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<h1>The PWMAngband Manual</h1>
<span class="version">v1.6.1</span>
</div>
<img src="lib/icons/att.svg" style="height: 4rem;">
</header>
<div class="document">
<div class="section" id="welcome-to-pwmangband">
<h1><a class="toc-backref" href="#id18">1 Welcome to PWMAngband</a></h1>
<p>PWMAngband is a complex multiplayer dungeon simulation. A player (you!)
creates a character, choosing from a variety of races and classes, and then
plays that character over a period of days, weeks, even months.</p>
<p>The player will begin their adventure on the town level where they may acquire
supplies, weapons, armor, and magical devices by buying from various shop
owners. Then the player can descend into the Pits of Angband, where they will
explore the many levels of the dungeon, gaining experience by killing fierce
creatures, collecting powerful objects and valuable treasure, and returning to
town occasionally to buy supplies. Eventually, as the player grows more
experienced, they may attempt to win the game by defeating Morgoth, the Lord of
Darkness, who resides far below the surface.</p>
<p>PWMAngband is a very complex game, and it may be difficult to grasp everything
at first, especially if you have never played a roguelike game before. A key
resource for PWMAngband players is the forum, where you can ask for help, and
also post compliments, complaints, suggestions, bug reports, and interesting
experiences. Don't be shy!</p>
<p>PWMAngband forum: <a class="reference external" href="http://www.mangband.org/forum/viewforum.php?f=9">http://www.mangband.org/forum/viewforum.php?f=9</a></p>
<p>Angband forum: <a class="reference external" href="https://angband.live/forums/">https://angband.live/forums/</a></p>
<div class="contents topic" id="table-of-contents">
<p class="topic-title">Table of Contents :</p>
<ul class="auto-toc simple">
<li><a class="reference internal" href="#welcome-to-pwmangband" id="id18">1 Welcome to PWMAngband</a></li>
<li><a class="reference internal" href="#getting-started" id="id19">2 Getting Started</a><ul class="auto-toc">
<li><a class="reference internal" href="#a-quick-demonstration" id="id20">2.1 A quick demonstration</a></li>
<li><a class="reference internal" href="#a-players-guide-to-pwmangband" id="id21">2.2 A Players' Guide to PWMAngband</a><ul class="auto-toc">
<li><a class="reference internal" href="#the-basics" id="id22">2.2.1 The basics</a><ul class="auto-toc">
<li><a class="reference internal" href="#a-fighting-chance" id="id23">2.2.1.1 A Fighting Chance</a></li>
<li><a class="reference internal" href="#missile-damage" id="id24">2.2.1.2 Missile Damage</a></li>
<li><a class="reference internal" href="#summary" id="id25">2.2.1.3 Summary</a></li>
</ul>
</li>
<li><a class="reference internal" href="#fighting-power" id="id26">2.2.2 Fighting Power</a></li>
<li><a class="reference internal" href="#plan-to-be-deep" id="id27">2.2.3 Plan to be deep</a><ul class="auto-toc">
<li><a class="reference internal" href="#the-first-trip" id="id28">2.2.3.1 The first trip</a></li>
<li><a class="reference internal" href="#what-to-kill" id="id29">2.2.3.2 What to kill</a></li>
<li><a class="reference internal" href="#what-to-ignore" id="id30">2.2.3.3 What to ignore</a></li>
<li><a class="reference internal" href="#what-to-avoid" id="id31">2.2.3.4 What to avoid</a></li>
</ul>
</li>
<li><a class="reference internal" href="#on-bad-luck" id="id32">2.2.4 On Bad Luck</a></li>
<li><a class="reference internal" href="#face-palm-tips" id="id33">2.2.5 Face-palm Tips</a><ul class="auto-toc">
<li><a class="reference internal" href="#start-simple" id="id34">2.2.5.1 Start simple</a></li>
<li><a class="reference internal" href="#focus" id="id35">2.2.5.2 Focus!</a></li>
<li><a class="reference internal" href="#use-that-stuff" id="id36">2.2.5.3 Use that stuff</a></li>
<li><a class="reference internal" href="#rangers-have-a-bow" id="id37">2.2.5.4 Rangers have a bow</a></li>
<li><a class="reference internal" href="#stockpile" id="id38">2.2.5.5 Stockpile!</a></li>
<li><a class="reference internal" href="#an-item-you-don-t-use-is-useless" id="id39">2.2.5.6 An item you don't use is useless</a></li>
<li><a class="reference internal" href="#identifying-your-items" id="id40">2.2.5.7 Identifying your items</a></li>
<li><a class="reference internal" href="#the-dungeon-is-dark" id="id41">2.2.5.8 The dungeon is dark</a></li>
<li><a class="reference internal" href="#you-can-run-away" id="id42">2.2.5.9 You can RUN AWAY</a></li>
<li><a class="reference internal" href="#get-away-now" id="id43">2.2.5.10 Get away NOW!</a></li>
<li><a class="reference internal" href="#level-1-is-still-there" id="id44">2.2.5.11 Level 1 is still there</a></li>
<li><a class="reference internal" href="#black-market-deals" id="id45">2.2.5.12 Black Market Deals</a></li>
<li><a class="reference internal" href="#try-a-different-strategy" id="id46">2.2.5.13 Try a Different Strategy</a></li>
<li><a class="reference internal" href="#on-depth-and-item-value" id="id47">2.2.5.14 On Depth and Item Value</a></li>
<li><a class="reference internal" href="#the-monster-barely-matters" id="id48">2.2.5.15 The monster barely matters</a></li>
<li><a class="reference internal" href="#regarding-artifacts" id="id49">2.2.5.16 Regarding Artifacts</a></li>
</ul>
</li>
<li><a class="reference internal" href="#surviving-to-clvl-31-dlvl-36" id="id50">2.2.6 Surviving to clvl 31 / dlvl 36</a><ul class="auto-toc">
<li><a class="reference internal" href="#run-away" id="id51">2.2.6.1 RUN AWAY!</a></li>
<li><a class="reference internal" href="#information-awareness" id="id52">2.2.6.2 Information Awareness</a></li>
<li><a class="reference internal" href="#start-from-the-beginning" id="id53">2.2.6.3 Start from the Beginning</a></li>
<li><a class="reference internal" href="#item-collecting" id="id54">2.2.6.4 Item Collecting</a></li>
<li><a class="reference internal" href="#take-a-break" id="id55">2.2.6.5 Take a Break</a></li>
<li><a class="reference internal" href="#don-t-forget-your-ranged-attacks" id="id56">2.2.6.6 Don't forget your Ranged Attacks!</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#frequently-asked-questions" id="id57">2.3 Frequently Asked Questions</a><ul class="auto-toc">
<li><a class="reference internal" href="#issues-and-problems" id="id58">2.3.1 Issues and problems</a><ul class="auto-toc">
<li><a class="reference internal" href="#how-do-i-report-a-bug" id="id59">2.3.1.1 How do I report a bug?</a></li>
<li><a class="reference internal" href="#dark-monsters-are-hard-to-see" id="id60">2.3.1.2 Dark monsters are hard to see</a></li>
<li><a class="reference internal" href="#is-there-a-way-to-disable-that-thing-that-pops-up-when-you-hit-the-enter-key" id="id61">2.3.1.3 Is there a way to disable that thing that pops up when you hit the enter key?</a></li>
</ul>
</li>
<li><a class="reference internal" href="#development" id="id62">2.3.2 Development</a><ul class="auto-toc">
<li><a class="reference internal" href="#what-are-the-current-plans-for-the-game" id="id63">2.3.2.1 What are the current plans for the game?</a></li>
<li><a class="reference internal" href="#how-do-i-suggest-an-idea-feature" id="id64">2.3.2.2 How do I suggest an idea/feature?</a></li>
<li><a class="reference internal" href="#how-do-i-get-a-copy-of-the-source-code" id="id65">2.3.2.3 How do I get a copy of the source code?</a></li>
