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 = while creating the character). There is no way to turn them
off after the creation is finished!
Easy Identify (easy_id)
This option simplifies the identification of objects, making Identify
work just like *Identify*. However, this renders many spells (such as
Stone Tell in Nature and Identify True in Sorcery) and objects (such
as Staves of *Identify*) redundant or pointless. Also, some classes
(such as the Archaeologist) are designed with early access to
*Identify* as a principle bonus. Enabling this option removes the
advantages of these classes, making them less worthy of playing.
In addition, this birth option will also affect the early game
pseudo-identification of objects. Normally, objects must be carried
in your pack for some time before you become aware of their quality.
The length of time is class dependent, as is the amount of
information revealed through pseudo-identification (see [b]). With
Easy Identify enabled, all players will get instantaneous and full
pseudo-identification of objects, making this aspect of gameplay much
easier as well.
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. Like
the Easy Identify option, 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 town
Beastmaster Lore service to learn about monsters before you see them
(for a price, of course).
Monsters learn from their mistakes (smart_learn)
Allow monsters to learn what spell attacks you are resistant to, and
to use this information to choose the best attacks.
Monsters exploit players weaknesses (smart_cheat)
Allow monsters to know what spell attacks you are resistant to, and
to use this information to choose the best attacks.
Play without a wilderness (no_wilderness)
This option disables the wilderness, forcing you to play with a
single special town level. As a result, the only dungeon that will be
available is the Pits of Angband. However, the town is relatively
well serviced and many, if not most, of the various fixed quests will
be available for your pleasure (see [c]).
Stores are permanently closed (ironman_shops)
This option closes all shops. Try to survive in the deeps of the
dungeon without supplies from town. Your Home still functions
normally, and various town services are still available.
Always create unusually small dungeon levels (ironman_small_levels)
If this option is enabled, then every level will be smaller than
usual. See the 'Allow unusually small dungeon levels' option below.
Disable recall and use of up stairs (ironman_downward)
You are not allowed to climb upwards, or recall to town. All stairs
are downstairs and every time you teleport level, you'll teleport to
a deeper level.
Always create empty 'arena' levels (ironman_empty_levels)
If this option is enabled, then every level will be empty 'arena'
level. See the "Allow empty 'arena' levels" option below.
Always generate very unusual rooms (ironman_rooms)
If this option is enabled, every room becomes a vault. It is unclear
whether this makes the game harder or easier.
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!
Preserve artifacts (preserve_mode)
In non-preserve mode, once a fixed artifact is generated (either on
the dungeon floor or in a monster drop), it will never be generated
again during that game. This means that if you miss the artifact by
leaving the level before you pick it up it is gone forever. On the
other hand, in preserve mode this behavior is only exhibited once you
have identified the artifact. It is therefor safer to leave a level
before it is completely explored as any fixed artifact can be
regenerated in subsequent levels.
Input Options
Rogue-like commands (rogue_like_commands)
Selects the roguelike command set which is an alternative way of
mapping keystrokes to underlying game commands. (see [d] for info).
Pick things up by default (always_pickup)
Tells the game that walking onto an item should attempt to pick it
up. Otherwise, you must use the g command, or the - command while
walking. Combined with carry_query_flag, allows you to selectively
pick up all items which you step on.
Activate quick messages (quick_messages)
Allows the use of any keypress as a response to the -more- prompt
(useful for monster farming). Allows most keys to mean "no" to any
"(y/n)" prompt.
Enable command selection menu (command_menu)
The command selection menu is a helpful tool for beginning players.
By pressing ENTER, this option displays a menu of all available
commands, which the user may drill into with the arrow keys. This
makes it easier to discover the keypress required to do a specific
action:
+----------------------------------------------------+
| Magic/Special > Action |
| Item+----------------------------------------------------+
| Equi| > Rest(R) Disarm a trap(D) |
| Info| Search(s) Look(l/x) |
| Othe| 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 direction to
use the current target if there is one. Use of this option can be
dangerous if you target locations on the ground, unless you clear
them when done. Actually, position targets now automatically clear
when they are no longer valid (e.g. after a teleport). Pay attention
to the character info section of your screen as it always shows your
current target, whether monster or location.
