Table of Contents
You can press Escape ('ESC') at any time to leave the online help.
You can press Space to advance one page, Plus ('+') to advance one half page, or Return to advance one line. If you reach the end, you will jump back to the start. You can press Minus ('-') to back up one half page, Underscore ('_') to back up one page, or Equal ('=') to back up one line. If you reach the start, you will stay there. Advancing by one page is the most efficient method.
You can press Hash ('#') [or Percent ('%')] to go to a specific line [or file].
You can press Slash ('/') [or Ampersand ('&')] to search for [or highlight] a string. This is case-insensitive by default, but Pling ('!') toggles it to case-sensitive. Use '#', '0', 'Return', '/', Return to restart a search from the top of the file.
Please press Space to view the rest of this file...
Angband is basically a complex single player dungeon simulation. A player creates a character, choosing from a variety of races and classes, and then plays that character over a period of days, weeks, even months.
The player will begin his adventure on the town level where he 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 he 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 and sell supplies. Eventually, as the player grows more experienced, he may attempt to win the game by defeating Morgoth, the Lord of Darkness, who resides far below the surface.
Note that Angband 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. You should probably browse through all of the "online help files", especially this one, before beginning any serious adventuring...
Angband has been maintained and developed by a succession of volunteers since it was written in the early 1990s. The current maintainer is Nick McConnell.
Angband will run on a wide variety of systems (including Unix, Macintosh, Windows). It is written in C, and the source code is freely available. Creating a version for a new platform involves writing as few as 100 lines of code and recompiling.
See the Official Angband Home Page at http://rephial.org/ for up to date information about the latest version of Angband, including a complete list of recent modifications and a wiki about the game which includes a full user guide.
You can post compliments, complaints, suggestions, bug reports, and patches at http://angband.oook.cz, or to the newsgroup 'rec.games.roguelike.angband'. You can also post interesting experiences and ask for help.
This version of Angband is under the GNU General Public Licence (GPL) version 2. A copy of this licence is included with the game, in the file copying.txt.
If you're interested in the development of the game, the public bug tracker and development road map are at http://trac.rephial.org.
The basic help files supplied with this game are more or less up to date, but when in doubt, you should ask the newsgroup or the forum for confirmation.
Note that spoiler files are not distributed with the source since they may spoil the game for new players (hence their name). If you want to use them, you can obtain them from various places as with the source and executables. Spoiler files may be placed into the "lib/user/info" directory, or a user specified external directory, to allow access via the "online help" system.
Remember to tell all your friends about how much you like Angband...
Angband is, as mentioned above, 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.
For this demo, we will assume that you have never played Angband 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. There are many ways to view this file while playing, in particular, you should be able to view it using the "online help" built into the game.
Any time you see the '-more-' prompt, read the message and press space. This takes precedence over any other instructions. At any other prompt, for example, if you accidentally hit a key, you can normally "cancel" the action in progress by pressing escape.
When the game starts up, depending on what platform you are using, you may be taken directly to the character creation screen, or you may have to ask to create a new character by using the File menu. In either case, you will be shown the character information screen, and you will be given a series of choices. For this demo, press 'a' three times to elect a "human warrior" character with the point-based stat allocation system. You will now be presented with a description of your character. Look over the description briefly, there is a lot of information here, and most of it will not make any sense. Press enter three times and your character will be placed into the "town".
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. Nothing happens in Angband while the game is waiting for you to specify a command, so 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 '@' symbol is special, it represents your character. You can use the '/' command to find out what a given symbol represents. Press "/" then '@' now to verify the meaning of the '@' symbol.
The solid blocks (which may be '#' symbols on some systems) around the edge of the town represent the walls that surround the town. You cannot leave the town above ground, although some games derived from Angband (called "variants") have an overground element.
The 3x3 squares represent stores. The "numeric" symbols represent an "entrance" to a store. The '.' symbols represent the "floor". It is currently daytime, so most of the town should consist of stores and illuminated floor grids. There will also be a few ':' symbols which represent "passable rubble".
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).
Now use the 'l' 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. In this case, you will see a message telling you that your character is standing on a staircase. Keep pressing space until the prompt goes away.
Now press 'i', 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 'e' to see what you are wearing. You will find you are wearing armour on your body, wielding a broad sword and lighting the way with a torch. You have many other equipment slots but they are all currently empty.
Press 't' to take something off. Note that the equipment listing is reduced to those objects which can actually be taken off. Press 'g' to take off the armour, and then press 'e' again. Note that the armour is no longer shown in the equipment. Press escape. Press 'w' to wield something and observe that the inventory listing is reduced to those objects which can actually be wielded or worn, press 'e' to put the armour back on.
Monsters can only move after you use a command which takes "energy" from your character. So far, you have used the 'w' and 't' commands, which take energy, and the 'e', 'i', 'l', and '/' 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.
If there were any monsters near your character while you were experimenting with the 'w' and 't' 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.
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 '4', '6', '8', and '2' keys move your character west, east, north, and south, and the '7', '9', '1' and '3' keys move your character diagonally. When your character first moves, observe the '>' symbol that is left behind. This is the "staircase" that she was standing on earlier in the demo - it is the entrance to the dungeon.
Attempting to stay away from monsters, try and move your character towards the entrance to the "general store", which is represented as a '1' on the screen. As your character moves around, use the 'l' command to look around. You can press escape at any time to cancel the looking. If you die, start over.
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.
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.
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 Angband, 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.
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 'p' 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 'i' 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.
Purchase a few more flasks of oil, if possible: this time, when asked how many you want, press '3' 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 '8', is your "home", and is not a real store. You can drop things off at home and they will stay there until you return to pick them up. The interface is exactly the same as a store, but there is no payment.
Now move to the staircase, represented by the '>' symbol, and press '>', to go down the stairs. At this point, you are in the dungeon. Use the 'l' command to look around. Note that you are standing on a staircase leading back to town. Use the '<' 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 '>' 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.
Now look at the screen. Your character may be in a lit room, represented as a large rectangle of illuminated floor grids ('.'), 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 ('+') or some open doors (''') or some open exits ('.') 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.
Now look around using the 'l' command. You may see some monsters and/or some objects in the room with you. You may see some stairs up ('<') or some stairs down ('>'). 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 'g' to get the object, and it will be added to your inventory. If there are any closed doors ('+') in the room walk up next to them and press 'o' and then the direction key which would move you into the door, which should attempt to "open" the door.
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 'L' command to look at other pieces of the map. Use the '.' key, then a direction, to "run" through the dungeon. Use the 'R' key, then return, to force your character to "rest" until she has recovered from any damage she incurs while attacking monsters. Use the 'M' key to see the entire dungeon level at once, and hit escape when done. If your food rations are still at index 'a' in your inventory, press 'E', 'a' to eat some food. If your oil is still at index 'b' in your inventory, and there is a monster nearby, press 'v', 'b', ''' to throw a flask of oil at the nearest monster. To drop an item from your inventory, press 'd' plus the index of that item. You can use the '^X' key to quit and save the game.
You now know enough to play a quick game of Angband. 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.
Angband is a roleplaying game, in which you, the player, control a character in the world of Angband. Perhaps the most important thing you control is the birth of your character, in which you choose or allow to be chosen various attributes that will affect the future life of your character.
At the character creation screen you will be prompted to select the race and class of your character. You also have the option to change the 'birth options' at this time. These need to be set at the character creation menu and cannot be altered later in the game. They are discussed with the rest of the options in the "options" help file.
Each character has two primary attributes: race and class. These are chosen at the beginning and which will stay fixed for the entire life of that character. The race and class have many effects which are discussed in detail below.
Each character has a few secondary attributes: height, weight, and background history. These are randomly determined according to the race of the character, and are only used to provide flavour to the character to assist in role playing. There is an opportunity to edit background history during character birth.
Each character also has five primary "stats": strength, intelligence, wisdom, dexterity, and constitution; they modify the abilities of the character in a variety of ways. Every stat has a numerical value, ranging from a minimum of 3, up to a normal maximum of 18, and even higher, into the "percentile" range, represented as '18/01' through '18/100': this is the maximum that can be achieved intrinsically, for any given stat. These stats can be modified further by equipment, race and class bonuses up to a maximum of '18/220'.
Each character also has several primary "skills": disarming, magic devices, saving throws, stealth, searching ability, fighting skill, shooting skill, and digging skill, which are derived from the character's race, class, level, stats, and current equipment. These skills have rather obvious effects, but will be described more completely below.
Each character may have one or more "racially intrinsic skills", based on the race of the character. These may include special resistances, or abilities such as infravision.
Each character has a number of "experience points", which increases as the character defeats monsters and attempts new spells and uses new items. Characters also have a level, which is based on experience. The amount of experience required to gain a new level is dependent on the character race and class. Races and classes with more intrinsic benefits require more experience to gain levels. As the experience rises, so does the level, and as the level rises, certain other abilities and characteristics rise as well. All characters start at 0 experience and at the first level.
Each character has some gold, which can be used to buy items from the shops in the town, and which can be obtained not only from selling items to the shops, but also by taking it from dead monsters and by finding it in the dungeon. Each character starts out with some gold, the amount of which is based on the character's social class (higher is better) and stats (less powerful characters start with more gold). Each character also starts out with a few useful items, which may be kept, or sold to a shop-keeper for more gold. However, especially valuable items will never sell for the full price, as each shopkeeper has a maximum that he is prepared to pay for any item. The more generous shopkeepers may buy your items for up to 30,000 gold pieces: but some are really stingy, and will pay no more than 5,000.
Each character has an "armour class", abbreviated to AC, representing how well the character can avoid damage. The armour class is affected by dexterity and equipment, so the concept includes both avoiding blows and being able to take blows without being hurt. Armour class on equipment is always denoted in square brackets, usually as a figure of '[X,+Y]' where X is the intrinsic AC of the armour in question, and Y is the magical bonus to armour class provided by that item.
Each character has "hit points", or hp, representing how much damage the character can sustain before he dies. How many hit points a character has is determined by race, class, level and constitution, as follows: each race has a basic "hit dice" number - for instance, a Dwarf's basic hit die is 11, while a hobbit's is 7. This is modified by class: for instance, a warrior gets a +9 bonus to the hit die, while a mage gets no bonus and a priest +2, so a dwarven warrior's total hit die will be (11+9)=20 - meaning that he gets between 1 and 20 hit points per level. If he were a priest, his hit dice would be (11+2)=13, and get between 1 and 13 hit points per level. The hobbit mage would get only 1-7 hps per level. (All characters get the maximum at first level: thereafter it is a random roll of 1dX where X is the hit die number, when the character goes up in level.) This is further modified by constitution - a character with high constitution will get a flat bonus of a certain number of hit points per level (recalculated right back to level 1: if you gain an extra hit point per level, and you are 42nd level, you will suddenly be 42 hit points better off.)
Each character has spell points, or mana, which limits how many spells (or prayers) a character can cast (or pray). The maximum number of spell points is derived from your class, level, and intelligence (for spells) or wisdom (for prayers), and you can never have more spell points than the maximum. Spell points may be regained by resting, or by magical means. Warriors never have any spell points. If a character gains enough wisdom or intelligence to get more spell points, the result is calculated right back to first level, just as with constitution and hit points.
Lastly, each character has a base speed. Speed determines the amount of "energy" your character acquires in the game, and therefore how often you can take actions which use up energy (like moving or attacking). All beginning characters move at normal speed and the only way to increase speed is by magical means and equipment bonuses. Characters who are carrying too much weight will move more slowly. Extra speed is one of the most important boons in the game and therefore one of the rarest and most sought after.
There are eleven different races that you can choose to play in Angband. Each race has its own adjustments to a character's stats and abilities. Most races also have intrinsic abilities. The bonuses to statistics and the experience penalty will be displayed next to the races as you move to select one.
Once a race has been chosen, you will need to pick a class. The class is the character's occupation and determines stat bonuses, abilities, hit dice, and what spells (if any) the character can learn.
After race and class are selected, you will be able to decide what stat levels your character will have, by allocating a finite number of "points" between the five statistics. These points can be allocated by selection or with a random roller (as described below in the "Stat Rollers" section). Each race/class combination also has a recommended default setting for these statistics. Statistics can be permanently raised by various potions in the dungeon up to 18/100. They can also be temporarily drained by some monster attacks.
Characters possess some different skills which can help them to survive. The starting skill levels of a character are based upon race and class. Skill levels may be adjusted by high or low stats, and may increase with the level of the character.
Stats, hit dice, infravision and experience point modifications due to race and class are listed in the following table. To get the total hit dice and XP modifier, add the "race" and "class" numbers: for instance, a Dwarf Priest has a hit die of 11+2=13 (i.e. he will get 1d13 hit points per level, adjusted for constitution) and an XP modifier of 20+20=40%.