<li><a class="reference internal" href="#how-do-i-compile-the-game" id="id66">2.3.2.4 How do I compile the game?</a></li>
<li><a class="reference internal" href="#how-do-i-contribute-to-the-game" id="id67">2.3.2.5 How do I contribute to the game?</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#quick-reference-guide" id="id68">2.4 Quick reference guide</a><ul class="auto-toc">
<li><a class="reference internal" href="#command-summary" id="id69">2.4.1 Command Summary</a><ul class="auto-toc">
<li><a class="reference internal" href="#inventory-commands" id="id70">2.4.1.1 Inventory Commands</a></li>
<li><a class="reference internal" href="#movement-commands" id="id71">2.4.1.2 Movement Commands</a></li>
<li><a class="reference internal" href="#resting-commands" id="id72">2.4.1.3 Resting Commands</a></li>
<li><a class="reference internal" href="#stealth-commands" id="id73">2.4.1.4 Stealth Commands</a></li>
<li><a class="reference internal" href="#alter-commands" id="id74">2.4.1.5 Alter Commands</a></li>
<li><a class="reference internal" href="#spell-and-prayer-commands" id="id75">2.4.1.6 Spell and Prayer Commands</a></li>
<li><a class="reference internal" href="#monster-spell-commands" id="id76">2.4.1.7 Monster Spell Commands</a></li>
<li><a class="reference internal" href="#object-manipulation-commands" id="id77">2.4.1.8 Object Manipulation Commands</a></li>
<li><a class="reference internal" href="#magical-object-commands" id="id78">2.4.1.9 Magical Object Commands</a></li>
<li><a class="reference internal" href="#throwing-and-missile-weapons" id="id79">2.4.1.10 Throwing and Missile Weapons</a></li>
<li><a class="reference internal" href="#looking-commands" id="id80">2.4.1.11 Looking Commands</a></li>
<li><a class="reference internal" href="#message-commands" id="id81">2.4.1.12 Message Commands</a></li>
<li><a class="reference internal" href="#player-house-commands" id="id82">2.4.1.13 Player House Commands</a></li>
<li><a class="reference internal" href="#game-status-commands" id="id83">2.4.1.14 Game Status Commands</a></li>
<li><a class="reference internal" href="#saving-and-exiting-commands" id="id84">2.4.1.15 Saving and Exiting Commands</a></li>
<li><a class="reference internal" href="#user-pref-file-commands" id="id85">2.4.1.16 User pref file commands</a></li>
<li><a class="reference internal" href="#help" id="id86">2.4.1.17 Help</a></li>
<li><a class="reference internal" href="#extra-commands" id="id87">2.4.1.18 Extra Commands</a></li>
</ul>
</li>
<li><a class="reference internal" href="#newbie-guide-for-multiplayer-angband" id="id88">2.4.2 Newbie Guide for Multiplayer Angband</a><ul class="auto-toc">
<li><a class="reference internal" href="#part-i-the-basics" id="id89">2.4.2.1 Part I -- The Basics</a></li>
<li><a class="reference internal" href="#part-ii-keymaps" id="id90">2.4.2.2 Part II -- Keymaps</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#the-manual" id="id91">3 The Manual</a><ul class="auto-toc">
<li><a class="reference internal" href="#creating-a-character" id="id92">3.1 Creating a Character</a><ul class="auto-toc">
<li><a class="reference internal" href="#character-characteristics" id="id93">3.1.1 Character Characteristics</a></li>
<li><a class="reference internal" href="#races" id="id94">3.1.2 Races</a></li>
<li><a class="reference internal" href="#classes" id="id95">3.1.3 Classes</a></li>
<li><a class="reference internal" href="#stats" id="id96">3.1.4 Stats</a></li>
<li><a class="reference internal" href="#skills" id="id97">3.1.5 Skills</a></li>
<li><a class="reference internal" href="#stat-bonus-tables" id="id98">3.1.6 Stat Bonus Tables</a></li>
<li><a class="reference internal" href="#ability-tables" id="id99">3.1.7 Ability Tables</a></li>
<li><a class="reference internal" href="#stat-rollers" id="id100">3.1.8 Stat rollers</a></li>
<li><a class="reference internal" href="#character-name" id="id101">3.1.9 Character Name</a></li>
</ul>
</li>
<li><a class="reference internal" href="#exploring-the-dungeon" id="id102">3.2 Exploring the Dungeon</a><ul class="auto-toc">
<li><a class="reference internal" href="#symbols-on-your-map" id="id103">3.2.1 Symbols On Your Map</a><ul class="auto-toc">
<li><a class="reference internal" href="#features-that-do-not-block-line-of-sight" id="id104">3.2.1.1 Features that do not block line of sight</a></li>
<li><a class="reference internal" href="#features-that-block-line-of-sight" id="id105">3.2.1.2 Features that block line of sight</a></li>
<li><a class="reference internal" href="#objects" id="id106">3.2.1.3 Objects</a></li>
<li><a class="reference internal" href="#monsters" id="id107">3.2.1.4 Monsters</a></li>
</ul>
</li>
<li><a class="reference internal" href="#the-town-level" id="id108">3.2.2 The Town Level</a></li>
<li><a class="reference internal" href="#townspeople" id="id109">3.2.3 Townspeople</a></li>
<li><a class="reference internal" href="#town-buildings" id="id110">3.2.4 Town Buildings</a></li>
<li><a class="reference internal" href="#the-wilderness" id="id111">3.2.5 The Wilderness</a></li>
<li><a class="reference internal" href="#within-the-dungeon" id="id112">3.2.6 Within The Dungeon</a></li>
<li><a class="reference internal" href="#objects-found-in-the-dungeon" id="id113">3.2.7 Objects Found In The Dungeon</a></li>
<li><a class="reference internal" href="#cursed-objects" id="id114">3.2.8 Cursed Objects</a></li>
<li><a class="reference internal" href="#mining" id="id115">3.2.9 Mining</a></li>
<li><a class="reference internal" href="#traps" id="id116">3.2.10 Traps</a></li>
<li><a class="reference internal" href="#staircases-secret-doors-passages-and-rooms" id="id117">3.2.11 Staircases, Secret Doors, Passages, and Rooms</a></li>
<li><a class="reference internal" href="#level-and-object-feelings" id="id118">3.2.12 Level and object feelings</a></li>
<li><a class="reference internal" href="#winning-the-game" id="id119">3.2.13 Winning The Game</a></li>
<li><a class="reference internal" href="#upon-death-and-dying" id="id120">3.2.14 Upon Death and Dying</a></li>
</ul>
</li>
<li><a class="reference internal" href="#attacking-monsters" id="id121">3.3 Attacking monsters</a><ul class="auto-toc">
<li><a class="reference internal" href="#attacking-and-being-attacked" id="id122">3.3.1 Attacking and Being Attacked</a></li>
<li><a class="reference internal" href="#monster-memories" id="id123">3.3.2 Monster Memories</a></li>
<li><a class="reference internal" href="#your-weapon" id="id124">3.3.3 Your Weapon</a></li>
<li><a class="reference internal" href="#your-armor-class" id="id125">3.3.4 Your Armor Class</a></li>
<li><a class="reference internal" href="#monster-status-effects" id="id126">3.3.5 Monster status effects</a></li>
<li><a class="reference internal" href="#non-melee-attacks-and-resistances" id="id127">3.3.6 Non-melee attacks and resistances</a></li>
<li><a class="reference internal" href="#a-note-on-speed" id="id128">3.3.7 A note on speed</a></li>
<li><a class="reference internal" href="#ego-weapons-and-armor" id="id129">3.3.8 Ego weapons and armor</a><ul class="auto-toc">
<li><a class="reference internal" href="#ego-melee-weapons-and-diggers" id="id130">3.3.8.1 Ego Melee Weapons (and Diggers):</a></li>
<li><a class="reference internal" href="#ego-missile-launchers-and-ammo" id="id131">3.3.8.2 Ego Missile Launchers and Ammo:</a></li>
<li><a class="reference internal" href="#ego-armors-and-shields" id="id132">3.3.8.3 Ego Armors and Shields:</a></li>
