Options and Effects
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 parenthesis, followed by a textual 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 [a] 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), and fresh (dump any pending
output to the screen).
Birth options
The birth options can only be accessed while creating a new character
(press = during character creation). There is no way to turn them off
(or on) after the game has started!
Easy Identify (easy_id)
With this option enabled, all objects are automatically fully
identified on walkover, and items, spells and town services of
Identify/*Identify* become unnecessary.
Easy Lore (easy_lore)
With this option enabled, the player will be born with complete
knowledge of monster lore, including the various attacks and nasty
surprises that many monsters usually offer to the uninitiated. This
is a bit of a spoiler option, but is available for those who don't
enjoy learning each of the many monsters present in the game. Easy
Lore also renders a few aspects of the game non-functional or
pointless, including the ability to Probe monsters to learn about
them as you encounter them, and the Research Monster town service to
learn about monsters before you see them (for a price, of course).
Easy monster health and damage information (easy_damage)
Also known as "Fnord-mode", this option allows the player to see the
exact damage delivered by each attack, and to receive additional
information about monster health and debuffs through a percentage
display. Player health bars are also converted to use percentages.
This is a very powerful easy-mode, and using it gives a score
penalty.
Allow spoilers (allow_spoilers)
Enabling this option allows the player to view some spoiler files
in-game with the ^Z command.
Use enhanced telepathy (power_tele)
With this option off ("fuzzy telepathy"), telepathy only reveals the
"species" (default display character) of a monster; its color and
race are hidden. Turning on this option allows the player to see the
color and race of telepathically detected monsters the same way as
with normal sight.
Allow easy teleportation to Thalos (easy_thalos)
If this option is on, inns will start offering teleportation to the
town of Thalos as soon as at least one out of Anambar, Angwil,
Morivant or Telmora has been visited by the player. Since Thalos is
located on an island, travelling there by foot is very dangerous for
a low-level character, especially at night. This option makes it
possible to reach Thalos safely earlier in the game.
Easy Labyrinth and no amnesia (never_forget)
This option removes amnesia attacks from the game, and allows the
player to map the normally unmappable Labyrinth dungeon in the same
way as all other dungeons. (Turning this option on does not
necessarily make the game easier, since monsters who might normally
use the annoying but ultimately harmless Amnesia spell will instead
select one of their other, more dangerous spell options.)
Always forget item lore between games (empty_lore)
With this option off, a new game started by opening a dead
character's savefile inherits the dead character's ability to
recognize attributes on excellent items and artifacts. Turning this
option on empties this item lore, allowing savefile re-use without
meta-progression.
Monsters learn from their mistakes (smart_learn)
Allow monsters to learn which spell attacks you are resistant to, and
to use this information to choose the best spells.
Monsters exploit player's weaknesses (smart_cheat)
Allow monsters to know which spell attacks you are resistant to, and
to use this information to choose the best spells; essentially, this
option gives Easy Lore to the monsters.
Play without a wilderness (no_wilderness)
This option disables the wilderness, forcing you to play with a
single special town level. The only dungeon available will be
Angband. Turning this option on manually is not recommended; it is
intended to be used together with the Coffee-Break and Instant-Coffee
game speed settings, which activate it automatically.
Stores are permanently closed (ironman_shops)
This option closes all shops, forcing you to survive off what you
find in the dungeon. Your home will still function normally, and
additional town services remain available.
Disable recall and use of up stairs (ironman_downward)
With this option on, you are not allowed to climb upwards or (at
Normal game speed) recall home. All stairs are downstairs, and every
level-teleport will take you to a deeper level. (Coffee-Break Mode
and Instant-Coffee Mode activate this option automatically, but do
allow you to recall home.)
Always create empty 'arena' levels (ironman_empty_levels)
If this option is set to "Always", every dungeon level will be an
open 'arena' level; these levels will be almost completely empty,
apart from monsters and the occasional room. If it is set to
"Sometimes" (the default setting), such levels will only rarely
appear, and only in some of the dungeons. If it is set to "Never",
arena levels do not generate at all.
Nightmare mode(it isn't even remotely fair!) (ironman_nightmare)
If this option is enabled, all monsters become unusually powerful and
fast. And there will be various unbelievable things happening in
various situations. Furthermore, at 12:00 every night, you will have
a real nightmare. You need to be crazy to turn this option on!
Thrall mode (start in extreme danger) (thrall_mode)
With this option enabled, you start the game on level 90 of R'lyeh
(or level 90 of Angband in no-wilderness mode) as a runaway slave of
the dungeon's demonic masters. With extreme care, you have managed to
steal a few useful items that might help you in your escape. But now
you've been noticed, everyone's on alert, and it is up to you to die,
escape - or fight your way through...
Always generate very unusual rooms (wacky_rooms)
If this option is enabled, every room becomes a vault (except in a
few dungeons with special generation rules), vaults are allowed to
generate extremely out-of-depth monsters and floor items, and
extremely small levels are made slightly larger (to accommodate the
vaults). This option is purposely game-unbalancing, and is intended
for experienced players who have found they actually like the game
unbalanced now and then.
Monsters can only be damaged in melee (melee_challenge)
With this option on, hostile monsters will be protected from any
damage except player melee damage and auras. Status effects and
genocide will apply normally. Monster infighting is limited, since
monsters cannot damage each other.