Race | STR | INT | WIS | DEX | CON | HD (base) | XP/level | Infra |
---|---|---|---|---|---|---|---|---|
Human | 0 | 0 | 0 | 0 | 0 | 10 | +0% | None |
Half-Elf | 0 | +1 | -1 | +1 | -1 | 10 | +10% | 20' |
Elf | -1 | +2 | -1 | +1 | -1 | 9 | +20% | 30' |
Hobbit | -2 | +2 | +1 | +3 | +2 | 7 | +10% | 40' |
Gnome | -1 | +2 | 0 | +2 | +1 | 8 | +25% | 40' |
Dwarf | +2 | -3 | +2 | -2 | +2 | 11 | +20% | 50' |
Half-Orc | +2 | -1 | 0 | 0 | +1 | 10 | +10% | 30' |
Half-Troll | +4 | -4 | -2 | -4 | +3 | 12 | +20% | 30' |
Dunadan | +1 | +2 | +2 | +2 | +3 | 10 | +80% | None |
High-Elf | +1 | +3 | -1 | +3 | +1 | 10 | +100% | 40' |
Kobold | -1 | -1 | 0 | +2 | +2 | 8 | +15% | 50' |
Class | STR | INT | WIS | DEX | CON | HD (bonus) | XP/level |
---|---|---|---|---|---|---|---|
Warrior | +3 | -2 | -2 | +2 | +2 | 9 | +0% |
Mage | -3 | +3 | 0 | +0 | -2 | 0 | +30% |
Priest | -1 | -3 | +3 | -1 | +1 | 2 | +20% |
Rogue | 0 | +1 | -3 | +3 | -1 | 6 | +25% |
Ranger | 0 | +2 | -2 | +1 | -1 | 4 | +30% |
Paladin | +1 | -3 | +1 | -1 | +2 | 6 | +35% |
Race | DisarmP | DisarmM | Device | Save | Stealth | Search | Fight | Bows |
---|---|---|---|---|---|---|---|---|
Human | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
Half-Elf | 2 | 2 | 3 | 3 | 1 | 3 | -1 | 5 |
Elf | 5 | 5 | 6 | 6 | 2 | 6 | -5 | 15 |
Hobbit | 15 | 15 | 18 | 18 | 4 | 6 | -10 | 20 |
Gnome | 10 | 10 | 22 | 12 | 3 | 4 | -8 | 12 |
Dwarf | 2 | 2 | 9 | 9 | -1 | 2 | 15 | 0 |
Half-Orc | -3 | -3 | -3 | -3 | -1 | -3 | 12 | -5 |
Half-Troll | -5 | -5 | -8 | -8 | -2 | -9 | 20 | -10 |
Dunadan | 4 | 4 | 5 | 5 | 1 | 3 | 15 | 10 |
High-Elf | 4 | 4 | 20 | 20 | 2 | 10 | 10 | 25 |
Kobold | 10 | 10 | 5 | 0 | 3 | 10 | -5 | 10 |
Class | DisarmP | DisarmM | Device | Save | Stealth | Search | Fight | Bows |
---|---|---|---|---|---|---|---|---|
Warrior | 25(+15) | 20(+10) | 18(+7) | 18(+10) | 0(+0) | 10(+12) | 70(+45) | 55(+45) |
Mage | 30(+10) | 35(+12) | 36(+13) | 30(+9) | 2(+0) | 10(+12) | 34(+15) | 20(+15) |
Priest | 25(+12) | 25(+12) | 30(+10) | 32(+12) | 2(+0) | 10(+14) | 48(+20) | 35(+20) |
Rogue | 45(+20) | 45(+20) | 32(+10) | 28(+10) | 3(+1) | 20(+16) | 60(+40) | 66(+30) |
Ranger | 30(+13) | 20(+13) | 32(+10) | 28(+10) | 3(+0) | 15(+15) | 56(+30) | 72(+45) |
Paladin | 20(+12) | 20(+10) | 24(+10) | 25(+11) | 0(+0) | 10(+12) | 68(+35) | 40(+30) |
For character classes, there are two figures: the first figure is the base level of the skill, while the second figure (in parentheses) is the bonus that the character gains to this skill every ten levels. So, to find out the total skill value of any character's skills, add the race value to the class value, and then the bonus once for every ten levels that the character has.
Please note, however, that these numbers are only good for comparing characters to each other in the absence of other bonuses from high stats (strength bonus to-dam, dex bonus to-hit, wisdom bonus to saving throw, intelligence bonus to magical device usage, etc.) or wearing magical items.
There are currently two different ways to determine the starting stats of your character - you can choose which one to use from the birth screen.
The point-based method allows you to "buy" improvements to your basic stats by "spending" points on them. You have a fixed number of points to spend, and making small changes to a stat costs proportionally less than making large changes. Any unspent points are converted into your starting money that you can use to buy equipment at the start of the game.
On selecting this option, you will find that the points have already been assigned to default recommended values. These represent an algorithm's opinion for the ideal point spending. However, you are free to reallocate them as you wish.
This is the recommended birth method.
Once you have accepted a character you will asked to provide a name for the character. In general, the actual choice of a name is not important, but do keep in mind that it may have some effect on the game itself. For example, on some machines, the character name determines the filename that will be used to save the character to disk. The character name is used on the high score list.
You can play a dynasty of characters. If you use a Roman numeral at the end of your character name (like "Fred I" or "Pimplesnarg XVI"), the game will automatically increment the numeral each time you die (or win!).
After you have created your character, you will begin your Angband adventure. Symbols appearing on your screen will represent the dungeon's walls, floor, objects, features, and creatures lurking about. In order to direct your character through their adventure, you will enter single character commands (see 'commands.txt').
Symbols on your map can be broken down into three categories: Features of the dungeon such as walls, floor, doors, and traps; Objects which can be picked up such as treasure, weapons, magical devices, etc; and creatures which may or may not move about the dungeon, but are mostly harmful to your character's well being.
Some symbols are used to represent more than one type of entity, and some symbols are used to represent entities in more than one category. The "@" symbol (by default) is used to represent the character.
It will not be necessary to remember all of the symbols and their meanings. The "slash" command ('/') will identify any character appearing on your map (see 'commands.txt').
Note that you can use a "user pref file" to change any of these symbols to something you are more comfortable with.
'.' | A floor space | '1' | Entrance to General Store |
'.' | A trap (hidden) | '2' | Entrance to Armoury |
'^' | A trap (known) | '3' | Entrance to Weapon Smith |
';' | A glyph of warding | '4' | Entrance to Temple |
''' | An open door | '5' | Entrance to Alchemy Shop |
''' | A broken door | '6' | Entrance to Magic Shop |
'<' | A staircase up | '7' | Entrance to the Black Market |
'>' | A staircase down | '8' | Entrance to your Home |
'#' | A pool of lava |
'#' | A secret door | '#' | A wall |
'+' | A closed door | '%' | A mineral vein |
'+' | A locked door | '*' | A mineral vein with treasure |
':' | A pile of rubble | ':' | A pile of passable rubble |
'!' | A potion (or flask) | '/' | A pole-arm |
'?' | A scroll (or book) | '|' | An edged weapon |
',' | A mushroom (or food) | '\' | A hafted weapon |
'-' | A wand or rod | '}' | A sling, bow, or x-bow |
'_' | A staff | '{' | A shot, arrow, or bolt |
'=' | A ring | '(' | Soft armour |
'"' | An amulet | '[' | Hard armour |
'$' | Gold or gems | ']' | Misc. armour |
'~' | Lights, Tools, Chests, etc | ')' | A shield |
'&' | Multiple items |
'$' | Creeping Coins | ',' | Mushroom Patch |
'a' | Giant Ant | 'A' | Ainu |
'b' | Giant Bat | 'B' | Bird |
'c' | Giant Centipede | 'C' | Canine (Dog) |
'd' | Dragon | 'D' | Ancient Dragon |
'e' | Floating Eye | 'E' | Elemental |
'f' | Feline (Cat) | 'F' | Dragon Fly |
'g' | Golem | 'G' | Ghost |
'h' | Humanoids | 'H' | Hybrid |
'i' | Icky-Thing | 'I' | Insect |
'j' | Jelly | 'J' | Snake |
'k' | Kobold | 'K' | Killer Beetle |
'l' | Giant Louse | 'L' | Lich |
'm' | Mold | 'M' | Multi-Headed Hydra |
'n' | Naga | 'N' | (unused) |
'o' | Orc | 'O' | Ogre |
'p' | Human "person" | 'P' | Giant "person" |
'q' | Quadruped | 'Q' | Quylthulg (Pulsing Flesh Mound) |
'r' | Rodent | 'R' | Reptile/Amphibian |
's' | Skeleton | 'S' | Spider/Scorpion/Tick |
't' | Townsperson | 'T' | Troll |
'u' | Minor Demon | 'U' | Major Demon |
'v' | Vortex | 'V' | Vampire |
'w' | Worm or Worm Mass | 'W' | Wight/Wraith |
'x' | (unused) | 'X' | Xorn/Xaren |
'y' | Yeek | 'Y' | Yeti |
'z' | Zombie/Mummy | 'Z' | Zephyr Hound |
The town level is where you will begin your adventure. The town consists of eight buildings (each with an entrance), some townspeople, and a wall which surrounds the town. The first time you are in town it will be daytime, but note that the sun rises and falls (rather instantly) as time passes.
The town contains many different kinds of people. There are the street urchins, young children who will mob an adventurer for money, and seem to come out of the woodwork when excited. Blubbering idiots are a constant annoyance, but not harmful. Public drunks wander about the town singing, and are of no threat to anyone. Sneaky rogues hang about watching for a likely victim to mug. And finally, no town would be complete without a swarm of half drunk warriors, who take offense or become annoyed just for the fun of it. (There are assumed to be other people in the town, but they are not represented on the screen as they do not interact with the player in any way.)
Most of the townspeople should be avoided by the largest possible distance when you wander from store to store. Fights will break out, though, so be prepared. Since your character grew up in this world of intrigue, no experience is awarded for killing the town inhabitants, though you may acquire treasure.
Your character will begin their adventure with some basic supplies, and some extra gold with which to purchase more supplies at the town stores.
You may enter any open store to buy items of the appropriate type. The price the shopkeeper requests is dependent on the price of the item. By default stores will not buy items from the player. If you choose to play with selling enabled, stores have a maximum value; they will not pay more than that for any item, regardless of how much it is actually worth.
Once inside a store, you will see the name and race of the store owner, the name of the store, the maximum amount of cash that the store owner will pay for any one item, and the store inventory, listed along with the prices.
You will also see an (incomplete) list of available commands. Note that many of the commands which work in the dungeon work in the stores as well, but some do not, especially those which involve "using" objects.
Stores do not always have everything in stock. As the game progresses, they may get new items so check from time to time. Stores restock after 10000 game turns have passed, but the inventory will never change while you are in town, even if you save the game and return. You must be in the dungeon for the store to restock. Also, if you sell them an item, it may get sold to a customer while you are adventuring, so don't always expect to be able to get back everything you have sold. If you have a lot of spare gold, you can purchase every item in a store, which will induce the store owner to bring out new stock, and perhaps even retire.
Store owners will not accept known harmful or useless items. If an object is unidentified, they will (if selling is enabled) pay you some base price for it. Once they have bought it they will immediately identify the object. If it is a good object, they will add it to their inventory. If it was a bad bargain, they simply throw the item away. You can use this feature to learn item flavors.
Once your character is adequately supplied with food, light, armor, and weapons, he is ready to enter the dungeon. Move on top of the '>' symbol and use the "Down" command ('>').
Your character will enter a maze of interconnecting staircases and finally arrive somewhere on the first level of the dungeon. Each level of the dungeon is fifty feet high (thus dungeon level "Lev 1" is often called "50 ft"), and is divided into (large) rectangular regions (several times larger than the screen) by permanent rock. Once you leave a level by a staircase, you will never again find your way back to that region of that level, but there are an infinite number of other regions at that same "depth" that you can explore later. Monsters, of course, can use the stairs, and you may eventually encounter them again, but they will not chase you up or down stairs.
In the dungeon, there are many things to find, but your character must survive many horrible and challenging encounters to find the treasure lying about and take it safely back to the town to sell.
There are two sources for light once inside the dungeon. Permanent light which has been magically placed within rooms, and a light source carried by the player. If neither is present, the character will be unable to see. This will affect searching, picking locks, disarming traps, reading scrolls, casting spells, browsing books, etc. So be very careful not to run out of light!
A character must wield a torch or lamp in order to supply his own light. A torch or lamp burns fuel as it is used, and once it is out of fuel, it stops supplying light. You will be warned as the light approaches this point. You may use the "Fuel" command ('F') to refuel your lantern (with flasks of oil), and it is a good idea to carry extra torches or flasks of oil, as appropriate. There are rumours of objects of exceptional power which glow with their own never-ending light.
The mines are full of objects just waiting to be picked up and used. How did they get there? Well, the main source for useful items are all the foolish adventurers that proceeded into the dungeon before you. They get killed, and the helpful creatures scatter the various treasure throughout the dungeon.
Several objects may occupy a given floor location, which may or may not also contain one creature. However, doors, rubble, traps, and staircases cannot coexist with items. As below, any item may actually be a "pile" of up to 40 identical items. With the right choice of "options", you may be able to "stack" several items in the same grid.
You pick up objects by moving on top of them. You can carry up to 23 different items in your backpack while wearing and wielding up to 12 others. Although you are limited to 23 different items, each item may actually be a "pile" of up to 40 similar items. If you 't'ake off an item, it will go into your backpack if there is room: if there is no room in your backpack, it will drop onto the floor, so be careful when swapping one wielded weapon or worn piece of armor for another when your pack is full.
You are, however, limited in the total amount of weight that you can carry. If you exceed this value, you become slower, making it easier for monsters to chase you. Note that there is no upper bound on how much you can carry, if you do not mind being slow. Your weight "limit" is determined by your strength.