Automatically target nearest monster (auto_target)
With this option enabled, every offensive spell you cast or device
you use will automatically target the closest monster if there is not
already a valid target selected. If you use this option, then it is
highly recommended that you also enable the use_old_target option.
That way, if you are in a situation where the automatic targeting is
not what you want, you can just select a target up front before
casting your spell.
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]).
Prompt for destruction of known worthless items (confirm_destroy)
Normally, no confirmation will be asked if you attempt to destroy an
object which you know to be worthless. If this option is set, the
Destroy command always asks for confirmation.
Confirm to wear/wield known cursed items (confirm_wear)
Some players may occasionally, due to a typing mistake, find
themselves wearing an item which they knew was cursed. If this option
is set, you should be safe from such typing mistakes: you will be
prompted if you attempt to wear or wield an item if your character
knows it is cursed.
Prompt before exiting a quest level (confirm_quest)
In the dungeon, you can freely climb up/down stairs and can return to
former floors normally. But in some quest level, including the random
quest, you can not return once you escaped from the level. If this
option is set, the program asks for confirmation before you go up the
stairs from such quest levels.
Allow targetting pets (target_pet)
Normally, the program doesn't automatically choose pets as target in
the targeting mode of attack spells. If this option is set, the
program always chooses every monster in sight as target.
Automatically open doors (easy_open)
Makes it easy for your character to open a door: simply by walking
into it! Also the open command will automatically select one
direction if only one door is near you.
Automatically disarm traps (easy_disarm)
Makes it easy for your character disarms a trap: simply by walking
into it! Also the disarm command will automatically select one
direction if only one known trap is near you.
Automatically get nearby ammo (auto_get_ammo)
This option enhances the Get Objects command (g) to automatically
travel to nearby, visible ammo which is inscribed with =g (i.e., ammo
which you have instructed the autopicker to automatically pickup).
This enhancement is useful for archer builds after all nearby
monsters have been slain. You might consider using the stronger
auto_get_objects option instead.
Automatically get nearby objects (auto_get_objects)
This option enhances the 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.
Display floor stacks in a list (easy_floor)
Lets you select an item from a stack on the floor by browsing a list.
Also the look command will describe floor stack as "You see a stack
of n items.", when there is more than one item on a floor grid, and
display a list of items when you press 'x' at that time.
Use numpad keys as cursor keys in editor mode (numpad_as_cursorkey)
This option makes numpad keys work as cursor movement keys while text
editing mode. Which include auto-picker editor, inputing an
inscription, a macro action, and etc.
Map & Screen Options
Center map while walking (center_player)
With this option enabled, the map window automatically recenters on
the player as you walk. I find this rather disturbing, but it helps
if you are on a small monitor and worried about off screen monsters.
Centering even while running (center_running)
Normally, the map does not center on the player if the player moves
with the "run" command, only when the running finishes. If this
option is set, the map always centers on the player.
Use special colors for torch-lit grids (view_yellow_lite)
This option causes special colors to be used for "torch-lit" grids in
certain situations (see the entries for"view_granite_lite" and
"view_special_lite"). Turning this option off will slightly improve
game speed.
Use special colors for 'viewable' grids (view_bright_lite)
This option causes special colors to be used for non "viewable" grids
in certain situations (see "view_granite_lite" and
"view_special_lite"). When this option is set, floor grids which are
normally drawn in "white" but which are not currently "viewable" by
the player are instead drawn in "dark gray". This makes the
"viewable" grids to appear "brighter" than the others, allowing the
player to easily determine which floor grids are in "line of sight".
Turning this option off will probably increase the speed of the game.
