensive
    capabilities increase likewise. Fortunately, the amount of armor a
    monk can wear, while still fighting efficiently, also increases
    with experience.

    In addition, the monk's agility allows him to resist paralyzing
    attacks once he reaches a high enough level (but only if his armor
    is not restricting his movement). Monk's are able to move quickly
    and will become faster and be able to strike more quickly as they
    gain experience.

    The different sects of monks are devoted to different areas of
    magic. The typical monk is interested in the harmony of nature, and
    studies Nature magic. An idealist monk would select Life magic, and
    try to work to benefit his neighbor. But there are also dark
    monks, who practice Death magic. A monk will eventually learn all
    prayers in the discipline of their choice.

Mindcrafter
    The Mindcrafter is a unique class that uses the powers of the mind
    instead of magic. These powers are unique to Mindcrafters, and vary
    from simple extrasensory powers to mental domination of others.
    Since these powers are developed by the practice of certain
    disciplines, a Mindcrafter requires no spellbooks to use them. The
    available powers are simply determined by the character's level.

    A Mindcrafter's primary stat is Wisdom since this is used to
    determine how well he / she can perform the psychic powers, and in
    combat a Mindcrafter is roughly the equivalent of a priest. Unlike
    the priest, however, a Mindcrafter is never penalized for wielding
    an edged weapon.

    Although the powers of a Mindcrafter may seem like magic, this is
    not strictly speaking the case. They are mental powers, independent
    of the ordinary sources of magic. Consequently, Mindcrafters are
    not interested in 'magic' and learn no spells or prayers.

    As a Mindcrafter's experience increases, so does his ability to
    control his body with his mind as do his mental powers. A
    mindcrafter will learn to control his fear early in his career and
    to resist becoming confused at higher levels. His practice of
    mental discipline will mean that eventually his wisdom will be
    sustained. Very experienced mindcrafters will gain the power of
    telepathy.

High Mage
    High mages are mages who specialize in one particular field of
    magic and learn it very well - much better than the ordinary mage.
    For the price of giving up a second realm of magic, they gain
    substantial benefits in the mana costs, minimum levels, and failure
    rates in the spells of the realm of their specialty.

    A high mage's prime statistic is intelligence as this determines
    his spell casting ability. Good wisdom and dexterity also help.
    There is no rule that says a high mage cannot become a good
    fighter, but spells are the mage's true strength. With two notable
    exceptions, high mages should avoid wearing armor on their hands as
    this can restrict their spell casting ability.

    High mages may freely choose any realm but it should be noted that
    a high mage specializing in Life Magic will not learn it as well as
    a priest.
 

***** <PrimaryStats>
=== Primary Statistcs ===

Each character has six primary "stats", strength, intelligence, wisdom,
dexterity, constitution, and charisma, which modify the abilities of
the character in a variety of ways. Every stat has a numerical value,
ranging from a minimum of 3, up to a normal maximum of 18, and even
higher, into the "percentile" range, represented as  "18/01" through
"18/100". Actually, every stat can be raised even above 18/100 by
magical means, up to a pure maximum of 18/220, which is represented as
"18/***".

Traditionally, a percentile stat such as "18/50" has been thought of as
representing a value part way between 18 and 19, and this is one way to
think of them. However, often, the best way to view the "bonus" values
after the "18/" is as "tenth" points, since it often takes the same
magic to raise a stat from, say, 4 to 5, or 16 to 17, as it does from,
say, 18/40 to 18/50. The important thing to remember is that almost all
internal calculations "ignore" the final digit of any "bonus", so that,
for example, "18/40" and "18/49" are always have the same effects.

--- The Primary Statistics ---

Strength
     Strength is critical to fighting effectively in melee combat and
     with missile weapons. A high strength will improve your chances of
     getting multiple blows with your melee weapon and, in addition,
     will dramatically increase the amount of damage done with each
     hit. Strength also has a marginal effect on your chance to hit
     your opponent. Characters with low strength may receive penalties.
     Strength is also useful in tunneling, bashing and in carrying
     heavy items without being slowed down.
 
Intelligence
     Intelligence affects the spellcasting abilities of mage-like
     spellcasters (high mages, mages, warrior-mages, rangers, chaos
     warriors and rogues). Intelligence will affect the number of
     spells these classes may learn each level, the number of spell
     points they receive and their spell fail rates. These classes
     cannot learn spells if their intelligence is 7 or lower. Also,
     intelligent characters are better at using magic devices, picking
     locks and disarming traps.
 
Wisdom
     Wisdom affects the ability of priest-like spellcasters (priests,
     paladins and monks) to use prayers. Wisdom will affect the number
     of spells these classes may learn each level, the number of spell
     points they receive and their spell fail rates. In addition, 
     wisdom is also used to determine a mindcrafter's ability to use
     his or her mental powers. These classes cannot learn spells if
     their wisdom is 7 or lower. Wise character's will have better
     chances of resisting magical spells cast upon them by monsters.
 
Dexterity
     Dexterity is a combination of agility and quickness. A high
     dexterity may allow a character to get multiple blows with lighter
     weapons, thus greatly increasing his kill power, and will increase
     his chances of hitting with any weapon and dodging blows from
     enemies. Dexterity is also useful in picking locks, disarming
     traps, and protecting yourself from some of the thieves that
     inhabit the dungeons.
 
Constitution
     Constitution is a character's ability to resist damage to his
     body, and to recover from damage received. Therefore a character
     with a high constitution will receive more hit points and also
     recover them faster while resting.

Charisma
     Charisma represents a character's personality and physical
     appearance. A character with a high charisma will receive better
     prices from store owners, whereas a character with a very low
     charisma may be robbed blind. A high charisma will also mean more
     starting money for the character. Charisma is also used when
     calculating the success of a mindcrafter at dominating a monster.
 

***** <PrimarySkills>
=== Primary Skills ===

Characters possess some different abilities which can help them to
survive. The starting abilities of a character are based upon race and
class. Abilities may be adjusted by high or low stats, and may increase
with the level of the character with the rate of increase dependent
upon the level of the character.
 
Melee
     Melee is the ability to hit and do damage with weapons or fists.
     Normally a character gets a single blow from any weapon, but if
     his dexterity and strength are high enough, he may receive more
     blows per round with lighter weapons. Strength and dexterity both
     modify the ability to hit an opponent. This skill increases with
     the level of the character.
 
Bows and Throws
     Using ranged missile weapons (and throwing objects) is included in
     this skill. Different stats apply to different weapons, but this
     ability may modify the distance an object is thrown/fired, the
     amount of damage done, and the ability to hit a creature. This
     skill increases with the level of the character.
 
Saving Throws
     A Saving Throw is the ability of a character to resist the effects
     of a spell cast on him by another person/creature. This does not
     include spells cast on the player by his own stupidity, such as
     quaffing a nasty potion. This ability increases with the level of
     the character, but then most high level creatures are better at
     casting spells, so it tends to even out. A high wisdom also
     increases this ability.
 
Stealth
     The ability to move silently about is very useful. Characters with
     good stealth can usually surprise their opponents, gaining the
     first blow. Also, creatures may fail to notice a stealthy
     character entirely, allowing a player to avoid certain fights.
     This skill is based entirely upon race and class, and will never
     improve unless magically enhanced.
 
Disarming
     Disarming is the ability to remove traps (safely), and includes
     picking locks on traps and doors. A successful disarming will gain
     the character some experience. A trap must be found before it can
     be disarmed. Dexterity and intelligence both modify the ability to
     disarm, and this ability increases with the level of the
     character.
 
Magical Devices
     Using a magical device such as a wand or staff requires experience
     and knowledge. Spell users such as magi and priests are therefore
     much better at using a magical device than say a warrior. This
     skill is modified by intelligence, and increases with the level of
     the character.
 
Perception (Searching Frequency)
     Perception is the ability to notice something without actively
     seeking it out. This skill is based entirely upon race and class,
     and will never improve unless magically enhanced.
 
Searching (Searching Ability)
     To search is to actively look for secret doors, floor traps, and
     traps on chests. Rogues are the best at searching, but magi,
     rangers, and priests are also good at it. This skill is based
     entirely upon race and class, and will never improve unless
     magically enhanced.

Infra-vision
     Infra-vision is the ability to see heat sources. Since most of the
     dungeon is cool or cold, infra-vision will not allow the player to
     see walls and objects. Infra-vision will allow a character to see
     any warm-blooded creatures up to a certain distance. This ability
     works equally well with or with out a light source. The majority
     of Zangband's creatures are cold-blooded, and will not be detected
     unless lit up by a light source. Most non human races have innate
     infra-vision ability. Human can gain infra-vision only if it is
     magically enhanced.


***** <StatBonusTable>
=== Stat Bonus Tables ===

Each of the races and classes has certain modifications to their
starting statistics an experience penalty. The experience penalty is
designed to 'balance' the races with better starting statistics and
abilities by requiring them to earn more experience before advancing a
level.
 

--- Table 1 - Race Statistic Bonus Table ---

              STR  INT  WIS  DEX  CON  CHR  Hit Dice  Exp Penalty
Human          0    0    0    0    0    0      10         +0%
Half-Elf      -1   +1   +1   +1   -1   +1       9         +10%
Elf           -1   +2   +2   +1   -2   +2       8         +20%
Hobbit        -2   +2   +1   +3   +2   +1       7         +10%
Gnome         -1   +2    0   +2   +1   -2       8         +35%
Dwarf         +2   -2   +2   -2   +2   -3      11         +35%
Half-Orc      +2   -1    0    0   +1   -4      10         +10%
Half-Troll    +4   -4   -2   -4   +3   -6      12         +37%
Amberite      +1   +2   +2   +2   +3   +2      10         +125%
High-Elf      +1   +3   +2   +3   +1   +5      10         +100%
Barbarian     +3   -2   -1   +1   +2   -2      11         +20%
Half-Ogre     +3   -1   -1   -1   +3   -3      12         +30%
Half-Giant    +4   -2   -2   -2   +3   -3      13         +50%
Half-Titan    +5   +1   +1   -2   +3   +1      14         +155%
Cyclops       +4   -3   -3   -3   +4   -6      13         +30%
Yeek          -2   +1   +1   +1   -2   -7       7         +0%
Klackon       +2   -1   -1   +1   +2   -2      12         +35%
Kobold        +1   -1    0   +1    0   -4       9         +25%
Nibelung      +1   -1   +2    0   +2   -4      11         +35%
Dark Elf      -1   +3   +2   +2   -2   +1       9         +50%
Draconian     +2   +1   +1   +1   +2   -3      11         +150%
Mind Flayer   -3   +4   +4    0   -2   -5       9         +40%
Imp           -1   -1   -1   +1   +2   -3      10         +10%
Golem         +4   -5   -5   -2   +4   -4      12         +100%
Skeleton       0   -2   -2    0   +1   -4      10         +45%
Zombie        +2   -6   -6   +1   +4   -5      13         +35%
Vampire       +3   +3   -1   -1   +1   +2      11         +100%
Spectre       -5   +4   +4   +2   -3   -6       7         +80%
Sprite        -4   +3   +3   +3   -2   +2       7         +75%
Beastman      +2   -2   -1   -1   +2   -4      11         +40%
Ghoul          0   -1   -1   -1   +1   -5       9         +125%

--- Table 2 - Class Statistic Bonus Table ---

              STR  INT  WIS  DEX  CON  CHR  Hit Dice  Exp Penalty
Warrior       +5   -2   -2   +2   +2   -1      +9         +0%
Mage          -5   +3    0   +1   -2   +1       0         +30%
Priest        -1   -3   +3   -1    0   +2      +2         +20%
Rogue         +2   +1   -2   +3   +1   -1      +6         +25%
Ranger        +2   +2    0   +1   +1   +1      +4         +30%
Paladin       +3   -3   +1    0   +2   +2      +6         +35%
Warrior-Mage  +2   +2    0   +1    0   +1      +4         +50%
Chaos Warrior +2   +1    0   +1   +2   -2      +5         +35
Monk          +2   -1   +1   +3   +2   +1      +6         +40%
Mindcrafter   -1    0   +3   -1   -1   +2      +2         +25%
High Mage     -5   +4    0    0   -2   +1       0         +30%
 

***** <SkillBonusTable>
=== Ability Tables ===

Each of the races and classes has certain modifications to their
starting abilities. Players may also receive an additional level-based
bonus to certain skills which is based on their class. For example
mages improve their magical device skill more rapidly than warriors. As
noted above, some skills will not improve unless magically enhanced.


--- Table 1 - Race Skill Bonus Table ---

              Dsrm  Dvce  Save  Stlh  Srch  Prcp  Melee Bows  Infra
Human         +0    +0    +0    +0    +0    +10   +0    +0    None
Half-Elf      +2    +3    +3    +1    +6    +11   -2    +3    20 feet
Elf           +5    +6    +6    +2    +8    +12   -6    +6    30 feet
Hobbit        +15   +18   +18   +5    +12   +15   -11   +6    40 feet
Gnome         +10   +12   +12   +3    +6    +13   -8    +0    40 feet
Dwarf         +2    +9    +10   -1    +7    +10   +7    +0    50 feet
Half-Orc      -3    -3    -3    -1    +0    +7    +3    -3    30 feet
Half-Troll    -5    -8    -8    -2    -1    +5    +10   -5    30 feet
Amberite      +4    +5    +5    +2    +3    +13   +6    +0    None
High-Elf      +4    +20   +20   +4    +3    +14   +0    +10   40 feet
Barbarian     -2    -10   +2    -1    +1    +7    +10   +0    None
Half-Ogre     -3    -5    -5    -2    -1    +5    +12   +0    30 feet
Half-Giant    -6    -8    -6    -2    -1    +5    +13   +2    30 feet
Half-Titan    -5    +5    +2    -2    +1    +8    +13   +0    None
Cyclops       -4    -5    -5    -2    -2    +5    +10   +6    10 feet
Yeek          +2    +4    +10   +3    +5    +15   -5    -5    20 feet
Klackon       +10   +5    +5    +0    -1    +10   +5    +5    20 feet
Kobold        -2    -3    -2    -1    +1    +8    +8    -8    30 feet
Nibelung      +3    +5    +10   +1    +5    +10   +5    +0    50 feet
Dark Elf      +5    +15   +20   +3    +8    +12   -5    +7    50 feet
Draconian     -2    +5    +3    +0    +1    +10   +5    +5    20 feet
Mind Flayer   +10   +25   +15   +2    +5    +12   -8    -5    40 feet
Imp           -3    +2    -1    +1    -1    +10   +5    -5    30 feet
Golem         -5    -5    +10   -1    -1    +8    +10   +0    40 feet
Skeleton      -5    -5    +5    -1    -1    +8    +8    +0    20 feet
Zombie        -5    -5    +8    -1    -1    +5    +10   +0    20 feet
Vampire       +4    +10   +10   +4    +1    +8    +5    +0    50 feet
Spectre       +10   +25   +20   +5    +5    +14   -10   -5    50 feet
Sprite        +10   +10   +10   +4    +10   +10   -8    +0    40 feet
Beastman      -5    -2    -1    -1    -1    +5    +9    +5    None
Ghoul         -3    -3    +6    +1    +0    +5    +5    +0    20 feet


--- Table 2 - Class Skill Bonus Table ---

              Dsrm  Dvce  Save  Stlh  Srch  Prcp  Melee  Bows
Warrior       25+12 18+7  18+10  1    14/2        25+100 17+55
Mage          30+7  36+13 30+9   2    15/20       10+25  10+14
Priest        25+7  30+10 32+12  2    16/8        16+50   7+18
Rogue         45+15 32+10 28+10  5    32/24       15+70  20+40
Ranger        30+8  32+10 28+10  3    24/16       15+65  20+63
Paladin       20+7  24+10 26+11  1    12/2        19+76  10+14
Warrior-Mage  30+7  30+10 28+9   2    18/16       20+75  20+50
Chaos Warrior 20+7  25+11 25+10  1    14/12       23+90   7+40
Monk          45+15 32+11 28+10  5    32/24       12+30  14+25
Mindcrafter   30+10 30+10 30+10  3    22/16       15+30  15+20
High Mage     30+7  36+13 30+9   2    15/20       10+15  10+10


--
Original   : (??)
Updated    : (??)
Updated    : Zangband DevTeam
Last update: October 15, 2001

***** Begin Hyperlinks
***** [1] birth.txt
***** [2] charattr.txt#PrimaryStats
***** [3] defend.txt#Armor
***** [4] charattr.txt#PrimarySkills

The Town and Wilderness town.txt

=== The Town and Wilderness ===


After you have created your character, you will begin your Zangband
adventure in the town. Symbols appearing on your screen will represent
the walls, floor, objects, features, and creatures lurking about. In
order to direct your character through his adventure, you will enter
single character commands (see command.txt [1]).


***** <MapSymbols>
=== Town and Wilderness Symbols ===

Symbols on your map can be broken down into three categories: terrain
features such as walls, floor and doors, and trees, water and lava;
objects which can be picked up such as treasure, weapons, magical
devices, etc; and creatures which may or may not move about, but are
mostly harmful to your character's well being. Symbols specific to the
town and wilderness are shown below. Note that many creatures and
objects from the dungeon may also appear in town and you should also
review the comprehensive listing of all the various symbols which can
be found in the dungeon section (see dungeon.txt#MapSymbols [2]).

  Terrains
  -------
  %     Trees and shrubs
  ~     Water/Lava terrains
  :     Rubble/Stone terrains
  ;     Grasses and swamps
  .     Floor terrains (road, dirt, sand, mud, etc)
  ^     Mountains
  >     Dungeon entrance
  #     Town walls
  +     Town gates
  [0-9] Shops and buildings


Note that some of these terrains may also appear in the dungeon.


***** <TownLevel>
=== The Town Level ===

The town level is where you will begin your adventure. The first time
you are in town it will be daytime (unless you are playing an undead
race who start at night), but note that the sun rises and falls as time
passes and if you enter the town at night, the town will be dark.
Fortunately, the various shops and the other special buildings are open
on a 24-hour basis.

Later versions of Zangband have introduced a dramatically extended town
level to the game. In addition to the basic town and the standard nine
shops, new buildings and multiple towns separated by a wilderness were
added. 

While most people welcome these new additions, they are not for
everyone and consequently, there are two possible town options in
Zangband - the 'Standard' town(s) and the 'Vanilla' town. The default
is the standard town. The vanilla town option can be selected during
character generation. (see option.txt#StartUp [3])

Your choice of town is fixed for the duration of your character's
life and will be the new default for future characters created with
that savefile. This of course may be changed during the creation of
your next character.

***** <StandardTown>
--- The 'Standard' Town ---

The 'standard' town consists of a large world which contains themed
wilderness terrain (mountainous areas, oceans, plains, etc). There are
several towns located in various parts of the world. The wilderness is
not uninhabited and can be dangerous indeed for the unwary. As a
general rule, the further your character gets from civilization the
more cautious he or she should be.  Your character will start in a
relatively harmless area of the wilderness.

Towns vary in size and will contain a differing selection of shops.
The starting town will contain an entrance to the dungeon and a
Dungeon Supplies store which carries all the basic items you need to
get through the first few levels of the game.  As your character gains
levels, you will need to journey into the wilderness seeking other
towns and cities to purchase and sell higher-level objects.

Zangband contains more than 100 different kinds of shops each with
different themes. Specialist stores may stock powerful items but
usually at steep premiums.  Note that some shops offer services, rather
than products. You should also note that the largere towns, do not
contain entrances to the dungeon.  You must be within a certain
proximity to a dungeon entrance for spells and scrolls which teleport
you to the dungeon to work.


***** <VanillaTown>
--- The 'Vanilla' Town ---

The vanilla town consists of nine shops (including a home) and an
impenetrable wall which surrounds the town. There are no other
embellishments. The nine shops available are similar to those in
standard Angband (withth addition of a book store) and are designed to
be sufficient for an entire game of Zangband.


***** <Townspeople>
=== Townspeople ===

The town contains many different kinds of people. There are the street
urchins, young children who will mob an adventurer for money, and seem
to come out of the woodwork when excited. Blubbering idiots are a
constant annoyance, but not harmful. Public drunks wander about the
town singing, and are of no threat to anyone. Sneaky rogues who work
for the black market are always greedily eyeing your backpack for
potential new 'purchases'. . . And finally, what town would be complete
without a swarm of half drunk warriors, who take offense or become
annoyed just for the fun of it.

Most of the townspeople should be avoided by the largest possible
distance when you wander from store to store. Fights will break out,
though, so be prepared. Since your character grew up in this world of
intrigue, no experience is awarded for killing the town inhabitants,
though you may acquire treasure.

One word of warning however, occasionally a creature who normally
would inhabit only the wilderness and dungeons may wander into the
town. These should generally be handled with much more caution
than the ordinary townspeople.


***** <Shopping>
=== Shopping in Town ===

Your character will begin his adventure with some basic supplies, and
some extra gold with which to purchase more supplies at the town
stores. You may enter any open store and barter with the owner for
items you can afford by simply moving onto the entrance, which is
represented by a number from 0 to 9.

Once inside a store, you will see the name and race of the store owner,
the name of the store, the maximum amount of cash that the store owner
will pay for any one item, and the store inventory, listed along with
tentative prices, which will become "fixed" (at the "final offer")
should you ever manage to haggle a store owner down to his final offer
(see below [4]).

You will also see an (incomplete) list of available commands. Note that
many of the commands which work in the dungeon work in the stores as
well, but some do not, especially those which involve "using" objects.

Stores do not always have everything in stock. As the game progresses,
they may get new items so check from time to time. Also, if you sell
them an item, it may get sold to a customer while you are adventuring,
so don't always expect to be able to get back everything you have sold.
The inventory of a store may change even if you don't go into the
dungeon. If you have a lot of spare gold, you can purchase every item
in a store, which will induce the store owner to bring out new stock,
and perhaps even retire.

Store owners will not buy harmful or useless items. If an object is
unidentified, they will pay you some base price for it. Once they have
bought it they will immediately identify the object. If it is a good
object, they will add it to their inventory. If it was a bad bargain,
they simply throw the item away. In any case, you may receive some
knowledge of the item if another is encountered.


***** <Bartering>
--- Bartering ---

When bartering, you enter prices you will pay (or accept) for some
object. You can either enter the absolute amount, or precede a number
with a plus or minus sign to give a positive or negative increment on
your previous offer. But be warned that the owners can easily be
insulted, and may even throw you out for a while if you insult them too
often.

If you consistently bargain well in a store, that is, you reach the
final offer much more often than not, then the store owner will
eventually recognize that you are a superb haggler, and will go
directly to the final offer instead of haggling with you. Items which
cost less than 10 gold pieces do not count, as haggling well with these
items is usually either very easy or almost impossible. The more
expensive the item is, the less likely the store owner is to assume
that you are a good haggler.

Note that you may disable haggling with a software option, though this
will inflict a 10% "sales tax" on all purchases for which the store
owner would have required you to haggle. (See option.txt for details).


***** <ObjectPricing>
---- Object Pricing ---

Each store owner has three primary attributes: the maximum amount they
will pay for an object, their race and how greedy they are. Each of
these affects how much a store owner will charge for an object and how
much they are prepared to pay for something. Only the first two
attributes can be known by the player. The final factors affecting
pricing are the race and charisma of the player.

Each object has a base value which is contained in the game's source
code. This value is modified based on the store owner's greed (greedy
store owners charge more and will pay less), your charisma (charismatic
players pay less and can charge more) and whether or not the shopkeeper
is friendly to your race (dwarves dislike elves so a dwarf shopkeeper
will charge an elf player more and pay less for items the player is
selling).

Finally, when selling objects, the cap on the store owner's purse is
applied so that even a favored race with a high charisma can not sell
an item for more than that amount. This cap applies only to single
items so it is possible to sell a stack of similar items for more than
the cap on the store owner's purse.


***** <TheShops>
=== List of Shops ===

Junk Stores ("0")
     Junk stores stock, lets face it, junk.  But you may occasionally
     find smoething of use within them.

General Suplies Stores ("1")
     General stores typically stock basic necessities for entering the
     dungeon such as food, drink, some clothing, torches, lamps, oil,
     shovels, picks, and spikes. Some general stores (notably the
     "Dungeon Supplies" store) may also sell basic magical items.

Armour Stores ("2")
     Armour stores are where the town's armor is fashioned. All sorts
     of protective gear may be bought and sold here.

Weapons Stores ("3")
     Weapons stores are where the town's weapons are fashioned.
     Hand and missile weapons may be purchased and sold here, along
     with arrows, bolts, and shots.


Alchemy Stores ("5")
     Alchemy Stores deal in all types of potions and scrolls and
     magical books.

Magic User's Stores ("6")
     Magic User's Stores deal in all sorts of rings, wands, amulets,
     and staves, as well as some magic books.

Your Home ("8")
     This is your house where you can store objects that you cannot
     carry on your travels, or will need at a later date.

Special Buildings ("7" and "9")
     Special buildings provide services at a price.



--
Original   : (??)
Updated    : (??)
Updated    : Zangband DevTeam
Last update: May 25, 2001


***** Begin Hyperlinks
***** [1] command.txt
***** [2] dungeon.txt#MapSymbols
***** [3] option.txt#StartUp
***** [4] town.txt#Bartering

Functional Town Overview bldg.txt

=== Functional Town Overview ===

The town is composed of both stores and buildings. 

Classical stores:
Magic Shop: buy your wands, staffs, rings and amulets here.
Alchemist: for all sorts of bubbling potions and scrolls.
Weaponsmith: they deal in anything sharp and to the point.
Armorer: to offer protection from the ravages of the dungeon.
General Store: food, torches, ammo, some necessities.
Temple Trade: those items permitted to the pious in life.
Black Market: the prices are usurious, but some depths items!
Home: to store some of your precious treasures.

Additional buildings:
Weaponmaster: Compares two weapons to allow you to see which is
  better.
Zymurgist: Will identify items in your pack and recharge wands
  and staves.
Magesmith (weapon): Will enchant your weapon.
Magesmith (armor): Will enchant your armor.
Mutalist: Will add or cure mutations.
Map Maker: Will provide a map of part of the surrounding
  wilderness.
All buildings are made of stone and unlikely to move around.

This file is accurate for Zangband 2.5.3

Gambling Rules gambling.txt

=== Gambling Rules ===

Between : Three 12-sided dice rolled; 2 black, 1 red. The red
       die must be between both black to win. If the red die.
       matches a black die, you lose. Pays 3 to 1
Craps: Two dice are rolled. On first roll, a 7 or 11 wins. A
       2,3 or 12 loses. Otherwise roll until the first roll
       is matched (win) or a 7 is rolled (loss). Pays 2 to 1
Wheel: Pick a number from 0-9. If the number shows on wheel
       after it stops spinning, you win. Pays 8 to 1
Slots: Three dice rolled. Matches win gold. Numbers are:
       1=Lemon, 2=Orange, 3=Sword, 4=Shield, 5=Plum, 6=Cherry
       Payoffs are as follows:
       Cherry Cherry Lemon  2-1   Cherry Cherry Orange  3-1
       Cherry Cherry Sword  4-1   Cherry Cherry Shield  5-1
       Cherry Cherry Plum   6-1
       Lemon Lemon Lemon    4-1   Orange Orange Orange 16-1
       Sword Sword Sword    6-1   Shield Shield Shield 25-1
       Plum Plum Plum       9-1   Cherry Cherry Cherry 36-1

--
This file was last updated for Kangband 2.8.3i.

The Dungeon dungeon.txt

=== The Dungeon ===


Although Zangband contains an extensive town level featuring multiple
towns and a large wilderness area, the bulk of your adventuring will
take place in the dungeon. Symbols appearing on your screen will
represent the dungeon's walls, floor, objects, features, and creatures
lurking about. In order to direct your character through his adventure,
you will enter single character commands (see command.txt [1]).