Monsters cannot be damaged in melee (no_melee_challenge)
With this option on, player melee is disabled; weapons can still be
wielded, but not used to attack a monster. This option has no effect
on monster infighting, including melee between two monsters. (Turning
on both Melee Challenge and No-Melee Challenge is probably not
recommended...)
Enable virtues (enable_virtues)
Turns on the virtue system. Virtues can help or hinder the player;
among other things, they affect spell fail rates, the strength of
many magical effects, and the friendliness of some monsters.
Deeper wanted uniques give better rewards (no_wanted_points)
With this option on, the reward for turning in a wanted corpse
depends on the unique's position on the list of all wanted uniques
(deeper uniques give better rewards); with the option off, the
rewards depend on the total number of wanted uniques turned in.
Turning the option off is not recommended if the reduce_uniques
option is on, since the best rewards would then be completely
inaccessible.
Preserve artifacts (preserve_mode)
With this option off, once a standard artifact is generated (either
on the dungeon floor or in a monster drop), it will never be
generated again during that game; if you miss the artifact, it is
gone forever. With the option on, undiscovered standard artifacts can
generate again on subsequent levels; this makes it safer to leave a
level before it has been completely explored. (Standard artifacts
that have been discovered and left behind will never generate again,
regardless of whether this option is off or on.)
Allow friendly monsters (allow_friendly_monster)
This option allows some monsters to generate as friendly. A few
monster races are friendly by default; turning virtues on allows
additional monsters of specific types to spawn friendly if the
player's virtues are appropriately aligned with their type.
Allow monsters hostile to each other (allow_hostile_monster)
If this option is on, monster infighting is disallowed except when
one of the monsters is a pet or friendly monster. With the option on,
infighting can also occur between hostile (or friendly) monsters of
opposite alignments.
Allow player to summon/charm monsters (allow_pets)
This option allows the player to summon pets or turn hostile monsters
into pets (see [b]). Turning this option off is generally not
recommended, and would make pet-based characters like Quylthulgs,
Beastmasters and Cavalry essentially unplayable.
Random quests for unique monsters only (quest_unique)
With this option turned on, the ten random quests in the Pits of
Angband will all require you to kill a unique monster. With the
option off, some of them (especially the early ones) may feature
groups of non-unique monsters instead, similarly to the fixed Warg
Quest.
Randomize standard artifacts (random_artifacts)
If this option is turned on, some percentage of standard artifacts
will be replaced with random ones. A small number of standard
artifacts (such as the Rings of Power) are fixed and cannot be
substituted. Note that additional random artifacts, which complement
rather than replace the standard set, can generate whether this
option is on or not.
Never create artifacts (no_artifacts)
If this option is turned on, no artifacts will ever generate. This
makes the game much more difficult.
Never create non-jewelry ego items (no_egos)
Turning this option on prevents non-jewelry ego items from generating
randomly. This makes the game much more difficult, although ego items
specified in quests can still generate.
Disable selling but increase gold drops (no_selling)
With this option on, the player cannot sell items for money (only
give them for free), and turning items into gold through Alchemy is
less effective; but gold drops in quests and dungeons are increased
to compensate. (Gold drops in the wilderness are not affected.)
Reduce the number of uniques (randomly) (reduce_uniques)
This option removes some percentage of uniques from the game. A few
uniques (mostly those who appear in either quests or the Thalos
arena) are fixed and will never be removed.
Active pantheons (single_pantheon)
This option allows you to set how many of the four possible pantheons
will appear in the game. It can take any value between one and four.
Guaranteed pantheon (guaranteed_pantheon)
This option allows you to guarantee that a particular pantheon will
appear in the game even if fewer than four pantheons are included.
(The Olympian pantheon is always guaranteed for Greek demigods; if a
different pantheon is specified here on a Greek demigod, the number
of active pantheons cannot be lower than 2.)
Level size (always_small_levels)
This option allows you to select from a variety of different
level-size selection methods. See [c] for more details.
Increase monster density on small levels (increase_density)
This option switches to the old PosChengband 6.1.0 monster density
formula for small levels, increasing the number of monsters generated
on newly entered small levels.
Allow small levels in all dungeons except Arena (no_big_dungeons)
If this option is enabled, small levels can generate even in dungeons
that normally always generate maximum-sized levels. The exception is
Arena, which will still always generate large levels.
Sometimes reshape very flat "pipe" levels (even_proportions)
If this option is turned on, levels with a very high (6-to-1 or
higher) width-to-height ratio are sometimes re-shaped to have the
same total area but different proportions.
Nexus attacks never teleport to another dungeon (no_chris)
Turning on this option disables the "Chris effect" (a nexus attack
effect that teleports the player to another dungeon, potentially one
that's highly dangerous and was never previously visited by the
player). As a substitute for the Chris effect, the player's stats
will be scrambled; or if stat scrambling is also disabled, the Baby
Foul Curse (a less deadly version of the infamous Ancient Foul Curse)
will trigger. This option has no effect (or, rather, is effectively
always on) in no-wilderness mode, since no-wilderness mode only has
the one dungeon.