<li><a class="reference internal" href="#ego-helms" id="id133">3.3.8.4 Ego Helms:</a></li>
<li><a class="reference internal" href="#ego-cloaks" id="id134">3.3.8.5 Ego Cloaks:</a></li>
<li><a class="reference internal" href="#ego-gloves" id="id135">3.3.8.6 Ego Gloves:</a></li>
<li><a class="reference internal" href="#ego-boots" id="id136">3.3.8.7 Ego Boots:</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#playing-the-game" id="id137">3.4 Playing the Game</a><ul class="auto-toc">
<li><a class="reference internal" href="#original-keyset-command-summary" id="id138">3.4.1 Original Keyset Command Summary</a></li>
<li><a class="reference internal" href="#roguelike-keyset-command-summary" id="id139">3.4.2 Roguelike Keyset Command Summary</a></li>
<li><a class="reference internal" href="#special-keys" id="id140">3.4.3 Special Keys</a></li>
<li><a class="reference internal" href="#selection-of-objects" id="id141">3.4.4 Selection of Objects</a></li>
</ul>
</li>
<li><a class="reference internal" href="#command-descriptions" id="id142">3.5 Command Descriptions</a><ul class="auto-toc">
<li><a class="reference internal" href="#id1" id="id143">3.5.1 Inventory Commands</a></li>
<li><a class="reference internal" href="#id2" id="id144">3.5.2 Movement Commands</a></li>
<li><a class="reference internal" href="#id3" id="id145">3.5.3 Resting Commands</a></li>
<li><a class="reference internal" href="#id4" id="id146">3.5.4 Stealth Commands</a></li>
<li><a class="reference internal" href="#id5" id="id147">3.5.5 Alter Commands</a></li>
<li><a class="reference internal" href="#spell-commands" id="id148">3.5.6 Spell Commands</a></li>
<li><a class="reference internal" href="#id6" id="id149">3.5.7 Monster Spell Commands</a></li>
<li><a class="reference internal" href="#id7" id="id150">3.5.8 Object Manipulation Commands</a></li>
<li><a class="reference internal" href="#id8" id="id151">3.5.9 Magical Object Commands</a></li>
<li><a class="reference internal" href="#id9" id="id152">3.5.10 Throwing and Missile Weapons</a></li>
<li><a class="reference internal" href="#id10" id="id153">3.5.11 Looking Commands</a></li>
<li><a class="reference internal" href="#id11" id="id154">3.5.12 Message Commands</a></li>
<li><a class="reference internal" href="#id12" id="id155">3.5.13 Player House Commands</a></li>
<li><a class="reference internal" href="#id13" id="id156">3.5.14 Game Status Commands</a></li>
<li><a class="reference internal" href="#id14" id="id157">3.5.15 Saving and Exiting Commands</a></li>
<li><a class="reference internal" href="#id15" id="id158">3.5.16 User Pref File Commands</a></li>
<li><a class="reference internal" href="#help-commands" id="id159">3.5.17 Help Commands</a></li>
<li><a class="reference internal" href="#id16" id="id160">3.5.18 Extra Commands</a></li>
<li><a class="reference internal" href="#id17" id="id161">3.5.19 Special Keys</a></li>
</ul>
</li>
<li><a class="reference internal" href="#option-descriptions" id="id162">3.6 Option Descriptions</a><ul class="auto-toc">
<li><a class="reference internal" href="#user-interface-options" id="id163">3.6.1 User Interface Options</a></li>
<li><a class="reference internal" href="#mangband-options" id="id164">3.6.2 MAngband options</a></li>
<li><a class="reference internal" href="#birth-options" id="id165">3.6.3 Birth options</a></li>
<li><a class="reference internal" href="#advanced-options" id="id166">3.6.4 Advanced options</a></li>
<li><a class="reference internal" href="#window-flags" id="id167">3.6.5 Window flags</a></li>
<li><a class="reference internal" href="#left-over-information" id="id168">3.6.6 Left Over Information</a></li>
</ul>
</li>
<li><a class="reference internal" href="#customising-the-game" id="id169">3.7 Customising the game</a><ul class="auto-toc">
<li><a class="reference internal" href="#user-pref-files" id="id170">3.7.1 User Pref Files</a><ul class="auto-toc">
<li><a class="reference internal" href="#where-to-find-them" id="id171">3.7.1.1 Where to find them</a></li>
<li><a class="reference internal" href="#how-do-they-get-loaded" id="id172">3.7.1.2 How do they get loaded?</a></li>
</ul>
</li>
<li><a class="reference internal" href="#ignoring-items" id="id173">3.7.2 Ignoring items</a></li>
<li><a class="reference internal" href="#inscribing-items" id="id174">3.7.3 Inscribing items</a></li>
<li><a class="reference internal" href="#showing-extra-info-in-subwindows" id="id175">3.7.4 Showing extra info in subwindows</a></li>
<li><a class="reference internal" href="#keymaps" id="id176">3.7.5 Keymaps</a></li>
<li><a class="reference internal" href="#colours" id="id177">3.7.6 Colours</a></li>
<li><a class="reference internal" href="#interface-details" id="id178">3.7.7 Interface details</a><ul class="auto-toc">
<li><a class="reference internal" href="#windows" id="id179">3.7.7.1 Windows</a></li>
<li><a class="reference internal" href="#sdl" id="id180">3.7.7.2 SDL</a></li>
<li><a class="reference internal" href="#sdl2" id="id181">3.7.7.3 SDL2</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#meta" id="id182">4 Meta</a><ul class="auto-toc">
<li><a class="reference internal" href="#version-information" id="id183">4.1 Version Information</a><ul class="auto-toc">
<li><a class="reference internal" href="#angband-version-information" id="id184">4.1.1 Angband Version Information</a></li>
<li><a class="reference internal" href="#brief-version-history" id="id185">4.1.2 Brief Version History</a></li>
<li><a class="reference internal" href="#some-of-the-changes-between-angband-2-6-1-and-3-0-6" id="id186">4.1.3 Some of the changes between Angband 2.6.1 and 3.0.6</a></li>
<li><a class="reference internal" href="#a-posting-from-the-original-author" id="id187">4.1.4 A Posting from the Original Author</a></li>
<li><a class="reference internal" href="#previous-versions-outdated" id="id188">4.1.5 Previous Versions (outdated)</a><ul class="auto-toc">
<li><a class="reference internal" href="#vms-moria-version-4-8" id="id189">4.1.5.1 VMS Moria Version 4.8</a></li>
<li><a class="reference internal" href="#umoria-version-5-2-formerly-unix-moria" id="id190">4.1.5.2 Umoria Version 5.2 (formerly UNIX Moria)</a></li>
<li><a class="reference internal" href="#early-angband-credits" id="id191">4.1.5.3 Early Angband credits</a></li>
</ul>
</li>
<li><a class="reference internal" href="#contributors-incomplete" id="id192">4.1.6 Contributors (incomplete)</a></li>
<li><a class="reference internal" href="#mangband-version-information" id="id193">4.1.7 MAngband Version Information</a></li>
<li><a class="reference internal" href="#pwmangband-version-information" id="id194">4.1.8 PWMAngband Version Information</a></li>
<li><a class="reference internal" href="#a-note-from-the-maintainer" id="id195">4.1.9 A Note from the Maintainer</a></li>
<li><a class="reference internal" href="#previous-versions-milestones" id="id196">4.1.10 Previous Versions (milestones)</a></li>
</ul>
</li>
<li><a class="reference internal" href="#copying-and-licence-information" id="id197">4.2 Copying and licence information</a></li>
</ul>
</li>
<li><a class="reference internal" href="#for-developers" id="id198">5 For Developers</a><ul class="auto-toc">
<li><a class="reference internal" href="#modifying-pwmangband" id="id199">5.1 Modifying PWMAngband</a><ul class="auto-toc">
<li><a class="reference internal" href="#the-data-files" id="id200">5.1.1 The data files</a></li>