***** <MapSymbols>
=== Symbols On Your Map ===

Symbols on your map can be broken down into three categories: Features
of the dungeon such as walls, floor, doors, and traps; Objects which
can be picked up such as treasure, weapons, magical devices, etc; and
creatures which may or may not move about the dungeon, but are mostly
harmful to your character's well being.

Some symbols are used to represent more than one type of entity, and
some symbols are used to represent entities in more than one category.
The "@" symbol (by default) is used to represent the character.

It will not be necessary to remember all of the symbols and their
meanings. The "slash" command ("/") will identify any character
appearing on your map

Note that you can use a "user pref file" to change any of these symbols
to something you are more comfortable with.
   
 
--- Features that do not block line of sight ---
 
  .   A floor space                   % (Green)        A Tree
  .   A trap (hidden)                 ~ (Light Blue)   Shallow Water
  ^   A trap (known)                  ~ (Dark Blue)    Deep Water
  ;   A glyph of warding              ~ (Orange)       Shallow Lava
  '   An open door                    ~ (Red)          Deep Lava
  '   A broken door
  <   A staircase up
  >   A staircase down


--- Features that block line of sight ---

  #   A secret door                   #   A wall
  +   A closed door                   %   A mineral vein
  +   A locked door                   *   Treasure in wall / Pattern
  +   A jammed door                   :   A pile of rubble


***** <WithinDungeon>
=== Within The Dungeon ===

Once your character is adequately supplied with food, light, armor, and
weapons, he is ready to enter the dungeon. Move on top of the '>'
symbol and use the "Down" command (">").

Your character will enter a maze of interconnecting staircases and
finally arrive somewhere on the first level of the dungeon. Each level
of the dungeon is fifty feet high (thus dungeon level "Lev 1" is often
called "50 ft"), and is divided into (large) rectangular regions
(several times larger than the screen) by titanium walls. Once you
leave a level by a staircase, you will never again find your way back
to that region of that level, but there are an infinite number of other
regions at that same "depth" that you can explore later. So be careful
that you have found all the treasure before you leave a level, or you
may never find it again! The monsters, of course, can use the stairs,
and you may eventually encounter them again.

In the dungeon, there are many things to find, but your character must
survive many horrible and challenging encounters to find the treasure
lying about and take it safely back to the town to sell.

There are two sources for light once inside the dungeon. Permanent
light which has been magically placed within rooms, and a light source
carried by the player. If neither is present, the character will be
unable to see. This will affect searching, picking locks, disarming
traps, reading scrolls, casting spells, browsing books, etc. So be very
careful not to run out of light!

A character must wield a torch or lamp in order to supply his own
light. A torch or lamp burns fuel as it is used, and once it is out of
fuel, it stops supplying light. You will be warned as the light
approaches this point. You may use the "Fuel" command ("F") to refuel
your lantern (with flasks of oil) or your torch (with other torches),
so it is a good idea to carry extra torches or flasks of oil, as
appropriate. There are rumors of objects of exceptional power which
glow with their own never-ending light.


***** <Objects>
=== Objects In The Dungeon ===

The dungeons are full of objects just waiting to be picked up and used.
How did they get there? Well, the main source for useful items are all
the foolish adventurers that proceeded into the dungeon before you.
They get killed, and the helpful creatures scatter the various treasure
throughout the dungeon. Most cursed items are placed there by the
joyful evil sorcerers, who enjoy a good joke when it gets you killed.

One item in particular will be discussed here. The scroll of "Word of
Recall" can be found within the dungeon, or bought at the temple in
town. It acts in two manners, depending upon your current location.
If read within the dungeon, it will teleport you back to town. If read
in town, it will teleport you back down to the deepest level of the
dungeon which your character has previously been on. This makes the
scroll very useful for getting back to the deeper levels of Zangband.
Once the scroll has been read it takes a while for the spell to act, so
don't expect it to save you in a crisis. Reading a second scroll before
the first has had a chance to take effect will cancel both scrolls.

Since an accidental dive to a new depth (via a trapdoor, for example),
may result in the Word of Recall dungeon depth being 'broken', so to
speak (meaning that the next Word of Recall in town will take you back
deeper than you would like to), there is a new feature in Zangband
which allows you to read a scroll of Word of Recall on a different
level and 'reset' the recall depth to that level (instead of the
deepest level).

A more complete description of Zangband objects is found elsewhere in
the documentation (see objects.txt [2]).


***** <Mining>
=== Mining ===

Much of the treasure within the dungeon can be found only by mining it
out of the walls. Many rich strikes exist within each level, but must
be found and mined. Quartz veins are the richest, yielding the most
metals and gems, but magma veins will have some hordes hidden within.

Mining is rather difficult without a pick or shovel. Picks and shovels
have an additional magical ability expressed as '(+#)'. The higher the
number, the better the magical digging ability of the tool. A pick or
shovel also has plusses to hit and damage, and can be used as a weapon,
because, in fact, it is one.

When a vein of quartz or magma is located, the character may wield his
pick or shovel and begin digging out a section. When that section is
removed, he can locate another section of the vein and begin the
process again. Since granite rock is much harder to dig through, it is
much faster to follow the vein exactly and dig around the granite.
There is an option for highlighting magma and quartz. At a certain
point, it becomes more cumbersome to dig out treasure than to simply
kill monsters and discover items in the dungeon to sell. However, early
on mineral veins can be a wonderful source of easy treasure.

If the character has a scroll, staff, or spell of treasure location, he
can immediately locate all strikes of treasure within a vein shown on
the screen. This makes mining much easier and more profitable.

Note that a character with high strength and/or a heavy weapon does not
need a shovel/pick to dig, but even the strongest character will
benefit from a pick if trying to dig through a granite wall.

It is sometimes possible to get a character trapped within the dungeon
by using various magical spells and items. So it can be a good idea to
always carry some kind of digging tool, even when you are not planning
on tunneling for treasure.

There are rumors of certain incredibly profitable rooms buried deep in
the dungeon and completely surrounded by titanium and granite walls,
requiring a digging implement or magical means to enter. The same
rumors imply that these rooms are guarded by incredibly powerful
monsters, so beware!


***** <StairsDoorsEtc>
=== Staircases, Secret Doors, Passages, and Rooms ===

Staircases are the manner in which you get deeper or climb out of the
dungeon. The symbols for the up and down staircases are the same as the
commands to use them. A "<" represents an up staircase and a ">"
represents a down staircase. You must move your character over the
staircase before you can use it.

Each level has at least one up staircase and at least two down
staircases. There are no exceptions to this rule. You may have trouble
finding some well hidden secret doors, or you may have to dig through
obstructions to get to them, but you can always find the stairs if you
look hard enough. Stairs, like titanium walls, and the doors into
shops, cannot be destroyed by any means.

Many secret doors are used within the dungeon to confuse and demoralize
adventurers foolish enough to enter. But with some luck, and lots of
concentration, you can find these secret doors. Secret doors will
sometimes hide rooms or corridors, or even entire sections of that
level of the dungeon. Sometimes they simply hide small empty closets or
even dead ends. Secret doors always look like granite walls, just like
traps always look like normal floors.  Like normal doors, a secret door
may also be locked or jammed.

Creatures in the dungeon will generally know and use these secret
doors, and can often be counted on to leave them open behind them when
they pass through. Often the creature won't know how to open a door and
will simply bash it open. Once a door is bashed open, it is forever
useless and cannot be closed.


***** <Feelings>
=== Level Feelings ===

Once you have been on a particular dungeon level for a while, you will
receive a 'feeling' prompt representing what your intuition tells you
about the quality of objects and the difficulty of the monsters found
on that level. You may check this prompt again at any time after
receiving it by pressing 'Ctrl-F'.

The actual 'feeling' prompt is generated based on a number of factors.
Things which increase the feeling level include the presence of vaults
and certain other special rooms, out of depth objects and monsters and
objects of a certain quality (for example, ego items, artifacts and
other objects that are considered 'great' (see objects.txt)). A feeling
is only indicative of the level at the time you entered it and has no
impact on subsequent monsters generated or items dropped.

In Zangband, the nastier the feeling prompt, the better the level. From
worst to best, the prompts are as follows:

     'What a boring place...'
     'This level looks reasonably safe.'
     'You don't like the look of this place.'
     'You feel your luck is turning...'
     'You feel nervous.'
     'You have a bad feeling...'
     'You have a very bad feeling...'
     'This level looks very dangerous.'
     'You nearly faint as horrible visions of death fill your mind!'

Zangband also uses two other feeling prompts to denote special things.
If you have not yet been on a level long enough to qualify for a prompt
and press 'Ctrl-F', you will be given the prompt:

     'Looks like any other level.'

If you are playing in non-preserve mode, you may also occasionally
receive the following prompt:

     'You feel there is something special about this level.'

A special feeling means one of two things, there is either a special
room or vault on the level or there is an artifact on the level. As you
get deeper on the dungeon, special feelings become increasingly less
common for special room and vaults and are only commonly given when an
artifact has been generated. Note it is possible that there could be
both a vault and an artifact or more than one artifact on a special
level so you should never leave a special level without fully exploring
it unless your character's continued survival is in question.


***** <RandomQuests>
=== Random Quests ===

During character generation, you will be asked to input the number
of random quests you wish to participate in. You may choose any
number from 0 to 49. Random quests are always of the type 'Kill a
random number of an out-of depth monster'. There is a limit to the
number of levels a random quest monster may be out-of-depth but
these quests can still be very dangerous. 

Random quests always appear on even levels and are equally spaced
throughout the dungeon (for example, a choice of 49 random quests
results in one such quest on every even level until level 98 (level
100 is the Serpent quest)). On entering a random quest level you
will be told what the quest monster is and how many you have to
kill (for example, 'This level is guarded by 10 young green
dragons').

On random quest levels, no down staircases are generated until the
last monster is killed which means that you cannot continue further
into the dungeon until you have completed your quests. When you
kill the last quest monster, the down staircase will be created and
the monster will drop an item of 'excellent' quality or above. This
is true even of monsters that do not normally drop items. Using the
services of the Trump Tower (see the Town section) can teleport you
past a particularly nasty quest but you must come back and finish
it later if you want your character to be a winner.

Random quests can be either 'easy' or 'hard' and you must choose
which type you want during character generation. This choice is
irrevocable for the duration of the character's dungeon diving
career. 'Easy' means that the game tracks how many quest monsters
you have killed on each attempt at the quest and adds these to the
total count. This allows you to kill one or more quest monsters,
leave the level and return later to finish up. 'Hard' means that
each time you enter the quest level the number of quest monsters
remaining is reset. In other words, you have to kill all the quest
monsters in one go.

'Hard' quests can allow you to 'farm' the quest monsters by killing
all but one, leaving the level and repeating. This allows you to
collect and sell the dropped items and gain repeated experience for
killing the monsters. This technique is frowned upon by many players
and should be noted in any 'winner' post to the newsgroup.

Note that to avoid some ugly abuses available to players, the Genocide,
Mass-Genocide and *Destruction* spells are prevented from working
on random quests monsters. Random quest monsters may also not be cloned
or tamed.

--
Original   : (??)
Updated    : (??)
Updated    : Zangband DevTeam
Last update: May 29, 2000

***** Begin Hyperlinks
***** [1] command.txt
***** [2] objects.txt

Zangband Objects objects.txt

=== Zangband Objects ===

The Zangband dungeons are full of objects and many monsters you meet
will be carrying one or more items about their person which you may
retrieve from their corpse should you be skillful enough to defeat
them. You may pick up objects by moving on top of them. By setting
various options (see option.txt#UserInterface [1]) you may choose to
pick up items automatically or to be prompted before picking up
objects.

Many objects found within the dungeon have special commands for their
use. Wands must be 'a'imed, staves must be 'u'sed, scrolls must be
'r'ead, and potions must be 'q'uaffed. You may, in general, not only
use items in your pack, but also items on the ground, if you are
standing on top of them.


***** <ObjectSymbols>
=== Object Symbols ===

 
  !   A potion (or flask)             /   A pole-arm
  ?   A scroll (or book)              |   An edged weapon
  ,   A mushroom (or food)            \   A hafted weapon
  -   A wand or rod                   }   A sling, bow, or x-bow
  _   A staff                         {   A shot, arrow, or bolt
  =   A ring                          (   Soft armor
  "   An amulet                       [   Hard armor
  $$   Gold or gems                    ]   Misc. armor
  ~   Lites, Tools, Chests, etc       )   A shield
  ~   Junk, Sticks, Skeletons, etc    &   Chests
  `   Statues or Figurines 


***** <EquipInvent>
=== Equipment and Inventory ===

You can carry up to 23 different objects in your backpack while wearing
and wielding up to 12 others. Note that the additional powers and
abilities some objects can grant the player are only effective when
they are wielded. A Shield of Resist Acid, for example, will not
protect you from the effects of acid while it is in your backpack.
items you wear and wield are referred to as your 'equipment' while items
contained in your backpack are referred to as your 'inventory'. You may
view a list of your current inventory and equipment at any time by
using the 'i' and 'e' commands respectively.

Although you are limited to 23 different items in your inventory, each
item may actually be a 'pile' of up to 99 similar items. This allows
you to carry multiple spell books, rations of food and other essential
items while not using up all your inventory slots. If you somehow
manage to stuff 24 items into your pack, for example, by removing an
item from your head while your pack is full, then your pack will
'overflow' and the most recently added item will fall out and onto the
ground. You will be warned about any command that seems likely to
induce this behavior.

In addition to the number of different items you may carry, you are
also limited in the total amount of weight that you can carry. As you
approach this value, you become slower, making it easier for monsters
to chase you. Note that there is no upper bound on how much you can
carry, if you do not mind being slow. The amount you may carry before
becoming slowed is determined by your strength. For this purpose, the
weight of both your equipment and your inventory is taken into
consideration.

Because of these space and weight constraints, it is important that a
player learns to manage his inventory efficiently. You must juggle
carefully the need for carrying essential items such as food, fuel for
your light source, spellbooks (if applicable), healing items, escaping
items, and the 101 other things necessary for your survival while at
the same time maintaining space to carry back treasure from the
dungeon for sale in the town and ensuring that you do not exceed your
weight limit.


***** <Stacking>
=== Object Stacking ===

Normally, only one object can occupy any given floor space, which may
or may not also contain one creature. Zangband's Stacking Options (see
option.txt#Stacking [2]) provide a means for allowing multiple objects
to share the same floor space by creating 'stacks'. Any object on the
floor, including those forming part of a stack, may actually be a
'pile' of up to 99 identical items. Objects may not be created or
placed on spaces where doors, rubble, traps, and staircases already
exist. 


***** <Generation>
=== Object Generation  ===

Objects are generated by Zangband when you enter a dungeon level and
spread liberally around the dungeon floor. They may also be generated
when a monster is killed (assuming the monster is capable of carrying
objects). Each object has a 'native' depth or a depth at which it
begins to be commonly found in the dungeon. It is unusual, though not
impossible, to find objects significantly shallower in the dungeon than
their native depths. Note that although items generated on the floor
may be in 'piles', they will never be in 'stacks'.

Which items are generated at the creation of the level or by the death
of a monster is determined by a number of factors including the current
dungeon level, the monster's native level and the native depth of the
object being considered for generation. The quality of the object, in
the case of monster drops, is also affected by the guaranteed quality
level (if any) of that monster's drop.

Monster drops are either normal, 'good' or 'great'. While these terms
generally refer to equipment such as weapons and armor (for example,
a 'good' drop means that any equipment generated is guaranteed to have
magical pluses and a 'great' drop means that any equipment generated is
guaranteed to be either an ego item or an artifact), they also
encompass certain other objects. For example, Amulets of the Magi, the
dungeon-only spellbooks and Rings of Speed are all considered as being
'great' objects and may therefore be dropped by a monster with a
'great' drop. Note that some monsters may drop treasure rather than
objects.


***** <Compaction>
=== Object Compaction ===

Zangband can track a large, but finite, number of objects at any one
time. If, as you kill monsters, the number of objects dropped together
with the number of objects already lying on the floor exceeds this
limit you will be told that the game is 'compacting objects'.

When Zangband compacts objects it first attempts to combine similar
objects into piles and, if this does not create sufficient space, will
delete already existing items to create space for new ones. To the
extent possible the compacting is performed on objects some distance
away from the players current position. During compaction, items are
removed in order of increasing quality with the least useful items
removed first. Ego items are rarely removed from the level during the
compaction process while artifacts (see below [3]) are never removed.


***** <CursedObjects>
=== Cursed Objects ===

A goodly percentage of the items generated in the dungeon or dropped by
monsters will be cursed. Most cursed items will have penalties to
various things such as your skill and deadliness or your armor class.
They may also have other undesirable attributes. Shopkeepers will
refuse to buy cursed items.

Should you wield a cursed item, you will be prompted by the message
"Oops, it feels deathly cold!" and the item will be automatically
inscribed as being {cursed}. Once wielded, a cursed item may not be
taken off until it has been uncursed. Uncursing an object will allow it
to be removed but will not remove the negative effects such as the
penalties mentioned above.

There are several ways to uncurse objects. The Life realm contains two
spells (one stronger than the other) for the purpose. There are also
scrolls that you may find or purchase from the Temple which are similar
to these prayers in their effect. It is also possible that in the
course of enchanting an item you may lift a curse as a side-effect the
enchanting process although this is not guaranteed to happen.

Note: that items which can be activated (such as Dragon Scale Mail or
some artifacts) become more difficult to activate when they are cursed.

--- The Curses ---

There are several different types of curse and more than one may be
present on a single object although this is rare.


Light Curse
    A lightly cursed item will typically have penalties to armor class,
    skill and deadliness, and various other things as appropriate. It
    may be uncursed reading a Scroll of Remove Curse or by the weaker
    Life realm prayer.

Heavy Curse
    A heavily cursed item will typically have penalties to armor class,
    skill and deadliness, and various other things as appropriate. It
    may be uncursed reading a Scroll of *Remove Curse*. or by the
    stronger Life realm prayer.

Permanent Curse
    Items that are permanently cursed may not be uncursed and so may
    not be removed once worn. You may occasionally find objects that
    are permanently cursed and which you are tempted to wield. Think
    carefully before you do so because you probably won't get a chance
    to change your mind.


***** <AncientCurse>
=== The Ancient and Foul Curse ===

The Ancient and Foul Curse is sometimes referred to incorrectly as 'The
Curse of Topi Ylinen' after the person who first created it. Unlike the
other curses discussed above, an object with the Ancient and Foul Curse
can be removed at any time and as a result you will not get the "Oops,
it feels deathly cold!" prompt when wielding it (unless, of course, it
also has one of the other curses in which case both these behaviors
will be present as a consequence of the secondary curse(s)).

While the item is wielded, the curse will be randomly invoked every so
often. When invoked, the curse may have one or more of several possible
effects in various combinations. Fortunately, some of the worst of such
combinations such as being paralyzed while Cyberdemons are summoned
around you are prevented from happening. Some possible effects of the
curse include: summoning monsters, summoning Cyberdemons, paralyzation
(even with Free Action), teleporting the player, removing the walls
around the player, amnesia, decreasing one or more primary stats both
temporarily and permanently among others.

Note: Although the Ancient and Foul Curse is primarily found on
objects, there are a number of other occasions where you might fall
foul of it. These include as side effects of miss-cast spells, setting
off certain traps, as a 'reward' from a chaos-warrior's patron and as
the dying curse of an Amberite.


***** <ObjectFlavors>
=== Object Flavors ===

Some objects (scrolls, potions, wands, rods and staves) are 'flavored
items'. This means that with each game they are given a random flavor.
For example, the first time you find a Potion of Heroism it might be
described as a 'Dark Blue Potion'.  Once you have identified it, the
potion will be described as a 'Dark Blue Potion of Heroism'. Flavors
vary from game to game so your next character might discover that that
same Dark Blue Potion is now something entirely different. This means
that each new character must set about learning exactly what each
flavored items is.

One of the Zangband Options allows the player to switch to 'plain'
object descriptions which removes the flavored description from known
flavored items so that the potion above, once identified, would be
described simply as a 'Potion of Heroism'.


***** <PseudoID>
=== Pseudo-ID ===

Occasionally, as you wander around the dungeon you will sense something
about the quality of an item or items you are wielding or carrying in
your backpack. This sensing ability is called 'pseudo-id' and is
limited to weapons and armor. The speed and accuracy of your pseudo-id
ability depends on a number of factors but the primary considerations
are your class and level. Pseudo-id can be 'strong' or 'weak' and
'slow', 'medium' or 'fast'.


Table 1 - Pseudo-Id ability of the Classes

    Class              Method     Speed
    ----------------------------------------
    Warrior            Strong     Very Fast
    Mage/High-Mage     Weak       Slow
    Priest             Weak       Very Fast
    Rogue              Strong     Fast
    Ranger             Strong     Medium
    Paladin            Strong     Medium
    Warrior-Mage       Weak       Medium
    Mindcrafter        Weak       Medium
    Chaos Warrior      Strong     Medium
    Monk               Weak       Fast


When you pseudo-id an item, it will be inscribed (see below [4]) with
the quality level you have determined it to be of. This inscription
will remain until you identify it (see below [5]) at which time it will
be removed. The various inscriptions and their meanings are as follows:


Table 2 - Strong Pseudo-Id

    Inscription    Meaning
    -------------------------------------------------
    terrible       a cursed artifact
    worthless      a cursed ego item
    tainted        a cursed, "excellent" item
    cursed         a cursed item
    dubious        a cursed, enchanted item
    bad            an item with negative plusses
    special        a non-cursed artifact
    excellent      a good ego item
    good           an enchanted item
    average        an average item


Table 3 - Weak Pseudo-Id

    Inscription    Meaning
    ------------------------------------------------
    cursed         a cursed item (includes bad ego
                   items and artifacts)
    good           an enchanted item (includes good
                   ego items and artifacts)


***** <Identifying>
=== Identifying Objects ===

Although each player may, to a lessor or greater extent, rely on their
pseudo-id ability to ascertain the quality of some items. For the most
part you will need to identify them before you can ascertain how much
use they will be to you. There are several methods of identifying items
available to you. These include Scrolls of Identify and *Identify*,
Staves and Rods of Perception, spells and prayers and services from
town buildings among others.

There is an important difference between 'identify'ing an object and
'*identify*'ing an object. 'Identify'ing an object will reveal its
correct description (including ego type where applicable), any plusses
to combat or armor class and its bonus to stats and abilities (its
'pval') if it has one. '*Identify*'ing an item will reveal all
information about an object including its additional fixed and random
abilities if any. Once *Identified*, you may review the full abilities
of an object by using the 'I'nspect command.

Another means of identifying flavored items it to sell them to a shop.
Having purchased the item, the shopkeeper will inform you what it is
that you have sold. This can be a useful technique in the early game
but exposes you to the risk of selling an unidentified item that had
been generated out of depth and which you might have preferred to keep
for yourself.

Note: you will automatically have full knowledge about any item that
you purchase in the town.


***** <EgoObjects>
=== Ego Objects ===

In addition to the ordinary weapons and armor your character may find
in the dungeon, some of them may be endowed with additional powers.
These objects fall into three types: (1) artifacts which are dealt with
below and can be identified by their name; (2) Ego Weapons which are
described more fully in Attacking Monsters (see attack.txt#EgoArtifact
[6]); and (3) Ego Armors which are discussed more fully in Defending
Yourself (see defend.txt#EgoArtifact [7]).

Unlike artifacts which are unique and may only be found once in each
game, it is not unusual to find several Ego Weapons or Ego Armor of the
same type during the course of a character's adventures.

Note that some Ego Armor types are limited to only certain types of
armor. For example, you can find a Shield of Elvenkind but not Boots of
Elvenkind.


***** <Artifacts>
=== Artifacts ===

Of all the objects in Zangband that you might find, by far the most
important group are artifacts.  Artifacts are unique items with
additional properties such as increasing or sustaining one or more
of your stats and granting resistances or abilities. Often an
artifact cab be 'A'ctivated for a magical effect. These can be
Extremely useful - especially for classes that are weak in magic.

There are two types of artifacts - fixed and random. The fixed
artifacts each have entries in the lib/edit/a_info.txt file
and consequently have a chance of appearing in each game you play.
On the other hand, random artifacts are created by the game and
have both random names and random properties. Once created, there
is only a vanishingly small chance you will ever see one exactly
the same again.


--- (Non-) Preserve Mode ---

One important thing to note when considering artifacts is your
initial choice of (non-)preserve mode. in non-preserve mode, once a
fixed artifact is generated (either on the dungeon floor or in a
monster drop), it will never be generated again during that game.
This means that if you miss the artifact by leaving the level before
you pick it up it is gone forever. On the other hand, in preserve mode
this behavior is only exhibited once you have identified the artifact.
It is therefor safer to leave a level before it is completely explored
as any fixed artifact can be regenerated in subsequent levels.

--- Special feelings ---

If you have stayed on the previous level long enough, on entering a
new level you will receive a 'feeling' which reflects the quality
of the monsters and objects on the level. Feelings are discussed in
more detail in the Town and Dungeon section. One possible feeling
is 'You have a special feeling about this level'. This message is
only given when playing in non-preserve mode and is an indicator
that you have either a monster pit, vault or artifact on the level.
Artifacts always cause special feelings but pits and vaults are
increasingly less likely to do so as you get deeper in the dungeon.
At very deep levels, special feelings are almost always artifacts.

Note: In non-preserve mode, you can still find artifacts on
levels that did not give a special feeling but these will always
be the result of a monster dropping them.

--- Random Artifacts ---

In addition to the standard artifacts which are potentially available
in every game. Zangband will also occasionally generate a 'random'
artifact. Any weapon or piece of armor as well Amulets of the Magi and
Rings of Lordly Protection have a chance of becoming a random artifact.

Note that random artifacts can be both good and bad and of greatly
varying quality. Unlike standard artifacts, the in-game spoilers will
not contain details of their special powers and so you must *identify*
if you wish to ascertain this information.


***** <RandomAbilities>
=== Random Abilities of Objects ===

In addition to the ordinary weapons, armor and other equipment your
character may find in the dungeon, some such items may be endowed with
additional powers such as sustains, resistances and abilities. Such
items fall into three categories: (1) artifacts; (2) ego items; and (3)
ordinary items which grant additional powers. In addition to their
fixed powers, some of these objects may also be granted an additional
power (or powers) in a random fashion.

The random powers of objects may be either guaranteed (so that objects
of that type will always have an additional random power) or may have a
varying chance of being granted (so that only some of the objects of
that type will have an additional random power). A few rare objects
have the possibility of having multiple random powers. Random powers
fall into three categories as follows:

Extra Sustains
--------------
    Sustain Strength
    Sustain Intelligence
    Sustain Wisdom
    Sustain Dexterity
    Sustain Constitution
    Sustain Charisma

Extra Resistances
-----------------
    Resist Blindness
    Resist Confusion
    Resist Sound
    Resist Shards
    Resist Nether
    Resist Nexus
    Resist Chaos
    Resist Disenchantment
    Resist Poison
    Resist Light
    Resist Dark

Extra Powers
------------
    Levitation
    Permanent Light
    See Invisible
    Telepathy
    Slow Digestion
    Regeneration
    Free Action
    Hold Life


***** <Inscriptions>
=== Object Inscriptions ===

You may "inscribe" any object with a textual inscription of your
choice. These inscriptions are not limited in length, though you may
not be able to see the whole inscription on the item. The inscription
is displayed inside curly braces after the object description. The
inscription is limited to the particular object (or pile) and is not
automatically transferred to all similar objects. (You should review
the effect of the two options for merging inscriptions to see how
this can be done).