Disallow stat scrambling from monster attacks (no_scrambling)
Selecting this option disables stat scrambling, an effect that
permanently switches two of the player's six stats. Stat scrambling
can potentially set the player back a long way if a high key stat is
swapped with a low, less important stat. Attacks (and other effects)
that would normally trigger a scramble will instead trigger the Baby
Foul Curse, which is more dangerous in the short-term but doesn't
have the same long-term effects.
Disallow permanent changes to player race (comp_mode)
Disables all effects (except for monster evolution) that might
permanently change the player's race during the game; such effects
will instead trigger the Baby Foul Curse. This option is intended for
use in competitions, and to ensure challenging builds remain
challenging. (It can also be used to ensure an easy build remains
easy, but who'd do that?!)
Input Options
Rogue-like commands (rogue_like_commands)
Activates the roguelike keyset, an alternative way of mapping
keystrokes to underlying game commands. The roguelike keyset is
recommended for players who lack a numpad on their keyboard (see [d]
for more information).
Pick things up by default (always_pickup)
Tells the game that walking onto an item should attempt to pick it
up. Otherwise, manually picking up an item requires you to use the g
command, or the - command while walking. This option disables the
autodestroyer functions of the Mogaminator, so it's often used
together with destroy_items for the easy auto-destroyer, as well as
leave_mogaminator if picking up absolutely everything starts feeling
like overkill.
Substitute Walk for Run in macros (online_macros)
If this option is turned on, all running macros will be interpreted
as either walking macros or direction macros, depending on what is
appropriate. This option compensates for the unusual default
preferences of angband.live, and is unnecessary in offline play.
(Turning Numlock off is another way to solve the problem on
angband.live; it is generally the preferable solution, but may
sometimes be inapplicable or introduce additional complications.)
Activate quick messages (quick_messages)
Allows the use of any keypress as a response to the -more- prompt,
and allows most keys to mean "no" in any "(y/n)" prompt.
Enable command selection menu (command_menu)
The command selection menu is a helpful tool for beginning players
(Beginner Mode activates it automatically). If this option is on,
pressing ENTER during the game displays a menu of available commands,
which the user may drill into with the arrow keys. This allows
discovering and learning the keypresses for specific actions without
constant reference to the in-game help:
+----------------------------------------------------+
| Magic/Special > Action |
| Item+----------------------------------------------------+
| Equi| > Rest(R) Disarm a trap(D) |
| Info| Search(s) Look(l/x) |
| Save| Target(*) Dig(T/^t) |
+-------| Enter global map(<) Go down stairs(>) |
| Command pets(p) Search mode ON/OFF(S/#) |
+----------------------------------------------------+
Use old target by default (use_old_target)
This option forces all commands which normally ask for a target or
direction to re-use the latest target, provided that one exists and
remains acceptable for the purpose. This option is often used
together with auto_target (see below).
Automatically target nearest monster (auto_target)
With this option enabled, all targeting prompts will automatically
target the closest monster. This option is best used together with
the use_old_target option; a valid old target will take priority over
automatic targeting, so in situations where the nearest monster is
not your desired target, you can simply specify another target up
front.
Repeat obvious commands (always_repeat)
Tells the game that when you attempt to open a door or chest, bash a
door, tunnel through walls, or disarm traps or chests, that you wish
to repeat the command 99 times (see [e]). Turning this option off is
not recommended, and would make the game very tedious without
providing any real advantages.
Prompt for destruction of known worthless items (confirm_destroy)
If this option is off, no confirmation will be asked if you attempt
to destroy an object which you know to be worthless. If this option
is on, the Destroy command always asks for confirmation.
Confirm to wear/wield known cursed items (confirm_wear)
This option prompts you if you attempt to wear or wield an item known
to be cursed, to make sure you are equipping it intentionally.
Allow targetting pets (target_pet)
If this option is off, monster-targetting prompts will not offer pets
as target options (a pet can still be targeted if necessary, by
switching into free-targetting mode). If this option is on, all
monsters including pets will be offered as target options.
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 the
direction if only one door is near you.
Automatically disarm traps (easy_disarm)
Makes it easy for your character to disarm a known trap: simply by
walking into it! Also, the disarm command will automatically select
the direction if only one known trap is near you.
Ctrl-G automatically gets nearby ammo (auto_get_ammo)
This option instructs the auto-get command (^G) to automatically
travel to and pick up any nearby, visible ammo inscribed with =g.
This option is most often used by archery characters, who regularly
have to pick up many projectiles after a fight. Compare
auto_get_objects below.
Ctrl-G automatically gets nearby wanted objects (auto_get_objects)
This option instructs the Auto-Get Objects command (^G) to
automatically travel to nearby visible objects which you have
registered to either pickup or destroy. This option subsumes (and
extends) the auto_get_ammo option since ammo inscribed with =g is
certainly registered for auto-pickup.
Limit shop quantity prompts by money available (limit_shop_prompts)
If this option is on, quantity prompt caps for buying and reserving
objects account for both the number of objects available in the shop
and the number of objects you can actually afford, rather than just
the number of objects available. Attempts to buy a completely
unaffordable item are also rejected more efficiently.
Automatically detect traps while running (auto_detect_traps)
With this option enabled, the game will attempt to automatically
detect traps whenever you run outside a trap-detected region. Use the
view_unsafe_grids to make trap detected regions more visually
obvious. For this option to work, you must be carrying a scroll,
staff or rod able to detect traps. The game will use the object for
you automatically, consuming a scroll or a single charge from an
appropriate device.