Many objects found within the dungeon have special commands for their use. Wands must be Aimed, staves must be Used, scrolls must be Read, and potions must be Quaffed. You may, in general, not only use items in your pack, but also items on the ground, if you are standing on top of them. At the beginning of the game all items are assigned a random 'flavor'. For example potions of 'cure light wounds' could be 'red potions'. If you have never used, sold, or bought one of these potions, you will only see the flavor. You can learn what type of item it is by selling it to a store, or using it (although learning by use does not always apply to magic devices). Lastly, items in stores that you have not yet identified the flavor of will be labeled '{unseen}'.
Chests are complex objects, containing traps, locks, and possibly treasure or other objects inside them once they are opened. Many of the commands that apply to traps or doors also apply to chests and, like traps and doors, these commands do not work if you are carrying the chest.
One item in particular will be discussed here. The scroll of "Word of Recall" can be found within the dungeon, or bought at the temple in town. All classes start with one of these scrolls in their inventory. It acts in two manners, depending upon your current location. If read within the dungeon, it will teleport you back to town. If read in town, it will teleport you back down to the deepest level of the dungeon which your character has previously been on. This makes the scroll very useful for getting back to the deeper levels of Angband. Once the scroll has been read it takes a while for the spell to act, so don't expect it to save you in a crisis. During this time the word 'recall' will appear on the bottom of the screen below the dungeon. Reading a second scroll before the first takes effect will cancel the action.
You may "inscribe" any object with a textual inscription of your choice. These inscriptions are not limited in length, though you may not be able to see the whole inscription on the item. The game applies special meaning to inscriptions containing any text of the form '@#' or '@x#' or '!x' or '!*', see 'customize.txt'.
The game provides some "fake" inscriptions to help you keep track of your possessions. Weapons, armor and jewellery which have properties you don't know about yet will get a '{??}' label. Wands, staves and rods can get a '{tried}' label after use, particularly if they have an effect on a monster and were tested in the absence of monsters.
It is rumored that rings of power and extra rare spell books may be found deeper in the dungeon...
And lastly, a final warning: not all objects are what they seem. The line between tasty food and a poisonous mushroom is a fine one, and sometimes a chest full of treasure will grow teeth in its lid and bite your hand off...
Some objects, often objects of great power, have been cursed. There are many curses in the game, and they can appear on any wearable object. Curses may have a negative (or sometimes positive) effect on an object's properties, or cause bad things to happen to the player at random.
You can choose to wear the object in spite of its curses, or attempt to uncurse it using magic. A warning: failed uncursing leads to the object becoming fragile, and a fragile object may be destroyed on future curse removal attempts. It is up to you to balance the risks and rewards in your use of cursed items.
Some treasure within the dungeon can be found only by mining it out of the walls. Many rich strikes exist within each level, but must be found and mined. Quartz veins are the richest, yielding the most metals and gems, but magma veins will have some hoards hidden within.
Mining is rather difficult without a pick or shovel. Picks and shovels have an additional magical ability expressed as '(+#)'. The higher the number, the better the magical digging ability of the tool. A pick or shovel also has plusses to hit and damage, and can be used as a weapon, because, in fact, it is one.
When a vein of quartz or magma is located, the character may wield his pick or shovel and begin digging out a section. When that section is removed, he can locate another section of the vein and begin the process again. Since granite rock is much harder to dig through, it is much faster to follow the vein exactly and dig around the granite. Eventually, it becomes easier to simply kill monsters and discover items in the dungeon to sell, than to walk around digging for treasure. But, early on, mineral veins can be a wonderful source of easy treasure.
If the character has a scroll, staff, or spell of treasure location, he can immediately locate all strikes of treasure within a vein shown on the screen. This makes mining much easier and more profitable.
Note that a character with high strength and/or a heavy weapon does not need a shovel/pick to dig, but even the strongest character will benefit from a pick if trying to dig through a granite wall.
It is sometimes possible to get a character trapped within the dungeon by using various magical spells and items. So it can be a good idea to always carry some kind of digging tool, even when you are not planning on tunneling for treasure.
There are rumors of certain incredibly profitable rooms buried deep in the dungeon and completely surrounded by permanent rock and granite walls, requiring a digging implement or magical means to enter. The same rumors imply that these rooms are guarded by incredibly powerful monsters, so beware!
There are many traps located in the dungeon of varying danger. These traps are hidden from sight and are triggered only when your character walks over them. If you have found a trap you can attempt to 'D'isarm it, but failure may mean activating it. Traps can be physical dangers such as pits, or magical runes or inscriptions which will cause an effect when triggered. Your character may be better at disarming one of these types of traps than the other.
All characters have a chance to notice traps when they first come into view (dependent on searching skill). Some players will also get access to magical means of detecting all traps within a certain radius. If you cast one of these spells, there will be a 'Dtrap' green label on the bottom of the screen, below the dungeon map.
Some monsters have the ability to create new traps on the level that may be hidden, even if the player is in a detected zone. The detection only finds the traps that exist at the time of detection, it does not inform you of new ones that have since been created.
Staircases are the manner in which you get deeper or climb out of the dungeon. The symbols for the up and down staircases are the same as the commands to use them. A '<' represents an up staircase and a '>' represents a down staircase. You must move your character over the staircase before you can use it.
Each level has at least one up staircase and at least two down staircases. There are no exceptions to this rule. You may have trouble finding some well hidden secret doors, or you may have to dig through obstructions to get to them, but you can always find the stairs if you look hard enough. Stairs, like permanent rock, and shop entrances, cannot be destroyed by any means.
Many secret doors are used within the dungeon to confuse and demoralize adventurers foolish enough to enter, although all secret doors can be discovered by stepping adjacent to them. Secret doors will sometimes hide rooms or corridors, or even entire sections of that level of the dungeon. Sometimes they simply hide small empty closets or even dead ends. Secret doors always look like granite walls, just like traps always look like normal floors.
Creatures in the dungeon will generally know and use these secret doors, and can often be counted on to leave them open behind them when they pass through.
Unless you have disabled the option to get feelings you will get a message upon entering a dungeon giving you a general feel of how dangerous that level is.
The possible messages are : 1 - "This seems a quiet, peaceful place" 2 - "This seems a tame, sheltered place", 3 - "This place seems reasonably safe", 4 - "This place does not seem too risky", 5 - "You feel nervous about this place", 6 - "You feel anxious about this place", 7 - "This place seems terribly dangerous", 8 - "This place seems murderous", 9 - "Omens of death haunt this place", This feeling depends only on the monsters present in the dungeon when you first enter it. It will not get reduced to safer feeling as you kill monsters neither will it increase if new ones are summoned. This feeling also depends on your current dungeon depth. A dungeon you feel nervous about at 2000' is way more dangerous than a murderous one at 50'.
Once you have explored a certain amount of the dungeon you will also get a feeling about how good are the objects lying on the floor of the dungeon.
The possible messages are : 1 - "there are naught but cobwebs here." 2 - "there are only scraps of junk here.", 3 - "there aren't many treasures here.", 4 - "there may not be much interesting here.", 5 - "there may be something worthwhile here.", 6 - "there are good treasures here.", 7 - "there are very good treasures here.", 8 - "there are excellent treasures here.", 9 - "there are superb treasures here.", $ - "you sense an item of wondrous power!", The last message indicates an artifact is present and is only possible if the preserve option is disabled.
You may review your level feeling any time by using the ^K command. You may also consult it by checking the LF: indicator at the bottom left of the screen. The first number after it is the level feeling and the second one is the object feeling. The second one will be ? if you need to explore more before getting a feeling about the value of the treasures present in the dungeon.
If your character has killed Sauron (a difficult task), who lives on level 99 (4950') in the dungeon, a magical staircase will appear that will allow you to finally reach level 100. Morgoth lurks on this level of his dungeon, and you will not be able to go below his level until you have killed him. Try to avoid wandering around on level 100 unless you are ready for him, since he has a habit of coming at you across the dungeon, the Mighty Hammer 'Grond' in hand, to slay you for your impudence.
If you should actually survive the attempt of killing Morgoth, you will receive the status of WINNER. You may continue to explore, and may even save the game and play more later, but since you have defeated the toughest creature alive, there is really not much point. Unless you wish to listen to the rumors of a powerful ring buried somewhere in the dungeon, or a suit of dragon scale mail that resists everything...
When you are ready to retire, simply kill your character (using the 'Q' key) to have your character entered into the high score list as a winner. Note that until you retire, you can still be killed, so you may want to retire before wandering into yet another horde of greater demons.
If your character falls below 0 hit points, he has died and cannot be restored. A tombstone showing information about your character will be displayed. You are also permitted to get a record of your character, and all your equipment (identified) either on the screen or in a file.
Your character will leave behind a reduced save file, which contains only your option choices. It may be restored, in which case a new character is generated exactly as if the file was not there.
There are a variety of ways to "cheat" death (including using a special "cheating option") when it would otherwise occur. This will fully heal your character, returning him to the town, and marking him in various ways as a character which has cheated death. Cheating death, like using any of the "cheating options", will prevent your character from appearing on the high score list.
Attacking is simple in Angband. If you move into a creature, you attack it. You can attack from a distance by firing a missile or by magical means (such as aiming a wand). Creatures attack in the same way. If they move into you, they attack you. Some creatures can also cast spells from a distance, and others can use various breath weapons (such as fire) on you from a distance.
Creatures in walls can not be attacked by wands or other magic attacks normally stopped by walls, nor can they be shot at with bows and arrows. Tunnelling into the wall (using the "tunnel" or "alter" command) will allow you to attack any creature in the wall with your main weapon. This applies to creatures which "pass through" walls: if they "bore through" walls, the wall is no longer there, and the creature can be targeted normally.
If you are wielding a weapon, the damage for the weapon is used when you hit a creature. Otherwise you get a single punch which does minimal damage.
You may 'w'ield one weapon for melee combat, and also one missile launcher (bow, crossbow or sling). You may also wear one amulet (around the one and only neck of the character), two rings (on the two "ring" fingers, i.e. the third finger of each hand: a magic ring does not function when worn on any other finger, nor may two be worn on the same finger), one light source, and a full set of armor - body armor, shield, helmet, gloves, boots and a cloak. Any or all of these items may provide powers to the character in terms of bonuses to-hit, to-damage, to-armor class, or to other stats.
Firing a missile (while wielding the appropriate launcher) is the only way to get the "full" power out of the missile. You may of course throw an arrow at a monster without shooting it, but you will find the effects will not be what you had hoped.
Hits and misses are determined by ability to hit versus armor class. A hit is a strike that does some damage; a miss may in fact reach a target, but fails to do any damage. Higher armor classes make it harder to do damage, and so lead to more misses. Characters with higher armor classes also receive a damage reduction. This is not true for monsters, whose AC only affects the character's difficulty to hit them.
If you wish to see how much damage your weapon will do, you can 'I'nspect it. You will find the number of blows and how much damage you would do per round, including information on whether your weapon damages other types of monsters differently.
There are hundreds of different creatures in the pits of Angband, many of which have the same letter symbol and color on the screen. The exact species of a creature can be discovered by 'l'ooking at it. It is also very difficult to keep track of the capabilities of various creatures. Luckily, Angband automatically keeps track of your experiences with a particular creature. This feature is called the monster memory. Your monster memory recalls the particular attacks of each creature (whether or not technically a monster) which you have suffered, as well as recalling if you have observed them to multiply or move erratically, or drop treasure, etc. Otherwise you would simply have to take notes, which is an unnecessary bother.
If you have killed enough of a particular creature, or suffered enough attacks, recalling the monster memory may also provide you with information not otherwise available, such as an armor class, hit dice, spell types, frequency of spell casting, or the amount of damage for breaths or spells. These attacks will be color coded to inform you of whether or not you currently resist a specific attack. Red or orange means you do not resist it, yellow means you partially resist it, and green means you resist it or are immune. If you attack a monster with specific elemental attacks you will learn if the monster resists that element or if they are immune. There are other magical means to learn about monster's abilities that don't require you to actually experience the attacks.
This memory can be used by all your characters; it is stored in a file called 'lore.txt' in your user directory (~/.angband/Angband in Linux, lib/user in Windows, Documents/Angband in macOS).
Carrying a weapon in your backpack does you no good. You must wield a weapon before it can be used in a fight. A secondary weapon can be kept by keeping it in the backpack, and switching it with the primary weapon when needed. This is most often used when switching between a melee weapon and a digging tool, or when carrying two weapons, each of which provides a rare power that the character needs at two separate times.
Weapons have two main magical characteristics, their enchanted ability to hit and their enchanted ability to do damage, expressed as '(+#,+#)'. A normal weapon would be '(+0,+0)'. Many weapons in Angband have bonuses to hit and/or to damage.
Angband assumes that your youth in the rough environment near the dungeons has taught you the relative merits of different weapons, and displays as part of their description the damage dice which define their capabilities. Any damage enchantment is added to the dice roll for that weapon. The dice used for a given weapon is displayed as 'XdY'. The number 'X' indicates how many dice to roll, and number 'Y' indicates how many sides they have. A '2d6' weapon will thus give damage from 2 to 12, plus any damage bonus. The weight of a weapon is also a consideration. Heavy weapons may hit harder, but they are also harder to use. Depending on your strength, dexterity, character class, and weapon weight, you may get attacks more quickly: high dexterity and strength and low weapon weight are the main factors. Warriors may get up to a maximum of 6 attacks per round: mages and priests are limited to only 4: other classes may get up to 5. Your attacks per round with a weapon are displayed as a decimal, e.g. 2.3 or 3.4 etc. The fractions take the form of unused energy which is carried over to your next turn.