The game provides some inscriptions automatically to help you keep
track of your possessions. Wands and staves which are known to be empty
will be inscribed with {empty}. Flavored objects which have been tried
at least once but haven't been identified yet will be inscribed with
{tried}. Known cursed objects are inscribed with {cursed} (or
{uncursed} if they have been uncursed). Broken objects may be inscribed
with {broken}. Also, any item which was purchased at a discount,
implying that it is slightly "sub-standard", will be inscribed with the
appropriate "discount", such as {25% off}. 

In addition, Zangband will occasionally place an inscription on an
object for you, normally as the result of your character getting a
"feeling" about the item indicating its quality. All characters will
get "feelings" about weapons and armor after carrying them for a while.

Automatically generated inscriptions fall into two categories - "real"
and "fake".  The difference between the two is that "fake" inscriptions
can not be removed (although they can be covered up by another
inscription). For example, the discount inscription is fake and can not
be removed.

--- Making use of Inscriptions ---

Some players use the inscription feature to record useful and/or
interesting facts about an object such as where and how it was acquired
or what its abilities and powers are. However, in addition to this,
inscriptions can be used in far more powerful ways. Many comands in
Zangband require you to specify an object from your inventory such as
which potion you wish to 'q'uaff or which staff you wish to 'u'se. 
Inscriptions offer a powerful way of managing this and provide a useful
labor saving tool.

The {@x#} Inscription
---------------------
The {@x#} inscription (where 'x' is the key to activate a specfic
command and '#' is a number from 0 to 9) is, perhaps the most commonly
used inscription. When you select command 'x', followed by a number
'#', the game searches for an object with the inscription {@x#} and
performs that command upon it. Thus if the player inscribes a Potion of
Healing as {@q1}, then pressing 'q1' will quaff it automatically. This
feature is useful because as items are added or removed from your
inventory, the actual slot that they are in changes. However, the
inscription will work regardless of the position.

Note that you can inscribe multiple different objects with the same
inscription {@x#}. If you do so, the command 'x#' will act on the first
appropriately inscribed object in your inventory list and not on each
of them.

Also note that you can place multiple such inscriptions on a single
object. So that a spell book might be inscribed {@m1@b1@G1} since the
cast spell, browse book, and gain spell commands each require a spell
book reference as an argument. You can also inscribe the same command
more than one so that food item might be inscribed {@E@1E2}

Example 1:
    You have a primary weapon and a shovel. You normally use the
    weapon but want to use the shovel for mining treasure. Inscribe
    your primary weapon with {@w0} and your shovel with {@w1}. Then,
    when you want to wield your shovel, you can press 'w1' and to
    re-wield your sword you can press 'w0' regardless of where in the
    inventory they are located at the time.

    Note: you can also inscribe both weapons with {@w0} and just press
    'w0' whenever you want to exchange weapon and shovel.

Example 2:
    To cast the first spell from your first spell book, you would
    normally type 'maa' and to cast the fisrt spell from the second
    book, you would type 'mba'. However, if your first book is stolen
    or destroyed, pressing 'mba' would no longer cast the spell you
    wanted. This often leads to people people to cast spells
    incorrectly. Instead inscribe your first spell book with {@m1},
    your second with {@m2}, etc. Cast spells by typing 'm1a', 'm2a',
    etc. Even if your other spell books are lost, you will never need
    to worry about casting the wrong spell.

Example 3:
    You are carrying some Rations of Food and some Elvish Waybread.
    You wish to use up the Rations first before eating the Waybread,
    but also want to be able to use the healing/curing properties of
    the Waybread in an emergency. You would inscribe the Rations with
    {@E1} and the Waybread with {@E1@E2}. Since the Rations appear
    before the Waybread on the inventory listing, typing 'E1' will
    ensure you eat all the Rations first before touching the Waybread
    but that you only ever have to press E1 to eat. But, pressing 'E2'
    will bypass the Rations and jump to the Waybread. Some players also
    do similar things with cure and healing potions.

The {@#} Inscription
---------------------
The {@#} inscription (where '#' is a number from 0 to 9) is similar
to the {@x#} inscription except that it works for any command. Thus, if
you engrave both your digging instrument and your primary weapon with
{@0}, pressing 'w0' will wield whichever one is not being currently
wielded. However, if you had also inscribed a potion with {@0}, you
would instead get an error message because the potion appears first in
the inventory and you can not wield potions.

The {!x} Inscription
--------------------
The {!x} inscription (where 'x' is the key to activate a specfic
command) will induce "verification" whenever that object is "selected".
Thus, inscribing {!v!k!d} on an object will greatly reduce the odds of
you "losing" it by accident. This is because any attempt to throw it
('f'), destroy it ('k') or drop it ('d') will prompt Zangband to verify
whether or not you really wish to take that action.  

Note that inscribing {!*} on an object will prompt Zangband to verify
any action thus you allowing you to be very paranoid about the object.
Also note that "selling" and "dropping" both use the "d" command so
that inscribing an item with {!d} will also prevent you from selling it
by accident.

The {^x} Inscription
--------------------
The {^x} inscription (where 'x' is the key to activate a specific
command) will induce verification before taking that action. One
common example of its usage is to inscribe boots with {^<^>} which will
verify the user's command to leave the level via the staircases before
actually doing so.

The {=g} Inscription
--------------------
The {=g} inscription on an object prompts Zangband to automatically
pick it up. This instruction overrides any auto-pickup options chosen
chosen by the player (if necessary). The primary prupose is to allow
easy retrieval of missiles such as arrows and bolts once they have been
fired at a target.


***** <ObjectTypes>
=== The Object Types ===

Ammunition ('{')
   Ammunition of various types and quality is a frequent find in the
   dungeon and is usually found in 'piles'. In order to get the full
   benefit from ammunition it must be 'f'ired from the appropriate
   missile launcher but me also be thrown. Slings fire pebbles and
   shots, bows fire arrows and crossbows fire bolts.

Missile Launchers ('}')
   There are several types of missile launchers from slings to heavy
   crossbows. Each type of launcher has its own ammunition (see above).
   Missile launchers must be 'w'ielded before they can be used and will
   be placed in the 'b' equipment slot.

Weapons ('|', '/', '\')
   There are numerous types of weapons in the dungeons. Each weapon
   varies in terms of its weight and based damage dice. Weapons must be
   'w'ielded before they can be used and will be placed in the 'a'
   equipment slot.

Armor ('[', '(', ')', ']')
   Armor may be worn on your body (the 'g' equipment slot), cloaks may
   worn about your body (the 'h' equipment slot), shields may be worn
   on your arm (the 'i' equipment slot), head gear (caps, helms and
   crowns) are worn on your head (the 'j' equipment slot), gloves and
   gauntlets and cesti are worn on your hands (the 'k' equipment slot)
   and boots are worn on your feet (the 'l' equipment slot). Armor of
   any kind must be 'w'ielded before it can be used. 
   worn on your

Amulets ('"')
   Amulets are flavored items and are worn around your neck (the 'e'
   equipment slot) and must be 'w'ielded before they can be used.

Rings ('=')
   Rings are flavored items. You may wear one ring each of your left
   and your right hand (the 'c' and 'd' equipment slot) and must be
   'w'ielded before they can be used.

Scrolls ('?')
    Scrolls are flavored items which must be 'r'ead to benefit from
    their effect. Most scrolls serve utility purposes.

Potions ('!')
    Potions are flavored items and must be 'q'uaffed before they have
    an effect on you. Some potions may be thrown at monsters and will
    have an effect on them when the potion shatters. Similarly, you may
    occasionally be carrying a potion which shatters during combat and
    thus spreading its effects on the monsters around you.

Food (',')
    Various food items are scattered throughout the dungeons and must
    be 'E'aten for the player to gain nutritional value. If you do not
    eat regularly you will become hungry and then weak. Eventually, you
    will begin to faint from hunger and will finally die of starvation.
    
    Note: undead races gain little or no nutritional value from food
    and must therefore obtain nourishment in some other manner.

Mushrooms (',')
    Mushrooms are a flavored food item that grant nutritional value and
    also have a magical effect on the player. As you might expect, not
    all of these are beneficial. They must be 'E'aten.

    Note: undead races will get little or no nutritional value from
    eating mushrooms but will experience any magical effects.

Wands ('-')
    Wands are flavored, magical devices containing a finite number of
    'charges'. Each charge represents a single use of the wand and
    using the wand reduces the number of charges available by one. Once
    empty, the wand must be 'recharged' before it can be used again. In
    general, wands will fire a bolt, beam or ball rather than have an
    area affect. Wands do not normally affect the player directly and
    are generally useful for attacking purposes. Wands must be 'a'imed
    and most wands will require a target.

Staffs ('_')
    Staves are a flavored item and are made of various types of wood.
    Like wands, they contain a limited number of charges and must be
    recharged when empty. In general, staves have an area affect or
    act on the player. Unlike wands, few staves may be used directly
    for offense. Staves must be 'u'sed and do not require a target.
    
Rods ('-')
    Rods are similar to both wands and staves in that many magical
    effects available from wands and staves are also available from
    rods. The main difference is that a rod carries a single charge but
    over time will recharge itself. Typically, the better the rod, the
    longer it will take to recharge itself. This means you have an
    unlimited supply of the magical effect but can only use it
    infrequently compared to a wand or staff which can be used each
    turn until it is empty. Rods must be 'z'apped and many rods will
    require a target.

Spellbooks ('?')
    There are four spell books for each of the magic realms and which
    are found either in the shops or at varying depths in the dungeons.
    If you are are a spellcaster, you may 'b'rowse any book belonging
    to your chosen realm(s) to see what spells it contains. You may not
    browse books from realms other than those that your character has
    chosen. You may learn new spells with the 'g' command and cast them
    with the '*' command.

Chests ('&')
    Chests are complex objects, containing traps, locks, and possibly
    treasure or other objects inside them once they are opened. Many of
    the commands that apply to traps or doors also apply to chests and,
    like traps and doors, these commands do not work if you are
    carrying the chest.

Magical Figurines ('`')
    A figurine is a small. magical replica of a monster from the
    dungeon. When a figurine is thrown, a pet of the figurine's monster
    type will be generated.

Statues (''')
    Statues made of various materials can be found throughout the
    dungeon. Unlike figurines, they have no magical attributes but may
    be worth selling depending upon the material from which they are
    made.

Corpses ('~')
    You may sometimes find the corpses and skeletons of monsters and
    other adventurers that have died in the dungeons. 

Various Junk ('~')
    Like any dungeon, you should expect to find various junk items like
    broken sticks, empty bottles, etc. lying around. While most of this
    junk is useless, iron spikes can be used to 'j'am doors to prevent
    a monster from chasing you.

Light Sources ('~')
    Various light sources and their fuel may also be found in the
    dungeon. You may refill your light source if you are carrying the
    appropriate items by using the 'F' command. Lanterns can be filled
    with flasks of oil and torches combined with other torches.

--
Original   : (??)
Updated    : (??)
Updated    : Zangband DevTeam
Last update: May 25, 2001

***** Begin Hyperlinks
***** [1] option.txt#UserInterface
***** [2] option.txt#Stacking
***** [3] objects.txt#Artifacts
***** [4] objects.txt#Inscriptions
***** [5] objects.txt#Identifying
***** [6] attack.txt#EgoArtifact
***** [7] defend.txt#EgoArtifact

Zangband Monsters monster.txt

=== Zangband Monsters ===

There are hundreds of different creatures in Zangband each of which
poses a unique challenge to the adventurer. As you progress deeper into
the dungeon, the creatures will become progressively more difficult to
defeat.


***** <MonsterSymbols>
=== Monster Symbols ===

Many monsters have the same letter symbol and sometimes color on the
screen. The exact species or type of creature can be discovered by
'l'ooking at it (see commdesc.txt#Looking [1]). 
 
  a   Giant Ant                       A   Angelic being
  b   Giant Bat                       B   Bird
  c   Giant Centipede                 C   Canine
  d   Dragon                          D   Ancient Dragon
  e   Floating Eye                    E   Elemental
  f   Feline                          F   Dragon Fly
  g   Golem                           G   Ghost
  h   Humanoids                       H   Hybrid
  i   Icky-Thing                      I   Insect
  j   Jelly                           J   Snake
  k   Kobold                          K   Killer Beetle
  l   Aquatic monster                 L   Lich
  m   Mold                            M   Multi-Headed Hydra
  n   Naga                            N   (unused)
  o   Orc                             O   Ogre
  p   Human                           P   Giant Human(oid)
  q   Quadruped                       Q   Quylthulg
  r   Rodent                          R   Reptile/Amphibian
  s   Skeleton                        S   Spider/Scorpion/Tick
  t   Townsperson                     T   Troll
  u   Minor demon                     U   Major demon
  v   Vortex                          V   Vampire
  w   Worm or Worm Mass               W   Wight/Wraith
  x   (unused)                        X   Xorn/Xaren
  y   Yeek                            Y   Yeti
  z   Zombie/Mummy                    Z   Zephyr Hound
  $$   Creeping Coins                  ,   Mushroom Patch
  %   Ent, Huorn                      #   Fumes

Note that some monsters disguise themselves by assuming the shape (ie.
symbol) of common objects found in the dungeon. These include the
|, ), ?, !, &, $$ and * symbols.


***** <MonsterColors>
=== Monster Colors ===

You can often determine some information about a monster based solely
on the color it is described as having, like 'a White Dragon'. In
general, 'White' monsters are cold-based, 'Red' are fire-based, 'Blue'
are electrical, 'Black' are acidic, and 'Green' are poisonous and a
'Multi-Hued' monster is all of these. By being cold-based, we mean that
the monster has either melee, magical or breath attacks that are cold
based.

Unfortunately this rule is applied somewhat inconsistently and there
are several notable exceptions so don't be surprised. If that 'Green'
monster spits acid at you. Note that this rule cannot be applied to the
actual color a creature is displayed as but only to a color in its
name.

Other color and attack-type relationships are 'Bronze' and confusion
and 'Gold' and sound. Over time the inconsistencies referred to above
will probably get cleaned up.


***** <MonsterMemory>
=== Monster Memories ===

Because there are so many monsters and because often different monsters
share similar colors and symbols, it is very difficult to keep track of
the capabilities of various creatures. Luckily, Zangband automatically
keeps track of your experiences with a particular creature.
 
This feature is called the monster memory. Your monster memory recalls
the particular attacks of each creature (whether or not technically a
monster) which you have suffered, as well as recalling if you have
observed them to multiply or move erratically, or drop treasure, etc.
Similary if you attack a creature with a magical attack and it resists,
that fact is noted. 

If you have killed enough of a particular creature, or suffered enough
attacks, recalling the monster memory may also provide you with
information not otherwise available, such as a armor class or hit dice.
These are not explained, but may be useful to give the relative danger
of each creature.
 
Your monster memory may be accessed by pressing '/' and then entering
the symbol you wish to research. Each monster with that symbol of which
you have some knowledge will displayed in turn beginning with the
deepest. Alternatively, you may enter targetting mode by pressing '*'
and, with the curser over the creature in question, press 'r' to
recall details.

The best feature about your monster memory is that it can be passed on
to a new character even after you die by means of a reduced save file.
Simply use your old savefile as the base for creating your new
character.


***** <Uniques>
=== Unique Monsters ===

The monsters in Zangband are unique in that each variety of monster
has its own set of physical and, where applicable, magical abilities.
However, some monsters in Zangband are truly unique and this group
of monsters are often referred to as "Uniques".

The Unique monsters are made unique for several reasons. Primarily,
their name derives from the fact that unlike regular monsters which
can appear numerous times during the course of a game, the Unique
monsters will never be regenerated once they have been killed and
the game will never generate two copies of the same Unique monster
at a time so that effectively there is only one of each Unique
monster.

Unique monsters are typically based on a normal monster. For example,
Tom the Stone Troll is based on the Stone Troll monster. However,
Unique monsters usually have more hitpoints, hit harder and cast
spells more effectively than the monster on which they are based.
Unique monsters are often a different color from other monsters of
their type to allow the player to more easily distinguish them but
this is not always true.

--- Uniques' Resistance to Magic ---

Unique monsters tend to be more resistant to magic than the other
dungeon inhabitants. Thus, slowing, confusing, sleeping and scaring
will be less effective and may not work at all. In addition, Genocide
and Mass-Genocide spells will never work on Uniques and *Destruction*
will teleoprt them from a level but will not kill them.

--- Keeping Track of Uniques ---

Since Unique monsters are often very difficult to defeat, most
players will attempt to kill them all before attempting to battle
the Serpent of Chaos (itself a Unique monster). This avoids the
need to battle two very difficult oponents at the same time.

Each time your character happens upon a new Unique, this is
recorded in your monster memory. Under the knowledge command ('~')
is a menu item which allows you to look at which Uniques you have
met and which of these have been defeated. It is a good idea to
check this periodically to gauge your progress.

--- Speaking Uniques ---

Occasionally, you will find that a Unique monster will speak to you
as it approaches. Typically, a monster will shout obscenities and
challenges to combat but they may also refer to events relating to
themselves. Zangband has no mechanism to allow you to respond to the
monsters (other than with violence). You may prevent Unique monsters
from speaking by changing the approopriate option under the options
menus.

--- Rewards for Killing Uniques ---

You may also find that occasionally after killing a Unique monster
that the game will tell you that the Unique was wanted for certain
crimes and you will be rewarded for killing it. The amount of the
reward is dependent upon how deep in the dungeon the relevant Unique
is normally found.


***** <EldritchHorror>
=== Eldritch Horrors ===

Some of the monsters in the dungeons of Zangband are so fearsome to
look upon that doing so can have serious repurcussions. When you meet
one of these sanity blasting monsters, one of several nasty things
may happen to you. These include having your intelligence and/or your
wisdom temporarily reduced, becoming scared or confused, or suffering
an attack of amnesia.


***** <Pets>
=== Pets ===

A pet can be a mixed blessing. At first sight, one might think that
they can make the game much easier. It is of course highly satisfying
to send your pet Hell Wyrm into a Troll pit and wait outside listening
for the howls of agony and terror, the sounds of guts splattering,
bones crunching and so on. But one should not expect to gain any
experience for such a combat: you will only gain experience for
creatures to whom you deliver the death blow yourself.

Secondly, your pets are often so eager to destroy your opponents that
they may forget all about you, and you get trampled under their feet
as they charge at your foe. Pets are also rather easily irritable and
once you do something which causes the slightest discomfort to them,
they will revert to their normal behavior and consider you their main
target. This is something to think about before lighting up a room if
you have pet orcs. Needless to say, nobody wants to be your friend if
you are aggravating them.

Finally, it takes a lot of mental energy to maintain the control over
the charmed monsters. The first monster or the first few are 'free',
but after that maintaining the control will start taxing your mana
regain rate. The higher the sum of the levels of your pets the less
mana you will be able to regain. Keep this in mind if you have a pet
which can summon or otherwise produce more pets...

--- Obtaining a pet ---

You may obtain pets in several different ways. Some magic realms offer
the ability to summon pets magically or to charm the creatures you
meet. Mindcrafters may 'dominate' their oponents. Chaos patrons may
grant pets as a gift to their devotees. Magical figurines can be thrown
to create a pet and wands of charm monster may be used as their name
suggests.

--- Commanding Your Pets ---

Your pets are fairly well trained and will respond to a variety of
commands such as following you closely, staying nearby and searching
out your enemies. You can command your pets using the pet command menu
which can be found be pressing 'p'.


***** <Friendly>
=== Friendly Monsters ===

You will occasionally find a monster in the dungeon that isn't out to
get you. Such monsters are described in game messages as being
'friendly'. A friendly monster will not attempt to hurt you but neither
will it necessarily attack your enemies.

Like pets, if you annoy a friendly monster it will turn against you.
Also like pets, any monsters a friendly monster summons will also be
friendly. Unlike pets, friendly monsters require no mana upkeep and can
not be commanded using the pet commands.

--
Original   : (??)
Updated    : (??)
Updated    : Zangband DevTeam
Last update: May 25, 2001

***** Begin Hyperlinks
***** [1] commdesc.txt#Looking

Attacking Monsters attack.txt

=== Attacking Monsters ===
 
Attacking is simple in Zangband. If you move into a creature, you
attack it. If you are wielding a weapon (including digging implements
which are considered to be weapons) when you do so, the damage for the
weapon is used when you hit a creature. Otherwise, you will attack with
your bare hands which does minimal damage (unless you are playing a
monk).

Melee can do more damage per turn than any other form of attack, and
the basic equipment (a weapon) is easy to find. On the other hand,
melee only works against adjacent monsters and takes a great deal of
training and equipment to come into its own deeper in the dungeon.
Upgrading to weapons with higher base damages is vital but heavy
weapons are harder to master. You will have to find a compromise,
depending on class, experience level, and available equipment (use the
'C'haracter screen to see how various weapons affect your melee skill).

You may wield both a primary weapon for melee combat, and a bow or
other missile launcher for launching missiles at the same time. Most
classes will benefit from carrying an assortment of attacking magical
devices.

***** <DistanceAttack>
--- Attacking from a Distance ---

You can attack creatures from a distance by firing a missile from a bow
or other missile launcher, by throwing an object or by using magical
items such as wands, rods and staves. If you have chosen to play a
spell casting class, you may be able to learn some spells which allow
you to attack a creature from a distance. You can use distance attacks
even when your target is next to you.

Whenever you give a command to fire a weapon, cast a spell, or use an
attacking magical device (unless the spell or device has an area
effect), you will be prompted for a direction. You may choose any of
the eight movement directions or press '*' to enter targeting mode. A
detailed explanation of targeting mode can be found in the section on
Command Descriptions (see commdesc.txt#ThrowFire [1]).

You may also wish to make use of the use_old_target option which
automatically selects the last target. This prevents you from having to
target the same monster every time you attack it. An explanation of
this option is found the section on User Interface Options (see
option.txt#UserInterface [2]).

***** <AttackWalls>
--- Attacking Monsters in Walls ---

You should note that some creatures, for example ghosts, can pass
through the dungeon walls. When such a creature is in a wall, it can
not be damaged by attacks which are normally stopped by walls (this
includes most types of magical attacks). You can, however, attack a
creature in a wall with your weapon by trying to move into the wall
space which contains the creature. If the creature is invisible and
you do not have the ability to see invisible creatures, you must tunnel
into the wall space containing the creature.

***** <Bashing>
--- Body and Shield Bashes ---

If a creature is positioned next to you, you may bash it. Weight is the
primary factor in being able to bash something, but strength plays a
role too. If a shield is currently being worn, the bash is a shield
bash and will do more damage. A successful bashing will damage your
opponent and may throw an opponent off balance for a number of rounds,
allowing a player to get in a free hit or more. Unfortunately, the
converse is also true. Having a high dexterity reduces the chance of
you being thrown off balance. This is a risky attack.

Note: You will automatically do shield bashes during melee combat.
These bashes have a chance to stun or confuse your opponent. 


***** <MeleeWeapons>
=== Melee Weapons ===

Carrying a weapon in your backpack does you no good. You must wield a
weapon before it can be used in a fight. A secondary weapon can be kept
by keeping it in the backpack, and switching it with the primary weapon
when needed.

Zangband assumes that your youth in the rough environment near the
dungeons has taught you the relative merits of different weapons, and
displays as part of their description the damage dice which define
their capabilities. The dice used for a given weapon is displayed as
"#d#". The first number indicates how many dice to roll, and the second
indicates how many sides they have. A "2d6" weapon will give damage
from 2 to 12, before considering any other bonuses. The weight of a
weapon is also a consideration.

In addition to their base damage, each weapon has two main magical
characteristics, their bonus to your skill and their bonus to your
deadliness, expressed as "(+#,+#)". A normal weapon would be "(+0,+0)"
but many weapons in Zangband have bonuses to your skill and/or
deadliness. These bonuses may be increased, subject to certain upper
limits, by magical means through a process referred to as 'enchanting'.
Some weapons are cursed, and will have penalties that hurt the player.
Cursed weapons cannot be unwielded until the curse is lifted. Note that
identifying a weapon will inform you of the magical bonuses and
penalties and whether or not it is cursed.

Although you receive any magical bonuses an unidentified weapon may
possess when you wield it, those bonuses will not be added in to the
displayed values of skill and deadliness on your character sheet. You
must identify the weapon before the displayed values reflect the real
values used.


***** <MissileLaunch>
=== Missile Launchers ===

Firing a missile while wielding the appropriate launcher is the only
way to get the "full" power out of the missile. You may of course throw
an arrow at a monster without firing it from a bow, but you will find
the effects may not be what you had hoped. Slings will fire pebbles or
shots, bows will fire arrows and crossbows will fire bolts. Missiles of
varying type and quality can be bought in the town and may be found
throughout the dungeon.

Missile launchers, have their characteristics added to those of the
missile used, if the proper weapon/missile combination is used, and the
launcher multiplier is applied to the total damage, making missile
weapons very powerful given the proper missiles. This is especially
true if both the launcher and the missile are enchanted.

Hits and misses are determined by your ability to hit versus your
target's armor class. A hit is a strike that does some damage; a miss
may in fact reach a target, but fails to do any damage. Higher armor
class makes it harder to do damage, and so leads to more misses; it
will also reduce the damage from a strike that actually occurs.

You can find out roughly how much damage your missile weapons will do
by looking at the (+#/+#) value on the ammunition in your inventory.
The two numbers indicate the average damage done per shot, and average
damage done per round.  These numbers take into account whether or not
you have identified your ammunition and launcher.  The two numbers can
differ because different launchers take differing energies to fire.

The varying types of missile launchers each have their own strengths
and weaknesses. Which can be summarized as follows:

                 energy to fire   multiplier   remarks
Sling:                  50             2
Short Bow:             100             2
Long Bow:              100             2       strength  <  16
                       100             3       strength  >= 16
Light Crossbow:        120             4
Heavy Crossbow:        150             5       dexterity >= 16
                       200             5       dexterity <  16

Bows tend to be good at dealing constant streams of damage.  A sling is
good for killing many small monsters - it even does more damage per
round than a short bow if you can carry enough ammunition.  Crossbows
deal enormous amounts of damage in one shot.  However, the reload time
is such that a longbow will deal more damage over time.

Certain classes automatically receive additional shots as they become
more experienced. Rangers receive an additional shot with a bow at
level 20 and at level 40 and an additional shot with a crossbow at
level 30. Rogues receive an extra shot with a sling at level 20 and at
level 40 and an additional shot with a thrown dagger at level 10. 
Warriors receive an additional shot with any missile launcher at level 
40.


***** <EgoArtifact>
== Ego Weapons and Artifacts ===

In addition to the ordinary weapons your character may find in the
dungeon, some of them may be endowed with additional powers. These
weapons fall into two types: (1) artifacts; and (2) ego weapons. Unlike
artifacts which are unique and may only be found once in each game, it
is not unusual to find several ego weapons of the same type during the
course of a character's adventures.

In general, artifacts and ego weapons may boost one or more of your
primary statistics, may confer certain abilities upon your character,
may grant resistance to certain forms of attack and may be especially
deadly against certain types of creature. Take note that if your weapon
has two attributes that make it deadly to your opponent (for example
you are fighting a demon and your weapon slays both evil and demons
(demons are evil)), only the most effective slay will apply.

Zangband has extended the original Angband's concept of adding random
abilities to the various Ego types considerably. These can be either
guaranteed or have only a varying chance of being granted. (See
'Randabil.spo' for details of the random powers of Ego Weapons).


(Defender)
    A magical weapon that actually helps the wielder defend himself,
    by increasing his/her armor class, and providing resistance
    against damage from fire, cold, acid and lightning attacks. It also
    grants levitation, increases your stealth, let you see invisible
    creatures and protects from paralyzation and some slowing attacks.
    It also helps you regenerate hit-points and mana faster.

