
1 List of Commands
==================


1.1 List of Commands
====================

      Angband  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   "keysets",   the   "original"   keyset   or   the
      "roguelike" keyset.

      The  original  keyset  is  very  similar to the "underlying"
      command  set,  with  a few additions (the ability to use the
      numeric  "directions"  to  "walk",  the  "5"  key  to  "stay
      still",  and  the "w" key to "wear/wield" equipment, and the
      "t"  key  to  "take  off"  equipment).  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/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.

      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).

      Original Keyset Directions       Roguelike Keyset Directions
      
               7  8  9                           y  k  u
               4     6                           h     l
               1  2  3                           b  j  n

      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.  The original (or roguelike) keyset allows you to
      use  the  "w"  and  "t" (or the "w" and "T") keys instead of
      the   "["  and  "]"  keys  to  "wear/wield"  or  "take  off"
      equipment.  Both  keysets  allow  the  use of the "5" key to
      "stand  still",  which  is  often very 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".


1.2 Original Keyset Command Summary (2.7.9)
===========================================

      a  Aim a wand                           A  Activate an artifact
      b  Browse a book                        B  Bash a door
      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  (unused)
      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                         M  Full dungeon map
      n  (unused)                             N  (unused)
      o  Open a door or chest                 O  (unused)
      p  Pray a prayer                        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  (unused)
      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)
      [  Wear/Wield equipment                ^M  (special - return)
      ]  Take off equipment                  ^N  (unused)
      -  Walk (flip pickup)                  ^O  (unused)
      _  (unused)                            ^P  Show previous messages
      +  Dig tunnel                          ^Q  (unused)
      =  Set options                         ^R  Redraw the screen
      ;  Walk (with pickup)                  ^S  Save and don't quit
      :  Take notes                          ^T  (unused)
      '  (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 uniques
      `  (special - escape)                   ~  Check artifacts
      /  Identify symbol                      ?  Help


1.3 Roguelike Keyset Command Summary (2.7.9)
============================================

      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  Bash a door (force)                  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  Cast a spell                         M  Full dungeon map
      n  (walk - south east)                  N  (run - south east)
      o  Open a door or chest                 O  (unused)
      p  Pray a prayer                        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 (Where)
      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)
      [  Wear/Wield equipment                ^M  (tunnel - south)
      ]  Take off equipment                  ^N  (tunnel - south east)
      -  Walk (flip pickup)                  ^O  (unused)
      _  (unused)                            ^P  Show previous messages
      +  Dig tunnel                          ^Q  (unused)
      =  Set options                         ^R  Redraw the screen
      ;  Walk (with pickup)                  ^S  Save and don't quit
      :  Take notes                          ^T  (unused)
      '  (unused)                            ^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 uniques
      `  (special - escape)                   ~  Check artifacts
      /  Identify symbol                      ?  Help


1.4 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 Angband. 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
      angband  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.


1.5 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 Angband to automatically use a repeat count of
      99  with commands you normally want to repeat (open, disarm,
      tunnel, bash) by setting the "always_repeat" option.


1.6 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.
      Also see the "!*" and "!x" inscriptions, below.

      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.

      If  you  enter  a  number  between  0  and 9, the first item
      engraved  with "@#" where "#" is the number you entered will
      be  selected.  For  example,  if  you have a shovel engraved
      with  "@0" and you type "w" (for wield) and then 0, you will
      wield  the  shovel.  This  is  very  useful  for macros (see
      below),   since  you  can  use  this  to  select  an  object
      regardless  of  its  location  in  your  pack.  For example,
      Angband  automatically defines a macro for the key "X" to do
      "w0".  If  you then engrave both your digging instrument and
      your   primary   weapon  with  @0,  pressing  X  will  wield
      whichever  one  is  not being currently wielded (letting you
      quickly  switch  between  them).  Multiple  numbers  can  be
      engraved  on  the  same  object;  for example, if a sword is
      engraved  with @1@0, then either "w1" or "w0" will wield it.
      Normally,  you  inscribe  "@1@0" on your primary weapon, and
      "@2@0"  on  your  digger  or  secondary weapon. Note that an
      inscription  containing  "@x#"  will  act like "@#" but only
      when  the current "Angband command" is "x". Thus you can put
      "@z4"  on a rod and "@u4" on a staff, and then use both "z4"
      and "u4" as desired.