Use special colors for wall grids (view_granite_lite)
This option activates a special color scheme for all "wall" grids
which are normally drawn in "white" (as walls and rubble normally
are). When the player is blind, we use "dark gray", else if the grid
is torch-lit, we use "yellow" (or "white") depending on the
"view_yellow_lite" option, else if the "view_bright_lite" option is
set, and the grid is not in line of sight, or the grid is dark, or
the grid is only "partially" lit, then we use "gray", otherwise we
use the normal "white". Turning this option off will probably
increase the speed of the game. This option may not work well if the
attr/char codes for walls/veins have been changed.
Use special colors for floor grids (view_special_lite)
This option activates a special color scheme for all "floor" grids
which are normally drawn in "white" (as they normally are). When the
player is blind, we use "dark gray", else if the grid is torch-lit,
we use "yellow" (or "white") depending on the "view_yellow_lite"
option, else if the grid is "dark", we use "dark gray", else if the
"view_bright_lite" option is set, and the grid is not in line of
sight, we use "gray", otherwise we use the normal "white". Turning
this option off will probably increase the speed of the game. This
option may not work well if the attr/char codes for walls/veins have
been changed
Map remembers all perma-lit grids (view_perma_grids)
Memorize all perma-lit floor grids which are seen by the player. This
option allows you to keep track of which explored floor grids were
perma-lit, but does not distinguish between dark floor grids,
unexplored floor grids, and unknown grids. Turning off this option
allows the player to always know which lit floor grids are in line of
sight, but this is better accomplished by the "view_bright_lite"
option. Note that any non-floor grids which is seen by the player are
always memorized, and "object" which is seen by the player is
memorized independently from the memorization of the grid itself.
Map remembers all torch-lit grids (view_torch_grids)
Memorize all (torch-lit) floor grids which are seen by the player.
This option not only allows you to keep track of which floor grids
have been explored, but also which ones are "dark", because the use
of this option activates a special "color scheme" for the display of
floor grids, in which "dark" grids are drawn in "dark gray","lit"
grids are drawn in "white", and (if the "view_bright_lite" option is
set) "lit" grids which are also in line of sight are drawn in
"orange". Note that grids which are currently "torch-lit" are
considered to be "lit", and are thus drawn in "white", unless the
"view_yellow_lite" option is set, in which case they are drawn in
"yellow".
Map marked by detect traps (view_unsafe_grids)
Unknown grids that have not been traversed previously, or had a
detect trap spell cast on them are marked with a grey 'x'. This
allows you to determine where in the dungeon you have cast detect
traps, but does not ensure that grids not marked with a grey 'x' are
trap free. This option has no effect on surface grids, but outdoor
locations cannot be trapped.
Flush output while continuous command (fresh_before)
This option forces the game to flush all output before every command.
This will give you maximal information, but may slow down the game
somewhat. Note that this option is only useful when using macros,
resting, running, or repeating commands, since the output is always
flushed when the game is waiting for a keypress from the user.
Flush output after monster's move (fresh_after)
This option forces the game to flush all output after not only every
player command, but also after every round of processing monsters and
objects, which will give you maximal information, but may slow down
the game a lot, especially on slower machines, and on faster machines
you normally do not have a chance to see the results anyway.
Flush output after every message (fresh_message)
This option forces the game to flush all output 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)
Place the visible cursor on the player. This looks fine on some Unix
machines, but horrible on most graphics machines. Note that only some
machines are able to *not* show the cursor, but on those machines,
hiding the cursor often speeds up the game and looks better.
Display actual path before shooting (display_path)
When this option is set, the targeting mode will show path from you
to current target point continuously.
Text Display Options
Plain object descriptions (plain_descriptions)
This option disables "full" names for identified 'flavored' objects,
in other words, if this option is not in use, an identified Potion of
Speed could be listed (for example) as a Blue Potion of Speed. If you
prefer simpler, less verbose descriptions, set this option.
Always show list when choosing items (always_show_list)
When this option is set, all commands which lets you to choose an
item from inventory or equipment list will automatically show list
when activated.
Show dungeon level in feet (depth_in_feet)
Display the dungeon depth in "feet" instead of as an actual level.
This also affects the monster memory display.