(Holy Avenger)
    A Holy Avenger is one of the more powerful of weapons. It will
    increase your wisdom and your armor class and prevent you from
    becoming afraid. This weapon will do extra damage when used against
    evil, demonic and undead creatures, and will also give you the
    ability to see invisible creatures. These weapons are also blessed
    and so can be wielded by priests with no penalty.

Weapon of Westernesse
    A Weapon of Westernesse is one of the more powerful weapons. It
    slays orcs, trolls and giants while increasing your strength,
    dexterity, and constitution. It also allows you to see invisible
    creatures and protects from paralyzation and some slowing attacks.

(Trump Weapon)
    A Trump Weapon is especially deadly against evil creatures and will
    increase your ability to discover hidden dungeon features. It will
    help you regenerate hit-points and mana faster and at the same time
    will reduce your rate of food consumption. It provides resistance
    to nexus and protects from paralyzation and some slowing attacks.
    In addition it may cause you to teleport randomly and can be
    activated for teleport once every 50+1d50 turns.

(Pattern Weapon)
    A Pattern Weapon has been embedded with a fragment of the Pattern.
    It will increase your strength and constitution and also has a
    chance of increasing your dexterity. It is especially effective
    when used against evil, undead and demonic creatures. It will allow
    you to see invisible creatures and protects from paralyzation and
    some slowing attacks.

(Blessed Blade)
    A blessed blade will increase your wisdom and can be wielded by
    priests with no penalty.

Weapon of Extra Attacks
    These weapons will grant the user additional attacks per round.

Weapon of Sharpness (edged weapon only)
    These are known to occasionally score vorpal hits (see below) and
    will also increase your ability to tunnel through the dungeon
    walls.

Weapon of Earthquakes (hafted weapon only)
    These weapons may cause an earthquake when they strike an opponent
    which potentially may cause other monsters in the area to take
    damage from falling rocks and will destroy a small portion of the
    surrounding dungeon. They also increase your ability to tunnel
    through the dungeon walls.

Weapon of Slaying
    These weapons have a chance of being granted unusually high damage
    dice.

Implement of Digging
    These digging implements increase your ability to tunnel through
    the dungeon walls, and have the acid brand (see below).

--- The Elemental and Other Brands ---

(Chaotic)
    These bizarre, feared weapons have been manufactured in the Courts
    of Chaos, and are very unpredictable in combat often producing
    chaotic effects when they strike your opponent. Effects include
    *destruction*, teleport away and vampiric drain among others. A
    Chaotic weapon grants resistance to chaos attacks and cannot be
    damaged by acid, fire and electricity.

(Vampiric)
    These foul weapons have been created by Death magic. They lust for
    blood, and if such a weapon scores a hit, it greedily sucks life
    from the hapless victim, transferring the life energy to its
    master and healing them in the process.

Weapon of Melting
    A magical weapon of acid that will inflict two times the normal
    damage when used against a creature that is not resistant to acid.
    It also provides resistance against acid attacks.

Weapon of Shocking
    A magical weapon of lightning that will inflict two times the
    normal damage when used against a creature that is not resistant to
    electricity. It also provides resistance against lightning attacks.

Weapon of Freezing
    A magical weapon of ice that will inflict two times the normal
    damage when used against a creature that is not resistant to cold.
    It also provides resistance against cold attacks.

Weapon of Burning
    A magical weapon of fire that will inflict two times the normal
    damage when used against a creature that is not resistant to fire.
    It also provides resistance against fire attacks.

Weapon of Poisoning
    A magical weapon, coated with poison, that will inflict two times
    the normal damage to creatures not resistant to poison. It also
    provides resistance against toxic and poisonous attacks.

--- Weapons of Slay {Monster-Type} ---

Weapon of Slay Animal
    This weapon is especially effective against natural creatures and
    will do 1.7 times the normal damage against such creatures.

Weapon of Slay Evil
    This weapon is especially effective against evil creatures and will
    do 1.7 times the normal damage against such creatures.

Weapon of Slay Undead
    This weapon is especially effective against undead creatures and
    will do two times the normal damage against such creatures. It 
    will also provide resistance to life draining attacks.

Weapon of Slay Demon
    This weapon is especially effective against demonic creatures and
    will do two times the normal damage against such creatures.

Weapon of Slay Orc
    This weapon is especially effective against orcs and will do
    two times the normal damage against such creatures.

Weapon of Slay Troll
    This weapon is especially effective against trolls and will do
    three two the normal damage against such creatures.

Weapon of Slay Giant
    This weapon is especially effective against giant humanoids and
    will do two times the normal damage against such creatures.

Weapon of Slay Dragon
    This weapon is especially effective against dragons and will do
    three two the normal damage against such creatures.

--- Weapons of *Slay* {Monster-Type} ---

Weapon of *Slay* Animal
    This weapon is especially effective against natural creatures and
    will do 1.7 times the normal damage against such creatures. It
    will also increase your intelligence and allow you to regenerate
    hit-points and mana faster.

Weapon of *Slay* Evil
    This weapon is especially effective against evil creatures and will
    do 1.7 times the normal damage against such creatures. It will
    increase your wisdom and will also be a blessed blade.

Weapon of *Slay* Undead
    This weapon is especially effective against undead creatures and
    will do two times the normal damage against such creatures. It 
    will increase your wisdom and will also provide resistance to both
    nether and life-draining attacks. Finally, it will allow you to see
    invisible creatures.

Weapon of *Slay* Demon
    This weapon is especially effective against demonic creatures and
    will do two times the normal damage against such creatures. It
    will also increase your intelligence.

Weapon of *Slay* Orc
    This weapon is especially effective against orcs and will do two
    times the normal damage against such creatures. It will also
    increase your dexterity.

Weapon of *Slay* Troll
    This weapon is especially effective against trolls and will do
    two times the normal damage against such creatures. It will also
    increase your strength.

Weapon of *Slay* Giant
    This weapon is especially effective against giant humanoids and
    will do two times the normal damage against such creatures. It
    will also increase your strength.

Weapon of *Slay* Dragon
    This weapon is especially effective against dragons and will do
    three times the normal damage against such creatures. It will also
    increase your constitution.

--- Missile Launchers ---

Launcher of Accuracy
    These missile launchers have an unusually high bonus to hit.

Launcher of Velocity
    These missile launchers have an unusually high bonus to dam.

Launcher of Extra Might
    These missile launchers have an unusually high damage multiplier.

Launcher of Extra Shots
    These missile launchers grant additional shots per round.

--- Ammunition ---

Ammunition of Hurt Animal
    This ammunition is especially effective against natural creatures
    and will do 1.7 times the normal damage against such creatures.

Ammunition of Hurt Evil
    This ammunition is especially effective against evil creatures and
    will do 1.7 times the normal damage against such creatures.

Ammunition of Hurt Dragon
    This ammunition is especially effective against dragons and will do
    two times the normal damage against such creatures.

Ammunition of Shocking
    This ammunition will inflict two times the normal damage when
    used against a creature that is not resistant to electricity.

Ammunition of Flame
    This ammunition will inflict two times the normal damage when
    used against a creature that is not resistant to fire.

Ammunition of Frost
    This ammunition will inflict two times the normal damage when
    used against a creature that is not resistant to cold.

Ammunition of Slaying
    This ammunition will have unusually large damage dice.

Ammunition of Wounding
    This ammunition will have unusually bonuses +to-hit and +to-dam.

--- Other Items ---

Apart from these there are some very rare and well made blades in the
dungeon. These include Blades of Chaos (which grant resistance to
chaos), Maces of Disruption (which are especially effective against
undead creatures) and Diamond Edges and Scythes of Slicing (which may
both score vorpal hits).

Note on Vorpal Weapons: A weapon with the vorpal flag will have a
1-in-6 chance of doing additional damage each time it strikes. If it
passes the roll it has a chance of doing it again. This continues until
a roll is failed. The calculations are nasty but the net effect is an
average 22% increase in damage output.


***** <MagicalAids>
=== Magical Aids to Physical Combat ===

There are several magical means of increasing your physical combat
ability. The most common of these are potions of heroism and berserk
strength and various scrolls (blessing, holy prayer, etc.). Typically,
these grant small cumulative bonuses to your combat skill. Some magic
realms contain equivalent spells.


***** <DamageCalc>
=== Calculating Damage ===

Unlike standard Angband, however you attack a monster, whether in melee
or by firing or throwing missiles, the weapon or object's base number
of damage dice are cumulatively multiplied by any and all applicable
modifiers. Actual damage is determined by rolling the final number of
dice. The biggest conceptual difference is how Skill and Deadliness
(formerly known as to-hit and to-damage respectively) work:

Combat Skill: (formerly called the plus to hit)
     Your combat skill affects your ability to hit a monster, and also
     determines how often you get critical hits. The more skilled you
     are, the better those critical hits. You know you have scored a
     critical hit when you get any combat message other than "you hit"
     (or punch) "the <monster_name>".

Deadliness: (formerly called the plus to damage)
     Deadliness acts as a percentage bonus to damage (you may inspect
     your current bonus on the character screen). It is not unusual
     for high-level characters to have bonuses in excess of 200%, and
     therefore triple the number of dice they roll on every blow with
     the Deadliness multiplier alone.


***** <MeleeCalc>
--- Melee ---

The formula for calculating the damage done by a weapon whose base
damage dice are XdY is as follows:

    Z = X * (bonus from any applicable slays/brands) * (the critical
        multiplier (if any)) * (bonus from your deadliness percentage)

    Then roll a Y-sided dice Z times adding each result to give the
    total damage.

    Example 1
    ---------
    You hit a Troll with a dagger (1d4)

    there is one damage die                      :  1x damage
    it's a weapon of Slay Troll                  :  2x damage
    you get a critical hit for 2x damage         :  2x damage
    you have a total bonus to Deadliness of 200% :  2x damage

    Thus,

    Z = 1 * 2 * 2 * 2 = 8

    Rolling a four-sided dice 8 times yields an average damage of 20
    per blow.


***** <BareHandCalc>
--- Bare Handed Combat ---

The calculation for bare handed combat is identical to that of melee
combat. With the exception of the monk class, it is assumed that your
hands will do a base damage of 1d1. Thus you will get two 1d1 attacks
per round. Monk bare handed combat is addressed separately below.


***** <FireCalc>
--- Missile Launchers ---

The formula for calculating the damage done by a missile launcher
firing ammunition whose base damage dice are XdY is as follows:

    Z = X * (missile launcher damage multiplier) * (bonus from any
        applicable slays/brands) * (the critical multiplier (if any))
        * (bonus from your deadliness percentage)

    Then roll a Y-sided dice Z times adding each result to give the
    total damage.

    Example 1
    ---------
    You use a long bow to hit a Dragon with an arrow (3d4)

    there are three damage dice                  :  3x damage
    its a long bow, and you have high strength   :  3x damage
    it's an arrow of Hurt Dragon                 :  2x damage
    you don't get a critical hit                 :  1x damage
    you have a total bonus to Deadliness of 200% :  2x damage

    Thus,

    Z = 3 * 3 * 2 * 1 * 2 = 36

    Rolling a four-sided dice 36 times yields an average damage of 90
    per blow.


***** <ThrowCalc>
--- Throwing ---

Throwing and firing are broadly similar, with five main differences:
firstly, only throwing weapons have a damage multiplier, which
increases as you gain experience levels (it ranges from 4 to 12).
Secondly, no thrown object other than the special throwing weapons
may take advantage of bonuses to Skill or Deadliness granted by your
equipment. Thirdly, only throwing weapons can get critical hits when
thrown. Fourthly, thrown objects may break, but throwing weapons only
do so rarely. Finally, you may never throw more than one object per
round. Note that throwing weapons are very rare...

The formula for calculating the damage done by a thrown object whose
base damage dice are XdY is as follows:

    Z = X * (throwing damage multiplier (if any)) * (bonus from any
        applicable slays/brands) * (the critical multiplier (if any))
        * (bonus from your deadliness percentage)

    Then roll a Y-sided dice Z times adding each result to give the
    total damage.

    Example 1
    ---------
    You throw a spear (1d6) to hit an Orc and at your level throwing
    weapons receive a 6x multiplier.

    there is one damage die                      :  1x damage
    its a throwing weapon                        :  6x damage
    no applicable slay or brand                  :  1x damage
    you get a critical hit for 3x damage         :  3x damage
    you have a total bonus to Deadliness of 200% :  2x damage

    Thus,

    Z = 1 * 6 * 1 * 3 * 2 = 36

    Rolling a six sided dice 36 times yields an average damage of 126
    per blow.


    Example 2
    ---------
    You throw a flail (2d6) to hit an Orc and at your level throwing
    weapons receive a 2x multiplier.

    there are two damage dice                        :  2x damage
    its not a throwing weapon                        :  1x damage
    no applicable slay or brand                      :  1x damage
    no critical hit (its not a throwing weapon)      :  1x damage
    no Deadliness bonus  (its not a throwing weapon) :  1x damage

    Thus,

    Z = 2 * 1 * 1 * 1 * 1 = 2

    Rolling a six-sided dice 2 times yields an average damage of 7.


***** <MonkAttacks>
=== Monk Attacks ===

The Monk character is designed to be a barehanded fighter rather than
using a weapon like the other Zangband classes. As a Monk's level
increases the number of attacks they get per round increases and new,
increasingly powerful attacks become available. Higher level attacks
have a chance to stun the Monk's opponent.

While the type of attack that a Monk uses for each blow is chosen at
random from the list of available attacks, at higher levels there is a
bias towards the attacks which do greater damage. This is because at
these levels, the game will roll several times for each blow with the
highest attack type chosen.


***** <MonkAttackTypes>
--- Monks Attack Types ---

Attack Name   Min.lvl   Damage   Stun    Notes
-----------------------------------------------------------------------
Punch            1       1d4       -
Kick             2       1d5       -
Strike           3       1d6       -
Knee             5       2d3       *     Likely to stun male opponents
Elbow            7       1d7       -
Butt             9       2d4       -
Ankle Kick      11       2d5       -     May slow down the opponent
Uppercut        13       3d5       6
Double-kick     16       6d3       8
Cat's Claw      20       4d6       -
Jump Kick       25       4d7      10
Eagle's Claw    29       5d6       -
Circle Kick     33       5d8      10
Iron Fist       37       6d8      10
Flying Kick     41       7d8      12
Dragon Fist     45       7d10     16
Crushing Blow   48       7d12     18


***** <MeleeTactics>
=== Basic Tactics ===


Pillardancing
-------------
Requires that you be at least twice as fast as the monster you are
fighting. Find a single block of wall, freestanding, and lure your
enemy to it. When both you and your enemy are standing next to the
pillar, hit him, and then move so that you are opposite the pillar from
him. He will use his turn to move so that he's standing next to you.
Hit him again, and then move again. Repeat until he's dead.

Note: Some monsters move erratically, and cannot be relied upon to move
in the method expected. Also, some monsters (mostly Ghosts) can move
through walls, and a small number of monsters can chew through walls.


Shoot'n Scoot
-------------
Requires a large room, Phase Door, and some type of missile weapon.
Stand at one end of the room, your enemy at the other. Fire your
missile weapon at him until he gets close, and then Phase Door. Fire
again, until he gets close, and repeat. By the time you run out of
ammunition, he should be dead or weak enough for you to finish him HTH
(Hand to Hand).


Hack'n Back
-----------
Requires that you be at least twice as fast as your opponent. Stand
next to your enemy, hit him, and back up. He should use his turn to
move towards you instead of using a missile weapon or a spell. Hit him
again, back up again, repeat. This is a little more dangerous than
Pillardancing, because the monster gets a chance to breathe or cast a
spell, but it's easier to set up.


Wail'n Bail
-----------
Requires Teleport items. Fight the monster until you're almost dead,
teleport out, find him, and resume fighting. This is dangerous, because
you could teleport right next to some nasty that will kill you. Also,
it is not generally useful for killing unique monsters, as they
regenerate damage very quickly, and by the time you find them again,
they will have healed what you did to them.


The Anti-Summoning Corridor
---------------------------
Requires a little time to set up. This can be done just about anywhere.
Dig a twisting corridor into the rock, and station yourself at one end
of it. When your opponent arrives, he won't be able to summon any
monsters next to you. This is a very important technique for fighting
many higher-end monsters which very quickly bring in a horde of other
monsters.


--
Original   : (??) and Leon Marrick
Updated    : (??)
Updated    : Zangband DevTeam
Last update: May 25, 2001

***** Begin Hyperlinks
***** [1] commdesc.txt#ThrowFire
***** [2] option.txt#UserInterface

Defending Yourself defend.txt

=== Defending Yourself ===
 
In Zangband, monsters may damage and otherwise harm you in a number of
ways: in direct melee combat, by exploding next to you, by breathing
on you and by casting spells. Some monsters referred to as "summoners"
may not directly harm you but may summon other monsters to do their
dirty work for them.

Creatures will attack you in the same manner in which you attack them.
If they move into you, they attack you. Virtually all monsters can
lower your hit points by means of a melee attack, and if you lose too
many, you die. Fortunately, this is also the attack most easily guarded
against (by wielding armor). Each monster has a maximum of four melee
attacks which may be of varying type, power and effect.

In addition to pure damage, there can be a number of side-effects from
a monster hitting you. For example, an especially powerful attack may
stun you wound you. Stunning is cumulative and, if not addressed, may
eventually result in you becoming knocked out which allows your
opponent to continue attacking while you lie helpless. Wounds will
cause you to lose hit points each round until you either die or your
wound heals. You will slowly recover from any wound except a Mortal
Wound with time and all wounds can be healed magically.

In addition to cuts and stunning, some monsters melee attacks may have
other consequences. These include causing you to become blind, scared,
confused, poisoned or paralyzed. There are many others less common
effects. Full details of monsters melee ability may be found in the
section on Monsters (see monster.txt).

Many monsters also have an array of magical spells which they may use
against you and others can use various breath attacks on you from a
distance. For example, a red dragon might breathe fire at you. You can
defend yourself from the side-effects of melee attacks, monster spells
and breath attacks by searching for armor that is resistant to that
form of attack.

As you move down deeper into the dungeon in search of better items,
you will need to steadily improve your defenses against pure damage,
wounds, stunning, bolts, balls, and breaths of various kinds,
reductions of exp and stats, theft, and a variety of miscellaneous
magical attacks.

***** <Armor>
=== Armor Class ===

Your armor class (or AC) is a number that describes the amount and the
quality of armor being worn. Armor class will generally run from about
0 to 150, but could become negative or greater than 150 with rarer
armor or by magical means. Note the spell casters receive a penalty
to their maximum mana for wielding armor that is too heavy. In addition,
monks lose much of their bare handed fighting skill if their armor
becomes too heavy.
 
The larger your armor class, the more protective it is. A negative
armor class would actually help get you hit. Armor protects you in
three manners. One, it makes you harder to be hit for damage. A hit for
no damage is the same as a miss. Two, good armor will absorb some of
the damage that your character would have taken from normal attacks.
Three, acid damage is reduced by wearing body armor (but the armor will
be damaged instead). It is obvious that a high armor class is a must
for surviving the deeper levels of Zangband. Note, however, that armor
class by itself will not protect you from the side effects of monster
melee attacks mentioned above.

Each piece of armor has a base armor value, which, like the damage from
weapons, is assumed known by the player, and a magic bonus, which will
not be displayed unless the armor has been identified or was bought in
a store.

Armor class values are always displayed between a set of brackets as
'[#]' or '[#,+#]'. The first value is the armor class of the item. The
second number is the magical bonus of the item which is only displayed
if known, and will always have a sign preceding the value.

Note: A few rings, amulets, and weapons also have the '[+#]' notation,
indicating that they provide an armor bonus. Many pieces of heavy body
armor will also have a '(-#)' before the '[#,+#]', which indicates that
the weight of the armor decreases your chances of hitting monsters.
This can range from nonexistent for very light armor to (-8) for the
very heaviest armor!


***** <ResistingMagic>
=== Resisting Magical Attacks ===

Against some magical attacks (such as cause wounds, cause blindness or
cause fear) the player will first get a saving throw (see the Skills
page). However, against attacks such as bolts and ball spells this does
not apply. Also, there is no saving throw against monster breaths. For
these types of attacks, your only recourse it to find items or other
means which grant you 'resistance' to that type of attack.

In Zangband there are many forms of resistance which may be obtained
either as bonuses from your equipment, as the result of casting a
magical spell, activating certain artifacts or as the result of a
mutation. Unfortunately, not all attacks available to monsters can be
resisted and most can only be partially resisted.

Each resistance has one or more corresponding monster attack which it
'resists'. By this we mean that it reduces the amount of damage that
your character will take as a result of an attack of that kind. For
example, fire resistance will reduce the damage to your character
resulting from fire attacks such as a fire bolt or being breathed upon
by a red dragon. Note that appropriate resistances will also negate or
reduce some side-effects of monster melee attacks.

There are two categories of resistances: (1) the low (or elemental)
resistances - acid, fire, cold and electricity; and (2) the high
resistances - poison, confusion, light, dark, blindness, sound, fear,
shards, nexus, chaos, nether, gravity, disenchantment and time. In
general, the low resistances are more commonly available, they can be
double-resisted and the corresponding attacks have a higher maximum
damage potential. 

A common misconception amongst new players is that having multiple
sources of a particular resistance will increase your character's
resistance to attacks of that form. This is not true. You will get the
same benefit from wielding a single Amulet of Resist Acid as wielding a
Shield of Resist Acid, an {Armor-type} of Resist Acid and an artifact
weapon which grants acid resistance all at the same time.

As stated above, however, it is possible to get double resistance for
the low resists (and also poison). This is because these resistances
are also available on a temporary basis by casting certain spells or by
quaffing a Potion of Resistance. Some items may also activate for
temporary resistance and it may also be gained from one of the many
possible mutations. This temporary effect is cumulative with the
permanent effect and will increase your protection against these kinds
of attacks.


***** <EgoArtifact>
=== Ego Armor and Artifacts ===

In addition to the ordinary armor items your character may find in
the dungeon, some of them may be endowed with additional powers.
These armors are fall into two types(1) artifacts; and (2) ego armors.
Unlike artifacts which are unique and may only be found once in each
game, it is not unusual to find several ego armors of the same type
during the course of a character's adventures.

In general, artifacts and ego armors may boost one or more of your
primary statistics, may confer certain abilities upon your character
and may grant resistance to certain forms of attack. Each Ego type may
only be found on certain types of armor - for example, you can find a
Shield of Elvenkind but not Boots of Elvenkind.

Note: Zangband has extended the original Angband's concept of adding
random abilities to the various Ego types considerably. These can be
either guaranteed or have only a varying chance of being granted. (See
'Randabil.spo' for details of the random powers of Ego Armor).


--- Armor/Shields ---

of Resist Acid.
     A character using such an object will take only one third normal
     damage from any acid thrown upon him.  In addition, armor so
     enchanted will resist the acid's effects and not be damaged by it.

of Resist Lightning.
     A character using a resist lightning object will take only one
     third damage from electrical attacks.

of Resist Fire.
     A character using a resist fire object will take only one third
     damage from heat and fire.

of Resist Cold.
     A character using a resist cold object will take only one third
     damage from frost and cold.

of Resistance.
     A character wearing armor with this ability will have resistance
     to Acid, Cold, Fire, and Lightning as explained in each part
     above.

of Elvenkind.
     This is the same as Resistance armor, only generally better
     enchanted. It will also make you more stealthy.

of Permanence (Robes Only)
     These robes provide resistance to fire, cold, acid, and
     electricity and cannot be damaged by acid. They also resist life
     draining attacks and sustain all your primary statistics. 

of Reflection (Shields Only)
     These shields reflect missiles and bolt spells preventing damage
     to the player character and often damaging the originating
     monster. The reflection is not 100% effective but nearly so. 

--- Caps/Helms/Crowns ---

of Intelligence
     This item will both increase and sustain your intelligence.

of Wisdom
     This item and will both increase and sustain your wisdom.

of Beauty
     This item will both increase and sustain your charisma.

of the Magi
     This item will both increase and sustain your intelligence, and
     grants resistance against fire, frost, acid, and lightning.

of Might
     This item will both increase and sustain your strength, dexterity,
     and constitution and will also make you immune to any foe's attempt
     to slow or paralyze you.

of Lordliness
     This item will both increase and sustain your wisdom and charisma.

of Seeing
     This item will grant the ability to see invisible creatures, and
     will also increase your ability to locate traps and secret doors.
     In addition it will also prevent you from being blinded.

of Infravision
     This item will increase the range of you infravision and grants
     infravision if you are a race which does not get it intrinsically.

of Light
     This item provides a permanent light source.

of Telepathy
     This item grants its wielder telepathy.

of Regeneration
     This item will help you regenerate hit points and mana more
     quickly than normal, allowing you to fight longer before needing
     to rest. You will use food faster than normal while wearing this
     crown because of the regenerative effects.

--- Cloaks ---

of Protection
     These cloaks cannot be harmed by acid, fire, cold or lightning
     attacks but do not grant resistance to these elements.

of Stealth
     These cloaks will make your character more stealthy.

of Aman
     These cloaks cannot be harmed by acid, fire, cold or lightning
     attacks but do not grant resistance to these elements. They also
     make your character more stealthy.

of Immolation
     These cloaks cannot be harmed by acid or fire attacks. They also
     grant resistance to fire and give out a fiery aura.

of Electricity
     These cloaks cannot be harmed by acid or electricity attacks. They
     also grant resistance to electricity and give out an electric
     aura.

--- Gloves/Gauntlets/Sets of Cesti ---

of Free Action
     This item will make you immune to any foe's attempt to slow or
     paralyze you. A mage-type spellcaster who wields them will not
     have their mana penalized.

of Slaying
     In addition to its armor bonus, this item will grant a bonus to
     your +to-hit and +to-dam.

of Agility
     This item will increase your dexterity. A mage-type spellcaster
     who wields them will not have their mana penalized.

of Power
     This item will increase your strength and will also grant a bonus
     to your +to-hit and +to-dam.

--- Boots ---

of Levitation
     These boots will grant you levitation.

of Stealth
     These boots will make your character more stealthy.

of Free Action
     This item will make you immune to any foe's attempt to slow or
     paralyze you.

of Speed
     These boots will make your character more speedy.

--- Special Items ---
     
Dragon Scale Mails.
     These extremely rare pieces of armor come in many different
     colors, each protecting you against the relevant dragons.
     Naturally they are all resistant to acid damage. They also
     occasionally allow you to breathe as a dragon would!

Dragon Shields and Helms
     These shields and helms have a chance of granting one or more 
     random resistances.

Other items
     Apart from these there are some very rare, and well made armors
     in the dungeon with not necessarily any special abilities. These
     include Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain
     Mail, Shields of Deflection, and Shadow Cloaks. The first four
     cannot be damaged by acid because of the quality metals they
     contain. Shadow Cloaks grant resistance to both light and darkness
     attacks.


***** <Resistances>
=== The Resistances ===

This section describes the various attack-types available to monsters
and how they may be resisted.

Acid
    Acid resistance will cut damage from acid attacks by two-thirds.
    Temporary resistance will cut further damage by another two-thirds.
    This means that a character with both permanent and temporary
    resistance will only take one-ninth of the original damage. Acid
    resistance will also protect your wielded equipment from being
    corroded by acid but will not protect items in your inventory from
    being destroyed by acid if they are susceptible to such attacks.

Fire
    Fire resistance will cut damage from fire attacks by two-thirds.
    Temporary resistance will cut further damage by another two-thirds.
    This means that a character with both permanent and temporary
    resistance will only take one-ninth of the original damage. Fire
    resistance will not protect items in your inventory from being
    destroyed by fire if they are susceptible to such attacks.