<li><a class="reference internal" href="#making-graphical-tilesets" id="id201">5.1.2 Making Graphical Tilesets</a></li>
<li><a class="reference internal" href="#larger-changes" id="id202">5.1.3 Larger changes</a></li>
</ul>
</li>
<li><a class="reference internal" href="#compiling-instructions" id="id203">5.2 Compiling Instructions</a><ul class="auto-toc">
<li><a class="reference internal" href="#how-to-build-all-libraries-required-to-run-the-win-client" id="id204">5.2.1 How to build all libraries required to run the WIN client</a></li>
<li><a class="reference internal" href="#how-to-build-all-sdl-libraries-required-to-run-the-sdl-client" id="id205">5.2.2 How to build all SDL libraries required to run the SDL client</a></li>
<li><a class="reference internal" href="#how-to-build-the-pwmangband-client" id="id206">5.2.3 How to build the PWMAngband client</a></li>
<li><a class="reference internal" href="#how-to-build-the-pwmangband-server" id="id207">5.2.4 How to build the PWMAngband server</a></li>
<li><a class="reference internal" href="#how-to-build-the-html-manual-from-the-help-files" id="id208">5.2.5 How to build the HTML manual from the help files</a></li>
<li><a class="reference internal" href="#how-to-build-the-pwmangband-setup" id="id209">5.2.6 How to build the PWMAngband setup</a></li>
</ul>
</li>
<li><a class="reference internal" href="#dungeon-master-commands" id="id210">5.3 Dungeon Master Commands</a><ul class="auto-toc">
<li><a class="reference internal" href="#level-commands" id="id211">5.3.1 Level Commands</a></li>
<li><a class="reference internal" href="#building-commands" id="id212">5.3.2 Building Commands</a></li>
<li><a class="reference internal" href="#summoning-commands" id="id213">5.3.3 Summoning Commands</a></li>
<li><a class="reference internal" href="#generation-commands" id="id214">5.3.4 Generation Commands</a></li>
<li><a class="reference internal" href="#player-commands" id="id215">5.3.5 Player Commands</a></li>
<li><a class="reference internal" href="#visual-commands" id="id216">5.3.6 Visual Commands</a></li>
<li><a class="reference internal" href="#manage-xbm-orders" id="id217">5.3.7 Manage XBM orders</a></li>
<li><a class="reference internal" href="#debug-commands" id="id218">5.3.8 Debug Commands</a></li>
</ul>
</li>
<li><a class="reference internal" href="#how-it-works" id="id219">5.4 How It Works</a><ul class="auto-toc">
<li><a class="reference internal" href="#the-game" id="id220">5.4.1 The Game</a></li>
<li><a class="reference internal" href="#data-structures" id="id221">5.4.2 Data Structures</a><ul class="auto-toc">
<li><a class="reference internal" href="#the-chunk" id="id222">5.4.2.1 The Chunk</a></li>
<li><a class="reference internal" href="#the-player" id="id223">5.4.2.2 The Player</a></li>
<li><a class="reference internal" href="#the-static-data" id="id224">5.4.2.3 The Static Data</a></li>
</ul>
</li>
<li><a class="reference internal" href="#the-z-layer" id="id225">5.4.3 The Z Layer</a></li>
<li><a class="reference internal" href="#key-abstractions" id="id226">5.4.4 Key Abstractions</a><ul class="auto-toc">
<li><a class="reference internal" href="#the-command-queue" id="id227">5.4.4.1 The command queue</a></li>
</ul>
</li>
<li><a class="reference internal" href="#files" id="id228">5.4.5 Files</a><ul class="auto-toc">
<li><a class="reference internal" href="#gamedata-files" id="id229">5.4.5.1 Gamedata Files</a></li>
<li><a class="reference internal" href="#pref-files" id="id230">5.4.5.2 Pref Files</a></li>
<li><a class="reference internal" href="#savefiles" id="id231">5.4.5.3 Savefiles</a></li>
</ul>
</li>
<li><a class="reference internal" href="#control-flow" id="id232">5.4.6 Control Flow</a><ul class="auto-toc">
<li><a class="reference internal" href="#startup" id="id233">5.4.6.1 Startup</a></li>
<li><a class="reference internal" href="#main-c-and-main-c" id="id234">5.4.6.2 <tt class="docutils literal">main.c</tt> and <tt class="docutils literal"><span class="pre">main-*.c</span></tt></a></li>
<li><a class="reference internal" href="#init-c-init-angband" id="id235">5.4.6.3 init.c - <tt class="docutils literal">init_angband</tt></a></li>
<li><a class="reference internal" href="#ui-init-c-textui-init" id="id236">5.4.6.4 ui-init.c - <tt class="docutils literal">textui_init</tt></a></li>
<li><a class="reference internal" href="#ui-prefs-c-process-pref-file" id="id237">5.4.6.5 ui-prefs.c - <tt class="docutils literal">process_pref_file</tt></a></li>
<li><a class="reference internal" href="#ui-game-c-play-game" id="id238">5.4.6.6 ui-game.c - <tt class="docutils literal">play_game</tt></a></li>
<li><a class="reference internal" href="#gameplay" id="id239">5.4.6.7 Gameplay</a></li>
<li><a class="reference internal" href="#game-world-c-the-game-main-loop" id="id240">5.4.6.8 game-world.c - the game main loop</a></li>
<li><a class="reference internal" href="#mon-move-c-process-monsters" id="id241">5.4.6.9 mon-move.c - process_monsters()</a></li>
<li><a class="reference internal" href="#game-world-c-process-player" id="id242">5.4.6.10 game-world.c - process_player()</a></li>
<li><a class="reference internal" href="#keeping-the-ui-up-to-date" id="id243">5.4.6.11 Keeping the UI up to date</a></li>
<li><a class="reference internal" href="#game-world-c-process-world" id="id244">5.4.6.12 game-world.c - process_world()</a></li>
<li><a class="reference internal" href="#dungeon-generation" id="id245">5.4.6.13 Dungeon Generation</a></li>
</ul>
</li>
</ul>
</li>
<li><a class="reference internal" href="#documentation-on-documentation" id="id246">5.5 Documentation on documentation</a><ul class="auto-toc">
<li><a class="reference internal" href="#conventions" id="id247">5.5.1 Conventions</a><ul class="auto-toc">
<li><a class="reference internal" href="#markup-for-sectioning" id="id248">5.5.1.1 Markup for sectioning</a></li>
<li><a class="reference internal" href="#blank-and-spaces" id="id249">5.5.1.2 Blank and spaces</a></li>
</ul>
</li>
<li><a class="reference internal" href="#inline-help-parser-syntax" id="id250">5.5.2 Inline help parser syntax</a></li>
<li><a class="reference internal" href="#tricks" id="id251">5.5.3 Tricks</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</div>
</div>
<div class="section" id="getting-started">
<h1><a class="toc-backref" href="#id19">2 Getting Started</a></h1>
<div class="section" id="a-quick-demonstration">
<h2><a class="toc-backref" href="#id20">2.1 A quick demonstration</a></h2>
<p>PWMAngband is a very complex game, so you may want to try the following quick
demonstration. The following instructions are for demonstration purposes only,
and so they are intentionally boring.</p>
<p>For this demo, we will assume that you have never played PWMAngband before,
that you have not requested any special "sub-windows", that you have not
requested any special "graphics" modes, that you have a "numeric keypad" on
your computer, and that you are using the default options, including, in
particular, the "original" command set. If any of these assumptions are
incorrect, you will need to keep in mind that this demo may not work; in
particular note that Windows users will be using graphical tiles by default,
so unless you turn off graphics map symbols below will be replaced by
little pictures. There are many ways to view this file while playing.</p>
<p>The first step is to select a server on which to play. If the metaserver is
up, a list of servers will automatically appear when the client is launched.