Show labels in object listings (show_labels)
Display the labels for objects in the equipment list, and in any
special window which is displaying the equipment. These labels
indicate what the player is using the object for, such as "wielding"
or "wearing" (in a given location). After you have played for a
while, this information is no longer useful, and can be annoying.
Show weights in object listings (show_weights)
Display the weights of objects in the inventory and equipment lists,
and in stores, and in any special window which is displaying any of
these lists.
Show discounts in object listings (show_discounts)
Display the discount of the object, if any, as part of its
inscription. Disabling this option won't remove the object's
discount. Rather, this information will no longer be displayed to the
player.
Show items graphics (show_item_graph)
Displays small icons of the items in your inventory list, equipment
list and stores.
Display 'equippy' chars (equippy_chars)
This option will show you a graphical representation of your worn
equipment on the main screen. The 'equippy' chars will use the
standard symbols of the respective items.
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:
,[**-------]
Compress messages in savefiles (compress_savefile)
Compress the savefile, by only saving the most recent "messages" that
the player has received. This can cut the size of the savefile by a
drastic amount, but will result in the loss of message information.
Describe obj's extra resistances by abbreviation (abbrev_extra)
When an *identified* equipment is displayed, an abbreviation string
for the object's extra resitances and extra abilities are added as
fake inscriptions of the object.
A word "EXTRA" means that the ability must not be obvious from the
objects name. For example, a pair of boots of Levitation sometimes
has EXTRA shard resistance. But fire resistance of an armor of Resist
Fire is not an EXTRA resistance.
The list of abbreviations for each resistances and abilities are
described in [f].
Describe obj's all resistances by abbreviation (abbrev_all)
When an *identified* equipment is displayed, an abbreviation string
for all the object's resitances and abilities are added as fake
inscriptions of the object.
The list of abbreviations for each resistances and abilities are
described in [g].
Show the experience needed for the next level (exp_need)
Setting this option to yes alters the display of experience on the
left of the main screen to the experience needed to reach the next
character level, instead of the character's current total experience.
Ignore actions of out of sight monsters (ignore_unview)
With this option, you won't receive messages when out of sight
monsters fight one another. This is useful if you are playing with
lots of pets and don't wish to read a blow by blow account of the
battle raging around you.
Display high stats in a more simple format (simple_stat_display)
This option causes the game to display stats as numbers up to 40,
instead of the percentile system where the max is 18/220. The game
still works the same way under the hood, though. This only changes
the way things are displayed to the player.
Player character depends on their race (simple_stat_display)
With this option a player who plays as a Quylthulg, for example, will
be represented by a Q. If the option is turned off the player will
always be @.
Game Play Options
Merge inscriptions when stacking (stack_force_notes)
Force otherwise identical objects to merge, even if one has an empty
inscription and the other does not. The resulting stack keeps the
non-empty inscription.
Merge discounts when stacking (stack_force_costs)
Force otherwise identical objects to merge, even if they have
different discounts. The resulting stack keeps the largest discount.
This option may cause you to lose "value", but will give you optimal
pack usage.
Expand the power of the list commands (expand_list)
Expand the "listing" commands so that they "wrap" at the "edges" of
the appropriate list. This allows the "look" and "target" commands to
"cycle" through all appropriate grids forever, and the "identify
symbol" to browse through all of the monsters of a given type.
Allow unusually small dungeon levels (small_levels)
This option enables the creation of levels of varying sizes. Levels
that are as small as the town level (i.e. 1 'screen') are possible,
yet they can be dangerous, especially for a low level character. Note
that this option has the side effect of enabling / disabling
'destroyed' levels (they are enabled if small levels are).
Always create unusually small dungeon levels (always_small_levels)
If this option is enabled, then every level will be smaller than
usual. See the 'Allow unusually small dungeon levels' option above.