Cold
    Cold resistance will cut damage from cold attacks by two-thirds.
    Temporary resistance will cut further damage by another two-thirds.
    This means that a character with both permanent and temporary
    resistance will only take one-ninth of the original damage. Cold
    resistance will not protect items in your inventory from being
    destroyed by cold if they are susceptible to such attacks.

Electricity
    Electricity resistance will cut damage from fire attacks by
    two-thirds. Temporary resistance will cut further damage by another
    two-thirds. This means that a character with both permanent and
    temporary resistance will only take one-ninth of the original
    damage. Electricity resistance will not protect items in your
    inventory from being destroyed by electricity if they are
    susceptible to such attacks.

Poison
    Poison resistance will cut damage from poison attacks by
    two-thirds. Temporary resistance will cut further damage by another
    two-thirds. This means that a character with both permanent and
    temporary resistance will only take one-ninth of the original
    damage. Poison resistance will also protect you from becoming
    'poisoned' but characters will not be healed of their 'poisoned'
    status if they become resistant to poison after already being
    poisoned. This must be cured by other means.

Confusion
    Confusion resistance will reduce the damage taken from confusion
    attacks and breaths. It will also prevent your character from
    becoming 'Confused' (if you are confused you will be unable to read
    scrolls, cast spells or prayers and will have a dramatically
    reduced ability to use magical devices). In particular, water
    attacks may confuse as a side-effect - this is prevented if you
    have confusion resistance

Light
    Light breaths damage the player and cause blindness as a
    side-effect. Light resistance reduces the damage and also
    prevents blindness caused from light attacks (but not from other
    attacks.

Dark
    Dark breaths damage the player and cause blindness as a
    side-effect.  Dark resistance reduces the damage and also
    prevents blindness caused from dark attacks (but not from other
    attacks. In addition, some high-level monsters can cast Darkness
    Storms, these are a particularly dangerous form of attack but are
    resisted if you gave Dark resistance.

Blindness
    Resist blindness will protect you from spells which blind and from
    being "hit to blind" (a few monsters can do this) as well as from
    the blindness (but not the damage) caused by light and darkness
    breaths.

Sound
    Sound resistance reduces damage from sound attacks and also the
    stunning side effects of sound and some other attacks. (Sound,
    plasma, water, force, gravity and shards attacks may all stun the
    player as may ice-bolt attacks). Sound resistance does not protect
    against stunning from melee attacks.

Fear
    Fear resistance gives immunity to attacks which make your character
    'Afraid' (being afraid prevents your character from participating
    in melee combat but does not otherwise affect you).

Shards
    Shards resistance will reduce the damage taken from shards attacks
    (this includes a Cyberdemon's Rocket Launchers). It also prevents
    the cuts that come from these attacks (and also ice-bolts). Some
    shards attacks may also stun the player, this is prevented if you
    have sound resistance and not by shard resistance.

Nexus
    Nexus attacks are one of the most annoying attacks in Zangband but
    will rarely kill you directly. A Nexus attack will damage the player
    and may teleport the player, teleport-level the player or swap two
    of your primary statistics around. Nexus resistance will reduce the
    damage taken from such attacks and prevent the side-effects but
    will not prevent you from being teleported by non-nexus attacks (for
    this you will need an item granting anti-teleportation).

Chaos
    Chaos attacks are one of the most dangerous attack types in
    Zangband. They have a relatively high maximum damage, and may also
    confuse the player, cause hallucination, reduce your character's
    experience and cause you to mutate. Chaos resistance will the
    damage taken from such attacks and negate all side-effects.

Nether
    Another dangerous attack type. Nether attacks are common deeper in
    the dungeon, have a high maximum damage and will also cause your
    character's experience to be drained. Nether resistance will reduce
    the damage taken and the experience loss. It will not reduce the
    experience loss from non-nether attacks (for this you need
    hold-life).

Gravity
    Gravity attacks damage the player and also cause you (and monsters
    they hit) to be teleported a short distance. A side-effect of this
    is that since the effect is calculated on each spot in turn, it is
    possible to be blinked into a spot which hasn't been calculated yet
    but is in line to be affected by the breath - the net result is to
    be hit twice, blinked twice and damaged twice by the same breath.
    Gravity attacks may also stun your character. Levitation provides
    resistance to the damaging effect of gravity, resist teleportation
    prevents the blinking around and resistance to sound prevents you
    from becoming stunned.

Disenchantment
    Disenchantment attacks damage the player and may result in the
    to-hit, to-dam and to-AC bonuses on your wielded equipment being
    reduced. Disenchantment resistance will reduce the damage you take
    and will prevent the disenchantment of your equipment.

***** <Unresistable>
--- Unresistable Attacks ---

There is no resistance to the following types of attacks although some
of their side-effects may be resisted.

Toxic Waste
    Resist poison will resist the damage from Toxic Waste attacks but
    you may still suffer some side effects unless you also have chaos
    resistance.

Time
    Time attacks damage the player, drain experience and may reduce one
    or more of your primary statistics.

Plasma
    Plasma can damage you, stun you and burn your equipment. Fire
    immunity (not resistance) prevents burning of equipment, sound
    resistance prevents the stunning but there is no resistance to the
    damage.

Inertia
    Inertia will damage you and slow you down by -10 speed. There is no
    resistance to damage or effects.

Mana and Disintegration
    There is no resistance to the mana and disintegration attacks.

***** <Immunities>
--- Immunities ---

It is also possible that you may find items which grant immunity
to one or (very occasionally) more of the low resistances ie. Acid,
Fire, Cold and Electricity.  In this case, when wielded, you will
take no damage from attacks of the relevant kind and, in addition,
your equipment and inventory are safe from being damaged or
destroyed by the attack.

In addition free action, fear and blindness resistance may be
thought of as immunities since having they protect totally from the
respective form of attack.

***** <Miscellaneous>
--- Miscellaneous ---

The following are not properly resistances but may be sensibly included
on this page.

Free Action
    Free action is immunity to paralysis: this is foolproof except in
    the special case of the Ancient and Foul Curse which requires a
    successful saving throw as well as free action to avoid should it
    attempt to paralyze you. Spells, potions of paralysis and being
    hit-to-paralyze are completely protected against.

Hold-life
    Hold Life is protection from experience draining. It is 90%
    foolproof: 10% of draining attacks will still drain you, but by
    less than would otherwise have been the case.


***** <Recovering>
=== Recovering from Attacks ===

You cannot combat with the creatures in Zangband and expect to come out
unscathed every time. When a monster inflicts damage on you, you will
need to take steps to recover from the damage as soon as possible.

--- Healing Items ---

Healing is available in multiple forms including: Potions and Staves
of Cure Light Wounds, Potions of Cure Serious Wounds, Potions of Cure
Critical Wounds, Potions, Staves and Rods of Healing, Potions of
*Healing* and Potions of Life, from weakest to strongest. Both the Life
and Nature realms contains spells to heal the player.

Cure Light/Serious/Critical Wounds
     these generally restore a small amount of hitpoints and may also
     remove temporary bad effects like confusion, blindness, poison and
     cuts. The amount of hitpoints healed and the number of other bad
     effects cured increases from Light to Serious to Critical.

Healing
     restores 300 hitpoints and removes all temporary bad effects with
     the exception of fear and cures all wounds.

*Healing*
     restores 1000 hitpoints and removes all temporary bad effects and
     cures all wounds

Potions of Life
     restores 5000 hitpoints (about 5 times more than you'll ever
     have), restores all drained stats and experience, and removes all
     bad effects except hunger. These are very rare; save them in your
     home for a dangerous fight.

--- Restoring Items ---

From time to time your primary statistics and/or experience may be
drained. Statistics can be restored by quaffing a Potion of Restore
{name of stat} or a Potion of {Name of stat} or by eating a Mushroom of
Restoring. Some towns may provide this service for a fee. Experience
may be restored by quaffing a Potion of Restore Life Levels or using a
Rod of Restoration. You may also regain it in the normal course of your
adventuring or by quaffing a Potion of Experience. The Life realm has
a spell called Restoration which restores any drained experience.

--- Other ---

There are also other items in the dungeon which may help you to recover
from various things that monsters may do to you. For example, some
mushrooms may help you recover from confusion, a Potion of Heroism
will prevent you from becoming afraid, a Potion of Slow Poison will
reduce the effects of becoming poisoned, etc. Most objects' names give
a clear idea of the benefits and dangers of using them and so an
exhaustive list is not provided in this document.


--
Original   : (??), Leon Marrick and Chris Weisiger
Updated    : (??)
Updated    : Zangband DevTeam
Last update: January 13, 2000

Zangband Magic System magic.txt

=== Zangband Magic System ===

In the official releases of Angband there are only two types magic
spells: Magic spells and priestly prayers. If the character is a mage,
ranger or a rogue (s)he can learn magic spells; if (s)he is a priest or
a paladin, (s)he can learn prayers. All mages can learn the same spells
and all priests can learn the same spells.

Zangband uses a more complex "realms of magic" system inspired by the
commercial fantasy strategy game Master of Magic (Microprose), which in
turn has supposedly borrowed it from the card game Magic the Gathering
(by Wizards of the Coast). The magic system, as implemented in
Zangband, consists of seven realms: Life, Arcane, Sorcery, Nature,
Trump, Chaos and Death.

While any given realm of magic typically includes spells of a certain
type or theme, each realm should have enough high-level spells to
remain effective throughout the later stages of the game. The main
difference lies in how they support your playing strategy. For example,
some offer attacking spells which let you directly hurt your enemy,
while others offer spells for protection, healing and gathering
information.

In general, Life is defensive although it offers some good attacking
spells against evil monsters, Arcane offers utility spells with limited
offensive capability, Sorcery offers utility spells and some defensive
capability, Nature specializes in the elements and offers both
defensive and offensive spells, Trump specializes in teleportation and
summoning spells and Chaos and Death are offensive.

In Zangband, spellcasting classes can select either one or two realms
from those available. Note that certain realms may be prohibited for
some classes. Since a character can have (at most) two realms of magic,
and the old spells have been split between the existing realms, on the
first glance it may seem that this system makes spell-users less
powerful. However, the opposite holds true. While a given realm of
magic typically includes spells of a certain type, new ultra powerful
rare high-level spells have been added to many realms.

Any spell realm should have enough high-level spells even for the later
stages of the game. The main difference lies in how they support your
playing strategy: some offer "weapon" spells which let you directly
hurt your enemy, while others offer spells for protection, healing and
gathering information.

In standard Angband, there were 9 spellbooks for all spellcasters. In
Zangband, there are 4 spellbooks per realm. Two of them can be bought
in the town stores and the remaining two must be found in the dungeon
(although they may occasionally appear in the Black Market). The
exception to this rule is the Arcane realm since all Arcane spellbooks
can be found in the magic shop or book store. Just as one might expect,
Arcane magic lacks the really powerful high level spells.

A character with two realms of magic will thus need to carry a maximum
of 8 spellbooks while a character with only one realm of magic will
only need to carry a maximum of 4 spellbooks. All realms have 32
spells, and each book contains 8 spells.


***** <ClassSpellAbil>
=== Class Spell Ability ===

Warriors
     Warriors cast no spells. They hate magic. In fact, they even gain
     experience for destroying high level spellbooks.

Mages
     Mages have the least restrictions in choosing and learning spells.
     They can freely choose any two realms when a character is created:
     in the current version, all seven realms are available to them,
     although their natural inclination makes Life magic fairly hard
     for them. Otherwise, a mage tends to learn and cast all the spells
     in his / her realms better than any other character. The ability
     to select both realms of magic (which no other character class can
     do) allows the best support for experimenting and combining
     different realms, and, thus, for different playing strategies as
     well.

Priests
     There are two types of priests in Zangband: the 'ordinary' priests
     who, select Life magic as their primary realm, and the 'dark'
     priests, who select Death magic instead of Life magic. No priest
     can have both realms (unless (s)he was created in Zangband 2.0.0
     or 2.0.1). Priests can also select a secondary realm from the
     other five realms, and should be able to learn all spells in it as
     well, even if not as efficiently as mages. However, when learning
     spells, priests cannot voluntarily decide which spells to study:
     they are rewarded with new prayers by their patron deities, with
     no money-back satisfaction guarantee. It should also be noted that
     since the natural inclination of a priest is towards Life magic,
     priests who select Life magic will be able to learn their prayers
     faster and better than their evil colleagues with Death magic.

Rogues
     There are several subtypes of Rogues in Zangband: the exact 'type'
     is determined by the realm of magic chosen by the Rogue. The
     common Thief, agent of the underworld, will probably be content
     with Arcane magic and its wide applicability. The Burglar, on the
     other hand, is more interested in the Sorcery spells, which allow
     him or her to do the job fast and efficiently. The Assassins'
     partiality for Death magic is well known, and they are feared for
     it. Finally, there is the Card Shark, who will opt for Trump
     magic, and shuffles the decks with amazing proficiency. All Rogues
     have certain limitations on which spells they can learn, and they
     are not too fast to learn new spells.

Rangers
     All rangers are trained in Nature magic, and all Nature spells are
     available to them. They even learn these spells almost as fast as
     mages. They can also select a secondary realm (from Sorcery,
     Arcane, Trump, Nature, Chaos and Death), but they are slow
     learners in them, and may find themselves unable to learn some of
     the highest level spells.

Paladins
     Paladins are trained in Life magic (only), and they despise the
     other realms of magic (which they regard as the Devil's work).
     Like priests, they cannot select which prayers to learn but are
     rewarded with new prayers by their deities. They can learn all
     Life spells, but not as fast as priests. Death Knights study Death
     magic instead of Life magic, but in other respects they are
     similar to normal paladins. Death Knights can learn all Death
     spells. The endless enmity between these two subtypes is most
     evident in their attitudes to other realms of magic: an 'ordinary'
     detests the other realms of magic (than Life) so strongly that he
     or she will even gain experience for destroying their high-level
     spellbooks. A Death Knight, on the other hand, is very tolerant of
     the other realms -- to annoy Paladins, perhaps, if for no other
     reason. A Death Knight will, however, be very offended by the
     sight of Life spellbook, and will do anything to destroy it; and
     this will even give him or her experience, if the Life spellbook
     in question is a high-level one.

Warrior-Mages
     Warrior-mages begin the game with Arcane magic, and they can
     freely select another realm of magic. Although they do not gain
     new spells as fast as regular mages, they will eventually learn
     every spell in both realms, thus making a very competitive choice
     for players who appreciate Arcane magic.

Chaos Warriors
     Chaos Warriors are, as one might expect, trained in Chaos magic.
     They are not interested in any other form of magic. They can learn
     every Chaos spell.

Monks
     The different sects of monks are devoted to different areas of
     magic. The typical monk is interested in the harmony of the
     nature, and studies Nature magic. An idealist monk would select
     Life magic, and try work to benefit his neighbor. But there also
     are dark monks, who specialize in Death magic. A monk can thus
     select any one of these three Realms. They will eventually learn
     all prayers in the discipline of their choice.

Mindcrafter
     Although the powers of a Mindcrafter may seem like magic, this is
     not -- strictly speaking -- the case. They are mental powers,
     independent of the ordinary sources of magic. Consequently,
     Mindcrafters are not interested in 'magic' and learn no spells.

High Mage
     High mages are mages who specialize in one particular field of
     magic and learn it very well -- much better than the ordinary
     mage. For the price of giving up a second realm of magic, they
     gain substantial benefits in the mana costs, minimum levels, and
     failure rates in the spells of the realm of their specialty.
  

***** <MagicRealms>
=== The Realms of Magic ===

Life
     Life is magic is 'good' magic; it relies mostly on healing and
     protective spells. It does have a few attack spells as well, but
     these are mostly used for harming and banishing foul minions of
     evil. It is rumored that there is a secret high level prayer which
     will make the priest (or paladin) completely impervious to all
     forms of hostile action.

Sorcery
     Sorcery is a `meta` realm, including enchantment and general
     spells. It provides superb protection spells (such as Teleport
     spells for fleeing and even Globe of Invulnerability), spells to
     enhance your odds in combat (Slow Monster, Haste Self, Confuse
     Monster) and, most importantly, a vast selection of spells for
     gathering information: in addition to the usual detection and
     identify spells, one of the standard spellbooks has a spell called
     Identify True, which gives you full knowledge of a given object!
     In the rare books, there are spells with which you can enchant
     your items or turn unwanted items to gold. However, Sorcery has
     one weakness: it has no spells to deal direct damage to your
     enemies.

Arcane
     Even more than Sorcery, Arcane magic is a general purpose realm of
     magic. It attempts to encompass all 'useful' spells from all 
     realms, and almost succeeds, with the probable exception of
     *Identify*. This is the downside of Arcane magic: while Arcane 
     does have all the necessary 'tool' spells for a dungeon delver, it
     has no ultra-powerful high level spells. As a consequence, all
     Arcane spellbooks can be bought in town. It should also be noted
     that the 'specialized' realms (i.e. other than Arcane) usually
     offer the same spell at a lower level and cost. Arcane magic is
     therefore perhaps not recommendable as one's only realm of magic,
     but it should be a very nice addition to fill up the gaps in the
     selection of tools spells in another realm.

Trump
     Trump magic seems an independent source of power, although its
     supposed association with Chaos magic has been mentioned in
     several places. Although it lacks the unpredictable chaotic
     side-effects of Chaos magic, it has a few spells whose exact
     effects seem more or less random. One such spell is Shuffle: the
     Trump spellbooks actually consist of decks of trumps, and the
     Shuffle spell allows the caster to shuffle the deck and pick one
     card at random. The effect depends on the card picked, and is not
     always pleasant. In the Amber universe, the Trump gateways are
     also a major method of transportation: Trump magic has, indeed, an
     admirable selection of teleportation spells. Since the Trump
     gateways can also be used to summon other creatures, Trump magic
     has an equally impressive selection of summoning spells. However,
     not all monsters appreciate being drawn to another place by Trump
     user. The only summoned creatures whose loyalty is guaranteed are
     the Phantasmal Servants, who lack a will of their own (but can
     develop one, if you treat them badly).

Nature
     Early levels may be rather difficult for a spellcaster relying on
     Nature magic, as the early spells offer only limited protection,
     detection and curing capabilities. However, at higher levels there
     are very useful offensive spells available, especially should the
     spellcaster be lucky enough to find an extremely rare spellbook
     called "Nature's Wrath". Nature also has a spell of Herbal
     Healing, which is the only powerful healing spell outside the
     realm of Life magic.

Chaos
     There are few types of magic more unpredictable and difficult to
     control than Chaos magic. Chaos is the very element of unmaking,
     and the Chaos spells are the most terrible weapons of destruction
     imaginable. From Magic Missile and Acid Bolt to the medium level
     Fire Ball and Doom Bolt, and finally to the awesome spells of
     Invoke Logrus, Mana Storm and Call the Void, Chaos offers an
     unsurpassable arsenal of attack spells. The caster can also call
     on the primal forces of Chaos to induce mutations in his/her
     opponents and even him/herself, but otherwise, Chaos has no
     protective spells. Beware, though, Chaos spells are known to
     backfire easily and product undesired effects. This is especially
     true in the version 2.1.0 of Zangband and later, where the forces
     of Chaos can easily twist the hapless individual foolish enough to
     invoke them, turning them horrendous spawns of Chaos.

Death
     There is no fouler nor more evil category of spells than the
     necromantic spells of Death Magic. These spells are relatively
     hard to learn, but at higher levels the spells give the caster
     power over living and the (un)dead. Poison, vampirism, death
     spells and even hellfire can be directed by the caster, but the
     most powerful spells need his / her own blood as the focus, often
     hurting the caster in the process of casting. Should a Death
     wizard find the legendary tome Necronomicon, he can expect to gain
     very great powers indeed, but at a cost: few that have studied the
     accursed tome have retained their sanity.


***** <CastingSpells>
=== On Casting Spells ... ===

Players who select spellcasting characters may notice a few unusual
phenomena during the course of the game. Here's a few helps and
hints on what may be happening.

--- Armor and Spell Casting ---

All spellcasting classes are penalized for wielding armor above a
certain total combined weight. The threshold varies between 30lbs
for a mage and 40lbs for a paladin. Typically, the more reliant on
spells/prayers your class is deemed to be, the lower your weight
allowance. If you exceed your weight limit, your mana will drop.
This penalty is fairly stiff for low level characters but can
generally be ignored by high level ones.

--- Mage-Types and Gloves ---

Spellcasters who use INT as the stat determining their spellcasting
ability will be penalized heavily for wielding armor on their
hands. The exception to this is that wielding gloves, gauntlets or
cesti which boost DEX or which grant Free Action will result in no
penalty. The rationale behind this is that the hands are needed to
perform intricate gestures that accompany the casting of the spell
and anything encumbering the hands would interfere with this. The
priest-type classes (priest, paladin and monk) do not have the same
restrictions as they are viewed as invoking the power of their
deity directly through prayer.

--- Casting Spells With Insufficient Mana ---

Occasionally, you may try (either by accident or in desperation) to
cast a spell when you have insufficient mana to do so. In these
circumstances you will be told by the game that you do not have
enough mana to cast the spell and then asked if you want to anyway.
Casting the spell under these conditions has a drastically reduced
chance of success and may also result in your constitution being
damaged. It may also cause you to faint from the effort which will
effectively paralyze you for several turns (even with free action).
The CON drain and the paralyzation may happen regardless of whether
the casting was successful or not.

--- Spell Durations ---

Some spells such as Haste-Self or Resistance grant an effect which
wears off after a certain period of time. With very few exceptions,
multiple castings of such spells are not cumulative in terms of the
duration of the spell. In other words, casting a spell which has a
duration of 20 turns three times will not result in a duration of
60 turns. Typically, the subsequent castings will add only a small
amount to the total duration.


***** <SpellTypes>
=== Spell Types ===

--- Bolts and Beams ---

A bolt spell is aimed in a direction or at a target but will hit
the first monster or obstruction in its targeted direction. This
may or may not be the intended target. Occasionally, you may note
that your bolt spell hits multiple targets along the line of fire.
This is because some bolt spells are granted a chance of 'beaming'
which may be either fixed or level-dependent. A beam will hit every
target within range along a 'straight' line in the direction in
which it was aimed.

--- Balls ---

There are two things to remember about ball spells. Firstly, unlike
bolt spells, they can be aimed at a specific target which allows
you to target a specific monster as opposed to the first one in the
direction you are aiming. Secondly, they have a radius (which
varies from spell to spell). A radius value of one or more will
result in the spell affecting monsters (and possibly objects, etc)
around the target in addition to the target itself.

--- Line-of-Sight ---

Line-of-sight spells affect all monsters that that are currently
in sight of your character. This includes monsters that may not
currently be visible due to darkness but would be if it was light.

--- Area ---

Area spells affect an area around the player. The size of the area
can vary considerably. For example, Light Area lights a single room
while Detect Traps affects a map panel and Genocide the entire
level.

***** <Hints>
=== Hints and Tips ===

If you miss the `old` magic user, try picking Sorcery and Chaos magic
to get the most commonly used mage spells early on (Magic Missile,
Detect Monsters + Traps + etc, Identify).

It is generally a good idea to pick one defensive realm and one 
offensive realm. For example try using life or sorcery with chaos or
death magic. Nature is somewhat neutral: it has both offensive and
defensive spells, but is not very generous with either, not at least
early in the game. Nature should work best with characters who can use
other means to survive until they get the more powerful high level
spells. 

If you pick the realms always in the same order (e.g. nature as your
first realm and chaos as your second realm, not the other way around)
you will be less confused when trying to pick the correct spellbook to
use in the game. If you still get confused trying to select the correct
spellbook, try using macros (either the 'full' macros or inscriptions).


***** <SpellLists>
=== Spell Lists ===


LIFE: Standard Spellbooks

Book of Common Prayer
     1. Detect Evil
     2. Cure Light Wounds
     3. Bless
     4. Remove Fear
     5. Call Light
     6. Detect Traps and Secret Doors
     7. Cure Medium Wounds
     8. Satisfy Hunger

High Mass
     1. Remove Curse
     2. Cure Poison
     3. Cure Critical Wounds
     4. Sense Unseen
     5. Holy Orb
     6. Protection from Evil
     7. Healing
     8. Glyph of Warding


LIFE: Rare Spellbooks

Book of the Unicorn
     This book has powerful prayers to ward off, banish and destroy the
     forces of evil.

Blessings of the Grail
     This book has the most powerful prayers of protection and healing,
     as well as prayers of holy visions.


SORCERY: Standard Spellbooks

Beginner's Handbook
     1. Detect Monsters
     2. Phase Door
     3. Detect Doors and Traps
     4. Light Area
     5. Confuse Monster
     6. Teleport
     7. Sleep Monster
     8. Recharging

Master Sorcerer's Handbook
     1. Magic Mapping
     2. Identify
     3. Slow Monster
     4. Mass Sleep
     5. Teleport Away
     6. Haste Self
     7. Detection True
     8. Identify True


SORCERY: Rare Spellbooks

Pattern Sorcery
     More powerful spells of detection, information and transportation.

Grimoire of Power
     More powerful enchantments against monsters, spells to enchant
     items, and the Globe of Invulnerability.


ARCANE: All Spellbooks

Cantrips for Beginners
     1. Zap
     2. Wizard Lock
     3. Detect Invisibility
     4. Detect Monsters
     5. Blink
     6. Light Area
     7. Trap & Door Destruction
     8. Cure Light Wounds

Minor Arcana
     1. Detect Doors & Traps
     2. Phlogiston
     3. Detect Treasure
     4. Detect Enchantment
     5. Detect Objects
     6. Cure Poison
     7. Resist Cold
     8. Resist Fire

Major Arcana
     1. Resist Lightning
     2. Resist Acid
     3. Cure Medium Wounds
     4. Teleport
     5. Stone to Mud
     6. Ray of Light
     7. Satisfy Hunger
     8. See Invisible

Manual of Mastery
     1. Recharging
     2. Teleport Level
     3. Identify
     4. Teleport Away
     5. Elemental Ball
     6. Detection
     7. Word of Recall
     8. Clairvoyance



TRUMP: Standard Spellbooks

Conjurings & Tricks
     1. Phase Door
     2. Mind Blast
     3. Shuffle
     4. Reset Recall
     5. Teleport
     6. Dimension Door
     7. Trump Spying
     8. Teleport Away

Deck of Many Things
     1. Trump Reach
     2. Trump Animal
     3. Phantasmal Servant
     4. Trump Monster
     5. Conjure Elemental
     6. Teleport Level
     7. Word of Recall
     8. Banish


TRUMP: Rare Spellbooks

Trumps of Doom
     This tome tells you the secrets of the Living Trump treatment, as
     well how to deal the Joker card and how to deal death. It also has
     rather powerful summoning Trumps which may yet prove your own
     Doom...

Five Aces
     A superb collection of the most classic summoning Trumps ever
     crafted.


NATURE: Standard Spellbooks

Call of the Wild
     1. Detect Creatures
     2. First Aid
     3. Detect Doors and Traps
     4. Foraging
     5. Daylight
     6. Animal Taming
     7. Resist Environment
     8. Cure Wounds & Poison

Nature Mastery
     1. Stone to Mud
     2. Lightning Bolt
     3. Nature Awareness
     4. Frost Bolt
     5. Ray of Sunlight
     6. Entangle
     7. Summon Animal
     8. Herbal Healing


NATURE: Rare Spellbooks

Nature's Gifts
     Nature's Gifts for protection against the forces of nature and
     hostiles.

Nature's Wrath
     Nature's destructive force harnessed for your use against your
     enemies.