Missile weapons, such as bows, have their characteristics added to those of the missile used, if the proper weapon/missile combination is used, and then the launcher multiplier is applied to the total damage, making missile weapons very powerful given the proper missiles, especially if they are enchanted. Like weapons, 'I'nspecting ammunition will tell you how much damage you will do with your current missile launcher.
Finally, some rare weapons have special abilities. These are called ego weapons, and are feared by great and meek. An ego weapon must be wielded to receive the benefit of its abilities. It should be noted that some of these items are considerably more powerful than others, and generally the most powerful items are the rarest. Some items will have an obvious effect, like an increase in infravision, or extra strength. These effects will be noticed as soon as you wield the item. Other effects, like most resistances, will need to be learned. You can learn them by either suffering an appropriate attack, or by using magical means of identification.
Some of the more common ego weapons are described at the end of this file.
Your armor class (or AC) is a number that describes the amount and the quality of armor being worn. Armor class will generally run from about 0 to 200, though exceptionally good armor can improve even on the latter figure.
The higher your armor class, the more protective it is. A negative armor class would actually help get you hit. Armor protects you in three manners. First, it makes you harder to be hit for damage. A hit for no damage counts as a miss, and is described as a miss. Second, good armor will absorb some of the damage that your character would have taken from normal attacks. Third, acid damage is reduced by wearing body armor (but the armor may be damaged instead). It is obvious that a high armor class is vital for surviving the deeper levels of Angband.
Armor class values are always displayed between a set of square brackets, as '[#]' or '[#,+#]'. The first value is the base armor class of the armor. The second number is the magical bonus of the item, which is only displayed if known, and will always have a sign preceding the value. These plusses can be determined by wielding the armor in combat and being hit. Note that a few rings, amulets, and weapons also have the '[+#]' notation, indicating that they provide an armor bonus. Many pieces of heavy body armor will also have a '(-#)' (in normal brackets) before the '[#,+#]', which indicates that the weight of the armor decreases your chances of hitting monsters. This can range from nonexistent for very light armor to '(-8)' for the heaviest armor!
You will find some spells and items which can affect monsters in ways which do not involve directly dealing them damage. These are 'status effects'. They are listed with their effects below. These status effects will either work on a monster type or they won't; some monsters resist particular effects but not all do.
The player may at some time gain access to non-melee attacks, and many monsters also have them. Perhaps the most famous of this type of attack is dragon breath, but monsters may also cast spells at the player, and vice versa. This damage generally is not affected by armor class, and does not need a hit roll to hit the player or monster being aimed at.
Some attacks are purely magical: attack spells which blind, confuse, slow, scare or paralyze the target. These attacks are resisted by monsters of higher level (native to deeper dungeon depths) and characters with a high saving throw - saving throws being dependent on class, level and wisdom. There are also available resistances to fear, blindness, confusion and stunning, and the power of "free action" prevents magical paralysis and most slowing attacks (the player may still be paralyzed by being "knocked out" in melee or by a stunning attack, but this is very rare and can be prevented with protection from stunning.) There are monsters that can cause status effects such as blindness, paralysis or confusion through their melee attack. Since this is a physical effect and not a mental one, the player will not get a saving throw. However, having resistance to that effect will prevent the negative status in all cases. It should also be noticed that most unique monsters automatically pass their saving throws, and some monsters are naturally resistant to confusion, fear and sleep. Some monsters may have spells that 'cause wounds' that can be deadly if successful but do no damage if the saving throw is passed. Some melee attacks by monsters may drain a stat, as can some traps: this is prevented by having that stat sustained. Drained stats are temporary and can be restored on gaining a new character level or consuming rare items found in the dungeon.
Some monsters may cast spells that teleport the player character. There is no saving throw, except to those that would actually teleport him up or down one dungeon level. Having resistance to nexus will also prevent being level-teleported, but will not help against normal teleportation spell attacks. The player may teleport monsters in the same way, with a spell, wand or rod. No monsters, even Morgoth himself, can resist this teleportation. Yet...
Other attacks are usually element-based, including the aforementioned example of dragon breath. Many monsters can breathe various attacks or cast bolt or ball spells, and the player may also have access to bolt and ball spells (or breathe like a dragon, in some rare circumstances). The player, and the monsters, may be resistant to these forms of attack: resistance is handled in different ways for the player and the monster, and for different attack forms.
Bolt spells will hit the first monster (or the player) in the line of fire: ball spells and breaths may centre on a target which may be hiding behind other targets. Ball spells and breath weapons affect an area: other monsters caught in the blast take reduced damage depending on their distance from the centre of the blast. Breath weapons are proportional to a fraction of the monster's current hit points, with a maximum cap on the damage (which is higher for the most common of such attacks, owing to the fact that the resistances are also easier to find). Bolt and ball spell damage is calculated differently - often (but not always) relative to character or monster level.
In the case of fire, cold, lightning, acid and poison, if the monster has resistance to a player attack of this kind it will take almost no damage. If the player has one or more permanent sources of resistance, they will take 1/3 of the damage he would normally take: if the player has a temporary source of resistance (whether from potion, spell or item activation), this will also reduce the damage to 1/3 of its normal level, allowing the character to take only 1/9 damage if they have both permanent and temporary resistance. Having more than one source of permanent resistance confers no extra bonus, and using more than one source of temporary resistance increases only the duration of the resistance: in both cases, either the resistance is present or it is not. But one permanent resistance and one temporary resistance are both effective simultaneously.
Elemental attacks also have a chance to damage wielded equipment or destroy items in the character's inventory. Fire attacks destroy scrolls, staves, magic books and arrows. Acid attacks destroy scrolls, staves, arrows, bolts and can damage armor. Electricity attacks can destroy wands, rods, rings and amulets. Cold attacks can destroy potions. Items in your inventory get a saving throw, and they are unharmed if they pass it. Having resistance to the element will make an item less likely to be destroyed. Items on the floor that get caught in an elemental ball or breath are automatically destroyed without a saving throw. Weapons, armor and chests can also be destroyed if they are lying on the floor, but cannot be harmed if they are in your pack.
The character may also gain immunity to fire, cold, lightning and acid if he is fortunate to find any of the few artifacts that provide these immunities: immunity means that no damage is taken, and the character's equipment is also totally protected. Immunities are EXTREMELY rare.
Another attack that the player will come into contact with all too often is the soul-chilling nature of the undead, which can drain the character's life experience. Some monsters have a life-draining melee attack, others may cast ball or bolt spells or, in extreme cases, breathe the very force of the netherworld (shortened by the game to "nether".) There are two powers which are of assistance in this case: that of "hold life" will prevent 90% of all experience drains, and in the other 10% of cases, the amount of experience lost will be reduced by 90%. That of "resistance to nether forces" will provide resistance to nether bolts, balls and breaths, reducing the damage and preventing any experience drains from these attacks, but has no effect on melee "hits to drain experience". Monsters caught in the blast from a nether ball or breath will take damage proportional to distance from the centre of the attack, except for undead who are totally immune. The player may find wands or rods of Drain Life, which similarly are ineffective on those undead creatures which have no life to drain: however, the real player equivalent attack spell is the priest/paladin spell of "Orb of Draining", a ball spell which does damage to all monsters, double damage to evil monsters, and is resisted by none.
Other attack forms are rarer, but may include: disenchantment (both in melee or by a monster breath), chaos (breath or melee, which if unresisted will cause the player to hallucinate and be confused, and may drain life experience), nexus (which may teleport the player to the monster, away from the monster, up or down a level, or swap over two of the player's "internal" stats), light and darkness (which will blind a character unless they have protection from blindness or resistance to light or dark), sound (which will stun a character without sound resistance or protection from stunning), crystal shards (which will cut a non-resistant character), inertia (which will slow a character regardless of free action), gravity (which will blink a character, also stunning and slowing), force (which will stun the character), plasma (which will stun), time (which may drain experience regardless of hold life, or drain stats regardless of sustains), water bolts and balls (which may confuse and stun, and do considerable damage from high-level monsters), ice bolts (which may cut and stun, and damage potions), and mana bolts and balls (the latter usually known as Mana Storms.) Magic missiles are included in the "mana" category, whether cast by the monster or the player.
In addition items on the ground are especially vulnerable to elemental effects. Potions on the ground will always be destroyed by cold, shards, sound and force. Scrolls, staves, books, and non-metal gear will always get destroyed by fire or plasma. Scrolls, staves, and all non-mithril gear will be destroyed by acid. Rings, amulets, wands and rods will be destroyed by lightning and plasma. And finally nearly everything will be destroyed by a mana storm if left on the ground.
Some attacks may stun or cut the player. These can either be spells or breath attacks (sound, water balls) or from melee. A stunned character receives a penalty to hit and is much more likely to fail a spell or activation. If a character gets very stunned, they may be knocked out and at the mercy of the enemies. A cut character will slowly lose life until healed either by potions, spells or natural regeneration. Both stunning and cut status are displayed at the bottom of the screen.
There are resistances available to chaos, disenchantment, confusion, nexus, sound, shards, light and darkness: all of these will reduce the damage and prevent side-effects other than physical damage. With these resistances, as with nether resistance, damage is a random fraction: for light and dark, it is between 4/7 and 4/12, for sound and confusion it is between 5/7 and 5/12, and for chaos, disenchantment, nexus, shards and nether it is between 6/7 and 6/12.
It should be noted that not all of these are actually vital to completing the game: indeed, of the above list, only fire, cold, acid, lightning, poison and confusion resists are regarded as truly vital, with blindness, chaos and nether the next most desirable. Some attack forms are not resistible, but thankfully these are rare: resist shards will prevent all other magical attacks which cut (namely ice bolts), and confusion resistance will prevent confusion by a water bolt or ball, but there is no resistance to the physical damage caused by these following attacks: inertia, force, gravity, plasma, time, ice, water, mana. There is no resistance to any of the side-effects of a time attack, or indeed to anything but the stunning effects of a gravity attack.
Monsters which do not move at normal speed generally move "slowly" (-10 to speed), "fast" (+10), "very fast" (+20) or "incredibly fast" (+30). (It will surprise nobody that Morgoth is one of the few monsters in the last category.) This is further adjusted by the fact that any non-unique monster may have a random adjustment from (-2) to (+2) to its own speed.
Generally, (+10) is exactly double normal speed, and (-10) exactly half. (+20) is about three times normal speed, but after that there is less noticeable improvement as speed goes higher - for instance, (+30) is not quite four times normal speed, and higher values than this are largely irrelevant. The player may find items which can be worn or wielded that provide speed bonuses: these may include boots of speed, rings of speed and a few very rare artifacts. Boots will provide a random 1d10 to speed: rings of speed may be bigger than that - generally the best that the player will get is two just over (+10), but individual rings of up to (+23) speed have been known.
Separate from the question of permanent speed (as determined by the player's speed items and the monster's natural speed) is that of temporary speed. The player may cast a spell of haste-self, or use a potion, staff or rod of speed or use an artifact activation to speed him temporarily: or a monster may cast a haste-self spell, or be affected by another monster "shrieking for help" or the player reading a scroll of aggravate monster. In all cases, (+10) speed is added temporarily to the affected monster or player. Using two or more sources of temporary speed is cumulative only in duration - one cannot get from normal speed to (+20) using a potion and a spell of speed. Spells of temporary slowing (including monsters breathing inertia or gravity) are handled the same way, with exactly (-10) being subtracted from the player or monster's speed temporarily, for the duration of the spell or breath's effect.
Some of the ego weapons that you might find in the dungeon are listed below. This will give you a small taste of the items that can be found. However if you wish to discover these items on your own, you may not wish to continue. Ego weapons are denoted by the following "names":
Each of the five elemental attacks has a corresponding weapon which will do treble its base damage to creatures not resistant to that element. (It should be noted that the magical damage bonus is not affected by this: a weapon of Flame '(2d6) (+5,+6)' does 6d6+6 damage per hit, not 6d6+18,
against creatures which are not fire-resistant.) There are weapons of
Flame, Frost, Lightning, Acid and Poison brands.
These are the most common types of ego-weapon: note that they are not the ONLY ego-items available in the dungeon, there may be more.
Apart from these there are some very rare and well made weapons in the dungeon with not necessarily any special abilities. These include Blades of Chaos, Maces of Disruption, and Scythes of Slicing. They can also be ego weapons like the ones above. For example, a Blade of Chaos (Holy Avenger) is much more powerful than many artifact weapons!
Some pieces of armor will possess special abilities denoted by the following names:
Once again, these are not necessarily the ONLY ego-items in the dungeon, only the most common.
Apart from these there are some very rare and well-made armours in the dungeon with not necessarily any special abilities. These include Shields of Deflection, Adamantite Plate Mail, Mithril Plate Mail, Mithril Chain Mail, and Elven Cloaks. The first four cannot be damaged by acid because of the quality metals they contain.
There are rumors of unique "artifact" items in the dungeon - weapons and armor of all types. Many of these are more powerful than even the greatest ego-items: some are weak and have little more than a name to recommend them.