Automatically map area while running (auto_map_area)
With this option enabled, the game will attempt to automatically map
your surroundings whenever you run outside a previously mapped zone.
Unlike auto_detect_traps, there is no visual indication of regions
that are flagged as mapped versus those that are not. When you invoke
magic mapping, the game maps your surroundings, and it also sets a
flag on each tile in the area of effect. When your player runs from a
tile so flagged onto one not so flagged, then the game attempts to
automatically map for you by locating an appropriate scroll or device
and using it for you. Both this option and auto_detect_traps work
best if you always run when travelling about. When you enter a new
level, manually detect traps and map your surroundings. If you always
run when travelling, the game will automatically take care of the
detection tedium for the rest of the level.
Use numpad keys as cursor keys in editor mode (numpad_as_cursorkey)
If this option is on, numpad keys are interpreted as cursor-movement
keys rather than numbers while editing any text (such as Mogaminator
preferences or a macro action). If this option is off, numpad keys
are interpreted as adding numbers to the text.
Retain backpack slot labels in other inventories (use_pack_slots)
If this option is on, inventory items will have the same default
label keys in all object prompts; for example, if a scroll is the
ninth item in your backpack and accordingly labeled i) for the Show
Inventory command, then it will also be labeled i) for the Read
Scroll command, even if you have no other scrolls. If this option is
off, each object prompt recomputes the labels, counting the relevant
items only; the example scroll would still be i) for Show Inventory,
but a) in the Read Scroll prompt. Having the option off reduces the
risk of objects unexpectedly changing labels between successive calls
to a command; the scroll could only be bumped to b) by the addition
of another scroll, the appearance (or disappearance) of a potion or
spellbook would have no effect on its label. (Either way, the only
fully reliable way to ensure items retain their expected slots is to
inscribe them accordingly; see [f] for help.)
Map & Screen Options
Center map on player while walking (center_player)
With this option enabled, the map window automatically recenters on
you as you walk. Whether this is a good thing divides players; some
find it extremely disorienting, while others consider it natural.
Turning this option on can make the game noticeably slow on older
machines, but most modern computers are sufficiently fast for this to
not be an issue.
Center map even while running (center_running)
If this option is off, the game waits until the player is finished
running or travelling before it recenters the map. If this option is
on, the map always centers on the player after every step. This
option has no effect if the center_player option is not on.
Use special colors for torch-lit grids (view_yellow_lite)
If this option is enabled, visible floor or wall grids illuminated by
a torch or other moving light source will be drawn in yellow. Keeping
this option turned off may slightly improve game speed. This option
has no effect if both view_granite_lite and view_special_lite are
off.
Use special colors for 'viewable' grids (view_bright_lite)
If this option is enabled, known floor or wall grids not currently in
line of sight will be drawn in dark gray, allowing the player to
easily tell which parts of a room or corridor are in line of sight.
Turning this option off may slightly improve game speed. This option
has no effect if both view_granite_lite and view_special_lite are
off.
Use special colors for wall grids (view_granite_lite)
If this option is enabled, the view_yellow_lite and view_bright_lite
options are applied to wall grids; in addition, special dark coloring
is used for wall grids if the player is blinded. Keeping this option
turned off may slightly improve game speed. This option may produce
unexpected results if wall visuals have been modified by the player.
Use special colors for floor grids (view_special_lite)
If this option is enabled, the view_yellow_lite and view_bright_lite
options are applied to open floor grids; in addition, special dark
coloring is used for floor grids if the player is blinded. Turning
this option off may slightly improve game speed. This option may
produce unexpected results if floor visuals have been modified by the
player.
Map remembers all perma-lit grids (view_perma_grids)
Memorizes all permanently lit floor grids seen by the player. This
option allows you to keep track of which explored floor grids were
permanently 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 non-floor grids seen by the player are always
memorized, regardless of this setting.
Map remembers all torch-lit grids (view_torch_grids)
Memorizes all floor grids seen by the player. This option allows you
to keep track of which floor grids have been explored.
Map marked by detect traps (view_unsafe_grids)
If this option is on, all unmapped grids in areas where trap
detection spells have not been used will be marked x, providing a
visual indication of whether Detect Traps has been used in an area.
If this option is off, a green DTrap status indicator is used instead
for the same purpose. (Note that it is possible for undetected traps
to exist in detected areas, as traps can be created post-detection by
monster spells or by triggering another trap.)
Fresh screen before automated input (fresh_before)
This option forces the game to fresh the screen before every new
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/travelling, or repeating commands, since
output is always flushed when the game is waiting for a keypress from
the user.
Fresh screen after processing monsters (fresh_after)
This option forces the game to fresh the screen after not only every
player command, but also after every round of processing monsters or
objects. This will give you maximal information, but may slow down
the game somewhat, especially on slower machines; on faster machines
this option usually makes little difference either way.
Fresh screen after every message (fresh_message)
This option forces the game to fresh the screen after every message
displayed by the game. This will give you maximal information, but
may slow down the game somewhat.
Hilite the player with the cursor (hilite_player)
Places the visible cursor on the player. 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 less ugly.