Choose a PWMAngband server (common servers are powerwyrm.publicvm.com,
wyrmband.ath.cx and pwmangband.seymourfamily.org). If the metaserver
is down, you may be asked to choose a server manually by entering its name.</p>
<p>When the game starts up, you will be asked to enter your account name. For
this demo, let's assume you don't have one, so enter an account name and a
password to protect your account, and then press <tt class="docutils literal">a</tt> to create a new
character.</p>
<p>During character creation, you will be shown the character information screen,
and you will be asked a series of questions. For this demo, enter a character
name (you can use the default name which is equal to the account's name), and
press <tt class="docutils literal">a</tt> three times to select a "female human warrior" character. Then press
<tt class="docutils literal">b</tt> and <tt class="docutils literal">Enter</tt> to choose the standard roller, and choose stat order by
pressing <tt class="docutils literal">a</tt>, <tt class="docutils literal">e</tt>, <tt class="docutils literal">d</tt>, <tt class="docutils literal">b</tt> and <tt class="docutils literal">c</tt>. Press <tt class="docutils literal">Enter</tt> twice and
your character will be placed into the "town".</p>
<p>You should now be looking at the basic dungeon interaction screen. To the
left is some information about your character. To the right is an overhead
view of the town. A lot of things happen in PWMAngband while the game is
waiting for you to specify a command, so stay safe in the Tavern and take
a good look at the town. You will see a variety of symbols on the screen. Each
symbol normally represents a terrain feature, an object, or a monster.
The <tt class="docutils literal">@</tt> symbol is special, it represents your character (or any other player
currently connected to the server). You can use the <tt class="docutils literal">/</tt> command to find out
what type of monster a given symbol represents. Press <tt class="docutils literal">/</tt> then <tt class="docutils literal">t</tt> now
to verify the meaning of the <tt class="docutils literal">t</tt> symbol.</p>
<p>The large rectangles represent stores and houses. The "numeric" symbols
represent an "entrance" to a store. The <tt class="docutils literal">.</tt> symbols represent the "floor".</p>
<p>Any "alphabetic" symbols always represent monsters, where the word
"monsters" specifies a wide variety of entities, including people, animals,
plants, etc. Only a few "races" of monsters normally appear in town, and
most of them are harmless (avoid any mercenaries or veterans if you see
them). The most common "monsters" in town are small animals (cats and dogs)
and townspeople (merchants, mercenaries, miscreants, etc).</p>
<p>Now use the <tt class="docutils literal">l</tt> command to "look" around. This will cause the cursor to
be moved onto each "interesting" square, one at a time, giving you a
description of that square. The cursor always starts on the square
containing your character.</p>
<p>Now press <tt class="docutils literal">i</tt>, to display your character's "inventory". New characters
start out with some objects to help them survive (though there is an option
to start with more money instead). Your character will have some food, a
potion, some torches, and a scroll. Press <tt class="docutils literal">e</tt> to see what you are
wearing. You will find you are wearing armour on your body, wielding a
dagger and lighting the way with a torch. You have many other equipment
slots but they are all currently empty.</p>
<p>Press <tt class="docutils literal">t</tt> to take something off. Note that the equipment listing is
reduced to those objects which can actually be taken off. Press <tt class="docutils literal">g</tt> to
take off the armour, and then press <tt class="docutils literal">e</tt> again. Note that the armour is no
longer shown in the equipment. Press escape. Press <tt class="docutils literal">w</tt> to wield something
and observe that the inventory listing is reduced to those objects which
can actually be wielded or worn, press <tt class="docutils literal">e</tt> to put the armour back on.</p>
<p>So far, you have used the <tt class="docutils literal">w</tt> and <tt class="docutils literal">t</tt> commands, which
take energy, and the <tt class="docutils literal">e</tt>, <tt class="docutils literal">i</tt>, <tt class="docutils literal">l</tt>, and <tt class="docutils literal">/</tt> commands, which are
"free" commands, and so do not take any energy. In general, the only
commands which take energy are the ones which require your character to
perform some action in the world of the game, such as moving around,
attacking monsters, and interacting with objects.</p>
<p>If there were any monsters near your character while you were experimenting
with the <tt class="docutils literal">w</tt> and <tt class="docutils literal">t</tt> commands, you may have seen them "move" or even
"attack" your character. Although unlikely, it is even possible that your
character has already been killed. This is the only way to lose the game.
So if you have already lost, simply exit the game and restart this demo.</p>
<p>One of the most important things that your character can do is move around.
Use the numeric keys on the keypad to make your character move around. The
<tt class="docutils literal">4</tt>, <tt class="docutils literal">6</tt>, <tt class="docutils literal">8</tt>, and <tt class="docutils literal">2</tt> keys move your character west, east, north,
and south, and the <tt class="docutils literal">7</tt>, <tt class="docutils literal">9</tt>, <tt class="docutils literal">1</tt> and <tt class="docutils literal">3</tt> keys move your character
diagonally. Explore the town and try to find the <tt class="docutils literal">></tt> symbol. This is a
"staircase" - it is the entrance to the dungeon.</p>
<p>Attempting to stay away from monsters, try and move your character towards
the entrance to the "general store", which is represented as a <tt class="docutils literal">1</tt> on the
screen. As your character moves around, use the <tt class="docutils literal">l</tt> command to look
around. You can press escape at any time to cancel the looking. If you die,
start over.</p>
<p>One of the hardest things for people to get used to, when playing games of
this nature for the first time, is that the character is not the same as
the player. The player presses keys, and looks at a computer screen, while
the character performs complex actions, and interacts with a virtual world.