Most of your interaction with Angband will take the form of "commands". Every Angband command consists of an "underlying command" plus a variety of optional or required arguments, such as a repeat count, a direction, or the index of an inventory object. Commands are normally specified by typing a series of keypresses, from which the underlying command is extracted, along with any encoded arguments. You may choose how the standard "keyboard keys" are mapped to the "underlying commands" by choosing one of the two standard "keysets", the "original" keyset or the "roguelike" keyset.
The original keyset is very similar to the "underlying" command set, with a few additions (such as the ability to use the numeric "directions" to "walk" or the '5' key to "stay still"). The roguelike keyset provides similar additions, and also allows the use of the 'h'/'j'/'k'/'l'/'y'/'u'/'b'/'n' keys to "walk" (or, in combination with the shift or control keys, to run or alter), which thus requires a variety of key mappings to allow access to the underlying commands used for walking/running/altering. In particular, the "roguelike" keyset includes many more "capital" and "control" keys, as shown below.
Note that any keys that are not required for access to the underlying command set may be used by the user to extend the "keyset" which is being used, by defining new "keymaps". To avoid the use of any "keymaps", press backslash ('\') plus the "underlying command" key. You may enter "control-keys" as a caret ('^') plus the key (so '^' + 'p' yields '^p').
Some commands allow an optional "repeat count", which allows you to tell the game that you wish to do the command multiple times, unless you press a key or are otherwise disturbed. To enter a "repeat count", type '0', followed by the numerical count, followed by the command. You must type 'space' before entering certain commands. Skipping the numerical count yields a count of 99. An option allows certain commands (open, disarm, alter, etc) to auto-repeat.
Some commands will prompt for extra information, such as a direction, an inventory or equipment item, a spell, a textual inscription, the symbol of a monster race, a sub-command, a verification, an amount of time, a quantity, a file name, or various other things. Normally you can hit return to choose the "default" response, or escape to cancel the command entirely.
Some commands will prompt for a spell or an inventory item. Pressing space (or '*') will give you a list of choices. Pressing '-' (minus) selects the item on the floor. Pressing a lowercase letter selects the given item. Pressing a capital letter selects the given item after verification. Pressing a numeric digit '#' selects the first item (if any) whose inscription contains '@#' or '@x#', where 'x' is the current "underlying command". You may only specify items which are "legal" for the command. Whenever an item inscription contains '!*' or '!x' (with 'x' as above) you must verify its selection.
Some commands will prompt for a direction. You may enter a "compass" direction using any of the "direction keys" shown below. Sometimes, you may specify that you wish to use the current "target", by pressing 't' or '5', or that you wish to select a new target, by pressing '*' (see "Target" below).
- Original Keyset Directions
7 8 9 4 6 1 2 3 - Roguelike Keyset Directions
y k u h l b j n
Each of the standard keysets provides some short-cuts over the "underlying commands". For example, both keysets allow you to "walk" by simply pressing an "original" direction key (or a "roguelike" direction key if you are using the roguelike keyset), instead of using the "walk" command plus a direction. The roguelike keyset allows you to "run" or "alter" by simply holding the shift or control modifier key down while pressing a "roguelike" direction key, instead of using the "run" or "alter" command plus a direction. Both keysets allow the use of the '5' key to "stand still", which is most convenient when using the original keyset.
a | Aim a wand | A | Activate an object |
b | Browse a book | B | (unused) |
c | Close a door | C | Character description |
d | Drop an item | D | Disarm a trap or lock a door |
e | Equipment list | E | Eat some food |
f | Fire an item | F | Fuel your lantern/torch |
g | Get objects on floor | G | Gain new spells/prayers |
h | Fire default ammo at target | H | (unused) |
i | Inventory list | I | Observe an item |
j | (unused) | J | (unused) |
k | Ignore an item | K | Toggle ignore |
l | Look around | L | Locate player on map |
m | Cast a spell | M | Full dungeon map |
n | Repeat previous command | N | (unused) |
o | Open a door or chest | O | (unused) |
p | Cast a spell | P | (unused) |
q | Quaff a potion | Q | End character & quit |
r | Read a scroll | R | Rest for a period |
s | (unused) | S | (unused) |
t | Take off equipment | T | Dig a tunnel |
u | Use a staff | U | Use an item |
v | Throw an item | V | Version info |
w | Wear/wield equipment | W | Walk into a trap |
x | (unused) | X | (unused) |
y | (unused) | Y | (unused) |
z | Zap a rod | Z | (unused) |
! | (unused) | ^A | Debug mode |
@ | (unused) | ^B | (unused) |
# | (unused) | ^C | (special - break) |
$ | (unused) | ^D | (unused) |
% | (unused) | ^E | Toggle inven/equip window |
^ | (special - control key) | ^F | Repeat level feeling |
& | (unused) | ^G | Do autopickup |
* | Target monster or location | ^H | (unused) |
( | Load screen dump | ^I | (special - tab) |
) | Dump screen dump | ^J | (special - linefeed) |
{ | Inscribe an object | ^K | (unused) |
} | Uninscribe an object | ^L | Center map |
[ | Display visible monster list | ^M | (special - return) |
] | Display visible object list | ^N | (unused) |
- | (unused) | ^O | Show previous message |
_ | Enter store | ^P | Show previous messages |
+ | Alter grid | ^Q | (unused) |
= | Set options | ^R | Redraw the screen |
; | Walk (with pickup) | ^S | Save and don't quit |
: | Take notes | ^T | (unused) |
' | Target closest monster | ^U | (unused) |
" | Enter a user pref command | ^V | (unused) |
, | Stay still (with pickup) | ^W | (special - wizard mode) |
< | Go up staircase | ^X | Save and quit |
. | Run | ^Y | (unused) |
> | Go down staircase | ^Z | (unused) |
\ | (special - bypass keymap) | ~ | Check knowledge |
` | (special - escape) | ? | Help |
/ | Identify symbol | ||
| | Quiver list |
a | Zap a rod (Activate) | A | Activate an object |
b | (walk - south west) | B | (run - south west) |
c | Close a door | C | Character description |
d | Drop an item | D | Disarm a trap or lock a door |
e | Equipment list | E | Eat some food |
f | (unused) | F | Fuel your lantern/torch |
g | Get objects on floor | G | Gain new spells/prayers |
h | (walk - west) | H | (run - west) |
i | Inventory list | I | Observe an item |
j | (walk - south) | J | (run - south) |
k | (walk - north) | K | (run - north) |
l | (walk - east) | L | (run - east) |
m | Cast a spell | M | Full dungeon map |
n | (walk - south east) | N | (run - south east) |
o | Open a door or chest | O | Toggle ignore |
p | Cast a spell | P | Browse a book |
q | Quaff a potion | Q | End character & quit |
r | Read a scroll | R | Rest for a period |
s | (unused) | S | (unused) |
t | Fire an item | T | Take off equipment |
u | (walk - north east) | U | (run - north east) |
v | Throw an item | V | Version info |
w | Wear/wield equipment | W | Locate player on map (Where) |
x | Look around | X | Use an item |
y | (walk - north west) | Y | (run - north west) |
z | Aim a wand (Zap) | Z | Use a staff (Zap) |
! | (unused) | ^A | (special - debug command) |
@ | Center map | ^B | (alter - south west) |
# | (unused) | ^C | (special - break) |
$ | (unused) | ^D | Ignore an item |
% | (unused) | ^E | Toggle inven/equip window |
^ | (special - control key) | ^F | Repeat level feeling |
& | (unused) | ^G | Do autopickup |
* | Target monster or location | ^H | (alter - west) |
( | Load screen dump | ^I | (special - tab) |
) | Dump screen dump | ^J | alter - south) |
{ | Inscribe an object | ^K | (alter - north) |
} | Uninscribe an object | ^L | (alter - east) |
[ | Display visible monster list | ^M | (special - return) |
] | Display visible object list | ^N | (alter - south east) |
- | Walk into a trap | ^O | Show previous message |
_ | Enter store | ^P | Show previous messages |
+ | Alter grid | ^Q | (unused) |
= | Set options | ^R | Redraw the screen |
; | Walk (with pickup) | ^S | Save and don't quit |
: | Take notes | ^T | Dig a tunnel |
' | Target closest monster | ^U | (alter - north east) |
" | Enter a user pref command | ^V | Repeat previous command |
, | Run | ^W | (special - wizard mode) |
< | Go up staircase | ^X | Save and quit |
. | Stay still (with pickup) | ^Y | (alter - north west) |
> | Go down staircase | ^Z | (unused) |
\ | (special - bypass keymap) | ~ | Check knowledge |
` | (special - escape) | ? | Help |
/ | Identify symbol | ||
TAB | Fire default ammo at target | ||
| | Quiver list |
Certain special keys may be intercepted by the operating system or the host machine, causing unexpected results. In general, these special keys are control keys, and often, you can disable their special effects.
If you are playing on a UNIX or similar system, then 'Ctrl-C' will interrupt Angband. The second and third interrupt will induce a warning bell, and the fourth will induce both a warning bell and a special message, since the fifth will quit the game, after killing your character. Also, 'Ctrl-Z' will suspend the game, and return you to the original command shell, until you resume the game with the 'fg' command. There is now a compilation option to force the game to prevent the "double 'ctrl-z' escape death trick". The 'Ctrl-\' and 'Ctrl-D' and 'Ctrl-S' keys should not be intercepted.
It is often possible to specify "control-keys" without actually pressing the control key, by typing a caret ('^') followed by the key. This is useful for specifying control-key commands which might be caught by the operating system as explained above.
Pressing backslash ('\') before a command will bypass all keymaps, and the next keypress will be interpreted as an "underlying command" key, unless it is a caret ('^'), in which case the keypress after that will be turned into a control-key and interpreted as a command in the underlying Angband keyset. The backslash key is useful for creating actions which are not affected by any keymap definitions that may be in force, for example, the sequence '\' + '.' + '6' will always mean "run east", even if the '.' key has been mapped to a different underlying command.
The '0' and '^' and '\' keys all have special meaning when entered at the command prompt, and there is no "useful" way to specify any of them as an "underlying command", which is okay, since they would have no effect.
For many input requests or queries, the special character 'ESCAPE' will abort the command. The '[y/n]' prompts may be answered with 'y' or 'n', or 'escape'. The '-more-' message prompts may be cleared (after reading the displayed message) by pressing 'ESCAPE', 'SPACE', 'RETURN', 'LINEFEED', or by any keypress, if the 'quick_messages' option is turned on.
Some commands can be executed a fixed number of times by preceding them with a count. Counted commands will execute until the count expires, until you type any character, or until something significant happens, such as being attacked. Thus, a counted command doesn't work to attack another creature. While the command is being repeated, the number of times left to be repeated will flash by on the line at the bottom of the screen.
To give a count to a command, type 0, the repeat count, and then the command. If you want to give a movement command and you are using the original command set (where the movement commands are digits), press space after the count and you will be prompted for the command.
Counted commands are very useful for time consuming commands, as they automatically terminate on success, or if you are attacked. You may also terminate any counted command (or resting or running), by typing any character. This character is ignored, but it is safest to use a 'SPACE' or 'ESCAPE' which are always ignored as commands in case you type the command just after the count expires.
You can tell Angband to automatically use a repeat count of 99 with commands you normally want to repeat (open, disarm, tunnel, bash, alter, etc) by setting the 'always_repeat' option.
Many commands will also prompt for a particular object to be used. For example, the command to read a scroll will ask you which of the scrolls that you are carrying that you wish to read. In such cases, the selection is made by typing a letter of the alphabet (or a number if choosing from the quiver). The prompt will indicate the possible letters/numbers, and you will also be shown a list of the appropriate items. Often you will be able to press '/' to switch between inventory and equipment, or '|' to select the quiver, or '-' to select the floor. Using the right arrow also rotates selection between equipment, inventory, quiver, floor and back to equipment; the left arrow rotates in the opposite direction.
The particular object may be selected by an upper case or a lower case letter. If lower case is used, the selection takes place immediately. If upper case is used, then the particular option is described, and you are given the option of confirming or retracting that choice. Upper case selection is thus safer, but requires an extra key stroke.
For more information on selecting object, see the file 'customize.txt'.
The following command descriptions are listed as the command name plus the default key to use it. For those who prefer the original "roguelike" keyset, the name and key of the roguelike command is also shown if it is different. Then comes a brief description of the command, including information about alternative methods of specifying the command in each keyset, when needed.
Some commands use the "repeat count" to automatically repeat the command several times, while others use the "repeat count" to specify a "quantity" for the command, and still others use it as an "argument" of some kind.
Most commands take no "energy" to perform, while other commands only take energy when they cause the world to change in some way. For example, attempting to read a scroll while blind does not use any energy.
The following command is very useful for beginners,
This command inscribes a string on an object. The inscription is displayed inside curly braces after the object description. The inscription is limited to the particular object (or pile) and is not automatically transferred to all similar objects. Under certain circumstances, Angband will display "fake" inscriptions on certain objects ('cursed', 'tried', 'empty') when appropriate. These "fake" inscriptions remain all the time, even if the player chooses to add a "real" inscription on top of it later.
In addition, Angband will occasionally place a "real" inscription on an object for you, normally as the result of your character getting a "feeling" about the item. All characters will get "feelings" about weapons and armor after carrying them for a while.