Display actual path before shooting (display_path)
If this option is enabled, targeting mode will continuously show the
projection path from you to the target point.
Use square-based delay factors (square_delays)
If this option is on, animation delays will be calculated by squaring
rather than cubing the base delay factor. This permits greater
fine-tuning of very short delays, at the cost of not allowing a
longer delay.
Text Display Options
Plain object descriptions (plain_descriptions)
If this option is on, object flavors are included in descriptions
only if the flavor remains unidentified; a Blue Potion, for example,
might be shown simply as a Potion of Speed after identification. If
this option is not on, flavors are always listed, and the identified
potion would be a Blue Potion of Speed.
Show dungeon level in feet (depth_in_feet)
Displays the current depth in feet instead of levels; 50 feet
corresponds to one level.
Show speeds as energy multipliers (effective_speed)
Displays player and monster speeds as energy multipliers; this style
is somewhat ugly, but helps players understand what a given speed
actually means in terms of energy. This option is turned on by
default in Beginner Mode.
Display 'equippy' chars (equippy_chars)
Displays graphical representations of your equipment (/, (, etc.) in
the main screen sidebar.
Display player hp bar (display_hp_bar)
This option will display a status bar on the main screen that details
your current health. For example:
@[*******--]
Display player sp bar (display_sp_bar)
This option will display a status bar on the main screen that details
your current mana. For example:
?[***------]
Display detailed food status (display_food_bar)
This option will display a status bar on the main screen that details
your current state of hunger. For example:
,[**-------]
Display stats as decimals (decimal_stats)
Displays stats above 18 as decimals (for example, 39.7 instead of
18/217). New players sometimes find this format more intuitive.
Display life rating on a scale of 87% to 117% (percentage_life)
If this option is on, the player's life rating (see [g]) is displayed
on a scale of 87% to 117% rather than a scale of 0 to 76. The
percentage scale is less informative (it crams the 77 possible life
ratings onto a 31-point scale, yet sometimes displays functionally
identical ratings as being one apart) and the actual meaning of the
percentages is unintuitive (they do not multiply the player's full HP
and are unrelated to the various actual life multipliers always
displayed as percentages, and the average is 102-103% rather than
100%); but many players are accustomed to the percentage scale since
it was the original way to display life ratings.
To convert between the scales, use the formula P = (A + 213) / 2.45.
Display roguelike movement keys as reminder (show_rogue_keys)
Displays the movement keys of the roguelike keyset in the main screen
sidebar, provided that there is enough room for them to be displayed
and that the roguelike keyset is on. This option is intended for very
new players, or at least players new to the roguelike keyset, and is
on by default in Beginner Mode.
Display energy cost of most recent action (show_energy_cost)
Displays the nominal energy cost of the player's most recent action
in the main screen sidebar, provided that there is enough room.
Energy randomness is not accounted for. Most player (and monster)
actions cost 100 energy, frequently glossed as "1 turn" as if a turn
were a 100-energy unit.
Compress messages in savefiles (compress_savefile)
Compress the savefile, by only saving the most recent messages
received by the player. This can cut the size of the savefile by a
drastic amount, but will result in the loss of message information.
Describe extra object attributes by abbreviation (abbrev_extra)
If this option is on, any extra resistances and other special
attributes on an object will be added to its description as a fake
inscription. "Extra attributes" are ones the object is not guaranteed
to have from its kind or ego type; for example, Boots of Levitation
might have an extra resistance to Shards, but the levitation itself
would not be an extra attribute since all Boots of Levitation have
it. See [h] for a list of abbreviations.
Describe all object attributes by abbreviation (abbrev_all)
If this option is on, all attributes on an object will be added to
its description as a fake inscription. See [i] for a list of
abbreviations.
Extend use of '?' to random dragon resistances (mark_dragon)
If this option is off, the unknown equipment attribute indicator '?'
is limited to unknown attributes on artifacts and ego items, and thus
indicates an unknown attribute the player can learn to recognize. If
the option is on, items with unknown random dragon resistances (such
as dragon gloves or dragon boots) are also marked with '?', allowing
'?' to indicate any unknown attribute at all. The option is somewhat
redundant in that all objects with dragon resistances will be marked
with '?' until fully identified, but it allows players to rely on '?'
as an indicator of the need to *identify* equipment. The presence of
unknown attributes on an object is always indicated on inspection,
regardless of whether this option is on or not.
Show the experience needed for the next level (exp_need)
If this option is on, the experience display in the main screen
sidebar displays the experience needed to reach the next character
level. If this option is off, the character's current total
experience is displayed instead.
Ignore actions of out of sight monsters (ignore_unview)
If this option is on, you will not receive messages when out-of-sight
monsters fight one another.
Player character depends on their race (display_race)
If this option is on, the player's representation on the map depends
on their monster race; a player Quylthulg, for example, would be
represented by a Q. If the option is off, the player will always be @
even in Monster Mode.
Show object origins on examination (show_origins)
With this option selected, the origins of an object (where you found
it, and who or what you got it from) are displayed when the object is
examined.
Show time of discovery on examination (show_discovery)
With this option enabled, the date of object discovery and the
player's character level at time of discovery are added to the
object's origins. (Also, with this option off, if a pile of objects
with different origins is formed, all information about the origins
is lost. With this option on, the details of the first object to be
discovered are applied to the whole pile instead.)