Allow empty 'arena' levels (empty_levels)
Normal dungeon levels consist mostly of rock. If this option is in
use, levels which have empty floor instead of solid rock may also be
created (somewhat reminiscent of Nethack's "big-room" levels). These
levels can be extremely deadly, especially with breathing monsters
(since there are few obstructions to shield). Arena levels may have
vaults, nests and pits in them like normal levels. Some arena levels
are dark when they are created, but most are lit.
Boundary walls become 'permanent wall' (bound_walls_perm)
If this option is set, boundaries of dungeon floors will explicitly
look like permanent walls. If unset, those will look like normal
walls, but still behave as permanent walls.
Leave last words when your character dies (last_words)
Display a random line from the "death.txt" file when your character
dies and then allow you to rewrite these last words. If this option
is not selected, the "You die." message is displayed instead.
Allow use of debug/cheat options (allow_debug_opts)
Since use of debug command(^A), wizard mode(^W), and Cheating options
('C' in options panel) mark the player as "Cheater" who can't
register their score, these debug/cheat options are forbidden by
default. The allow_debug_opts option removes these restrictions, and
allow the player to become "Cheater". But perhaps you just want to
test?
Disturbance Options
Run past stairs (find_ignore_stairs)
Ignore stairs when running.
Run through open doors (find_ignore_doors)
Ignore open doors when running.
Run past known corners (find_cut)
Cut sharply around known corners when running. This will result in
faster running, but may cause you to run into a lurking monster.
Check for user abort while continuous command (check_abort)
Turning this option off will avoid checking to see if the user has
pressed a key during resting or running or repeated commands. This
not only makes the game much more efficient (on many systems), but
also allows the use of certain obscure macro sequences, such as
turning this option off, resting until done, turning this option on,
and casting a spell. Resting for long periods of time with this
option turned off is dangerous since the resting may not stop until
the user takes damage from starvation.
Flush input on various failures (flush_failure)
This option forces the game to flush all pending input whenever
various "failures" occur, such as failure to cast a spell, failure to
use a wand, etc. This is very useful if you use macros which include
"directional" components with commands that can fail, since it will
prevent you from walking towards monsters when your spells fail.
Flush 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)
Disturb the player when any monster moves, appears, or disappears.
This includes monsters which are only visible due to telepathy, so
you should probably turn this option off if you want to "rest" near
such monsters.
Disturb whenever high-level monster moves (disturb_high)
Disturb the player when any monster whose level is higher than the
player moves, appears, or disappears. This includes monsters which
are only visible due to telepathy.
Disturb whenever viewable monster moves (disturb_near)
Disturb the player when any viewable monster moves, whenever any
monster becomes viewable for the first time, and also whenever any
viewable monster becomes no longer viewable. This option ignores the
existence of "telepathy" for the purpose of determining whether a
monster is "viewable". See also the "view_reduce_view" option.
Disturb when visible pets move (disturb_pets)
The player may wish that some of the disturbance options do not apply
to pets: for example, it can be annoying if your rest is always
disturbed by a pet dog who pops in every now and then. By default,
pets do not disturb you even if full monster disturbance options are
set. If you want your pets to disturb you like normal monsters, set
this option.
Disturb whenever map panel changes (disturb_panel)
This option causes you to be disturbed by the map scrolling, as it
does automatically 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 in hunger, resistance, confusion, etc.
Disturb whenever boring things happen (disturb_minor)
This option causes you to be disturbed by various bring things,
including monsters bashing down doors, inventory feelings, and
beginning to run out of fuel.
Audible bell (on errors, etc) (ring_bell)
Attempt to make a bell noise when various errors occur.
Disturb when leaving trap detected area (disturb_trap_detect)
This option causes you to be disturbed when the player is running out
of trap-detected area.
Alert when leaving trap detected area (alert_trap_detect)
This option alerts you with message when the player is moving out of
the trap-detected area.
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 to use
version of the full featured Mogaminator discussed in
[h]. 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. So if you are using the full
version, then you should not also enable the easy
version.
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,
whether with a spell or with a magical device (but, alas, not via a
town service).
List the rule used when applying the Mogaminator (destroy_debug)
This is a debugging option when using the full-featured Mogaminator.