An item labeled as '{empty}' was found to be out of charges, and an item labeled as '{tried}' is a "flavored" item which the character has used, but whose effects are unknown. Certain inscriptions have a meaning to the game, see '@#', '@x#', '!*', and '!x', in the section on inventory object election.
Use this command to find out what a character stands for. For instance, by pressing '/.', you can find out that the '.' symbol stands for a floor spot. When used with a symbol that represents creatures, the this command will tell you only what class of creature the symbol stands for, not give you specific information about a creature you can see. To get that, use the Look command.
There are three special symbols you can use with the Identify Symbol command to access specific parts of your monster memory. Typing 'Ctrl-A' when asked for a symbol will recall details about all monsters, typing 'Ctrl-U' will recall details about all unique monsters, and typing 'Ctrl-N' will recall details about all non-unique monsters.
If the character stands for a creature, you are asked if you want to recall details. If you answer yes, information about the creatures you have encountered with that symbol is shown in the Recall window if available, or on the screen if not. You can also answer 'k' to see the list sorted by number of kills, or 'p' to see the list sorted by dungeon level the monster is normally found on. Pressing 'ESCAPE' at any point will exit this command.
This command dumps a "snap-shot" of the current screen to a file, including encoded color information. The command has two variants:
Certain special keys may be intercepted by the operating system or the host machine, causing unexpected results. In general, these special keys are control keys, and often, you can disable their special effects.
If you are playing on a UNIX or similar system, then Ctrl-C will interrupt Angband. The second and third interrupt will induce a warning bell, and the fourth will induce both a warning bell and a special message, ince the fifth will quit the game, after killing your character. Also, 'Ctrl-Z' will suspend the game, and return you to the original command shell, until you resume the game with the 'fg' command. There is now a compilation option to force the game to prevent the "double 'ctrl-z' escape death trick". The 'Ctrl-\' and 'Ctrl-D' and 'Ctrl-S' keys should not be intercepted.
It is often possible to specify "control-keys" without actually pressing the control key, by typing a caret ('^') followed by the key. This is useful for specifying control-key commands which might be caught by the operating system as explained above.
Pressing backslash ('\') before a command will bypass all keymaps, and the next keypress will be interpreted as an "underlying command" key, unless it is a caret ('^'), in which case the keypress after that will be turned into a control-key and interpreted as a command in the underlying angband keyset. For example, the sequence '\' + '.' + '6' will always mean "run east", even if the '.' key has been mapped to a different underlying command.
The '0' and '^' and '\' keys all have special meaning when entered at the command prompt, and there is no "useful" way to specify any of them as an "underlying command", which is okay, since they would have no effect.
For many input requests or queries, the special character ESCAPE will abort the command. The '[y/n]' prompts may be answered with 'y' or 'n', or 'ESCAPE'. The '-more-' message prompts may be cleared (after reading the displayed message) by pressing 'ESCAPE', 'SPACE', 'RETURN', 'LINEFEED', or by any keypress, if the "quick_messages" option is turned on.
Some commands can be executed a fixed number of times by preceding them with a count. Counted commands will execute until the count expires, until you type any character, or until something significant happens, such as being attacked. Thus, a counted command doesn't work to attack another creature. While the command is being repeated, the number of times left to be repeated will flash by on the line at the bottom of the screen.
To give a count to a command, type '0', the repeat count, and then the command. If you want to give a movement command and you are using the original command set (where the movement commands are digits), press space after the count and you will be prompted for the command.
Counted commands are very useful for time consuming commands, as they automatically terminate on success, or if you are attacked. You may also terminate any counted command (or resting or running), by typing any character. This character is ignored, but it is safest to use a 'SPACE' or 'ESCAPE' which are always ignored as commands in case you type the command just after the count expires.
Options are accessible through the '=' command, which provides an interface to the various sets of options available to the player.
In the descriptions below, each option is listed as the textual summary which is shown on the "options" screen, plus the internal name of the option in brackets, followed by a 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 "customize.txt" for more info.
Various concepts are mentioned in the descriptions below, including "disturb", (cancel any running, resting, or repeated commands, which are in progress), "flush" (forget any keypresses waiting in the keypress queue), "fresh" (dump any pending output to the screen), and "sub-windows" (see below).
With this option turned on, if you go down stairs, you start the new level on an up staircase, and vice versa (if you go up stairs, you start the next level on a down staircase).
With this option off, you will never start on a staircase - but other staircases up and down elsewhere on the level will still be generated.
With this option turned on, multiple items can occupy one grid.
With this option off, items dropped on the floor will spread out instead of stacking. Normal items will disappear if there is no empty grid within a radius of three squares.
With this option turned on, the game will give you hints about what a new level has on it.
With this option off, these hints will not be shown.
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.
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 the color red to display both hitpoints and mana.
The 'delay_factor' value, if non-zero, will slow down the visual effects used for missile, bolt, beam, and ball attacks. The actual time delay is equal to 'delay_factor' squared, in milliseconds.
The 'lazymove_delay' value, if non-zero, will allow the player to move diagonally by pressing the two appropriate arrow keys within the delay time. This may be useful particularly when using a keyboard with no numpad.
Angband supports multiple customizations. These can vary from alternative methods for selecting objects, keymaps for different commands, changing the visuals (using graphical tiles), creating subwindows, and saving customizations for use on future characters.
Angband allows you to ignore specific items that you don't want to see anymore. These items are marked 'ignored' and any similar items are hidden from view. The easiest way to ignore an item is with the 'k' (or '^D') command; the object is dropped and then hidden from view. When ignoring an object, you will be given a choice of ignoring just that object, or all objects like it in some way.
The entire ignoring system can also be accessed from the options menu ('=') by choosing "i) Item ignoring setup". This allows ignore settings for non-wearable items, and quality and ego ignore settings (described below) for wearable items, to be viewed or changed.
There is a quality setting for each wearable item type. Ignoring a wearable item will prompt you with a question about whether you wish to ignore all of that type of item with a certain quality setting, or of an ego type, or both.
The quality settings are:
Inscriptions are notes you can mark on objects using the '{' command. You can use this to give the game commands about the object, which are listed below. You can also set up the game to automatically inscribe certain items whenever you find them, using the object knowledge screens, accessed using '~'.
This means "ask me before using this item". '!w' means 'ask me before wielding', '!d' means 'ask me before dropping', and so on. If you inscribe an item with '!*' then the game will confirm any use of an item.
Say you inscribed your potion of Speed with '!q'. This would prompt you when you try to drink it to see if you really mean to. Multiple '!q' inscriptions will prompt multiple times.
Similarly, using !v!k!d makes it very hard for you to accidentally throw, ignore or put down the item it is inscribed on.
Some adventurers use this for Scrolls of Word of Recall so they don't accidentally return to the dungeon too soon.
Normally when you select an item from your inventory you must enter the letter that corresponds to the item. Since the order of your inventory changes as items get added and removed, this can get annoying. You can instead assign certain items numbers when using a command so that wherever they are in your backpack, you can use the same keypresses. If you have multiple items inscribed with the same thing, the game will use the first one.
For example, if you inscribe a staff of Cure Light Wounds with '@u1', you can refer to it by pressing 1 when 'u'sing it. You could also inscribe a wand of Wonder with '@a1', and when using 'a', 1 would select that wand.
Spellcasters should inscribe their books, so that if they lose them they do not cast the wrong spell. If you are mage and the beginner's spellbook is the first in your inventory, casting 'maa' will cast magic missile. But if you lose your spellbook, casting 'maa' will cast the first spell in whatever new book is in the top of your inventory. This can be a waste in the best case scenario and exceedingly dangerous in the worst! By inscribing your spellbooks with '@m1', '@m2', etc., if you lose your first spellbook and attempt to cast magic missile by using 'm1a', you cannot accidentally select the wrong spellbook.
When you wear an item inscribed with '^', the game prompts you before doing that action. You might inscribe '^>' on an item if you want to be reminded to take it off before going down stairs. If the item is in your backpack then the game won't prompt you.
Like with '!', you can use '*' for the command letter if you want to game to prompt you every turn whatever you're doing. This can get very annoying!
Angband allows you to change various aspects of the game to suit your tastes. You may define keymaps (changing the way Angband maps your keypresses to underlying commands), modify the visuals (allowing you to change the appearance of monsters, objects, or terrain features), change the colors (allowing you to make a given color brighter, darker, or even completely different), or set options (turning them off or on).
Angband stores your preferences in files called "user pref files", which contain comments and "user pref commands", which are simple strings describing one aspect of the system about which the user has a preference. There are many ways to load a user pref file, and in fact, some of these files are automatically loaded for you by the game. All of the files are kept in the "lib/user/" directory, though you may have to use one of the command line arguments to redirect this directory, especially on multiuser systems. You may also enter single user pref commands directly, using the special "Enter a user pref command" command, activated by "double quote". You may have to use the "redraw" command ('^R') after changing certain of the aspects of the game, to allow Angband to adapt to your changes.
When the game starts up, after you have loaded an old character, or created a new character, some user pref files are loaded automatically. First, the "pref.prf" file is loaded. This file contains some user pref commands which will work on all platforms. Then one of 'font-xxx.prf' (for normal usage) or 'graf-xxx.prf' (for bitmap usage) is loaded. These files contain attr/char changes to allow the monsters, objects, and/or terrain features to look "better" on your system. Then the 'pref-xxx.prf' file is loaded. This file contains pre-defined system specific stuff (keymaps, color definitions, etc). Then, the 'user-xxx.prf' file is loaded. This file contains user-defined system specific stuff. The 'user-xxx.prf' file is used as the "default" user pref file in many places. The 'xxx' is the "system suffix" for your system, taken from the 'main-xxx.c' file which was used to generate your executable. Finally, the 'Race.prf', 'Class.prf', and 'Name.prf' files are loaded, where 'Race', 'Class', and 'Name' are replaced by the actual race, class, and name of the current character.
Several options menu items allow you to load existing user pref files, create new user pref files, append information to existing user pref files, and/or interact with various of the user preferences.
In addition to the main window, you can create additional window displays that have other secondary information on them. You can access the subwindow menu by using '=' then 'w'. You can select what windows to display. You may then need to make the window visible using the "window" pull down menu from the menu bar. There are a variety of subwindow choices and you should experiment to see which ones are the most useful for you.
The "Interact with keymaps" menu allows you to set up keymaps. Keymaps map a single keypress to a series of keypresses. For example you might map the key F1 to "maa" (the keypresses to cast "Magic Missile" as a spellcaster). This can speed up access to commonly-used features.
Keymaps have two parts: the trigger key and the action. These are written where possible just as ordinary characters. However, if modifier keys (shift, control, etc.) are used then they are encoded as special characters within curly braces {}.
Possible modifiers are:
K = Keypad (for numbers) M = Meta (Cmd-key on OS X, alt on most other platforms) ^ = Control S = Shift
If the only modifier is the control key, the curly braces {} aren't included. For example:
{^S}& = Control-Shift-S ^D = Control-D
Special keys, like F1, F2, or Tab, are all written within square brackets []. For example:
^[F1] = Control-F1 {^S}[Tab] = Control-Shift-Tab
Special keys include [Escape].
The game will run keymaps in whatever keyset you use (original or roguelike). So if you write keymaps for roguelike keys and switch to original keys, they may not work as you expect! Keymap actions aren't recursive either, so if you had a keymap whose trigger was F1, including F1 inside the action wouldn't run the keymap action again.
When you're running a keymap, you might want to automatically skip any -more- prompts. To do this, include whatever commands you want to skip -more- prompts during with '()'.
Keymaps are written in pref files as:
A:<action> C:<T>:<trigger>
The action must always come first, <T> means 'keyset Type', which is either 0 for the original keyset or 1 for the roguelike keyset. For example:
A:maa C:0:[F1]
Angband uses a few built-in keymaps. These are for the movement keys (they are mapped to ';' plus the number, e.g. '5' -> ';5'), amongst others. You can see the full list in pref.prf but they shouldn't impact on you in any way.
To avoid triggering a keymap, you can use the backslash ('\') command.
You can use the "Interact with visuals" menu to change various visual information, currently including the choice of what attr/char values are used to represent various monsters, objects, or terrain features. Note that in combination appropriate support in 'main-xxx.c', and with the use of the "use_graphics" flag, you may be able to specify that "graphic bitmaps" should be used instead of normal "colored characters" for various things.
When interactively modifying the attr/char values for monsters, objects, or terrain features, pressing 'n' or 'N' will change which entry you are changing, pressing 'a' or 'A' will rotate through the available attr values, and pressing 'c' or 'C' will rotate though the available char values. Note that attr/char values with the "high bit" set may induce the display of special "graphic" pictures if the "use_graphics" flag is set, and your system supports the "use_graphics" flag.
Note that this menu can be abused in various ways, and if you must do so, remember that you are only cheating yourself.
Keymaps can be specified in user pref files as lines of the form 'R:<N>:<A>/<C>' or 'K:<N>:<A>/<C>' or 'F:<N>:<A>/<C>' or 'U:<N>:<A>/<C>'.
The "Interact with colors" menu allows you to change the actual internal values used to display various colors. This command may or may not have any effect on your machine. Advanced machines may allow you to change the actual RGB values used to represent each of the 16 colors used by Angband, and perhaps even allow you to define new colors which are not currently used by Angband.
Colors can be specified in user pref files as lines of the form 'V:<N>:<V>:<R>:<G>:<B>'.