Show origins in final character dumps (final_dump_origins)
If this option is on, the origins of the player's equipment are
included in character dumps if the character is either dead or a
winner, but omitted otherwise. (Whether discovery details are
included with the origins depends on whether show_discovery is on or
not.)
Show origins in all character dumps (always_dump_origins)
If this option is on, the origins of the player's equipment are
always included in character dumps.
Use 'x' for monsters that look like things (easy_mimics)
If this option is enabled, monsters that are easily mistaken for
non-monsters (like mimics, cloakers, death swords and wall monsters)
will be displayed with the 'x' glyph instead of their native glyph.
(A few thing-like monsters do still retain their original glyphs;
these include death scythes, mushrooms and creeping coins.)
Display skills as numbers on the character sheet (display_skill_num)
If this option is on, the character sheet displays the player's
skills numerically in addition to the usual verbal description;
Superb may become Superb (82), for example. This format is familiar
to players of Composband, where the numerical display is always on.
Show statistics before proceeding with a reforge (reforge_details)
This option shows statistics about how good a reforge result is
likely to be (and why), gives warnings in case of reforges that look
particularly misguided, and allows you to cancel the reforge if the
statistics are not to your liking.
Game Play Options
Merge inscriptions when stacking (stack_force_notes)
Forces 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.
Merge discounts when stacking (stack_force_costs)
Forces 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.
Allow query option lists to loop to beginning (expand_list)
If this option is turned on, several interfaces that allow cycling
between possibilities (the looking/targeting interface, the identify
symbol interface, and the monster-research interface) will wrap back
to the initial option after reaching the end. If this option is off,
these prompts will close after the end is reached.
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.
Display dungeon boundaries as permanent walls (bound_walls_perm)
If this option is set, boundaries of dungeon floors will explicitly
look like permanent walls. If the option is not set, boundary walls
will look like regular walls, but still behave as permanent walls.
Leave last words when your character dies (last_words)
Allows you to speak a few last words when your character dies. If
this option is not on, a simple "You die" message is displayed
instead.
Allow use of debug/cheat options (allow_debug_opts)
Enables use of the debug command (^A), wizard mode (^W) and cheat
options (C in the main options menu). Using any of these irrevocably
marks the character as a cheater; having the option off ensures they
cannot be triggered accidentally.
Disturbance Options
Run past stairs (find_ignore_stairs)
Toggles whether stairs are ignored while running.
Run through open doors (find_ignore_doors)
Toggles whether open doors are ignored while running.
Run past buried treasure (find_ignore_veins)
Toggles whether treasure veins are ignored while running.
Run past known corners (find_cut)
If this option is on, the player cuts sharply around known corners
while running. This will result in faster running, but increases the
chance of blundering into a lurking monster.
Ignore identified items while travelling (travel_ignore_items)
With this option on, all identified items (except some extremely
valuable objects, and objects that add to a stack of already carried
items) are ignored by the Mogaminator while travelling. With the
option off, the Mogaminator may try to pick up already identified
items walked over during the travel, which is sometimes good but
often disturbs the travel annoyingly.
Check for user abort of automated input (check_abort)
If this option is turned off, automatically handled commands such as
resting, running, travelling or repeated commands cannot be cancelled
or disturbed by the user. This is somewhat dangerous, but makes the
game more efficient on some systems.
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.
Give -more- prompts on device/spell failures (prompt_on_failure)
This option forces a -more- prompt whenever an attempt to use a
device or cast a spell fails. This is useful if the player is in the
habit of pressing keys (e.g. to target the device) on the assumption
the device won't fail, which if unchecked can result in a potentially
costly lost turn when the device does fail.
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.
Disturb whenever any monster moves (disturb_move)
Disturbs the player when any visible monster moves, appears, or
disappears. This includes monsters visible through telepathy, which
is sometimes inconvenient if you wish to rest near such monsters.
Disturb whenever high-level monster moves (disturb_high)
Disturbs the player when any monster whose native level is higher
than the player's character level moves, appears, or disappears. This
includes monsters visible through telepathy.
Disturb whenever viewable monster moves (disturb_near)
Disturbs the player when any monster in line of sight moves, and when
any monster moves into or out of line of sight.
Disturb when visible pets move (disturb_pets)
If this option is on, the same disturbance rules are applied to all
monsters, regardless of whether they are friendly or hostile. If this
option is not on, moves by pets or friendly monsters never disturb.
Disturb whenever map panel changes (disturb_panel)
This option causes you to be disturbed by the map scrolling, as
happens when you get close to the edge of the screen.
Disturb whenever player state changes (disturb_state)
This option causes you to be disturbed whenever the player state
changes, including changes to hunger level, temporary buffs or status
effects running out, etc.
Disturb whenever boring things happen (disturb_minor)
This option causes you to be disturbed by various minor things,
including monsters bashing down doors, new inventory object feelings,
and beginning to run out of fuel.
Never disturb when a town monster moves (town_no_disturb)
If this option is on, non-attacking moves by monsters native to towns
(such as mercenaries, drunks or street urchins) will never disturb
you.