      Note  that  any  object  containing "!x" in its inscription,
      where  "x"  is  the current "angband command" (or containing
      "!*"  ever)  will induce "verification" whenever that object
      is  "selected". Thus, inscribing, say, "!f!k!d" on an object
      will   greatly  reduce  the  odds  of  you  "losing"  it  by
      accident,  and  inscribing  "!*" on an object will allow you
      to  be  very  paranoid about the object. Note that "selling"
      and "dropping" both use the "d" command.


1.7 User Pref Files
===================

      Angband  allows you to change various aspects of the game to
      suit  your  tastes. You may define keymaps (changing the way
      Angband   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).

      Angband  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 Angband 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.


1.7.1 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.  The  macros can be marked as "normal" macros, which
      means  they will fire any time you press the trigger key, or
      as  "command" macros, which means they will only fire if you
      are  being  asked  for  a  command. The command macros are a
      hack  which allow you to use keys which are not used for any
      command   to  trigger  a  macro,  without  inducing  strange
      behavior  if  you  attempt  to  use  those keys in a special
      situation,  such  as  entering  an inscription. Since macros
      represent  sequences  of  keypresses, and not all keypresses
      have  a printable representation, macro triggers and actions
      must  often be "encoded" into a human readible form. This is
      done  using  several types of encoding, including "\xHH" for
      character  number  HH  in  hexidecimal, "\NNN" for character
      number  NNN  in  octal, "\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,  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
      macros  and  keymaps  and the next keystroke is considered a
      command  in  the  underlying Angband command set. For a list
      of  the  Angband  command  set,  see  the section on Command
      Descriptions   below.   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.

      Command  macros,  as  mentioned above, can only be triggered
      when  the  player  is  in  "command"  mode  (when Angband is
      expecting  a  normal  command).  This is useful for defining
      new  commands  or  shortcuts  that you want to map to normal
      keys.  For  example,  by default, the "X" key is bound via a
      command  macro  to "w0", as mentioned above, so that you can
      use  it  to  quickly switch between two weapons (or a digger
      and  a  weapon). Were this defined as a regular macro rather
      than  a command macro, you would never be able, for example,
      to  enter  the  filename  "BOXES.TXT", since the macro would
      fire,  chaning  your input to "BOw0ES.Tw0T". In general, you
      will  want  to use command macros rather than normal macros,
      though,  for example, normal macros can be told to produce a
      leading  sequence  of  keys  starting with "\e\e\e\e", which
      will clear any "-more-" prompts or other silliness.


1.7.2 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 another single keypress
      with  an optional direction. Angband uses keymaps internally
      to  map  both  the original and the roguelike keysets to the
      underlying  command  set.  This  means  that  when  you  are
      defining  keymaps,  the keypress you map a key to must be an
      underlying  command,  not  a  keypress  from the original or
      roguelike  keysets.  Note that the original keyset is almost
      identical  to  the underlying keyset, with the addition of a
      few   keymaps,   such  as  numerical  directions  to  ";"  +
      direction,  "T"  to  "+", "5" to ",", "w" to "[", and "t" to
      "]".  See  below  for  the  full set of underlying commands.
      Normally,  there  is  no  reason to use a keymap, unless you
      want  to prevent accidental use of certain commands, and you
      are  afraid  those commands might be contained in some macro
      action.  Also,  you could use a keymap to allow the use of a
      single  set of macros which included the "pray prayer" ("p")
      or  "cast spell" ("m") command, as appropriate, by using "m"
      in  the  macros,  and  making  a keymap from "m" to "p" when
      using a priest.

      There  is  only one way to specify a "keymap" in a user pref
      commands.  The  "S:<key>:<map>:<dir>"  command  activates  a
      keymap  from  the  "<key>"  key  to  the  "<map>"  key, with
      optional  direction  "<dir>".  Note  that  both  "<key>" and
      "<map>"  must  currently  be  specified as ascii values, and
      "<dir>"  should  be a "numeric" direction, 1 to 9, or "zero"
      for   "no   direction".  Eventually,  the  use  of  the  "5"
      direction  might  be allowed to specify automatic use of the
      current target (if legal) with the given keymap.