The "Interact with options" command allows you to turn options on or off. You may turn options off or on using the user pref commands of the form 'X:<option>' or 'Y:<option>' respectively.
Angband is not just a great game in its own right, it is really easy to modify. Much of the detail of the game is contained in text data files. These can be changed using nothing more than a text editor for an immediate change to how the game works.
These data files are in lib/gamedata.
Each file has a header which describes the lines which make up entries of the file, and for the most part this will make it clear what needs to be done to make changes to the files. Below is brief description of each of the files.
Those who want to change the game more than is allowed just by varying the data files will need the source code. Below the data file descriptions is a brief discussion of where to start on such an endeavour.
If changing data files is not enough for you, you will need to change actual game code and recompile it. The first place to look is in the compiled data files, some of which have already been mentioned:
list-dun-profiles.h list-mon-spells.h list-projections.h list-effects.h list-mon-temp-flags.h list-randart-properties.h list-elements.h list-mon-timed.h list-rooms.h list-equip-slots.h list-object-flags.h list-square-flags.h list-history-types.h list-object-modifiers.h list-stats.h list-ignore-types.h list-options.h list-terrain-flags.h list-kind-flags.h list-origins.h list-trap-flags.h list-message.h list-parser-errors.h list-tvals.h list-mon-message.h list-player-flags.h list-mon-race-flags.h list-player-timed.h
Beyond this, you will have to have some knowledge of the C programming language, and can start making changes to the way the game runs or appears. Many people have done this - there are over 100 variants of Angband: http://angbandplus.github.io/AngbandPlus/ Should you get to this point, the best thing to do is to discuss your ideas on the Angband forums at http://angband.oook.cz. The people there are typically keen to hear new ideas and ways to play.
The current version is 4.1.3. Detailed information about this version and previous versions can be found at http://rephial.org. Also additional information can be found at the angband forums (http://angband.oook.cz) or the newsgroup (rec.games.roguelike.angband).
This file was last updated for Angband 3.1.2 and remains here mainly for historical purposes.
Angband has an incredibly complex history, and is the result of a lot of work by a lot of people, all of whom have contributed their time and energy for free, being rewarded only by the pleasure of keeping alive one of the best freeware games available anywhere.
The version control files, if they existed, would span more than ten years time, and more than six different primary developers. Without such files, we must rely on simpler methods, such as change logs, source file diffs, and word of mouth. Some of this information is summarised in this file.
Please be sure to read the copyright information contained in the file 'copying.txt'.
First came "VMS Moria", by Robert Alan Koeneke (1985).
Then came "Umoria" (Unix Moria), by James E. Wilson (1989).
Details about the history of the various flavors of "Moria", the direct ancestor to Angband, can be found elsewhere, and a note from Robert Alan Koeneke is included in this file. Note that "Moria" has been ported to a variety of platforms, and has its own newsgroup, and its own fans.
In 1990, Alex Cutler and Andy Astrand, with the help of other students at the University of Warwick, created Angband 1.0, based on the existing code for Umoria 5.2.1. They wanted to expand the game, keeping or even strengthening the grounding in Tolkien lore, while adding more monsters and items, including unique monsters and artifact items, plus activation, pseudo-sensing, level feelings, and special dungeon rooms.
Over time, Sean Marsh, Geoff Hill, Charles Teague, and others, worked on the source, releasing a copy known as "Angband 2.4.frog_knows" at some point, which ran only on Unix systems, but which was ported by various people to various other systems. One of the most significant ports was the "PC Angband 1.4" port, for old DOS machines, which added color and various other significant changes, only some of which ever made it back into the official source.
Then Charles Swiger (cs4w+@andrew.cmu.edu) took over, sometime in late 1993, cleaning up the code, fixing a lot of bugs, and bringing together various patches from various people, resulting in several versions of Angband, starting with Angband 2.5.1 (?), and leading up to the release of Angband 2.6.1 (and Angband 2.6.2) in late 1994. Some of the changes during this period were based on suggestions from the "net", and from various related games, including "UMoria 5.5", "PC Angband 1.4", and "FAngband".
Angband 2.6.1 was primarily targeted towards Unix/NeXT machines, and it required the use of the low level "curses" commands for all screen manipulation and keypress interaction. Each release had to be ported from scratch to any new platforms, normally by creating visual display code that acted as a "curses" emulator. One such port was "Macintosh Angband 2.6.1", by Keith Randall, which added support for color, and which formed the basis for the first release of Angband 2.7.0.
During the last half of 1994, Ben Harrison had been playing with the Angband source, primarily to investigate the possibility of making some kind of automatic player for Angband, like the old "rogue-o-matic" program for the game "Rogue". The difficulty of compiling a version for the Macintosh, and the complexity of the code, prevented this, and so Ben began cleaning up the code in various ways for his personal use.
In late 1994, Charles Swiger announced that he was starting a real job and would no longer be able to be the Angband maintainer. This induced some amount of uproar in the Angband community (as represented by the Angband newsgroup), with various people attempting to form "committees" to take over the maintenance of Angband. Since committees have never given us anything but trouble (think "COBOL"), there was very little resistance when, on the first day of 1995, Ben made his code available, calling it "Angband 2.7.0", and by default, taking over as the new maintainer of Angband.
Angband 2.7.0 was a very clean (but very buggy) rewrite that, among other things, allowed extremely simple porting to multiple platforms, starting with Unix and Macintosh, and by the time most of the bugs were cleaned up, in Angband 2.7.2, including X11, and various IBM machines. Angband 2.7.4 was released to the "ftp.cis.ksu.edu" site, and quickly gained acceptance, perhaps helped by the OS2 and Windows and Amiga and Linux ports. Angband 2.7.5 and 2.7.6 added important capabilities such as macros and user pref files, and continued to clean up the source. Angband 2.7.8 was released to the major ftp archives as the first "stable" version in a year or so, with new "help files" and "spoiler files" for the "online help", plus a variety of minor tweaks and some new features.
After Angband 2.7.8 was released, Ben created a web site to keep track of all the changes made in each version (though a few may have been missed), and acquired the use of a new development ftp server to supplement the official "mirror" server. This web site is now permanently located at the Official Angband Home Page (http://www.thangorodrim.net/). Unfortunately, the next six versions were numbered Angband 2.7.9v1 to Angband 2.7.9v6, but really each were rather major updates. Angband 2.8.0 and 2.8.1 were released using a more normal version scheme. Angband 2.8.2 and 2.8.3 add a few random features, clean up some code, and provide graphics support and such for a few more platforms.
After the release of Angband 2.8.3 Ben's free time was more and more occupied by his work. He released a beta version of Angband 2.8.5, introducing many new features, but couldn't give as much attention to maintaining the game as he wanted to. Meanwhile, an "unofficial" version by Robert Ruehlmann, incorporating three popular patches (the "Easy Patch" by Tim Baker, for opening doors and disarming traps without specifying the direction: Greg Wooledge's "Random Artifacts" patch: and Keldon Jones's "Optional Monster AI Improvement"), named "2.8.3h", was gaining popularity.
So in March 2000, Robert Ruehlmann offered to take over Angband and started to fix the remaining bugs in the Angband 2.8.5 beta. The resulting version was to be released as Angband 2.9.0. Further bugfixes and a couple of new features - including many in the realms of user-customizability, with greater control over ego-items, player races and classes, monsters, items and artifacts - have led to the current version.
And with the greater amount of user-customizability that is now possible, it was inevitable that SOMEBODY would eventually go and actually do something with it. Jonathan Ellis started customizing the user-editable text files in the 'edit' directory for his own personal use - originally, only by fixing bugs and inconsistencies (less powerful monsters being worth more experience per kill than more powerful ones, dragons doing a decent amount of damage in melee, monsters with two claws and one mouth getting one claw and three bite attacks, and so on).
At first, this was all that could really be done with it: adding new monsters and items was impossible, as the limits were fixed. And so only three new monsters made an appearance, each of them replacing an existing monster in the order: and one new artifact - "The Palantir of Westernesse". Gameplay balance could be tweaked somewhat, by changing the level, power and rarity of certain items and monsters: and some changes were made, mostly with the attempt to reduce the notorious "triple whammy" effect of needing poison, confusion and nether resistance (or over 550 hps, if without nether resistance) all at once, straight after passing 2000', forcing excessive scumming before this depth or risking unavoidable instant death: and then having nothing left to do but dive straight to 4000' and scum for speed items, missing out on some of the most interesting depths of the dungeon. This problem, at least, could be addressed, but actual new things were less easy to add...
That all changed with Angband 2.9.1, which for the first time moved the limits themselves to a separate user-editable file, and allowed more monsters and items to be created without removing the old ones. At the same time, a patch by Matthias Kurzke was incorporated which allowed the creation of new ego-items. Various new powers, for the player and monsters, were added to the game - but no items or monsters yet had these powers (resist fear, poison brand, lose charisma, summon greater demons, and so on): indeed, arguably it could be said that the game had not even adjusted properly to Ben Harrison's fractional speed system (Angband 2.7.0) or the addition of the other attack forms such as shards, sound, chaos, nexus and so on (even before Ben.)
The Official Angband Home Page (http://rephial.org/) serves not only as the most up to date description of Angband, but also lists changes made between versions, and changes planned for upcoming versions, and lists various email addresses and web sites related to Angband.
It is very hard to pin down, along the way from 2.6.2 to 3.0.6, exactly what changes were made, and exactly when they were made. Most releases involved so many changes from the previous release as to make "diff files" not very useful, since often the diff files are as long as the code itself. Most of the changes, with the notable exception of the creation of some of the new 'main-xxx.c' files for the various new platforms, and a few other minor exceptions generally noted directly in comments in the source, were written by Ben or Robert, either spontaneously, or, more commonly, as the result of a suggestion or comment by an Angband player.
The most important modification was a massive "code level cleanup" for 2.7.x, largely completed in 2.7.8, that made all other modifications much simpler and safer. This cleanup was so massive that in many places the code is no longer recognizable, for example, via "diff -r", often because it was rewritten from scratch.
The second most important modification was the design of a generic 'z-term.c' package, which allows Angband to be ported to a new machine with as few as 50 lines of code. Angband 2.9.3 thus runs without modification on many machines, including Macintosh, PowerMac, Unix/X11, Unix/Curses, Amiga, Windows, OS2-386, DOS-386, and even DOS-286.
It would be difficult to list all of the changes between Angband 2.6.1 and 3.0.6, because many of them were made in passing during the massive code level cleanup. Many of the changes are invisible to the user, but still provide increased simplicity and efficiency, and decreased code size, or make other more visable changes possible. For example, the new 'project()' code that handles all bolts, beams, and balls, the new 'update_view()' code that simplifies line of sight computation, or the new 'generate()' code that builds new levels in the dungeon. Many changes have been made to increase efficiency, including the new 'process_monsters()' and 'update_monsters()' functions, and the new 'objdes()' and 'light_spot()' routines. The generic 'z-term.c' package yielded efficient screen updates, and enabled the efficient use of color.
The most visible (to ordinary players) changes that happened as a result of Ben Harrison's maintainership were:
It should also be pointed out at this point that the far cleaner nature of Ben's code as compared to previous versions has given many other people the opportunity to base code for their own Angband variants on it. And so a plethora of new variants have appeared, many of them far more different from Angband now than Angband ever was from Moria, and yet still based on Ben's coding ideals for Angband.
For Angband 2.9.0, the first few new visible features were a random artifact generator (originally developed from a variant by Greg Wooledge), an option to improve monster AI (believed to have originally started out life in a patch written by Keldon Jones), and a patch to allow easier handling of opening and closing doors and disarming traps (by Tim Baker). For Angband 2.9.1 has also come such things as the ability to increase the size of the editable text files and thus the number of monsters, artifacts, items, ego-items and vaults in the game (many new vaults were written by Chris Weisiger, some by others, and the number of vaults in the game at this time was doubled), and much greater customizability of ego-items has become possible thanks to a patch written by Matthias Kurzke. It is also now possible to add new character races to the game, and to edit the shopkeepers with respect to their greed, tolerance of haggling and reactions to the character based on his race. Angband 2.9.2 adds support for poison branded weapons to the game. Angband 2.9.3 made the character class itself customizable to an extent.
From: koeneke@ionet.net (Robert Alan Koeneke)Newsgroups: rec.games.roguelike.angband,rec.games.roguelike.moriaSubject: Early history of MoriaDate: Wed, 21 Feb 1996 04:20:51 GMTI had some email show up asking about the origin of Moria, and its relation to Rogue. So I thought I would just post some text on the early days of Moria.
First of all, yes, I really am the Robert Koeneke who wrote the first Moria. I had a lot of mail accussing me of pulling their leg and such. I just recently connected to Internet (yes, I work for a company in the dark ages where Internet is concerned) and was real surprised to find Moria in the news groups... Angband was an even bigger surprise, since I have never seen it. I probably spoke to its originator though... I have given permission to lots of people through the years to enhance, modify, or whatever as long as they freely distributed the results. I have always been a proponent of sharing games, not selling them.
Anyway...
Around 1980 or 81 I was enrolled in engineering courses at the University of Oklahoma. The engineering lab ran on a PDP 1170 under an early version of UNIX. I was always good at computers, so it was natural for me to get to know the system administrators. They invited me one night to stay and play some games, an early startrek game, The Colossal Cave Adventure (later just 'Adventure'), and late one night, a new dungeon game called 'Rogue'.