The player decides what the character should do, and tells her to do it,
and the character then performs the actions. These actions may induce some
changes in the virtual world. Some of these changes may be apparent to the
character, and information about the changes is then made available to the
player by a variety of methods, including messages, character state
changes, or visual changes to the screen. Some changes may only be apparent
to the player.</p>
<p>There are also a whole set of things that the player can do that can not
even be described in the virtual world inhabited by the character, such as
resize windows, read online help files, modify colormaps, or change
options. Some of these things may even affect the character in abstract
ways, for example, the player can request that from now on all monsters
know exactly where the character is at all times. Likewise, there are some
things that the character does on a regular basis that the player may not
even consider, such as digesting food, or searching for traps while walking
down a hallway.</p>
<p>To make matters worse, as you get used to the difference between the player
and the character, it becomes so "obvious" that you start to ignore it. At
that point, you find yourself merging the player and the character in your
mind, and you find yourself saying things like "So yesterday, I was at my
friend's house, and I stayed up late playing PWMAngband, and I was attacked by
some wild dogs, and I got killed by a demon, but I made it to the high
score list", in which the pronoun changes back and forth from the real
world to the virtual one several times in the same sentence. So, from this
point on you may have to separate the player and the character for
yourself.</p>
<p>So anyway, keep walking towards the entrance to the general store until you
actually walk into it. At this point, the screen should change to the store
interaction screen. You will see the name of the shop-keeper, and the name
of the shop, and a list of objects which are available. If there are more
than twelve different objects, you can use the space or arrow keys to
scroll the list of objects. The general store is the only store with a fixed
inventory, although the amount of various items may vary. One of the items
sold here are flasks of oil. Press 'down' to highlight the line with
flasks of oil and press the <tt class="docutils literal">p</tt> key to purchase some. If you are asked
how many you want, just hit enter. Any time you are asked a question and
there is already something under the cursor, pressing return will accept
that choice. Hit enter to accept the price. Many commands work inside the
store, for example, use the <tt class="docutils literal">i</tt> command to see your inventory, with the
new flask of oil. Note that your inventory is always kept sorted in a
semi-logical order, so the indexes of some of the objects may change as
your inventory changes.</p>
<p>Purchase a few more flasks of oil, if possible: this time, when asked how
many you want, press <tt class="docutils literal">3</tt> then return to buy three flasks at once. Flasks
of oil are very important for low level characters, because not only can
they be used to fuel a lantern (when you find one), but also they can be
ignited and thrown at monsters from a distance. So it is often a good idea
to have a few extra flasks of oil. Press escape to leave the store. If you
want, take time to visit the rest of the stores. One of the buildings,
marked with an <tt class="docutils literal">8</tt>, is the "Tavern", and is not a real store. You can stay
safe in this building, people and monsters won't be able to attack you while
you're inside.</p>
<p>Now move to the staircase, represented by the <tt class="docutils literal">></tt> symbol, and press
<tt class="docutils literal">></tt>, to go down the stairs. At this point, you are in the dungeon. Use
the <tt class="docutils literal">l</tt> command to look around. Note that you are standing on a staircase
leading back to town. Use the <tt class="docutils literal"><</tt> command to take the stairs back to
town. You may find that any townspeople that were here before have
disappeared and new ones have appeared instead. Now use the <tt class="docutils literal">></tt> command
to go back down the stairs into the dungeon. You are now in a different
part of the dungeon than you were in before. The dungeon is so huge, once
you leave one part of the dungeon, you will never find it again.</p>
<p>Now look at the screen. Your character may be in a lit room, represented as a
large rectangle of illuminated floor grids (<tt class="docutils literal">.</tt>), surrounded by walls. If
you are not in a lit room, keep going back up to the town and back down
into the dungeon until you are. Now look around. You may see some closed
doors (<tt class="docutils literal">+</tt>) or some open doors (<tt class="docutils literal">'</tt>) or some open exits (<tt class="docutils literal">.</tt>) in the
walls which surround the room. If you do not, keep playing the stairway
game until you are in such a room. This will keep the demo simple.</p>
<p>Now look around using the <tt class="docutils literal">l</tt> command. You may see some monsters and/or
some objects in the room with you. You may see some stairs up (<tt class="docutils literal"><</tt>) or
some stairs down (<tt class="docutils literal">></tt>). If you see any monsters, move up next to the
monster, using the movement keys, and then try and move into the monster.
This will cause you to attack the monster. Keep moving into the monster
until you kill the monster, or it runs away, or you die. If you die, start
a new game. If the monster runs away, ignore it, or chase it, but do not
leave the room. Once all the monsters in the room are dead or gone, walk on
top of any objects in the room. Press <tt class="docutils literal">g</tt> to get the object, and it will
be added to your inventory. If there are any closed doors (<tt class="docutils literal">+</tt>) in the
room walk up next to them and press <tt class="docutils literal">o</tt> and then the direction key which
would move you into the door, which should attempt to "open" the door.</p>
<p>Now use the movement keys to explore the dungeon. As you leave the room,
you will probably notice that your character cannot see nearly as far as
she could in the room. Also, you will notice that as she moves around, the
screen keeps displaying some of the grids that your character has seen.
Think of this as a kind of "map" superimposed on the world itself, the
player can see the entire map, but the character can only see those parts
of the world which are actually nearby. If the character gets near the edge
of the "map" portion of the screen the entire map will scroll to show a new
portion of the world. Only about ten percent of the dungeon level can be
seen by the player at one time, but you can use the <tt class="docutils literal">L</tt> command to look
at other pieces of the map. Use the <tt class="docutils literal">.</tt> key, then a direction, to "run"
through the dungeon. Use the <tt class="docutils literal">R</tt> key, then return, to force your
character to "rest" until she has recovered from any damage she incurs
while attacking monsters. Use the <tt class="docutils literal">M</tt> key to see the entire dungeon level
at once, and hit escape when done. If your food rations are still at index
<tt class="docutils literal">a</tt> in your inventory, press <tt class="docutils literal">E</tt>, <tt class="docutils literal">a</tt> to eat some food. If your oil
is still at index <tt class="docutils literal">b</tt> in your inventory, and there is a monster nearby,
press <tt class="docutils literal">v</tt>, <tt class="docutils literal">b</tt>, <tt class="docutils literal">'</tt> to throw a flask of oil at the nearest monster.
To drop an item from your inventory, press <tt class="docutils literal">d</tt> plus the index of that
item. You can use the '^X' key to quit and save the game.</p>
<p>You now know enough to play a quick game of PWMAngband. There is a lot more
for you to learn, including how to interpret information about your
character, how to create different kinds of characters, how to determine
which equipment to wield/wear, how to use various kinds of objects, and how
to use the more than fifty different commands available to your character.
The best resource for learning these things is the online help, which
include, among other things, a complete list of all commands available to
you, and a list of all the symbols which you may encounter in the dungeon,
and information about creating new characters.</p>
</div>
<div class="section" id="a-players-guide-to-pwmangband">
<h2><a class="toc-backref" href="#id21">2.2 A Players' Guide to PWMAngband</a></h2>
<p>This guide assumes familiarity with the basic mechanics of the game. If you're
completely new to PWMAngband, check out the user's manual and just start
playing, get into the dungeon and try, well, whatever seems to be prudent.
You'll probably die rather quickly, but the following will make much more sense
to you if you have just a little actual gameplay experience.</p>
<p>This guide was written for Angband 3.5.0, and is now a little out of date
(although the worst of the obsolete stuff has been cleaned out). It is still
a handy source of hints and advice; just don't take it as an authority.</p>
<div class="section" id="the-basics">
<h3><a class="toc-backref" href="#id22">2.2.1 The basics</a></h3>
<p>As borrowed from a classic rgra post, there's not much that you actually have
to do. Your one and only mission is to slay Morgoth on dungeon level 100. In
order to get there, you need to go down a lot of stairs and kill Sauron on
dungeon level 99. That's about it - everything else is optional. Of course,
before you can kill Sauron you'll need lots of experience and good equipment,
but by the time you get that deep you'll have both. Just see to it that you
don't die along the way.</p>
<p>The one and most important thing you need to get in your head is that you can't
possibly kill every monster on every level. Think of the game as forays into
the dungeon from which you want to return with cool stuff; think of the
shallower levels as obstacles you need to overcome on your way deeper into the
dungeon; or whatever you like. Just never-ever think of it as a killing spree.