Audible bell (on errors, etc.) (ring_bell)
Attempts to make a bell noise when various errors occur. The bell may
not work on some systems.
Disturb when leaving trap-detected area (disturb_trap_detect)
This option causes you to be disturbed when you move out of a
trap-detected area.
Alert when leaving trap-detected area (alert_trap_detect)
This option alerts you with a message when you move out of a
trap-detected area.
Alert when carried device is destroyed or stolen (alert_device_gone)
This option forces a -more- prompt whenever any wand, rod or staff in
your inventory is destroyed or stolen.
Alert when inscribed item is destroyed or stolen (alert_insc_gone)
This option forces a -more- prompt whenever any inscribed item in
your inventory is destroyed or stolen.
Alert on killing wanted uniques (alert_wanted_kill)
This option forces a -more- prompt when a unique with a price on its
head is killed.
Alert on dangerously high poison counter (alert_poison)
This option alerts you with a message before your move if your poison
counter exceeds your current HP, 80% of your maximum HP, or 499
points, whichever is lowest. (Subsequent warnings for the same
instance of poisoning will be displayed only if you are at immediate
risk of dying from poison.)
Easy Auto-Destroyer Options
Use easy auto-destroyer (destroy_items)
This option turns the Easy Destroyer on and off. If enabled, the Easy
Destroyer will destroy all objects unless the object is protected by
one or more of the leave_* options discussed below.
Note: The Easy Auto-Destroyer is a simpler version of
the full-featured Mogaminator discussed at [j]. It is
designed for those who feel the full version is too
complicated to use. However, you really should only use
one or the other; if you are using the Mogaminator,
then you should not also enable the Easy Destroyer,
unless you have turned the always_pickup option on.
Apply auto-destroy on sensing an item (destroy_feeling)
If this option is turned on, both the Mogaminator and the Easy
Destroyer will take actions whenever the player senses the quality of
an object (i.e., whenever pseudo-ID kicks in).
Apply auto-destroy on identifying an item (destroy_identify)
If this option is turned on, both the Mogaminator and the Easy
Destroyer will take actions whenever the player identifies an object
with a spell or magical device. Identifying objects with a town
service does not trigger auto-destruction.
List the rule used when applying the Mogaminator (destroy_debug)
This is a debugging option for the Mogaminator. If this option is
enabled, the rule applied when the Mogaminator does something is
reported in a message; for example:
You have 26 charges remaining. (AutoID:~?unidentified rods) You see a
Rod: Frost Ball (1/3 charges). (Destroy:(!rods:frost ball$)
Auto-destroying.
In addition, the matching rule will be displayed when an object is
inspected, for example:
a Law Book [Attractions of Law] 3.0 lbs
You can't remember ever not having it.
Score: 100
Autopick: ~first realm's first spellbooks#@ma!k
Never apply the Mogaminator (no_mogaminator)
This option deactivates the Mogaminator. (It is redundant if the
Mogaminator was never activated in the first place.)
Leave items the Mogaminator wants to destroy (leave_mogaminator)
With this option on, the Mogaminator never destroys items (the easy
auto-destroyer can still destroy items), but items the Mogaminator
wants to destroy are not automatically picked up on walkover even
with the always_pickup option on.
Allow manual pickup before applying auto-pickup (delay_autopick)
With this option on, any command that allows you to pick up items
manually will give the manual pickup priority over auto-pickup. (With
the option off, this only happens if you are picking up items from
the square you were already on.)
Auto-destroyer leaves known worthy items (leave_worth)
This option protects known objects that can be sold in stores from
auto-destruction by the Easy Destroyer.
Auto-destroyer leaves weapons and armour (leave_equip)
This option protects all weapons and armour from auto-destruction by
the Easy Destroyer.
Auto-destroyer leaves closed chests (leave_chest)
This option protects all chests which have not yet been opened from
auto-destruction by the Easy Destroyer.
Auto-destroyer leaves wanted corpses (leave_wanted)
This option protects corpses of monsters wanted at a bounty office
from auto-destruction by the Easy Destroyer.
Auto-destroyer leaves corpses and skeletons (leave_corpse)
This option protects all corpses and skeletons from auto-destruction
by the Easy Destroyer.
Auto-destroyer leaves junk (leave_junk)
This option protects all junk items, such as Broken Sticks or Shards
of Pottery, from auto-destruction by the Easy Destroyer. This can be
helpful on a class like Archer, although the leave_special option
also covers such special cases.
Auto-destroyer leaves items your race/class needs (leave_special)
This option protects specific items which are normally worthless, but
very important for specific classes or races. These include bones for
Archers, ego light sources of darkness for Ninjas, Wands of Heal
Monster for Beastmasters and Cavalry, humanoid corpses for Balrogs,
and other items with similar niche uses.
List Display Options
Show equipment slot descriptions (describe_slots)
Displays descriptions of the slots equipment objects are worn in,
such as "right hand", "left ring", "neck" or "feet".
Show weights in object listings (show_weights)
Displays the weights of objects in all object inventories, including
any subwindow displaying an inventory.
Show discounts in object listings (show_discounts)
Displays the discount of the object, if any, as part of its
inscription. Disabling this option won't remove the object's
discount; it will just no longer be displayed to the player.
Show device power in object listings (if known) (show_power)
Displays details about an object's power (like dam 158 or heal 250)
in inventories, allowing you to compare items at a glance.