Enabling this option results in the reporting of the rule used
whenever an action is taken, such as pickup, auto-identify or
destroy. The rule in question will appear in the message line. 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 inspecting
objects. For example:
an Amulet (Defender) [+12]
Resist Acid, Electricity, Fire, Cold, Poison
Free Action; See Invisible; Levitation
It cannot be harmed by the elements.
Autopick: ~*identified* amulets more value than 10000
Auto-destroyer leaves known worthy items (leave_worth)
This option protects known objects that can be sold in stores from auto-destrD
Auto-destroyer leaves weapons and armour (leave_equip)
This option protects all weapons and armour from auto-destruction by The EasyD
Auto-destroyer leaves closed chests (leave_chest)
This option protects all chests which are not yet opened from auto-destructioD
Auto-destroyer leaves wanted corpses (leave_wanted)
This option protects corpses of monsters wanted at the Hunter's office from aD
Auto-destroyer leaves corpses and skeletons (leave_corpse)
This option protects all corpses and skeletons from auto-destruction by The ED
Auto-destroyer leaves junk (leave_junk)
This option protects all 'junk', such as Shards of Pottery or Broken Stick, fA
Auto-destroyer leaves items your race/class needs (leave_special)
This option protects specific items which are normally worthless, but very ime
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 delay_factor cubed, in
milliseconds.
Hitpoint Warning
The hitpoint_warn value, if non-zero, is the percentage of maximal
hitpoints at which the player is warned that he may die. It is also
used as the cut-off for using red to display both hitpoints and mana.
Autosave Options
Ideally, the game should be so stable that these options are not
needed at all. However, even if the game were 100% reliable (which
it, to be frank, probably is not), the user might forget to save and
his hardware could fail him. For all of these reasons, you may want
to use these options:
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 set
the frequency press F. It will increase the frequency to the next
category (and from 25000 to 0), the categories being every 50, 100,
250, 500, 1000, 2500, 5000, 10000 and 25000 turns. Note that the
frequency must be higher than 0 and the "Timed autosave" set to
"yes" for timed autosaves to take place.
Window Flags
These options select what kind of information is displayed in which
window. Some platforms support "sub-windows", which are windows which
can be used to display useful information generally available through
other means. The best thing about these windows is that they are
updated automatically (usually) to reflect the current state of the
world. The "window options" can be used to specify what should be
displayed in each window. The possible choices should be pretty
obvious.
Display inven/equip
Display the player inventory (and sometimes the equipment). Note
that you can toggle between Inventory and Equipment by pressing ^I.
Display equip/inven
Display 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 (]).
For example:
There is 1 wanted object:
! a Potion of Resistance S 17 E 29
There are 4 other objects:
| a Two-Handed Sword (3d6) S 18 E 30
\ a Lead-Filled Mace (3d4) S 18 E 28
] a Pair of Metal Shod Boots [6] S 18 E 29
/ an Awl-Pike (1d8) S 19 E 29
Display Monster List
This option displays the results of the Monster List command ([).
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
Display the most recently generated messages (cf The ^P command).
Display overhead view
Display an overhead view of the entire dungeon. This is very slow
and gives the same results as the M command.
Display monster recall
Display a description of the most monster which has been most
recently attacked, targeted, or examined in some way.
Display object recall
Display a description of the most recently selected object.
Currently this only affects spellbooks and prayerbooks. This window
flag may be usefully combined with others, such as "monster
recall".
Display dungeon view
Display a copy of dungeon map.
Display borg messages
This window flag is currently used only by the Borg which is not
currently supported in this variant.
Display borg status
This window flag is currently used only by the Borg which is not
currently supported in this variant.
Cheating Options
Using the cheating options marks your character as "Cheater" and you
won't get into the high-score list. Turning off the cheating options
later does NOT allow your character to get a highscore entry, so
think twice before using any cheat.
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.
Know complete monster info (cheat_know)
Cheaters never win. But they can know all about monsters.
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 they save dead
character data or not 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