Until you find Sauron, your task is to survive and eventually get to level 99.</p>
<p>The next point is that you don't need to fight any particular monster (other
than the big two). Yes, there might be a rather impressive hoard in that
vault – but if the monsters guarding it are too many or too fierce, well, just
give it a pass. Angband offers an endless supply of monsters and treasure and
everything. There will always be another day – provided you live to see another
day. Sometimes you just have to bug out and run for your life.</p>
<p>So, let me recap, the vital points of Angband are:</p>
<ul class="simple">
<li>go down a lot of stairs</li>
<li>kill Sauron (dl 99)</li>
<li>kill Morgoth (dl 100)</li>
<li>Quick start</li>
</ul>
<p>From this point, the guide assumes that you are playing a fighting class
(warrior, ranger, rogue or paladin) and race (Dunedain, High-Elf, Dwarf,
Half-Orc, Half-Troll.) First, use the 'cost-based' stats selection, and create
a character with 3 or 4 blows (Don't pick a class/race combinations, like Dwarf
Ranger, that can only get 2 blows.)</p>
<p>First, set your stats to get maximum blows. If you have a combination with good
dexterity, select 18/10 dexterity, and then set your strength to 17 or 18. Set
your spell-casting stat to something low but usable (~12), and spend the rest
on constitution. For a beginning character, constitution is least important,
because it doesn't add significant HP until well above 18.</p>
<p>Example character:</p>
<pre class="literal-block">
[Angband 3.5.0 Character Dump]
Name Anar Age 102 Self RB CB EB Best
Sex Female Height 5'11" STR: 17 +1 +0 +0 18
Race High-Elf Weight 14st 0lb INT: 10 +3 +2 +0 15
Class Ranger Turns used: WIS: 10 -1 -2 +0 7
Title Runner Game 1 DEX: 18 +3 +1 +0 18/40
HP 14/14 Standard 0 CON: 10 +1 -1 +0 10
SP 0/0 Resting 0
Level 1 Armor [0,+2] Saving Throw 49%
Cur Exp 0 Stealth Good
Max Exp 0 Melee 1d4,+2 Disarming 36%
Adv Exp 23 To-hit 23,+4 Magic Devices 55
Blows 2.0/turn Perception 1 in 20
Gold 139 Searching 27%
Burden 18.5 lbs Shoot to-dam +0 Infravision 40 ft
Speed Normal To-hit 33,+4
Max Depth Town Shots 1/turn
</pre>
<div class="section" id="a-fighting-chance">
<h4><a class="toc-backref" href="#id23">2.2.1.1 A Fighting Chance</a></h4>
<p>For a melee character, the most important measure of power is how much damage
they can do in a single turn. Consider the above cl 1 character with 3 blows
from a Rapier (+7,+9), in a fight vs an out-of-depth Bullroarer, with no
escapes, no ranged weapons, and no armor. On the face, she has no chance.
However, if she can get in the first blow, she in fact has a 71% chance of
killing Bullroarer in a single turn, and a 95% chance of frightening him.</p>
<p>Further, with full buffing (!Hero, ?Blessing ?Berserk Strength), the character
has an 81% chance of killing him in a single turn. As well as improving the
to-hit probability from 91% to 95%, this corresponds to a 50% reduction in the
chance of failure in a dangerous situation. Finally, assuming 'Anar' does win
this battle, she gets 450 experience, and immediately goes jumps to cl 8.</p>
</div>
<div class="section" id="missile-damage">
<h4><a class="toc-backref" href="#id24">2.2.1.2 Missile Damage</a></h4>
<p>With proper preparation even a weak character has an almost guaranteed chance
of killing Bullroarer, if you meet him at a distance (across a lighted room).
An unenchanted longbow does 7.5 damage/shot with ordinary (unenchanted) arrows.
However, flasks of oil do 7HP nominal damage when thrown, and do triple damage
(21HP) vs fire-vulnerable monsters. Bullroarer has 60 HP, so even a small stack
of oil will finish him off.</p>
</div>
<div class="section" id="summary">
<h4><a class="toc-backref" href="#id25">2.2.1.3 Summary</a></h4>
<ul class="simple">
<li>Character power is more closely associated with damage output rather than
HP or character level.</li>
<li>If you preserve your supplies, you can fight well above your weight. Early
in the game, this means using flasks of oil against worthwhile targets;
later in the game this means using branded or slaying "ego" ammunition.
Good ammunition is too valuable to waste on less valuable targets (like red
jellies, or groups of orcs.)</li>
<li>Buffing, generally with !Heroism, can be very helpful to get starting
characters out of sticky situations.</li>
<li>Going deeper in the dungeon is often a more conservative (safer) strategy
than staying at a shallow (cl < dl) depth. (cl: character level; dl: dungeon
level) HP and character level are easy to come by.</li>
<li>Starting Equipment</li>
</ul>
</div>
</div>
<div class="section" id="fighting-power">
<h3><a class="toc-backref" href="#id26">2.2.2 Fighting Power</a></h3>
<p>Buy a light weapon that gives you the maximum possible blows, with the highest
dice available. This is generally a Rapier, Main Gauche, or Dagger. If these
are not available, you may be better off quitting and restarting.</p>
</div>
<div class="section" id="plan-to-be-deep">
<h3><a class="toc-backref" href="#id27">2.2.3 Plan to be deep</a></h3>
<p>Always make sure to have a scroll of recall, even on your first trip into the
dungeon. Monsters and items at dl 5 (250') and deeper are much (~100x) more
valuable than items at dl 1. (The example above may be contrived, but it is
representative.)</p>
<p>To survive deep(er) you will want:</p>
<ol class="arabic simple">
<li>Escapes</li>
</ol>
<blockquote>
<ul class="simple">
<li>3+ ?Phase Door</li>
<li>1 ?Recall</li>
</ul>
</blockquote>
<ol class="arabic simple" start="2">
<li>Protection from secondary effects (confusion, blindness, poison)</li>
</ol>
<blockquote>
<ul class="simple">
<li>1 !CLW (for identification and blindness)</li>
<li>1+ !CSW (for identification and confusion)</li>
</ul>
</blockquote>
<ol class="arabic simple" start="3">
<li>Buffing</li>
</ol>
<blockquote>
<ul class="simple">
<li>1 !Hero (for protection from fear)</li>
</ul>
</blockquote>
<ol class="arabic simple" start="4">
<li>Ranged attack to soften up a (single) unique</li>
</ol>
<blockquote>
<ul class="simple">
<li>~5 Flasks of Oil to kill dangerous and/or valuable monsters (throw oil
for damage with the <tt class="docutils literal">v</tt> command)</li>
<li>~10-20 Iron shots (or arrows for Rangers) to throw at non-dangerous
monsters with annoying side effects (stat drainers and acid damagers
that are between you and the stairs down). Shots can be reused; oil can't.</li>
<li>Extra arrows for a Ranger, extra missiles for an Archer (shoot with the
<tt class="docutils literal">f</tt> command). Note that missiles will always break when your character is
still level 1, so don't hesitate to buy a lot at start.</li>
</ul>
</blockquote>
<ol class="arabic simple" start="5">
<li>Armor</li>
</ol>
<p>Don't bother buying armor - it's very expensive in comparison to AC. You will
find it in the dungeon soon enough.</p>
<p>Your starting equipment will include more than enough food and illumination for
the first trip down.</p>
<div class="section" id="the-first-trip">
<h4><a class="toc-backref" href="#id28">2.2.3.1 The first trip</a></h4>
<p>It's quite possible to get to 500' (dl 10) or deeper in the first trip into the
dungeon. Plan to return when you run out of either escapes (?Phase door),
protection from side-effects (curing potions), or damage (arrows if you are a
ranger, flasks of oil if you are otherwise weak.)</p>
<p>Since you don't have much, don't spend it on less valuable monsters.</p>
</div>
<div class="section" id="what-to-kill">
<h4><a class="toc-backref" href="#id29">2.2.3.2 What to kill</a></h4>
<ul class="simple">
<li>Any mobs of monsters that you can defeat (kill or frighten) in a single turn
and either give good experience (a pack of wolves) or good drops (weaker
orcs, novice humans.) If you are deep enough, this is likely to increase your
character by several levels in a single battle.</li>
<li>Uniques with good drops (Bullroarer, Brodda, Wormtongue)</li>
<li>Easy kills that are likely to drop something worthwhile.</li>
</ul>
</div>
<div class="section" id="what-to-ignore">
<h4><a class="toc-backref" href="#id30">2.2.3.3 What to ignore</a></h4>
<ul class="simple">
<li>Monsters that will damage or destroy gear. (jellies, water hounds, etc)</li>
<li>Non-valuable monsters that are likely to use up consumables (baby gold
dragons, groups of spell-casters in line-of-sight, etc)</li>
<li>Mobs that you can't dominate.</li>
<li>Uniques with escorts you can't dominate</li>
<li>Monsters at shallow depth. Drops for any given monster get better the deeper
you go. Killing a novice mage at dl 1 generally gives nothing; at dl 20 he's
likely to drop something worth hundreds of gold. Wormtongue has, on average, a
noticeably better drop at dl 20 than dl 10.</li>
<li>Things that waste effort. (Run-away breeders, low-EXP monsters with no drop.