Show item graphics in object listings (show_item_graph)
Displays graphical representations of items (/, (, etc.) in
inventories.
Indicate unknown flavors in shop inventories (shops_mark_unseen)
If this option is on, potions, scrolls and mushrooms whose flavor has
not yet been identified will be marked {unseen} in shop inventories.
Display distance in monster list (display_distance)
If this option is on, the distance between a player and a monster
will be displayed when the monster is targeted; for example, "Rng 4"
for a monster 4 squares away. The distance will also be displayed in
the monster list if only one monster of that race is visible; with
the option off, the list instead displays the monster's coordinates
relative to the player.
Display stairs in the object list (list_stairs)
If this option is enabled, the list of visible objects (accessible
in-game by pressing O or ]) will include stairs in its Interesting
Features section. (The inclusion of stairs in the object list can be
toggled in the list itself by pressing S, but this option determines
whether stairs are shown by default.)
Include known future race/class powers in lists (show_future_powers)
If this option is on, the U bonus-power command (O in the roguelike
keyset) will include known future powers in the list, and gray them
out. Known future powers are ones the player will gain access to at
higher levels, but is currently too low-level to use. Powers that
require evolution, mutations or other special developments besides
level gain will not be included.
Include known future class spells in lists (show_future_spells)
If this option is on, the m magic/mental-power command will include
known future class spells in the list, and gray them out. Known
future spells are ones the player will gain access to at higher
levels, but is currently too low-level to use. This option has no
effect on book spellcasters; book spell menus always include
high-level spells.
Automatically make all power labels sticky (auto_sticky_labels)
With this option on, all powers used through the U key (O in the
roguelike keyset) will be assigned a permanent and unchanging letter
slot, allowing reliable macros, keymaps and finger memory.
Maximum width of the object list (object_list_width)
This setting adjusts the maximum width of the object list as
displayed in the main terminal.
Maximum width of the monster list (monster_list_width)
This setting adjusts the maximum width of the monster list as
displayed in the main terminal.
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 animations of bolt, beam,
and ball attacks. The actual delay is equal to the delay factor cubed,
in milliseconds, unless the square_delays option has been turned on.
Hitpoint Warning
The hitpoint_warn value, if non-zero, is the percentage of maximal HP
at which the player receives a low hitpoint warning. It is also used as
the cut-off for displaying both hitpoints and mana in red.
Autosave Options
These settings determine when the game is automatically saved. An
automatic save can help salvage progress in case of a power outage or
other catastrophic crash:
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.
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 modify
the frequency, press F; this 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 "Timed autosave" set to "yes",
for timed autosaves to take place.
Window Flags
Some platforms support subwindows, which are additional, automatically
updating terminals used to keep useful information on permanent display
(see [k] for more information). These window flags can be used to
specify what information each subwindow displays; the possible choices
should be fairly obvious.
Display inven/equip
Displays the player inventory (and sometimes the equipment). Note
that you can toggle between Inventory and Equipment by pressing ^I.
Display equip/inven
Displays the player equipment (and sometimes the inventory). Note
that you can toggle between Inventory and Equipment by pressing ^I.
Display Object List
This option displays the results of the Object List command (O/]);
for example:
There is 1 wanted object:
! a Potion of Resistance S 17 E 29
There are 4 other objects:
| a Two-Handed Sword S 18 E 30
\ a Lead-Filled Mace S 18 E 28
] a Pair of Metal Shod Boots S 18 E 29
/ an Awl-Pike S 19 E 29
Display Monster List
This option displays the results of the Monster List command (Y/[);
for example:
You are aware of 4 monsters, 4 are awake:
t Aimless looking merchant (2 awake)
t Agent of black market N 9 W 54
t Singing, happy drunk S 22 E 72
Display messages
Displays the most recent messages (compare the ^P command).
Display overhead view
Displays an overhead view of the entire dungeon; this can be somewhat
slow on older machines, and gives the same results as the M command.
Display monster recall
Displays a description of the monster most recently attacked,
targeted, or examined in some way.
Display spell recall
Displays the contents of the spellbook most recently used or browsed.
This window flag may be usefully combined with others, such as
monster recall.
Display dungeon view
Displays a copy of the map.
Cheating Options
Using the cheating options permanently marks your character as a
cheater; cheaters cannot score a real win, and will not get an entry
on the high-score list, even if they turn the cheating options off
later.
Peek into object creation (cheat_peek)
Cheaters never win. But they can peek at object creation.
Peek into monster creation (cheat_hear)
Cheaters never win. But they can peek at monster creation.
Peek into dungeon creation (cheat_room)
Cheaters never win. But they can peek at room creation.
Peek into something else (cheat_xtra)
Cheaters never win. But they can see debugging messages.
Allow player to avoid death (cheat_live)
Cheaters never win. But they can cheat death.
Ask for saving death (cheat_save)
Cheaters never win. But they can choose whether to save the
character's data when they die.
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
Updated : Hengband 1.5.2
Updated : PosChengband 4.0.0
Updated : FrogComposband 7.0.nougat
Updated : FrogComposband 7.1.chocolate
Updated : FrogComposband 7.1.liquorice
Updated : FrogComposband 7.1.salmiak