CHAOS: Standard Spellbooks

Sign of Chaos
     1. Magic Missile
     2. Trap / Door Destruction
     3. Flash of Light
     4. Touch of Confusion
     5. Mana Burst
     6. Fire Bolt
     7. Fist of Force
     8. Teleport Self

Chaos Mastery
     1. Wonder
     2. Chaos Bolt
     3. Sonic Boom
     4. Doom Bolt
     5. Fire Ball
     6. Teleport Other
     7. Word of Destruction
     8. Invoke Logrus


CHAOS: Rare Spellbooks

Chaos Channels
     Unusual spells that allow you to call on the forces of chaos to
     induce changes in your possessions, in your enemies and in
     yourself.

Armageddon Tome
     The rarest of all spellbooks, filled with the most devastating
     spells.


DEATH: Standard Spellbooks

Black Prayers
     1. Detect Unlife
     2. Malediction
     3. Detect Evil
     4. Stinking Cloud
     5. Black Sleep
     6. Resist Poison
     7. Horrify
     8. Enslave Undead

Black Mass
     1. Orb of Entropy
     2. Nether Bolt
     3. Terror
     4. Vampiric Drain
     5. Poison Branding
     6. Dispel Good
     7. Genocide
     8. Restore Life


DEATH: Rare Spellbooks

Black Channels
     Spells that turn you into a bloodthirsty killing machine, and
     which enable you to call upon the nether forces of darkness to
     wreak havoc upon your foes.

Necronomicon
     The legendary tome of unholy visions, death and destruction.

--
Original   : (??)
Updated    : (??)
Updated    : Zangband DevTeam
Last update: May 16, 2000

Zangband Commands command.txt

=== Zangband Commands ===


Zangband commands are entered as an "underlying command" (a single key)
plus a variety of optional or required arguments. You may choose how
the "keyboard keys" are mapped to the "underlying commands" by choosing
one of two standard "keynotes", the "original" keyset or the "roguelike"
keyset.

The original keyset is very similar to the "underlying" command set,
with a few additions (such as the ability to use the numeric
"directions" to "walk" or the "5" key to "stay still"). The roguelike
keyset provides similar additions, and also allows the use of the
h/j/k/l/y/u/b/n keys to "walk" (or, in combination with the shift or
control keys, to run or tunnel), which thus requires a variety of key
mappings to allow access to the underlying commands used for walking, 
running and tunneling. In particular, the "roguelike" keyset includes
many more "capital" and "control" keys, as shown below.

Note that any keys that are not required for access to the underlying
command set may be used by the user as "command macro" triggers (see
below). You may always specify any "underlying command" directly by
pressing backslash ("\") plus the "underlying command" key. This is
normally only used in "macro" definitions. You may often enter
"control-keys" as a caret ("^") plus the key (so "^" + "p" often
yields "^P").

Some commands allow an optional "repeat count", which allows you to
tell the game that you wish to do the command multiple times, unless
you press a key or are otherwise disturbed. To enter a "repeat count",
type '0', followed by the numerical count, followed by the command. You
must type "space" before entering certain commands. Skipping the
numerical count yields a count of 99. An option allows certain commands
(open, disarm, tunnel, etc) to auto-repeat.

Some commands will prompt for extra information, such as a direction,
an inventory or equipment item, a spell, a textual inscription, the
symbol of a monster race, a sub-command, a verification, an amount of
time, a quantity, a file name, or various other things. Normally you
can hit return to choose the "default" response, or escape to cancel
the command entirely.

Some commands will prompt for a spell or an inventory item. Pressing
space (or '*') will give you a list of choices. Pressing "-" (minus)
selects the item on the floor. Pressing a lowercase letter selects the
given item. Pressing a capital letter selects the given item after
verification. Pressing a numeric digit '#' selects the first item (if
any) whose inscription contains "@#" or "@x#", where "x" is the current
"underlying command". You may only specify items which are "legal" for
the command. Whenever an item inscription contains "!*" or "!x" (with
"x" as above) you must verify its selection.

In Zangband, there are items which occasionally teleport you away,
asking for permission first. The recurring "Teleport (y/n)?" can be
annoying, and this behavior can be eliminated by inscribing the object
which causes the teleportation with "." (or any inscription containing
the character "."). With this inscription, the object will no longer
teleport you around nor keep asking you. If you want to restore the
teleport ability to the object, just remove the "." from its
inscription. Note that cursed items which teleport you are unaffected
by the inscription.

Some commands will prompt for a direction. You may enter a "compass"
direction using any of the "direction keys" shown below. Sometimes,
you may specify that you wish to use the current "target", by pressing
"t" or "5", or that you wish to select a new target, by pressing "*"
(see "Target" below).

Each of the standard keysets provides some short-cuts over the
"underlying commands". For example, both keysets allow you to "walk" by
simply pressing an "original" direction key (or a "roguelike" direction
key if you are using the roguelike keyset), instead of using the "walk"
command plus a direction. The roguelike keyset allows you to "run" or
"tunnel" by simply holding the shift or control modifier key down while
pressing a "roguelike" direction key, instead of using the "run" or
"tunnel" command plus a direction. Both keysets allow the use of the
"5" key to "stand still", which is most convenient when using the
original keyset.

Note that on many systems, it is possible to define "macros" (or 
"command macros") to various keys, or key combinations, so that it is
often possible to make macros which, for example, allow the use of the
shift or control modifier keys, plus a numeric keypad key, to specify
the "run" or "tunnel" command, with the given direction, regardless of
any keymap definitions, by using the fact that you can always, for
example, use "\" + "." + "6", to specify "run east". 


***** <OriginalKeyset>
=== Original Keyset ===

     Original Keyset Directions

              7  8  9
              4     6
              1  2  3

 a  Aim a wand                           A  Activate an artifact
 b  Browse a book                        B  (unused)
 c  Close a door                         C  Character description
 d  Drop an item                         D  Disarm a trap
 e  Equipment list                       E  Eat some food
 f  Fire an item                         F  Fuel your lantern/torch
 g  Stay still (flip pickup)             G  Gain new spells/prayers
 h  (unused)                             H  Auto-explore
 i  Inventory list                       I  Observe an item
 j  Jam a door                           J  (unused)
 k  Destroy an item                      K  (unused)
 l  Look around                          L  Locate player on map
 m  Cast a spell / use mental power      M  Full dungeon map
 n  Repeat last command                  N  (unused)
 o  Open a door or chest                 O  (unused)
 p  Command your pets                    P  (unused)
 q  Quaff a potion                       Q  Quit (commit suicide)
 r  Read a scroll                        R  Rest for a period
 s  Search for traps/doors               S  Toggle search mode
 t  Take off equipment                   T  Dig a tunnel
 u  Use a staff                          U  Use bonus power (if any)
 v  Throw an item                        V  Version info
 w  Wear/wield equipment                 W  (unused)
 x  (unused)                             X  (unused)
 y  (unused)                             Y  (unused)
 z  Zap a rod                            Z  (unused)
 !  Interact with system                ^A  (special - wizard command)
 @  Interact with macros                ^B  (unused)
 #  (unused)                            ^C  (special - break)
 $$  User interface                      ^D  (unused)
 %  Interact with visuals               ^E  Toggle choice window
 ^  (special - control key)             ^F  Repeat level feeling
 &  Interact with colors                ^G  (unused)
 *  Target monster or location          ^H  (unused)
 (  Load screen dump                    ^I  (special - tab)
 )  Dump screen dump                    ^J  (special - linefeed)
 {  Inscribe an object                  ^K  (unused)
 }  Uninscribe an object                ^L  (unused)
 [  (unused)                            ^M  (special - return)
 ]  (unused)                            ^N  (unused)
 -  Walk (flip pickup)                  ^O  (unused)
 _  Enter store                         ^P  Show previous messages
 +  Alter grid                          ^Q  Quit to next midi song
 =  Set options                         ^R  Redraw the screen
 ;  Walk (with pickup)                  ^S  Save and don't quit
 :  Take notes                          ^T  Show the day and time
 '  (unused)                            ^U  (unused)
 "  Enter a user pref command           ^V  (unused)
 ,  Stay still (with pickup)            ^W  (special - wizard mode)
 <  Go up staircase                     ^X  Save and quit
 .  Run                                 ^Y  (unused)
 >  Go down staircase                   ^Z  (special - borg command)
 \  (special - bypass keymap)            |  Check various information
 `  (special - escape)                   ~  Check various information
 /  Identify symbol                      ?  Help


***** <RogueKeyset>
===  Roguelike Keyset ===

     Roguelike Keyset Directions

              y  k  u
              h     l
              b  j  n

 a  Zap a rod (Activate)                 A  Activate an artifact
 b  (walk - south west)                  B  (run - south west)
 c  Close a door                         C  Character description
 d  Drop an item                         D  Disarm a trap or chest
 e  Equipment list                       E  Eat some food
 f  (unused)                             F  Fuel your lantern/torch
 g  Stay still (flip pickup)             G  Gain new spells/prayers
 h  (walk - west)                        H  (run - west)
 i  Inventory list                       I  Observe an item
 j  (walk - south)                       J  (run - south)
 k  (walk - north)                       K  (run - north)
 l  (walk - east)                        L  (run - east)
 m  Spell casting / mental power         M  Full dungeon map
 n  (walk - south east)                  N  (run - south east)
 o  Open a door or chest                 O  Use bonus power (if any)
 p  Command your pets                    P  Browse a book
 q  Quaff a potion                       Q  Quit (commit suicide)
 r  Read a scroll                        R  Rest for a period
 s  Search for traps/doors               S  Jam a door (Spike)
 t  Fire an item                         T  Take off equipment
 u  (walk - north east)                  U  (run - north east)
 v  Throw an item                        V  Version info
 w  Wear/wield equipment                 W  Locate player on map
 x  Look around                          X  (unused)
 y  (walk - north west)                  Y  (run - north west)
 z  Aim a wand (Zap)                     Z  Use a staff (Zap)
 !  Interact with system                ^A  (special - wizard command)
 @  Interact with macros                ^B  (tunnel - south west)
 #  Toggle search mode                  ^C  (special - break)
 $$  (unused)                            ^D  Destroy item
 %  Interact with visuals               ^E  Toggle choice window
 ^  (special - control key)             ^F  Repeat level feeling
 &  Interact with colors                ^G  (unused)
 *  Target monster or location          ^H  (tunnel - west)
 (  Load screen dump                    ^I  (special - tab)
 )  Dump screen dump                    ^J  (tunnel - south)
 {  Inscribe an object                  ^K  (tunnel - north)
 }  Uninscribe an object                ^L  (tunnel - east)
 [  (unused)                            ^M  (tunnel - south)
 ]  (unused)                            ^N  (tunnel - south east)
 -  Walk (flip pickup)                  ^O  (unused)
 _  Enter store                         ^P  Show previous messages
 +  Alter grid                          ^Q  Quit to next midi song
 =  Set options                         ^R  Redraw the screen
 ;  Walk (with pickup)                  ^S  Save and don't quit
 :  Take notes                          ^T  Dig a Tunnel
 '  Show the day and time               ^U  (tunnel - north east)
 "  Enter a user pref command           ^V  Examine current target
 ,  Run                                 ^W  (special - wizard mode)
 <  Go up staircase                     ^X  Save and quit
 .  Stay still (with pickup)            ^Y  (tunnel - north west)
 >  Go down staircase                   ^Z  (special - borg command)
 \  (special - bypass keymap)            |  Check information
 `  (special - escape)                   ~  Check information
 /  Identify symbol                      ?  Help


***** <SpecialKeys>
=== Special Keys ===
 
Certain special keys may be intercepted by the operating system or
the host machine, causing unexpected results. In general, these special
keys are control keys, and often, you can disable their special
effects.

If you are playing on a UNIX or similar system, then Ctrl-C will
interrupt Zangband. The second and third interrupt will induce a
warning bell, and the fourth will induce both a warning bell and a
special message, since the fifth will quit the game, after killing your
character. Also, Ctrl-Z will suspend the game, and return you to the
original command shell, until you resume the game with the "fg"
command. There is now a compilation option to force the game to prevent
the "double ctrl-z escape death trick". The Ctrl-\ and Ctrl-D and
Ctrl-S keys should not be intercepted.
 
It is often possible to specify "control-keys" without actually 
pressing the control key, by typing a caret ("^") followed by the key.
This is useful for specifying control-key commands which might be
caught by the operating system as explained above.

Pressing backslash ("\") before a command will bypass all keymaps,
and the next keypress will be interpreted as an "underlying command"
key, unless it is a caret ("^"), in which case the keypress after that
will be turned into a control-key and interpreted as a command in the
underlying Zangband keyset. The backslash key is useful for creating
macro actions which are not affected by any keymap definitions that may
be in force, for example, the sequence "\" + "." + "6" will always mean
"run east", even if the "." key has been mapped to a different
underlying command.

The "0" and "^" and "\" keys all have special meaning when entered
at the command prompt, and there is no "useful" way to specify any of
them as an "underlying command", which is okay, since they would have
no effect.

For many input requests or queries, the special character ESCAPE will
abort the command. The "[y/n]" prompts may be answered with "y" or
"n", or escape. The "-more-" message prompts may be cleared (after
reading the displayed message) by pressing ESCAPE, SPACE, RETURN,
LINEFEED, or by any keypress, if the "quick_messages" option is turned
on.
 

***** <CommandCounts>
===  Command Counts ===
 
Some commands can be executed a fixed number of times by preceding
them with a count. Counted commands will execute until the count
expires, until you type any character, or until something significant
happens, such as being attacked. Thus, a counted command doesn't work
to attack another creature. While the command is being repeated, the
number of times left to be repeated will flash by on the line at the
bottom of the screen.

To give a count to a command, type 0, the repeat count, and then the
command. If you want to give a movement command and you are using the
original command set (where the movement commands are digits), press
space after the count and you will be prompted for the command.
 
Counted commands are very useful for searching or tunneling, as they
automatically terminate on success, or if you are attacked. You may
also terminate any counted command (or resting or running), by typing
any character. This character is ignored, but it is safest to use a
SPACE or ESCAPE which are always ignored as commands in case you type
the command just after the count expires.

You can tell Zangband to automatically use a repeat count of 99 with
commands you normally want to repeat (open, disarm, tunnel, alter,
etc) by setting the "always_repeat" option.
 

***** <ObjectSelection>
===  Selection of Objects ===
 
Many commands will also prompt for a particular object to be used. For
example, the command to read a scroll will ask you which of the scrolls
that you are carrying that you wish to read. In such cases, the
selection is made by typing a letter of the alphabet. The prompt will
indicate the possible letters, and will also allow you to type the key
"*", which causes all of the available options to be described. The
list of choices will also be shown in the Choice window, if you are
using a windows environment and windows are turned on. Often you will
be able to press "/" to select an object from your equipment instead of
your inventory. Pressing space once will have the same effect as "*",
and the second time will cancel the command and run the "i" or "e"
command.
 
The particular object may be selected by an upper case or a lower case
letter. If lower case is used, the selection takes place immediately.
If upper case is used, then the particular option is described, and you
are given the option of confirming or retracting that choice. Upper
case selection is thus safer, but requires an extra key stroke.

For many commands, you can also use "-" to select an object on the
floor where you are standing. This lets you read scrolls or quaff
potions, for example, off the dungeon floor without picking them up.
Also see objects.txt#Inscriptions [1] for a details description of how
to us inscriptions to make object selection easier.


-- 
Original   : Alexander Cutler and Andy Astrand
Updated    : (2.7.6) by Russ Allbery (rra@cs.stanford.edu)
Updated    : (2.7.9) by Ben Harrison (benh@phial.com)
Updated    : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
Updated    : Zangband DevTeam
Last update: June 2, 2000

***** Begin Hyperlinks
***** [1] objects.txt#Inscriptions

Command Descriptions commdesc.txt

===  Command Descriptions ===

The following command descriptions are listed as the command name plus
the "underlying command" key. This is followed by the command name and
"roguelike" keyset key, if different from the underlying command key.
Then comes a brief description of the command, including information
about alternative methods of specifying the command in each keyset,
when needed. Several commands (tunnel, disarm, open) are repeated
99 times if the "always_repeat" option is set and no repeat count is
given. Some commands use the "repeat count" to automatically repeat the
command several times, while others use the "repeat count" as an
"argument", for example, commands which need a "quantity" will use the
"repeat count" instead of asking for a quantity, allowing the use of
"0d" for "drop all". Commands which ask for a quantity will convert any
"letters" into the maximal legal value.


***** <Inventory>
---  Inventory Commands ---

Inventory list (i)
     Displays a list of objects being carried but not equipped. You can
     carry up to 23 different items, not counting those in your
     equipment. Often, many identical objects can be "stacked" into a
     "pile" which will count as a single item. This is always true of
     things like potions, scrolls, and food, but you may have to set
     options to allow wands, staves, and other such objects to stack.
     Each object has a weight, and if you carry more objects than your
     strength permits, you will begin to slow down.
 
Equipment list (e)
     Use this command to display a list of the objects currently being
     used by your character. Your character has 12 slots for equipment,
     each corresponding to a different location on the body, and each
     of which may contain only a single object at a time, and each of
     which may only contain objects of the proper "type", and which
     include WIELD (weapon), BOW (missile launcher), LEFT (ring), RIGHT
     (ring), NECK (amulet), LITE (light source), BODY (armor), OUTER
     (cloak), ARM (shield), HEAD (helmet), HANDS (gloves), FEET
     (boots). You must be using an object to receive any of its special
     powers.

Drop an item (d)
     This drops an item from your inventory or equipment onto the
     dungeon floor. If the floor spot you are standing on already has
     an object in it, Zangband will attempt to drop the item onto an
     adjacent space. Be warned that if the floor is full and you
     attempt to drop something, it may disappear and be destroyed.
     Doors and traps are considered objects for the purpose of
     determining if the space is occupied. If the selected pile
     contains multiple items, you may specify a quantity.

Destroy an item (k) or Destroy an item (^D)
     This destroys an item in your inventory or on the dungeon floor.
     If the selected pile contains multiple objects, you may specify
     a quantity. You must always (currently) verify this command.

Wear/Wield equipment (w)
     To wear or wield an object in your inventory, use this command.
     Since only one object can be in each slot at a time, if you wear
     or wield an item into a slot which is already occupied, the old
     item will be first be taken off, and may in fact be dropped if
     there is no room for it in your inventory.

Take off equipment (t) or Take off equipment (T)
     Use this command to take off a piece of equipment and return it
     to your inventory. Occasionally, you will run into a cursed item
     which cannot be removed. These items normally penalize you in some
     way and cannot be taken off until the curse is removed. If there
     is no room in your inventory for the item, your pack will overflow
     and you will drop the item after taking it off.


***** <Movement>
---  Movement Commands ---

Walk (with pickup) (;)
     Moves one step in the given direction. The square you are moving
     into must not be blocked by walls or doors. You will pick up any
     items in the destination grid if the "always_pickup" option is
     set, or if the "query_pickup" option is set and you respond
     correctly. This command can take a count and requires a direction.
     You may also use the "original" direction keys (both keysets) or
     the "roguelike" direction keys (roguelike keyset) to walk in a
     direction.

Walk (flip pickup) (-)
     This is just like normal move, except that the "Pick things up"
     option is inverted. In other words, if you normally pick up
     anything you encounter (the default), you will not pick things up
     when using this command. If you normally do not pick things up,
     you will when using this command. This command can take a count
     and requires a direction.

Run (.) or Run (,)
     This command will move in the given direction, following any bends
     in the corridor, until you either have to make a "choice" between
     two directions or you are disturbed. You can configure what will
     disturb you by setting the disturbance options. Run requires a
     direction. You may also use shift plus the "roguelike" direction
     keys (roguelike keyset), or shift plus the "original" direction
     keys on the keypad (both keysets, some machines) to run in a
     direction.

Go up staircase (<)
     Climbs up an up staircase you are standing on. Anywhere else it
     walks to the nearest up staircase you know of and takes it; a
     disturbance stops the walk, pressing < again resumes it. There is always at
     least one staircase going up on every level except for the town
     level (this doesn't mean it's easy to find). Going up a staircase
     will take you to a new dungeon level unless you are at 50 feet
     (dungeon level 1), in which case you will return to the town
     level. Note that whenever you leave a level (not the town), you
     will never find it again. This means that for all intents and
     purposes, any objects on that level are destroyed. This includes
     artifacts unless the "Create characters in preserve mode" option
     was set when your character was created, in which case the
     artifacts may show up again later.

Go down staircase (>)
     Descends a down staircase you are standing on. Anywhere else it
     walks to the nearest down staircase you know of (in the town: the
     dungeon entrance) and takes it; pressing > again resumes. There are always
     at least two staircases going down on each level, except for the
     town which has only one, and "quest" levels, which have none until
     the quest monster is killed. Going down a staircase will take you
     to a new dungeon level. See "Go Up Staircase" for more info.

Auto-explore (H)
     Walks, one step per turn, to the nearest unexplored place or to
     objects you have seen but not yet stood on, opening closed doors
     on the way. Never picks locks and avoids known traps, shop
     entrances and lava, acid or deep water. Stops when a monster is
     in view, on any new message or key press, and when nothing is
     left. In the wilderness only the town you are in is explored.


***** <Resting>
--- Resting Commands ---

Stay still (with pickup) (,) or Stay still (with pickup) (.)
     Stays in the same square for one move. If you normally pick up
     objects you encounter, you will pick up whatever you are standing
     on. This command can take a count. You may also use the "5" key
     (both keysets).

Stay still (flip pickup) (g)
     Stays in the same square for one move. If you normally pick up
     objects you encounter, you will not pick up whatever you are
     standing on. If you normally do not pick up objects, you will
     pick up what you are standing on. This command is normally only
     used when the "always_pickup" option is false. This command can
     take a count.

Rest (R)
     Resting is better for you than repeatedly staying still, and can
     be told to automatically stop after a certain amount of time, or
     when various conditions are met. In any case, you always wake up
     when anything disturbing happens, or when you press any key. To
     rest, enter the Rest command, followed by the number of turns you
     want to rest, or "*" to rest until your hitpoints and mana are
     restored, or "&" to rest until you are fully "healed". This
     command can take a count, which is used for the number of turns to
     rest.


***** <Searching>
--- Searching Commands ---

Search (s)
     This command can be used to locate hidden traps and secret doors
     in the spaces adjacent to the player. More than a single turn of
     searching will be required in most cases. You should always search
     a chest before trying to open it, since they are generally 
     trapped. This command can take a count, which is useful if you
     are fairly sure of finding something eventually, since the command
     stops as soon as anything is found. This command can take a count.

Toggle search mode (S) or Toggle search mode (#)
     This command will take you into and out of search mode. When first
     pressed, the message "Searching" will appear at the bottom of the
     screen. You are now taking two turns for each command, one for the
     command and one turn to search. This means that you are taking
     twice the time to move around the dungeon, and therefore twice the
     food. Search mode will automatically turn off if you are
     disturbed. You may also turn off search mode by entering the
     Search Mode command again.


***** <Alter>
---  Alter Commands ---

Tunnel (T) or Tunnel (^T)
     Tunneling or mining is a very useful art. There are many kinds of
     rock, with varying hardness, including permanent rock (permanent),
     granite (very hard), quartz veins (hard), magma veins (soft), and
     rubble (very soft). Quartz and Magma veins may be displayed in a
     special way, and may sometimes contain treasure, in which case
     they will be displayed in a different way. Rubble sometimes covers
     an object. It is hard to tunnel unless you are wielding a heavy
     weapon or a shovel or a pick. Tunneling ability increases with
     strength and weapon weight. This command can take a count,
     requires a direction, and is affected by the "always_repeat"
     option.

Open a door or chest (o)
     To open an object such as a door or chest, you must use this
     command. If the object is locked, you will attempt to pick the
     lock based on your disarming ability. If you open a trapped chest
     without disarming the traps first, the trap will be set off. Some
     doors will be jammed shut and may have to be forced open. You may
     need several tries to open a door or chest. Open can take a count,
     requires a direction, and is affected by the "always_repeat"
     option.

Close a door (c)
     Non-intelligent and some other creatures cannot open doors, so
     shutting doors can be quite valuable. Broken doors cannot be
     closed. Close can take a count, requires a direction, and is
	 affected by the "always_repeat" option.

Jam a door (j) or Spike a door (S)
     Many monsters can simply open closed doors, and can eventually
     get through a locked door. You may therefore occasionally want
     to jam a door shut with iron spikes. Each spike used on the door
     will make it harder to bash down the door, up to a certain limit.
     Smaller monsters are less able to bash down doors. In order to
     use this command, you must be carrying iron spikes. Jam or Spike
     requires a direction.

Disarm a trap or chest (D)
     You can attempt to disarm traps on the floor or on chests. If you
     fail, there is a chance that you will blunder and set it off. You
     can only disarm a trap after you have found it (usually with the
     Search command). Disarm can take a count, requires a direction,
     and is affected by the "always_repeat" option.

Alter (+)
     This special command allows the use of a single keypress to select
     any of the "obvious" commands above (attack, tunnel, open, disarm,
	 close), and, by using macros or keymaps, to combine this keypress
	 with directions. In general, this allows the use of the "control"
	 key plus the appropriate "direction" key (including the roguelike
	 direction keys in roguelike mode) as a kind of generic "alter the
	 terrain feature of an adjacent grid" command. Alter can take a
	 count, requires a direction, and is affected by the
	 "always_repeat" option.


***** <SpellPrayer>
---  Spell and Prayer Commands ---

Browse a book (b) or Peruse a book (P)
     Only mages, rogues, and rangers can read magic books, and only
     priests and paladins can read prayer books. Warriors cannot read
     any books. When this command is used, all of the spells or prayers
     contained in the selected book are displayed, along with such
     information as their level, the amount of mana required to cast
     them, and whether or not you know the spell or prayer.

Gain new spells or prayers (G)
     Use this command to actually learn new spells or prayers. When you
     are able to learn new spells or prayers, the word "Study" will
     appear on the status line at the bottom of the screen. If you have
     a book in your possession, containing spells or prayers which you
     may learn, then you may choose to study that book. If you are a
     mage, rogue, or ranger, you may actually choose which spell to
     study. If you are a priest or paladin, your gods will choose a
     prayer for you. There are nine books of each type, some normally
     found only in the dungeon.

Cast a spell / Pray a prayer (m)
     To cast a spell, you must have previously learned the spell and
     must have in your inventory a book from which the spell can be
     read. Each spell has a chance of failure which starts out fairly
     large but decreases as you gain levels. If you don't have enough
     mana to cast a spell, you will be prompted for confirmation. If
     you decide to go ahead, the chance of failure is greatly increased,
     and you may lose a point of constitution. Since you must read the
     spell from a book, you cannot be blind or confused while casting,
     and there must be some light present.

     To pray effectively, you must have previously learned the prayer
     and must have in your inventory a book from which the prayer can
     be read. Each prayer has a chance of being ignored which starts
     out fairly large but decreases as you gain levels. If you don't
     have enough mana to cast a spell, you will be prompted for
     confirmation. If you decide to go ahead, the chance of failure
     is greatly increased, and you may lose a point of constitution.
     Since you must read the prayer from a book, you cannot be blind
     or confused while praying, and there must be some light present.


***** <ObjectManip>
---  Object Manipulation Commands ---

Eat some food (E)
     You must eat regularly to prevent starvation. As you grow hungry,
     a message will appear at the bottom of the screen saying "Hungry".
     If you go hungry long enough, you will become weak, then start
     fainting, and eventually, you may will die of starvation. You may
     use this command to eat food in your inventory. Note that you can
     sometimes find food in the dungeon, but it is not always wise to
     eat strange food.

Fuel your lantern/torch (F)
     If you are using a torch and have more torches in your pack,
     or you are using a lantern and have flasks of oil in your pack,
     then your can "refuel" them with this command. Torches and
     Lanterns are limited in their maximal fuel. In general, two flasks
     will fully fuel a lantern and two torches will fully fuel a torch.