Just close the door and move on.)</li>
</ul>
</div>
<div class="section" id="what-to-avoid">
<h4><a class="toc-backref" href="#id31">2.2.3.4 What to avoid</a></h4>
<ul class="simple">
<li>Anything that can kill you in a single turn.</li>
</ul>
</div>
</div>
<div class="section" id="on-bad-luck">
<h3><a class="toc-backref" href="#id32">2.2.4 On Bad Luck</a></h3>
<p>This is rule number one of Angband: don't take unnecessary risks. If you take
enough low-probability chances of death, you'll never survive to fight Sauron.
Such deaths are generally called 'stupid', but that's not always accurate.
Sometimes it's just bad luck. But given enough chances, you are guaranteed to
receive it. It's the trick to extremely fast dives: the fewer moves you make,
the less chance any one of them will be fatal, even if on average, your
individual moves are riskier than in slower play. But the strategy applies more
generally: unless you are exceedingly careful in play, messing around long
enough at any one depth guarantees that something bad will eventually happen.</p>
</div>
<div class="section" id="face-palm-tips">
<h3><a class="toc-backref" href="#id33">2.2.5 Face-palm Tips</a></h3>
<p>The preceding is good advice; however, it does not offer much more than
generalizations, albeit valid, for the "intermediate" (?) player. The
following is intended to state what many perceive to be blatantly obvious,
hence "you did WHAT!" face-palm deaths. This really should be cleaned up and
refactored, but placing here for now.</p>
<p>WARNING. I have yet to defeat Angband. This is a compilation of some of the
better tips I've learned while trying to explore the depths... (to Level ~35).
Additional advice would be greatly appreciated!</p>
<div class="section" id="start-simple">
<h4><a class="toc-backref" href="#id34">2.2.5.1 Start simple</a></h4>
<p>Begin your Angband career as a warrior. Warriors are relatively simple to
begin with, and are less likely to be eaten by a pack of jackals.</p>
</div>
<div class="section" id="focus">
<h4><a class="toc-backref" href="#id35">2.2.5.2 Focus!</a></h4>
<p>Angband is a very harsh game, in that the character you've been playing for
months could be killed by a single careless action. Playing when tired or
drunk is probably a good way to leave yourself with nothing but a sad tale to
share on the forums. If you have the ability to sense monsters or traps then
use it. This is particularly important when you begin to encounter monsters
that, without the appropriate gear, will kill your character in a single move.</p>
</div>
<div class="section" id="use-that-stuff">
<h4><a class="toc-backref" href="#id36">2.2.5.3 Use that stuff</a></h4>
<p>Angband has potions, spell books, wands, staffs, rods, activate-able items,
melee weapons, ranged weapons, and whatnot. They're meant to be used, for
crying out loud! It can take a while to get used to using all the different
types of items, but they work best when used in concert. For those able to use
magic devices, rods wands and staves can be very useful when your mana is
running low, and allow you access to spells that may not normally be available
to your class. They are also very useful for dealing with monsters that</p>
</div>
<div class="section" id="rangers-have-a-bow">
<h4><a class="toc-backref" href="#id37">2.2.5.4 Rangers have a bow</a></h4>
<p>Really a subset of the previous point, but it happens so often... Don't try to
play a ranger like a warrior -- rely on the bow! Similarly for mages, don't do
a Gandalf. He may be able to draw a sword and rush headlong in to a pack or
orcs, but mages in Angband are considerably more fragile. Priests are better
equipped to engage in melee combat - with their healing abilities compensating
for their somewhat fragile nature.</p>
</div>
<div class="section" id="stockpile">
<h4><a class="toc-backref" href="#id38">2.2.5.5 Stockpile!</a></h4>
<p>Players may not be inclined to carry multiples of an item, or do so in a
limited quantity, perhaps due to weight encumbrance concerns. Don't be afraid
to carry a LOT of an item, particularly the basics -- food, light,
projectiles, cure potions, "run away" scrolls, etc. Don't be afraid to MAX OUT
important items! Some monsters will steal or destroy your items, so it's worth
carrying additional quantities of key items - such as Scrolls of Recall or
important spell/prayer books. This becomes very important when you reach
dungeon levels in which monsters develop fire and acid-based attacks. Mages
and priests tend to start out with low strength, and so are very limited in
how much stuff they can carry, so consider carrying additional copies of the
spellbooks that you know you can't afford to lose during a fight.</p>
</div>
<div class="section" id="an-item-you-don-t-use-is-useless">
<h4><a class="toc-backref" href="#id39">2.2.5.6 An item you don't use is useless</a></h4>
<p>Common fallacy: you find an incredibly powerful Staff of Mighty BOOM! (3
charges), or a single Potion of become Chuck Norris, and then you keep
carrying it around and never actually use it. It could be a life insurance,
but you might still reconsider your strategy: maybe you've become too careful
lately (Angband rewards deliberate risk-taking, after all).</p>
</div>
<div class="section" id="identifying-your-items">
<h4><a class="toc-backref" href="#id40">2.2.5.7 Identifying your items</a></h4>
<p>Many items found, especially early in the game, will be unidentified or
partially identified. Weapons and armour can be identified by being worn and
used in combat, and can be removed if found to be of poor quality. Some
characters learn to cast spells to identify the runes on wearable items that
define their properties.</p>
<p>Staves, rods and wands can often be identified by being used against monsters,
but be aware that some of these magical items can have negative effects. Only
use this approach when facing easily defeated monsters. Consuming unidentified
potions and mushrooms can be risky, so the risk-averse player may prefer to