1.7.3 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.


1.7.4 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
      Angband,  and  perhaps  even  allow you to define new colors
      which are not currently used by Angband.


1.7.5 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.


1.8 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,
      bash,  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.


1.8.1 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, Angband 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 ([)
          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.  You  may  also use the "w" key
          (both keysets).

      Take off equipment (])
          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. You may
          also  use  the  "t" key (original keyset) or the "T" key
          (roguelike keyset).


1.8.2 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.

      Tunnel (+)
          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  and
          requires  a direction. You may also use control plus the
          the  "roguelike"  direction  keys (roguelike keyset), or
          control  plus the "original" direction keypad keys (both
          keysets,  some  machines)  to tunnel in a direction. You
          may also use the "T" key (original keyset).

      Go up staircase (<)
          Climbs  up an up staircase you are standing on. 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. 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.


1.8.3 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.


1.8.4 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.


1.8.5 Door, Chest, Trap, and Bash Commands
==========================================

      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 and requires a direction.

      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. Bashing a door open may break
          it. Close requires a direction.

      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. This command
          requires a direction.

      Bash a door (B) or Force a door (f)
          This  command allows you to bash down jammed doors. Your
          bashing  ability increases with strength. Bashing open a
          door  can  (briefly)  throw  you off balance. Doors that
          are  stuck, or which have been jammed closed with spikes
          can  only be opened by bashing, and all closed doors can
          be  bashed  open  if  desired.  Bashing  a door open may
          permanently  break  it  so  that it can never be closed.
          Bash  or  Force  can take a count, requires a direction,
          and  is  repeated  99 times if "Repeat obvious commands"
          is  turned on. Any count will be reset if you are thrown
          off-balance.

      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  and  requires  a
          direction.


1.8.6 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 information
          such  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 (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.

      Pray a prayer (p)
          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.


1.8.7 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.  Under  certain
          circumstances,  Angband will display "fake" inscriptions
          on   certain   objects   ("cursed",  "broken",  "tried",
          "empty",  "NN%  off")  when  appropriate.  These  "fake"
          inscriptions  are "covered up" by real inscriptions, but
          will  re-appear  if  the real inscription is removed. In
          addition,  Angband  will  occasionally  place  a  "real"
          inscription  on  an  object  for  you,  normally  as the
          result  of  your character getting a "feeling" about the
          item.  All  characters will get "feelings" about weapons
          and  armor after carrying them for a while. Warriors get
          the  most  detailed  feelings, and get them quicker than
          any  other class. An item labeled as "{empty}" was found
          to  be  out of charges, and an item labeled as "{tried}"
          is  a  "flavored" item which the character has used, but
          whose  effects  are unknown. Certain inscriptions have a
          meaning  to  the  game, see "@#", "@x#", "!*", and "!x",
          in the section on inventory object selection.

      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.


1.8.8 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.


1.8.9 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,  targetting  mode starts
          targetting  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
          targetting  mode,  and  "p"  (or "o") to stop targetting
          monsters  and  enter  the mode for targetting 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  targetting  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.


1.8.10 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.


1.8.11 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.


1.8.12 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 (~)
          This  command  lists  all of the artifacts that you have
          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.

      Check Uniques (|)
          Brings  up  a  list of known unique monsters, plus their
          current  status. Once killed, unique monsters never show
          up again.


1.8.13 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 Angband.
          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  Angband. 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.


1.8.14 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 "backwards" from the old method.

      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.


1.8.15 Help
===========

      Help (?)
          Brings  up  the  Angband  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  Angband  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 Angband you
          are  using.  For more information, see the "version.txt"
          help file.


1.8.16 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  Angband  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.

      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.

      --  Original:  Alexander  Cutler  and  Andy  Astrand Updated
      (2.7.6):    Russ   Allbery   (rra@cs.stanford.edu)   Updated