Quaff a potion (q)
     Use this command to drink a potion. Potions affect the player in
     various ways, but the effects are not always immediately obvious. 

Read a scroll (r)
     Use this command to read a scroll. Scroll spells usually have an
     area effect, except for a few cases where they act on other
     objects. Reading a scroll causes the parchment to disintegrate as
     the scroll takes effect. Most scrolls which prompt for more
     information can be aborted (by pressing escape), which will stop
     reading the scroll before it disintegrates.
 
Inscribe an object ({) 
     This command inscribes a string on an object. The inscription is
     displayed inside curly braces after the object description. The
     inscription is limited to the particular object (or pile) and is
     not automatically transferred to all similar objects. Note that
     certain inscriptions have a meaning to the game, (see
     objects.txt#Inscriptions [1]).

Uninscribe an object (})
     This command removes the inscription on an object. This command
     will have no effect on "fake" inscriptions added by the game
     itself.


***** <MagicalObject>
---  Magical Object Commands ---

Activate an artifact (A)
     You have heard rumors of special weapons and armor deep in the
     Pits, items that can let you breath fire like a dragon or light
     rooms with just a thought. Should you ever be lucky enough to
     find such an item, this command will let you activate its special
     ability. Special abilities can only be used if you are wearing or
     wielding the item.

Aim a wand (a) or Zap a wand (z)
     Wands must be aimed in a direction to be used. Wands are magical
     devices, and therefore there is a chance you will not be able to
     figure out how to use them if you aren't good with magical
     devices. They will fire a shot that affects the first object or
     creature encountered or fire a beam that affects anything in a
     given direction, depending on the wand. An obstruction such as a
     door or wall will generally stop the effects from traveling any
     farther. This command requires a direction and can use a target.

Use a staff (u) or Zap a staff (Z)
     This command will use a staff. A staff is normally very similar
     to a scroll, in that they normally either have an area effect or
     affect a specific object. Staves are magical devices, and there
     is a chance you will not be able to figure out how to use them.
 
Zap a rod (z) or Activate a rod (a)
     Rods are extremely powerful magical items, which cannot be burnt
     or shattered, and which can have either staff-like or wand-like
     effects, but unlike staves and wands, they don't have charges.
     Instead, they draw on the ambient magical energy to recharge
     themselves, and therefore can only be activated once every few
     turns. The recharging time varies depending on the type of rod.
     This command may require a direction (depending on the type of
     rod, and whether you are aware of its type) and can use a target.


***** <ThrowFire>
---  Throwing and Missile Weapons ---

Fire an item (f) or Fire an item (t)
     You may throw any object carried by your character. Depending on
     the weight, it may travel across the room or drop down beside you.
     Only one object from a pile will be thrown at a time. Note that
     throwing an object will often cause it to break, so be careful!
     If you throw something at a creature, your chances of hitting it
     are determined by your pluses to hit, your ability at throwing,
     and the object's pluses to hit. Once the creature is it, the
     object may or may not do any damage to it. You've heard rumors
     that some objects found in the dungeon can do huge amounts of
     damage when thrown, but you're not sure which objects those
     are.... Note that flasks of oil will do a fairly large chunk
     of damage to a monster on impact, supposedly representing fire
     damage, but it works against fire elementals too... If you are
     wielding a missile launcher compatible with the object you are
     throwing, then you automatically use the launcher to fire the
     missile with much higher range, accuracy, and damage, then you
     would get by just throwing the missile. Fire or Throw requires
     a direction. Targeting mode (see the next command) can be invoked
     with "*" at the "Direction?" prompt.

Throw an item (v)
     You may throw any object carried by your character. The lighter
     the object, the farther you can throw it. Only one object from a
     stack may be thrown at a time. Throwing an object may break it.
     If you throw something at a monster, your chances of hitting it
     are determined by your pluses to hit, your ability at throwing,
     and the object's pluses to hit. If the object hits the monster,
     it may or may not do damage. Some objects, such as weapons, or
     flasks of oil, can do a substantial amount of damage. This
     command requires a direction, and can take a target.

Targeting Mode (*)
     This will allow you to aim your spells and such at a specific
     monster or grid, so that you can point directly towards that
     monster or grid (even if this is not a "compass" direction) when
     you are asked for a direction. You can set a target using this
     command, or you can set a new target at the "Direction?" prompt
     when appropriate. At the targeting prompt, you have many options.
     First of all, targeting mode starts targeting nearby monsters
     which can be reached by "projectable" spells and thrown objects.
     In this mode, you can press "t" (or "5" or ".") to select the
     current monster, space to advance to the next monster, "-" to back
     up to the previous monster, direction keys to advance to a monster
     more or less in that direction, "r" to "recall" the current
     monster, "q" to exit targeting mode, and "p" (or "o") to stop
     targeting monsters and enter the mode for targeting a location on
     the floor or in a wall. Note that if there are no nearby monsters,
     you will automatically enter this mode. Note that hitting "o" is
     just like "p", except that the location cursor starts on the last
     examined monster instead of on the player. In this mode, you use
     the "direction" keys to move around, and the "q" key to quit, and
     the "t" (or "5" or ".") key to target the cursor location. Note
     that targeting a location is slightly "dangerous", as the target
     is maintained even if you are far away. To cancel an old target,
     simply hit "*" and then ESCAPE (or "q"). Note that when you cast
     a spell or throw an object at the target location, the path chosen
     is the "optimal" path towards that location, which may or may not
     be the path you want. Sometimes, by clever choice of a location on
     the floor for your target, you may be able to convince a thrown
     object or cast spell to squeeze through a hole or corridor that is
     blocking direct access to a different grid. Launching a ball spell
     or breath weapon at a location in the middle of a group of
     monsters can often improve the effects of that attack, since ball
     attacks are not stopped by interposed monsters if the ball is
     launched at a target. This command takes no time.


***** <Looking>        
---  Looking Commands ---

Full screen map (M)
     This command will show a map of the entire dungeon, reduced by a
     factor of nine, on the screen. Only the major dungeon features
     will be visible because of the scale, so even some important
     objects may not show up on the map. This is particularly useful
     in locating where the stairs are relative to your current
     position, or for identifying unexplored areas of the dungeon.
     This command takes no time.

Locate player on map (L) or Where is the player (W)
     This command lets you scroll your map around, looking at all
     sectors of the current dungeon level, until you press escape, at
     which point the map will be re-centered on the player if
     necessary. To scroll the map around, simply press any of the
     "direction" keys. The top line will display the sector location,
     and the offset from your current sector. This command takes no
     time.

Look around (l) or Examine things (x)
     This command is used to look around at nearby monsters (to
     determine their type and health) and objects (to determine their
     type). It is also used to find out what objects (if any) are under
     monsters, and if a monster is currently inside a wall. This
     command takes no time.

     When you are looking at something, you may hit space for more
     details, or to advance to the next interesting monster or object,
     or minus ("-") to go back to the previous monster or object, or a
     direction key to advance to the nearest interesting monster or
     object (if any) in that general direction, or "r" to recall
     information about the current monster race, or "q" or escape to
     stop looking around. You always start out looking at the "nearest"
     interesting monster or object.

Observe an item (I)
     This command lets you observe a previously *identified* item.
     This will tell you things about the special powers of the object.
     Currently, it only makes sense for artifacts and ego-items.


***** <Message>
--- Message Commands ---

Repeat level feeling (^F)
     Repeats the feeling about the dungeon level that you got when you
     first entered the level.

View previous messages (^P)
     This command shows you all the recent messages. You can scroll
     through them, or exit with ESCAPE. This command takes no time.

Take notes (:)
     This command allows you to take notes, which will then appear in
     your message list (prefixed with "Note:"). This command takes
     no time.


***** <GameStatus>
--- Game Status Commands ---

Character Description (C)
    Brings up a full description of your character, including your
    skill levels, your current and potential stats, and various other
    information. From this screen, you can change your name or use
    the file character description command to save your character
    status to a file. That command saves additional information,
    including your background, your inventory, and the contents of
    your house.

Check Artifacts, Uniques and Objects (~ or |)
    The command opens a menu from which you can select information
    about seen Artifacts, Unique monsters, and identified objects.

Display known artifacts
    This selection lists all of the artifacts that you've encountered.
    Any artifact that appears in this list, which you cannot seem to
    find, has been lost forever. The "preserve" mode will prevent
    you from accidentally losing any artifacts, but will also prevent
    you from ever getting a "special" level feeling. This command can
    only be used on the town level, not inside the dungeon.     

Display known uniques
     Brings up a list of known unique monsters, plus their current
     status. Once killed, unique monsters never show up again.

Display known objects
     This list all 'flavored' objects (such as rings, scrolls, wands,
     potions, etc.) which you have identified.


***** <SaveExit>
--- Saving and Exiting Commands ---

Save and Quit (Ctrl-X)
     To save your game so that you can return to it later, use this
     command. Save files will also be generated (hopefully) if the
     game crashes due to a system error. After you die, you can use
     your savefile to play again with the same options and such.

Save (Ctrl-S)
     This command saves the game but doesn't exit Zangband. Use this
     frequently if you are paranoid about having the computer crash
     while you are playing.

Quit (commit suicide) (Q)
     Kills your character and exits Zangband. You will be prompted to
     make sure you really want to do this, and then asked to verify
     that choice. Note that dead characters are dead forever.


***** <UserPref>
--- User pref file commands ---

See the file pref.hlp for a description of the user preference commands
together with a detailed description of this function.


***** <Help> 
--- Help ---

Help (?)
     Brings up the Zangband on-line help system. Note that the help
     files are just text files in a particular format, and that other
     help files may be available on the Net. In particular, there are
     a variety of spoiler files which do not come with the standard
     distribution. Check the place you got Zangband from or ask on the
     newsgroup rec.games.roguelike.angband about them. 

Identify Symbol (/)
     Use this command to find out what a character stands for. For
     instance, by pressing "/.", you can find out that the "." symbol
     stands for a floor spot. When used with a symbol that represents
     creatures, the this command will tell you only what class of
     creature the symbol stands for, not give you specific information
     about a creature you can see. To get that, use the Look command.

     There are three special symbols you can use with the Identify
     Symbol command to access specific parts of your monster memory.
     Typing Ctrl-A when asked for a symbol will recall details about
     all monsters, typing Ctrl-U will recall details about all unique
     monsters, and typing Ctrl-N will recall details about all
     non-unique monsters.

     If the character stands for a creature, you are asked if you want
     to recall details. If you answer yes, information about the
     creatures you have encountered with that symbol is shown in the
     Recall window if available, or on the screen if not. You can also
     answer "k" to see the list sorted by number of kills, or "p" to
     see the list sorted by dungeon level the monster is normally found
     on. Pressing ESCAPE at any point will exit this command.
 
Game Version (V)
     This command will tell you what version of Zangband you are using.
     For more information, see the "version.txt" help file.


***** <Extra>
--- Extra Commands ---

Toggle Choice Window (^E) 
     Toggles the display in the choice window (if available) between
     your inventory and your equipment. This command only applies if
     you are running Zangband under a windowing environment and the
     choice window is available. This also redraws the choice window.

Redraw Screen (^R)
     This command adapts to various changes in global options, and
     redraws all of the windows. This command should be used after
     changing various global properties (options, attr/char mappings,
     color definitions, etc). When in doubt, use it.

Display Time (^T) or (')
     This command shows the current day and the time of day in the game.
        
Load screen dump (left-paren)
     This command loads a "snap-shot" of the current screen from the
     file "dump.txt", and displays it on the screen.
        
Save screen dump (right-paren)
     This command dumps a "snap-shot" of the current screen to the file
     "dump.txt", including encoded color information.

Command your pets (p)
     If you have pets then this command allows you to give orders
     to your pets. You can call them to you, send them out to kill
     other monsters, dismiss them, and allow/disallow opening of door
     and picking up items. Your pets will drop all picked up items when
     you disallow them to pick up anything.

-- 
Original   : Alexander Cutler and Andy Astrand
Updated    : (2.7.6) by Russ Allbery (rra@cs.stanford.edu)
Updated    : (2.7.9) by Ben Harrison (benh@phial.com)
Updated    : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
Updated    : Zangband DevTeam
Last update: June 2, 2000

***** Begin Hyperlinks
***** [1] objects.txt#Inscriptions

Zangband Options option.txt

=== Zangband Options ===

Most of the "options" are accessible through the '=' command, which
provides an interface to the various "sets" of options available to the
player.

In the descriptions below, each option is listed as the textual summary
which is shown on the "options" screen, plus the internal name of the
option in brackets, followed by a description of the option. Note that
the internal name of the option can be used in user pref files to force
the option to a given setting, see "pref.txt" for more info.

Various concepts are mentioned in the descriptions below, including
"disturb", (cancel any running, resting, or repeated commands, which
are in progress), "flush" (forget any keypresses waiting in the keypress
queue, including any macros in progress), "fresh" (dump any pending
output to the screen).


***** <UserInterface>
=== User Interface Options ===

***** <rogue_like_commands>
Rogue-like commands    [rogue_like_commands]
    Selects the "roguelike" command set (see "command.txt" for info).

***** <quick_messages>
Activate quick messages    [quick_messages]
    Allows the use of any keypress as a response to the "-more-" prompt
    (useful for monster farming). Allows most keys to mean "no" to any
    "[y/n]" prompt.

***** <other_query_flag>
Prompt for various information    [other_query_flag]
    Forces the game to ask you before taking various actions, such as
    using things which might cause your pack to overflow. Forces the
    game to ask you which hand to place rings on.

***** <carry_query_flag>
Prompt before picking things up    [carry_query_flag]
    Forces the game to ask you if you want to pick something up when
    you do something that would normally cause the item to be picked
    up.

***** <use_old_target>
Use old target by default    [use_old_target]
    Forces all commands which normally ask for a "direction" to use the
    current "target" if there is one. Use of this option can be
    dangerous if you target locations on the ground, unless you clear
    them when done.

***** <always_pickup>
Pick things up by default    [always_pickup]
    Tells the game that walking onto an item should attempt to pick it
    up. Otherwise, you must use the "g" command, or the "-" command
    while walking. Combined with "carry_query_flag", allows you to
    selectively pick up all items which you step on.

***** <always_repeat>
Repeat obvious commands    [always_repeat]
    Tells the game that when you attempt to "open" a door or chest,
    "tunnel" through walls, or "disarm" traps or chests, that you
	 wish to "repeat" the command 99 times (see "command.txt").

***** <stack_force_notes>
Merge inscriptions when stacking    [stack_force_notes]
    Force otherwise identical objects to merge, even if one has an
    empty inscription and the other does not. The resulting stack keeps
    the non-empty inscription.

***** <stack_force_costs>
Merge discounts when stacking    [stack_force_costs]
    Force otherwise identical objects to merge, even if they have
    different discounts. The resulting stack keeps the largest
    discount. This option may cause you to lose "value", but will give
    you optimal pack usage.

***** <toggle_xp>
Reverse experience display   [toggle_xp]
    If this option is on, the amount of experience you need to move up
    to the next level will be displayed on the main screen.  If the
    option is off, it will show your total experience.

***** <stack_allow_items>
Allow weapons and armor to stack    [stack_allow_items]
    Allow identical weapons and armor to be combined into a stack. This
    also allows unidentified, but identical, ammo to be combined, which
    may result in the auto-identification of some of the ammo, but
    which makes it a lot easier to actually use unidentified ammo.

***** <stack_allow_wands>
Allow wands/staffs/rods to stack    [stack_allow_wands]
    Allow identical wands/staffs/rods to be combined into a stack. This
    may force the items to be "unstacked" to use them, which may result
    in "overflow" of the stack. Also, the entire stack can be recharged
    (and possibly destroyed) at the same time.

***** <expand_list>
Expand the power of the list commands    [expand_list]
    Expand the "listing" commands so that they "wrap" at the "edges" of
    the appropriate list.  This allows the "look" and "target" commands
    to "cycle" through all appropriate grids forever, and the "identify
    symbol" to browse through all of the monsters of a given type.

***** <auto_destroy>
No query to destroy known worthless items    [auto_destroy]
    It can sometimes be annoying that the Destroy command asks for
    confirmation when you are attempting to destroy a Broken sword
    {cursed}. If this option is set, no confirmation will be asked if
    you attempt to destroy an object which you know to be worthless. Of
    course, cursed artifacts cannot be destroyed even if this option is
    set.

***** <confirm_wear>
Confirm to wear/wield known cursed items    [confirm_wear]
    Some players may occasionally, due to a typing mistake, find
    themselves wearing an item which they knew was cursed. If this
    option is set, you should be safe from such typing mistakes: you
    will be prompted if you attempt to wear or wield an item if your
    character knows it is cursed.

***** <confirm_stairs>
Prompt before exiting a dungeon level    [confirm_stairs]
    Some players (such as myself) often accidentally press the '<' key
    and exit a Special feeling level. If this option is set, the
    program asks for confirmation before you go up or down the stairs.
    Others may find the prompt annoying, they should of course not set
    this option. :-)

***** <easy_open>
Automatically open doors   [easy_open]
    Makes it easy for your character to open a door: simply by walking
    into it! Also the open command will automatically select one
    direction if only one door is near you.

***** <easy_disarm>
Automatically disarm traps   [easy_disarm]
    Makes it easy for your character disarm a trap: simply by walking into
    it! Also the disarm command will automatically select one direction
    if only one known trap is near you.

***** <easy_floor>
Display floor stacks in lists   [easy_floor]
    Lets you select an item from a stack on the floor by browsing a
    list, Also floor stack are described as "You see a stack of n
    items.", when there is more than one item on a floor grid.

***** <use_command>
Allow unified use command   [use_command]
    Unifies the item commands like "zap a rod", "use a staff", "eat
    food", "aim a wand", ... into a general "use object" command. The
    command in the original keymap is "u", and "a" in the roguelike
    mode. The standard commands for eat, quaff, read, zap, aim, ... are
    still available, but can be used for macros.


***** <Disturbance>
=== Disturbance Options ===

***** <ring_bell>
Audible bell (on errors, etc)    [ring_bell]
    Attempt to make a "bell" noise when various "errors" occur.
    
***** <find_ignore_stairs>
Run past stairs    [find_ignore_stairs]
    Ignore stairs when running.

***** <find_ignore_doors>
Run through open doors    [find_ignore_doors]
    Ignore open doors when running.

***** <find_cut>
Run past known corners    [find_cut]
    Cut sharply around "known" corners when running. This will result
    in "faster" running, but may cause you to run into a "lurking"
    monster.

***** <find_examine>
Run into potential corners    [find_examine]
    Fully explore "potential corners" in hallways.

***** <disturb_move>
Disturb whenever any monster moves    [disturb_move]
    Disturb the player when any monster moves, appears, or disappears.
    This includes monsters which are only visible due to telepathy, so
    you should probably turn this option off if you want to "rest" near
    such monsters.

***** <disturb_near>
Disturb whenever viewable monster moves    [disturb_near]
    Disturb the player when any viewable monster moves, whenever any
    monster becomes viewable for the first time, and also whenever any
    viewable monster becomes no longer viewable. This option ignores
    the existence of "telepathy" for the purpose of determining whether
    a monster is "viewable". See also the "view_reduce_view" option.

***** <disturb_panel>
Disturb whenever map panel changes    [disturb_panel]
    This option causes you to be disturbed by the screen "scrolling",
    as it does when you get close to the "edge" of the screen.

***** <disturb_state>
Disturb whenever player state changes    [disturb_state]
    This option causes you to be disturbed whenever the player state
    changes, including changes in hunger, resistance, confusion, etc.

***** <disturb_minor>
Disturb whenever boring things happen    [disturb_minor]
    This option causes you to be disturbed by various bring things,
    including monsters bashing down doors, inventory feelings, and
    beginning to run out of fuel.

***** <disturb_other>
Disturb whenever random things happen    [disturb_other]
    In Zangband, uncursed teleporting items may teleport you around
    sometimes, asking for your confirmation (and possibly disturbing
    your rest). If you unset this option, they will stop asking you
    and teleporting you randomly. Cursed items will neither ask for
    confirmation nor stop teleporting you even if this option is
    unset.

***** <disturb_traps>
Disturb when you leave detection radius    [disturb_traps]
    This option causes you to be disturbed when you move out of an area
    for which you have already cast "detect traps".

***** <auto_more>
Automatically clear -more- prompts    [auto_more]
    The game does not wait for a keypress when it comes to a -more-
    prompt, but carries on going.



***** <alert_failure>
Alert user to various failures    [alert_failure]
    Produce a "bell" noise, and flush all pending input, when various
    "failures" occur, as described above.


***** <GamePlay>
=== Game-play Options ===

***** <last_words>
Get last words when the character dies  [last_words]
    Display a random line from the "death.txt" file when your character 
    dies. If this option is not selected, the "You die." message is
    displayed instead.

***** <speak_unique>
Allow shopkeepers and uniques to speak  [speak_unique]
    If this option is in use, shopkeepers may sometimes whisper rumours
    to you. Also certain monsters start boasting as they attack you,
    and, when they die, they say their 'last words'. A speaking monster
    may also (if the option is selected) be wanted by the law, in which
    case you get the reward if you kill it.

***** <small_levels>
Allow unusually small dungeon levels    [small_levels]
    This option enables the creation of levels of varying sizes. Levels
    that are as small as the town level (i.e. 1 'screen') are possible,
    yet they can be dangerous, especially for a low level character.
    Note that this option has the side effect of enabling / disabling
    'destroyed' levels (they are enabled if small levels are).

***** <empty_levels>
Allow empty 'arena' levels      [empty_levels]
    Normal dungeon levels consist mostly of rock. If this option is in
    use, levels which have empty floor instead of solid rock may  also 
    be created (somewhat remniscent of Nethack's "big-room" levels). 
    These levels can be extremely deadly, especially with breathing
    monsters (since there are few obstructions to shield). Arena levels
    may have vaults, nests and pits in them like normal levels. Some
    arena levels are dark when they are created, but most are lit.

***** <auto_scum>
Auto-scum for good levels    [auto_scum]
    This is a hack but allows you to force the generation of "good"
    levels in the dungeon. This option may be extremely slow on some
    machines, especially deep in the dungeon. The minimum "goodness" of
    the level is based on the dungeon level, so the deeper you go, the
    better the level will be. A lot of people consider this option to
    be cheating.

***** <view_perma_grids>
Map remembers all perma-lit grids    [view_perma_grids]
    Memorize all perma-lit floor grids which are seen by the player.
    This option allows you to keep track of which explored floor grids
    were perma-lit, but does not distinguish between dark floor grids,
    unexplored floor grids, and unknown grids.  Turning off this option
    allows the player to always know which lit floor grids are in line
    of sight, but this is better accomplished by the "view_bright_lite"
    option.  Note that any non-floor grids which is seen by the player
    are always memorized, and "object" which is seen by the player is
    memorized independently from the memorization of the grid itself.

***** <view_torch_grids>
Map remembers all torch-lit grids    [view_torch_grids]
    Memorize all (torch-lit) floor grids which are seen by the player.
    This option not only allows you to keep track of which floor grids
    have been explored, but also which ones are "dark", because the use
    of this option activates a special "color scheme" for the display
    of floor grids, in which "dark" grids are drawn in "dark gray",
    "lit" grids are drawn in "white", and (if the "view_bright_lite"
    option is set) "lit" grids which are also in line of sight are
    drawn in "orange". Note that grids which are currently "torch-lit"
    are considered to be "lit", and are thus drawn in "white", unless
    the "view_yellow_lite" option is set, in which case they are drawn
    in "yellow".

***** <dungeon_align>
Generate dungeons with aligned rooms    [dungeon_align]
    Force all rooms to be "aligned" with the "panel" divisions. This
    results in a much "prettier" dungeon, but may result in fewer
    greater vaults.

***** <dungeon_stair>
Generate dungeons with connected stairs    [dungeon_stair]
    Always generate a staircase back to the level you came from, if you
    used a staircase to get to the level. This is more "realistic", and
    "safer", but less of a "challenge" for some people.

***** <take_notes>
Allow notes to be appended to a file    [take_notes]
    Allows you to use the ':' command to take notes. The notes will be
    appended to a text file baring the same name and in the same
    directory as your safevile but with the .txt extension.

***** <auto_notes>
Automatically note important events    [auto_notes]
    With this option enabled the game will automatically create a file
    which logs important events such as gaining a level, finding an
    artifact or kiling a Unique. The automatic notes will be
    appended to a text file baring the same name and in the same
    directory as your safevile but with the .txt extension.


***** <Efficiency>
=== Efficiency Options ===

***** <view_reduce_lite>
Reduce lite-radius when running    [view_reduce_lite]
    Reduce the "radius" of the player's "lite" to that of a "torch"
    when the player is "running", which makes running more "efficient",
    but is extremely annoying.  Certain older versions of Angband used
    this behavior always, so "purists" should turn it on.

***** <view_reduce_view>
Reduce view-radius in town    [view_reduce_view]
    Reduce the "radius" of the player's "view" by half when the player
    is in town.  This makes running faster in town, and also allows the
    player to ignore monsters in town which are more than ten grids
    away, which is usually safe, since none have distance attacks.

***** <avoid_abort>
Avoid checking for user abort    [avoid_abort]
    Avoid checking to see if the user has pressed a key during resting
    or running or repeated commands.  This not only makes the game much
    more efficient (on many systems), but also allows the use of
    certain obscure macro sequences, such as turning this option on,
    resting until done, turning this option off, and casting a spell.
    Note that the use of this option may be dangerous on certain
    "graphic" machines. Resting for long periods of time with this
    option set is dangerous since the resting may not stop until the
    user takes damage from starvation.

***** <avoid_other>
Avoid processing special colors    [avoid_other]
    Avoid processing the "multi-hued" or "clear" attributes of
    monsters. This will cause all "multi-hued" monsters to appear
    "violet" and all "clear" monsters to appear "white", and will cause
    "trappers" and "lurkers" to be visible on some machines, but it may
    greatly increase efficiency especially when telepathy is active.
    Certain systems may choose to set this option if they are unable to
    support the special "color" processing, but if they handle graphics
    "correctly", by using attr/char pairs with the "high bits" set,
    then not only will the game correctly avoid using any "dangerous"
    color processing, but it will allow such processing to occur when
    it is not dangerous. So if you are using graphics, and you use a
    "normal" attr/char for the "floor" grids, then you can use the
    "special lighting effects" for floors.

***** <flush_failure>
Flush input on various failures    [flush_failure]
    This option forces the game to flush all pending input whenever
    various "failures" occur, such as failure to cast a spell, failure
    to use a wand, etc. This is very useful if you use macros which
    include "directional" components with commands that can fail, since
    it will prevent you from walking towards monsters when your spells
    fail.

***** <flush_disturb>
Flush input whenever disturbed    [flush_disturb]
    This option forces the game to flush all pending input whenever
    the character is "disturbed". This is useful if you use macros
    which take time, since it will prevent you from continuing your
    macro while being attacked by a monster.

***** <fresh_before>
Flush output before every command    [fresh_before]
    This option forces the game to flush all output before every
    command. This will give you maximal information, but may slow down
    the game somewhat. Note that this option is only useful when using
    macros, resting, running, or repeating commands, since the output
    is always flushed when the game is waiting for a keypress from the
    user.

***** <fresh_after>
Flush output after every command    [fresh_after]
    This option forces the game to flush all output after not only
    every player command, but also after every round of processing
    monsters and objects, which will give you maximal information, but
    may slow down the game a lot, especially on slower machines, and on
    faster machines you normally do not have a chance to see the
    results anyway.

***** <compress_savefile>
Compress messages in savefiles    [compress_savefile]
    Compress the savefile, by only saving the most recent "messages"
    that the player has received. This can cut the size of the savefile
    by a drastic amount, but will result in the loss of message
    information.


***** <Display>
=== Display Options ===

***** <depth_in_feet>
Show dungeon level in feet    [depth_in_feet]
    Display the dungeon depth in "feet" instead of as an actual level.
    This also affects the monster memory display.

***** <show_labels>
Show labels in object lists    [show_labels]
    Display the "labels" for objects in the "equipment" list, and in
    any "special" window which is displaying the "equipment". These
    labels indicate what the player is "using" the object for, such as
    "wielding" or "wearing" (in a given location). After you have
    played for a while, this information is no longer useful, and can
    be annoying. Note that in Zangband 2.1.0 and later this option no
    longer controls the "plain flavored object descriptions": a
    separate option for them has been added under "Zangband Options".

***** <show_weights>
Show weights in object lists    [show_weights]
    Display the weights of objects in the "inventory" and "equipment"
    lists, and in "stores", and in any "special" window which is
    displaying any of these lists.

***** <use_color>
Use color if possible (slow)    [use_color]
    This option enables the software support for "color". Since this
    makes the game slower, you should always disable this option if you
    are using a machine which is not capable of using color.

***** <hilite_player>
Hilite the player with the cursor    [hilite_player]
    Place the visible cursor on the player. This looks fine on some
    Unix machines, but horrible on most graphics machines. Note that
    only some machines are able to *not* show the cursor, but on those
    machines, hiding the cursor often speeds up the game and looks
    better.

***** <view_yellow_lite>
Use special colors for torch-lit grids    [view_yellow_lite]
    This option causes special colors to be used for "torch-lit" grids
    in certain situations (see the entries for"view_granite_lite" and
    "view_special_lite"). Turning this option off will slightly improve
    game speed.

***** <view_bright_lite>
Use special colors for 'viewable' grids    [view_bright_lite]
    This option causes special colors to be used for non "viewable"
    grids in certain situations (see "view_granite_lite" and
    "view_special_lite"). When this option is set, floor grids which
    are normally drawn in "white" but which are not currently
    "viewable" by the player are instead drawn in "dark gray". This
    makes the "viewable" grids to appear "brighter" than the others,
    allowing the player to easily determine which floor grids are in
    "line of sight". Turning this option off will probably increase the
    speed of the game.

***** <view_granite_lite>
Use special colors for wall grids (slow)    [view_granite_lite]
    This option activates a special color scheme for all "wall" grids
    which are normally drawn in "white" (as walls and rubble normally
    are). When the player is blind, we use "dark gray", else if the
    grid is torch-lit, we use "yellow" (or "white") depending on the
    "view_yellow_lite" option, else if the "view_bright_lite" option is
    set, and the grid is not in line of sight, or the grid is dark, or
    the grid is only "partially" lit, then we use "gray", otherwise we
    use the normal "white". Turning this option off will probably
    increase the speed of the game.

***** <view_special_lite>
Use special colors for floor grids (slow)    [view_special_lite]
    This option activates a special color scheme for all "floor" grids
    which are normally drawn in "white" (as they normally are). When the
    player is blind, we use "dark gray", else if the grid is torch-lit,
    we use "yellow" (or "white") depending on the "view_yellow_lite"
    option, else if the grid is "dark", we use "dark gray", else if the
    "view_bright_lite" option is set, and the grid is not in line of
    sight, we use "gray", otherwise we use the normal "white". Turning
    this option off will probably increase the speed of the game.

***** <plain_descriptions>
Plain object descriptions    [plain_descriptions]
    In Zangband, this option disables "full" names for identified
    'flavored' objects, in other words, if this option is not in use,
    an identified Potion of Speed could be listed (for example) as a
    Blue Potion of Speed. If you prefer simpler, less verbose
    descriptions, set this option.

***** <center_player>
Always center on the player   [center_player]
    Scrolls the map with each move the player makes so as to keep the
    player at the center of the map.  This reduces the chance of the
    player being hit by an offscreen breath.

***** <avoid_center>
Avoid centering while running   [avoid_center]
    Turns off the player centering option when running.

***** <monster_light>
Allow monsters to carry lights   [monster_light]
    With this option on, monsters that should glow (eg. fire vortexes)
    and monsters that would normally require light to move around (eg.
    humanoids) will give off light.


***** <StartUp>
=== Birth Options ===

While cheating makes the game easier, the following options can make
Zangband harder. So if you think the game is too easy, or if you want
to impress your friends, then switch on the following options. The
startup-options can only be accessed while creating a new character
(press '=' while creating the character). There is no way to turn them
off after the creation is finished!

***** <stupid_monsters>
Monsters behave stupidly    [stupid_monsters]
    Zangband 2.1.0 incorporates Keldon Jones' improved monster
    Artificial Intelligence patch. While this patch most certainly
    makes monsters behave more realistically, they will also be more
    deadly with the improved AI. If you are a sissy, set this option to
    get the old, really stupid monster AI.
    Note that the new AI is a bit processing power expensive. If you
    have an old computer (386sx) and Zangband is running too slowly,
    you could try turning stupid_monsters on. Or buying that Pentium II
    so you can run Zangband. :-)

***** <vanilla_town>
Use 'vanilla' town without quests and wilderness   [vanilla_town]
    Uses the basic town known from the standard Angband and older
    versions of Zangband. This town is only one screen in size and
    contains only the 8 Zangband stores, your home, and the stairs to
    the dungeon. If you use the 'vanilla' town, then there is no
    wilderness, no special buildings and no set quests (but you can
    still use the random quests). This also speeds up the game on
    slower machines, since the wilderness doesn't need to be created.

***** <ironman_shops>
Stores are permanently closed   [ironman_shops]
    This option closes all shops. Try to survive in the deeps of
    the dungeon without supplies from town.

***** <ironman_small_levels>
Always create unusually small dungeon levels   [ironman_small_levels]
    If this option is enabled, then every level will be smaller than
    usual. See the 'Allow unusually small dungeon levels' option above.

***** <ironman_downward>
Don't allow climbing upwards/recalling    [ironman_downward]
    You are not allowed to climb upwards, or recall to town. All stairs
    are downstairs and every time you teleport level, you'll teleport
    to a deeper level. This option may be dangerous in combination with
    the 'small_levels' options, since the creation of quest-monsters
    may fail on very cramped levels, trapping you on the level with no
    stairs up or down.

***** <ironman_autoscum>
Permanently enable the autoscummer   [ironman_autoscum]
    This option switches the "autoscummer" permanently on, so that only
    "good" levels are created.  This can mean, that there are good
    items on this level, or that the level is protected by especially
    powerful monsters. In Zangband it often is the later, so use this
    option with care.

***** <ironman_hard_quests>
Quest monsters get reinforcements   [ironman_hard_quests]
    Using 'hard quests' mode makes the random quests harder, because
    you have to kill all monsters at the same visit to the quest level.
    If you leave the level while some quest monsters are still alive,
    then all killed quest monsters are revived on your next visit.

***** <ironman_empty_levels>
Always create empty 'arena' levels   [ironman_empty_levels]
    If this option is enabled, then every level will be an arena level.
    See the 'Allow empty 'arena' levels' option above.

***** <terrain_streams>
Create terrain 'streamers' in the dungeon   [terrain_streams]
    Allows the creation of terrain streamers in the dungeon. This
    allows the creation of 'lakes' and 'rivers' of water, lava and
    trees.

***** <ironman_moria>
The good old days ...   [ironman_moria]
    This option induces Zangband to mimic certain aspects of the game
    of Moria.  This includes the lack of colour, inability to gain the
    high resists, no targetting, and several other changes to game
    play.

***** <munchkin_death>
Ask for saving death   [munchkin_death]
    If your character dies and this option is enabled, you will be
    asked if you will be given the opportunity to avoid dying.
    Enabling this option will prevent your character's score from being
    entered into the high-score table and is considered cheating.

***** <ironman_rooms>
Always generate very unusual rooms   [ironman_rooms]
    Forces the game to always generate intersting rooms such as pits,
    nests and vaults. You will consequently find lots of out-of-depth
    items and monsters.

***** <maximize_mode>
Maximize stats   [maximize_mode]
    The "maximize" flag, if set when the character was created, causes
    the "race" and "class" stat bonuses to be applied as "equipment"
    bonuses. This usually makes the character harder at the beginning
    of the game, but easier later on, since the stats are no longer
    limited to a "natural" value of "18/100".

***** <preserve_mode>
Preserve artifacts  [preserve_mode]
    The "preserve" flag, if set when the character was created, cancels
    all level feelings of the "special" variety, but allows "missed"
    artifacts to be "saved" by wandering monsters and found again at a
    later time. This only works for non-identified artifacts. Anything
    that would have caused a 'special' feeling contributes to the level
    feeling that your character receives instead.

***** <autoroller>
Specify 'minimal' stats   [autoroller]
    Allows you to make use of the autoroller.

***** <point_based>
Generate character using a point system   [point_based]
    Allows you to specify your character's starting statistics using a
    point-based allocation system. You start with a certain number of
    points which may be allocted to your different statistics. As your
    stats increase, it takes more points to increase them further. If
    you do not use all your points, you will be rewarded with gold
    coins.

***** <silly_monsters>
Allow silly monsters   [silly_monsters]
    This option controls whether or not some of the 'joke' monsters
    will be generated.

***** <ironman_nightmare>
Nightmare mode   [ironman_nightmare]
    It isn't even remotely fair - don't say we didn't warn you!


***** <AI>
=== Artificial Intelligence Options ===

***** <smart_packs>
Pack monsters use new AI    [smart_packs]
    Allows monsters which normally appear in groups to behave
    "smarter".


***** <Testing>
=== Testing Options ===

***** <testing_stack>
Allow objects to stack on the floor   [testing_stack]
    Allows a cave grid to hold more than one object (or one kind of
    object).


***** <BaseDelay>
=== Base Delay Factor ===

The "delay_factor" value, if non-zero, is used to "slow down" the game,
which is useful to allow you to "observe" the temporal effects of bolt,
beam, and ball attacks. The actual delay is equal to "delay_factor"
cubed, in milliseconds.


***** <Hitpoint>
=== Hitpoint Warning ===

The "hitpoint_warn" value, if non-zero, is the percentage of maximal
hitpoints at which the player is warned that he may die. It is also
used as the cut-off for using red to display both hitpoints and mana.


***** <Autosave>
=== Autosave Options ===

Ideally, the game should be so stable that these options are not needed
at all. However, even if the game were 100% reliable (which it, to be
frank, probably is not), the user might forget to and his hardware
could fail him. For all of these reasons, you may want to use these
options:

***** <autosave_l>
Autosave when entering new levels    [autosave_l]
        If this option is set, the program will attempt to save your
        character every time before creating a new dungeon level.
        Useful if you experience hangups in level generation (although
        these should have been eliminated in 2.1.0).

***** <autosave_t>
Timed autosave    [autosave_t]
        If this option is set, the program will attempt to save your
        character every n game turns, where n is the "frequency".
        To set frequency press n: it will increase the frequency
        to the next category (and from 25000 to 0), the categories
        being every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and
        25000 turns. Note that the frequency must be higher than 0
        and the "Timed autosave" set to "yes" for timed autosaves
        to take place.


***** <Window>
=== Window Flags ===

Selects what kind of information is displayed in which window.


***** <Cheating>
=== Cheating Options ===

Using the cheating options marks your character as "Cheater" and
you won't get into the high-score list.  Turning off the cheating
options later does NOT allow your character to get a highscore entry,
so think twice before using any cheat.

***** <cheat_peek>
Peek into object creation    [cheat_peek]
    Cheaters never win.  But they can peek at object creation.

***** <cheat_hear>
Peek into monster creation    [cheat_hear]
    Cheaters never win.  But they can peek at monster creation.

***** <cheat_room>
Peek into dungeon creation    [cheat_room]
    Cheaters never win.  But they can peek at room creation.

***** <cheat_xtra>
Peek into something else    [cheat_xtra]
    Cheaters never win.  But they can see debugging messages.

***** <cheat_know>
Know complete monster info    [cheat_know]
    Cheaters never win.  But they can know all about monsters.

***** <cheat_live>
Allow player to avoid death    [cheat_live]
    Cheaters never win.  But they can cheat death.


--
Original   : Ben Harrison
Updated    : Zangband 2.1.* by Topi Ylinen
Updated    : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
Updated    : Zangband DevTeam
Last update: February 27, 2002

User Pref Files pref.txt

=== User Pref Files ===

Zangband allows you to change various aspects of the game to suit your
tastes. You may define keymaps (changing the way Zangband maps your
keypresses to underlying commands), create macros (allowing you to map
a single keypress to a series of keypresses), modify the visuals
(allowing you to change the appearance of monsters, objects, or terrain
features), change the colors (allowing you to make a given color
brighter, darker, or even completely different), or set options
(turning them off or on).

Zangband stores your preferences in files called "user pref files",
which contain comments and "user pref commands", which are simple
strings describing one aspect of the system about which the user has a
preference. There are many ways to load a user pref file, and in fact,
some of these files are automatically loaded for you by the game. All
of the files are kept in the "lib/user/" directory, though you may have
to use one of the command line arguments to redirect this directory,
especially on multiuser systems. You may also enter single user pref
commands directly, using the special "Enter a user pref command"
command, activated by "double quote". You may have to use the "redraw"
command (^R) after changing certain of the aspects of the game, to
allow Zangband to adapt to your changes.

When the game starts up, after you have loaded an old character, or
created a new character, some user pref files are loaded automatically.
First, the "pref.prf" file is loaded. This file contains some user
pref commands which will work on all platforms. Then one of
"font-xxx.prf" (for normal usage) or "graf-xxx.prf" (for bitmap usage)
is loaded. These files contain attr/char changes to allow the monsters,
objects, and/or terrain features to look "better" on your system. Then
the "pref-xxx.prf" file is loaded. This file contains pre-defined
system specific stuff (macros, color definitions, etc). Then, the
"user-xxx.prf" file is loaded. This file contains user-defined system
specific stuff. The "user-xxx.prf" file is used as the "default" user
pref file in many places. The "xxx" is the "system suffix" for your
system, taken from the "main-xxx.c" file which was used to generate
your executable. Finally, the "Race.prf", "Class.prf", and "Name.prf"
files are loaded, where "Race", "Class", and "Name" are replaced by the
actual race, class, and name of the current character.

Several commands allow you to both load existing user pref files,
create new user pref files, append information to existing user pref
files, and/or interact with various of the user preferences in a more
intuitive way than the user pref commands allow. The commands include
"Interact with macros" (@), "Interact with visuals" (%), and "Interact
with colors" (&), described below.


***** <Commands>
--- User pref file commands ---

Interact with options (=)
     Allow you to interact with options. Note that using the "cheat"
     options may mark your savefile as unsuitable for the high score
     list. You may change normal options using the "X" and "Y" user
     pref commands. You must use the "redraw" command (^R) after
     changing certain options.

Interact with macros (@)
     Allow you to interact with macros. You may load or save macros
     from user pref files, create macros of various types, or define
     keymaps. You must define a "current action", shown at the bottom
     of the screen, before you attempt to use any of the "create macro"
     commands, which use that "current action" as their action. This
     is a horrible interface, and will be fixed eventually.

Interact with visuals (%)
     Allow you to interact with visuals. You may load or save visuals
     from user pref files, or modify the attr/char mappings for the
     monsters, objects, and terrain features. You must use the "redraw"
     command (^R) to redraw the map after changing attr/char mappings.

Interact with colors (&)
     Allow the user to interact with colors. This command only
     works on some systems.
 
Interact with the system (!)
     Allow the user to interact with the underlying visual system.
     This command is currently unused.


***** <Macros>
--- User Pref Files (Macros) ---

The "Interact with macros" command allows you to define or remove
"macros", which are mappings from a single logical keypress to a
sequence of keypresses, allowing you to use special keys on the
keyboard, such as function keys or keypad keys, possibly in conjunction
with modifier keys, to "automate" repetitive multi-keypress commands
that you use a lot.

Since macros represent keypress sequences, and not all keypresses have
a printable representation, macro triggers and actions must often be
"encoded" into a human readable form. This is done using several types
of encoding, including "\xHH" for character number HH in hexadecimal,
"\e" for the "escape" code, "\n" for the "newline" code, "\r" for the
"return" code, "\s" for the "space" code, "\\" for backslash, "\^" for
caret, and "^X" for the code for any "control" key "ctrl-X". Note that
the "action" of a macro will not be checked against other macro
triggers (unless the macro action contains a "control-backslash"), so
you cannot make infinite loops. You may specify extremely long macros,
but you are limited in length by the underlying input mechanisms,
which in general limit you to about 1024 keys in both triggers and
actions.

The special "\" command (which must be encoded in macros as "\\") is
very useful in macros, since it bypasses all keymaps and allows the
next keystroke to be considered a command in the underlying Zangband
command set. For a list of the Zangband command set, see the
"command.txt" help file. For example, a macro which maps Shift-KP6 to
"\" + "." + "6" will induce the "run east" behavior, regardless of what
keyset the user has chosen, and regardless of what keymaps have been
defined.

Macros can be specified in user pref files as a pair of lines, one of
the form "A:<str>", which defines the encoded macro action, and one of
the form "P:<str>", which defines the encoded macro trigger.


***** <KeyMaps>
--- User Pref Files (Keymaps) ---

The "Interact with macros" command also allows you to define "keymaps",
which are vaguely related to macros. A keymap maps a single keypress to
a series of keypresses, which bypass both other keymaps and any macros.
Zangband uses keymaps to map the original and the roguelike keysets to
the underlying command set, and allows the user to modify or add
keymaps of their own. Note that all keymap actions must be specified
using underlying commands, not keypresses from the original or
roguelike keysets. The original keyset is almost identical to the
underlying keyset, except that "numbers" are mapped to ";" plus a
direction, "5" is mapped to ",", and a few control-keys are mapped to
various things. See "command.txt" for the full set of underlying
commands. Some uses for keymaps include the ability to "disable" a
command by mapping it to "\x00".

Keymaps can be specified in user pref files as lines of the form
"M:<T> <key> <str>", where <T> is the keyset (0 for original and 1 for
roguelike), <key> is the encoded trigger key, and <str> is the encoded
keymap action.


***** <Visuals>
--- User Pref Files (Visuals) ---

You can use the "Interact with visuals" command to change various
visual information, currently including the choice of what attr/char
values are used to represent various monsters, objects, or terrain
features. Note that in combination appropriate support in "main-xxx.c",
and with the use of the "use_graphics" flag, you may be able to specify
that "graphic bitmaps" should be used instead of normal "colored
characters" for various things.

When interactively modifying the attr/char values for monsters,
objects, or terrain features, pressing "n" or "N" will change which
entry you are changing, pressing "a" or "A" will rotate through the
available attr values, and pressing "c" or "C" will rotate though the
available char values. Note that attr/char values with the "high bit"
set may induce the display of special "graphic" pictures if the
"use_graphics" flag is set, and your system supports the "use_graphics"
flag.

Note that this command can be abused in various ways, and if you must
do so, remember that you are only cheating yourself.

Keymaps can be specified in user pref files as lines of the form
"R:<N>:<A>/<C>" or "K:<N>:<A>/<C>" or "F:<N>:<A>/<C>" or
"U:<N>:<A>/<C>".


***** <Colors>
--- User Pref Files (Colors) ---

The "Interact with colors" command allows you to change the actual
internal values used to display various colors. This command may or may
not have any effect on your machine. Advanced machines may allow you to
change the actual RGB values used to represent each of the 16 colors
used by Zangband, and perhaps even allow you to define new colors which
are not currently used by Zangband.

Colors can be specified in user pref files as lines of the form
"V:<N>:<V>:<R>:<G>:<B>".


***** <Options>
--- User Pref Files (Options) ---

The "Interact with options" command allows you to turn options on or
off. You may turn options off or on using the user pref commands of the
form "X:<option>" or "Y:<option>" respectively.

 
-- 
Original   : Alexander Cutler and Andy Astrand
Updated    : (2.7.6) by Russ Allbery (rra@cs.stanford.edu)
Updated    : (2.7.9) by Ben Harrison (benh@phial.com)
Updated    : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
Updated    : Zangband DevTeam
Last update: January 13, 2000

Wizard and Debugging Modes wizard.txt

=== Wizard and Debugging Modes ===

There are two ways of fiddling with the game: Wizard mode and debugging
mode. Both mark your savefile and prevent your character from making
the high score list. You will be warned when you enter wizard or
debugging mode and will have to confirm that you really wish to do so
by pressing 'y' at the appropriate prompt.


=== Wizard mode ===

Wizard mode does nothing else except keep your character alive, provide
verbose information on all damage you do to monsters, and explain why
an object disappears. To enter wizard mode, hold down the ctrl key and
press 'w'.


=== Debugging mode ===

Debugging mode is a bit more useful. To enter debug mode for the first
time, hold down the ctrl key and press 'a', and respond yes to the
warning and question the game provides you with. Any command you type
immediately after holding down the ctrl key and press 'a' will be
processed as a debug command. The debug commands are:

"ESC": Cancel the debug prompt.
'"': Generate spoliers on artifacts, objects and monsters.
'a': Cure everything that ails you.
'b': Asks you for a target on screen, and takes you there.
'c': Create any object. This command brings up a screen to choose a
     general object kind, then a screen to select a specific object.
'd': Detect everything.
'e': Edit character's internal statistics, experience, and gold.
'f': *Identify* an object.
'g': Uses a command count to generate that many good or better quality
     objects. May take a command count.
'h': Rerolls all your level bonuses to base hitpoints, and displays a
     figure indicating how they compare to the average (the life
     rating).
'i': Identify an object.
'j': Jump to any level.
'k': Display some screens of information about the player.
'l': Learn about all objects with a generation level less than or equal
     to the command count. Requires a command count.
'm': Magic map the local area.
'n': Use the command count to summon the monster with that index.
     Requires a command count.  Consult r_info.txt for monster
     indexes.
'o': Tweak an object's quality, pval, bonuses to Skill, Deadliness,
     and armour class, and quantity. Don't forget to 'a'ccept the
     changes when done. This command also allows you to roll up a very
     large number of objects, and find out how good your object is
     compared to others of its type.
'p': Phase door.
'q': Marks current quests as completed.
'r': Recieve Chaos Patron gift/punishment. A command count may be used
     used to specify which gift you wish to recieve. For a list, go to
     the Chaos Patron spoiler page, and start from the first entry of
     the 'What can they do?' section, starting with one.
's': Use the command count to try summoning that many random monsters
     or monster groups. May take a command count.
't': Teleport.
'u': Ultimate mapping - Illuminate EVERY square on the level.
'v': Uses a command count to generate that many excellent or better
     quality objects. May take a command count.
'w': Fully wizard-light the level, including vaults.
'x': Add the command count to player experience, or double current
     experience and add one. May take a command count.
'z': Either use maximum sighting range or a command count to remove
     all monsters up to that range. May take a command count.
'A': Prints your current alignment.
'C': [To be completed].
'F': do_cmd_wiz_feature. Takes a command count.
'H': Summons a group of similar creatures(never OOD).
'M': Get a Mutation. Use the commmand count to specify a mutation.
'N': Summon a pet. Must use command count to specify index # of pet.
'Z': All the monsters on the level vanish (not killed).
'_': Debugs the monster flow code.
'@': Activates a python script of your choice. (For future use).

To enter a command count: type '0', enter the number desired, and press
enter. When prompted for a command, hold down the ctrl key and type
'a', then immediately enter a debug command.

Online Help Commands helpinfo.txt

=== Online Help Commands ===

Esc    : Leave the online help system.
?      : Get help for the online help (this file).
<      : Return to the previous help file or menu.
Space  : Advance one page (wraps to the start at the end of the file).
Return : Advance one line (wraps to the start at the end of the file).
+      : Advance half a page.
-      : Back-up half a page.
#      : Jump to a specific line (defaults to line zero).
%      : Jump to a specific file (defaults to "help.hlp").
=      : Highlight lines containing a string (case sensitive).
/      : Search for a string (use '/' + Return to continue a search).
         (Use '#' + '0' + Return + '/' + Return to restart a search.)
|      : Save the current document to a file.
[0..9] [a..z] [A..Z] : Press the indicated number to activate a link.


--
Original   : (??)
Updated    : Zangband DevTeam
Last update: October 3, 2000

Notes on Zangband Documentation readme.txt

=== Notes on Zangband Documentation ===

This file sets out basic information regarding the official Zangband
documentation package produced by the Zangband DevTeam. 


--- Documentation Packages ---

There are currently two documentation packages planned. The basic
package will include non-spoiler information necessary for a new player
to learn all he needs to know about playing Zangband and will be
included in all official Zangband source and binary releases. The
extended package will included additional spoiler files and will be
available for download separately. Care will be taken to ensure that
the two packages merge together properly.


--- Available Formats ---

The Zangband basic documentation package is currently available in
plain text format and is included in all Zangband downloads. Both the
basic documentation and the spoilers are available for browsing in
HTML format on Zangband.org.


--- Reporting Errors / Suggestions for Improvement ---

While every effort will be taken to ensure that the documentation
packages are accurate and up to date, it is inevitable that some
errors will be made. If you find an error or have a suggestion to
improve documentation, please post your report or idea to the Zangband
Development list by mailing to jianson@zangband.org. Alternatively, you
may post your report or idea to rec.games.roguelike.angband.


--- Rules for Creating Documents ---

Certain general rules have been applied in creating the official
documentation for Zangband. The DevTeam welcomes contributions by
players and if you wish to contribute a spoiler or other helpfile we
would appreciate your adherence to the following guidelines. We reserve
the right to modify your file but you will retain credit as the
original author.

1.  All documents should be named using the standard 8.3 format since
    Zangband is played on systems which do not support long filenames.
2.  Menu files should be named *.hlp, non-spoiler help files *.txt and
    spoiler helpfiles *.spo.
3.  All documents should be in a fixed font, plain text format.
4.  Line length should be between 70 and 75 characters.
5.  Please use US spelling unless it directly conflicts with the game
    (for example the 'Spectre' race).
6.  No indenting of the first line of paragraphs.
7.  Left justification.
8.  Document titles are denoted by '=== Document Title ==='.
9.  Section headings are denoted by '=== Section Heading ==='.
10. Sub-section headings are denoted by '--- Sub-section Heading ---'.
11. Information on document authors and editors and revisions should
    be included at the end of each document.
12. Indenting increments by 4 or 5 spaces each time.


=== Hyperlinks ===

Zangband supports links between help files as follows. At the point in
the text where you wish to insert a link, place the text '[#]' where '#'
is any letter or digit ('a' and 'A' are distinct for this purpose).
This is to tell the reader which key to press to activate the link.
Then, at the end of the file, place the following text (including the
asterisks) where 'target_filename' is the name of the file you wish to
link to:

     ***** [#] target_filename

Now, when the user presses '#', the helpfile system will open up the
target file. Opening the new file will flush the previous links so
'#' may be reused.

Note: because various operating systems use different conventions to
denote directory structures, Zangband does not support target file
names like './spoiler/races/races.spo'. This means that all help files
should be kept in the lib/help or lib/info directory.

We are currently testing methods of linking to a particular section
in a document and may also implement histories to allow 'back' and
'forward' actions similar to web browsers.

--- Tags ---

A "tag" is something like a bookmark, it marks a line for reference by
a hyperlink.  A tag is specified with:

	***** <tag_name>

(the name of the tag can not be longer than 15 characters).

You can then jump to the line marked with the tag with:

	***** [1] target_filename#tag_name

This command jumps to the line with the tag "tag_name" in the file
target_file.  You can jump inside the current file too (just use the
filename of the current file in the link).

-- 
Original    : Zangband DevTeam
Last update : February 19, 2001