So yes, I was exposed to Rogue before Moria was even a gleam in my eye. In fact, Rogue was directly responsible for millions of hours of play time wasted on Moria and its descendents...
Soon after playing Rogue (and man, was I HOOKED), I got a job in a different department as a student assistant in computers. I worked on one of the early VAX 11/780's running VMS, and no games were available for it at that time. The engineering lab got a real geek of an administrator who thought the only purpose of a computer was WORK! Imagine... Soooo, no more games, and no more rogue!
This was intolerable! So I decided to write my own rogue game, Moria Beta 1.0. I had three languages available on my VMS system. Fortran IV, PASCAL V1.?, and BASIC. Since most of the game was string manipulation, I wrote the first attempt at Moria in VMS BASIC, and it looked a LOT like Rogue, at least what I could remember of it. Then I began getting ideas of how to improve it, how it should work differently, and I pretty much didn't touch it for about a year.
Around 1983, two things happened that caused Moria to be born in its recognizable form. I was engaged to be married, and the only cure for THAT is to work so hard you can't think about it; and I was enrolled for fall to take an operating systems class in PASCAL.
So, I investigated the new version of VMS PASCAL and found out it had a new feature. Variable length strings! Wow...
That summer I finished Moria 1.0 in VMS PASCAL. I learned more about data structures, optimization, and just plain programming that summer then in all of my years in school. I soon drew a crowd of devoted Moria players... All at OU.
I asked Jimmey Todd, a good friend of mine, to write a better character generator for the game, and so the skills and history were born. Jimmey helped out on many of the functions in the game as well. This would have been about Moria 2.0
In the following two years, I listened a lot to my players and kept making enhancements to the game to fix problems, to challenge them, and to keep them going. If anyone managed to win, I immediately found out how, and 'enhanced' the game to make it harder. I once vowed it was 'unbeatable', and a week later a friend of mine beat it! His character, 'Iggy', was placed into the game as 'The Evil Iggy', and immortalized... And of course, I went in and plugged up the trick he used to win...
Around 1985 I started sending out source to other universities. Just before a OU / Texas football clash, I was asked to send a copy to the Univeristy of Texas... I couldn't resist... I modified it so that the begger on the town level was 'An OU football fan' and they moved at maximum rate. They also multiplied at maximum rate... So the first step you took and woke one up, it crossed the floor increasing to hundreds of them and pounded you into oblivion... I soon received a call and provided instructions on how to 'de-enhance' the game!
Around 1986 - 87 I released Moria 4.7, my last official release. I was working on a Moria 5.0 when I left OU to go to work for American Airlines (and yes, I still work there). Moria 5.0 was a complete rewrite, and contained many neat enhancements, features, you name it. It had water, streams, lakes, pools, with water monsters. It had 'mysterious orbs' which could be carried like torches for light but also gave off magical aura's (like protection from fire, or aggrivate monster...). It had new weapons and treasures... I left it with the tudent assistants at OU to be finished, but I guess it soon died on the vine. As far as I know, that source was lost...
I gave permission to anyone who asked to work on the game. Several people asked if they could convert it to 'C', and I said fine as long as a complete credit history was maintained, and that it could NEVER be sold, only given. So I guess one or more of them succeeded in their efforts to rewrite it in 'C'.
I have since received thousands of letters from all over the world from players telling about their exploits, and from administrators cursing the day I was born... I received mail from behind the iron curtain (while it was still standing) talking about the game on VAX's (which supposedly couldn't be there due to export laws). I used to have a map with pins for every letter I received, but I gave up on that!
I am very happy to learn my creation keeps on going... I plan to download it and Angband and play them... Maybe something has been added that will surprise me! That would be nice... I never got to play Moria and be surprised...
Robert Alan Koeneke
Version 0.1 | 03/25/83 |
Version 1.0 | 05/01/84 |
Version 2.0 | 07/10/84 |
Version 3.0 | 11/20/84 |
Version 4.0 | 01/20/85 |
Modules:
V1.0 | Dungeon Generator | RAK |
Character Generator | RAK & JWT | |
Moria Module | RAK | |
Miscellaneous | RAK & JWT | |
V2.0 | Town Level & Misc | RAK |
V3.0 | Internal Help & Misc | RAK |
V4.0 | Source Release Version | RAK |
Robert Alan Koeneke | Jimmey Wayne Todd Jr. |
Student/University of Oklahoma | Student/University of Oklahoma |
Version 4.83 | 5/14/87 |
Version 4.85 | 10/26/87 |
Version 4.87 | 5/27/88 |
Version 5.0 | 11/2/89 |
Version 5.2 | 5/9/90 |
Other contributors:
D. G. Kneller | MSDOS Moria port |
Christopher J. Stuart | recall, options, inventory, and running code |
Curtis McCauley | Macintosh Moria port |
Stephen A. Jacobs | Atari ST Moria port |
William Setzer | object naming code |
David J. Grabiner | numerous bug reports, and consistency checking |
Dan Bernstein | UNIX hangup signal fix, many bug fixes |
and many others... |
Peter Berger, "Prfnoff", Arcum Dagsson, Ed Cogburn, Matthias Kurzke, Ben Harrison, Steven Fuerst, Julian Lighton, Andrew Hill, Werner Baer, Tom Morton, "Cyric the Mad", Chris Kern, Tim Baker, Jurriaan Kalkman, Alexander Wilkins, Mauro Scarpa, John I'anson-Holton, "facade", Dennis van Es, Kenneth A. Strom, Wei-Hwa Huang, Nikodemus, Timo Pietilä, Greg Wooledge, Keldon Jones, Shayne Steele, Dr. Andrew White, Musus Umbra, Jonathan Ellis
Angband is free software; you can redistribute it and/or modify it under the terms of either the GNU General Public License as published by the Free Software Foundation, version 2, or the "Angband licence", shown below, with some exceptions:
The SDL runtime libraries (if provided with your copy of the game) are under the following licence:
The Simple DirectMedia Layer (SDL for short) is a cross-platform library designed to make it easy to write multi-media software, such as games and emulators.
The Simple DirectMedia Layer library source code is available from: http://www.libsdl.org/
This library is distributed under the terms of the GNU LGPL license: http://www.gnu.org/copyleft/lesser.html
Adam Bolt's (16x16) graphics may be redistributed and used for any purpose, with or without modification.
David Gervais' (32x32) graphics may be redistributed, modified, and used only under the terms of the Creative Commons Attribution 3.0 licence: http://creativecommons.org/licenses/by/3.0/
Shockbolt's (64x64) graphics are distributed under the licence at the end of this file. Currently some of the tiles in the 64x64.png tilesheet were resized from tiles made by David Gervais for the 32x32 set.
The sounds are licenced under the Creative Commons Attribution-NonCommercial- Sharealike licence. They were created by Dubtrain <angband@dubtrain.com>. You can find them in Wave format at http://www.dubtrain.com/angband/.
The font files are all by Leon Marrick and/or Sheldon Simms III and/or Nick McConnell, all of whom have agreed to their Angband work being released under the GPL.
It is considered good practice to retain this statement for derivatives, rather than (e.g.) redistributing Adam Bolt's tiles under the GPL, or choosing to make a variant which is only under one of the Angband or GPL licences. This allows easier sharing of changes between variants.
The Angband Licence is:
Copyright (c) 1997 Ben Harrison, James E. Wilson, Robert A. Koeneke
This software may be copied and distributed for educational, research, and not for profit purposes provided that this copyright and statement are included in all such copies. Other copyrights may also apply.
The GNU GENERAL PUBLIC LICENCE is:
- GNU GENERAL PUBLIC LICENSE
- Version 2, June 1991
Copyright (C) 1989, 1991 Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA Everyone is permitted to copy and distribute verbatim copies of this license document, but changing it is not allowed.
Preamble
The licenses for most software are designed to take away your freedom to share and change it. By contrast, the GNU General Public License is intended to guarantee your freedom to share and change free software--to make sure the software is free for all its users. This General Public License applies to most of the Free Software Foundation's software and to any other program whose authors commit to using it. (Some other Free Software Foundation software is covered by the GNU Lesser General Public License instead.) You can apply it to your programs, too.
When we speak of free software, we are referring to freedom, not price. Our General Public Licenses are designed to make sure that you have the freedom to distribute copies of free software (and charge for this service if you wish), that you receive source code or can get it if you want it, that you can change the software or use pieces of it in new free programs; and that you know you can do these things.
To protect your rights, we need to make restrictions that forbid anyone to deny you these rights or to ask you to surrender the rights. These restrictions translate to certain responsibilities for you if you distribute copies of the software, or if you modify it.
For example, if you distribute copies of such a program, whether gratis or for a fee, you must give the recipients all the rights that you have. You must make sure that they, too, receive or can get the source code. And you must show them these terms so they know their rights.
We protect your rights with two steps: (1) copyright the software, and (2) offer you this license which gives you legal permission to copy, distribute and/or modify the software.
Also, for each author's protection and ours, we want to make certain that everyone understands that there is no warranty for this free software. If the software is modified by someone else and passed on, we want its recipients to know that what they have is not the original, so that any problems introduced by others will not reflect on the original authors' reputations.
Finally, any free program is threatened constantly by software patents. We wish to avoid the danger that redistributors of a free program will individually obtain patent licenses, in effect making the program proprietary. To prevent this, we have made it clear that any patent must be licensed for everyone's free use or not licensed at all.
The precise terms and conditions for copying, distribution and modification follow.
GNU GENERAL PUBLIC LICENSETERMS AND CONDITIONS FOR COPYING, DISTRIBUTION AND MODIFICATION
0. This License applies to any program or other work which contains a notice placed by the copyright holder saying it may be distributed under the terms of this General Public License. The "Program", below, refers to any such program or work, and a "work based on the Program" means either the Program or any derivative work under copyright law: that is to say, a work containing the Program or a portion of it, either verbatim or with modifications and/or translated into another language. (Hereinafter, translation is included without limitation in the term "modification".) Each licensee is addressed as "you".
Activities other than copying, distribution and modification are not covered by this License; they are outside its scope. The act of running the Program is not restricted, and the output from the Program is covered only if its contents constitute a work based on the Program (independent of having been made by running the Program). Whether that is true depends on what the Program does.
1. You may copy and distribute verbatim copies of the Program's source code as you receive it, in any medium, provided that you conspicuously and appropriately publish on each copy an appropriate copyright notice and disclaimer of warranty; keep intact all the notices that refer to this License and to the absence of any warranty; and give any other recipients of the Program a copy of this License along with the Program.
You may charge a fee for the physical act of transferring a copy, and you may at your option offer warranty protection in exchange for a fee.
2. You may modify your copy or copies of the Program or any portion of it, thus forming a work based on the Program, and copy and distribute such modifications or work under the terms of Section 1 above, provided that you also meet all of these conditions:
a) You must cause the modified files to carry prominent notices stating that you changed the files and the date of any change.
b) You must cause any work that you distribute or publish, that in whole or in part contains or is derived from the Program or any part thereof, to be licensed as a whole at no charge to all third parties under the terms of this License.
c) If the modified program normally reads commands interactively when run, you must cause it, when started running for such interactive use in the most ordinary way, to print or display an announcement including an appropriate copyright notice and a notice that there is no warranty (or else, saying that you provide a warranty) and that users may redistribute the program under these conditions, and telling the user how to view a copy of this License. (Exception: if the Program itself is interactive but does not normally print such an announcement, your work based on the Program is not required to print an announcement.)
These requirements apply to the modified work as a whole. If identifiable sections of that work are not derived from the Program, and can be reasonably considered independent and separate works in themselves, then this License, and its terms, do not apply to those sections when you distribute them as separate works. But when you distribute the same sections as part of a whole which is a work based on the Program, the distribution of the whole must be on the terms of this License, whose permissions for other licensees extend to the entire whole, and thus to each and every part regardless of who wrote it.
Thus, it is not the intent of this section to claim rights or contest your rights to work written entirely by you; rather, the intent is to exercise the right to control the distribution of derivative or collective works based on the Program.
In addition, mere aggregation of another work not based on the Program with the Program (or with a work based on the Program) on a volume of a storage or distribution medium does not bring the other work under the scope of this License.
3. You may copy and distribute the Program (or a work based on it, under Section 2) in object code or executable form under the terms of Sections 1 and 2 above provided that you also do one of the following:
a) Accompany it with the complete corresponding machine-readable source code, which must be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
b) Accompany it with a written offer, valid for at least three years, to give any third party, for a charge no more than your cost of physically performing source distribution, a complete machine-readable copy of the corresponding source code, to be distributed under the terms of Sections 1 and 2 above on a medium customarily used for software interchange; or,
c) Accompany it with the information you received as to the offer to distribute corresponding source code. (This alternative is allowed only for noncommercial distribution and only if you received the program in object code or executable form with such an offer, in accord with Subsection b above.)
The source code for a work means the preferred form of the work for making modifications to it. For an executable work, complete source code means all the source code for all modules it contains, plus any associated interface definition files, plus the scripts used to control compilation and installation of the executable. However, as a special exception, the source code distributed need not include anything that is normally distributed (in either source or binary form) with the major components (compiler, kernel, and so on) of the operating system on which the executable runs, unless that component itself accompanies the executable.
If distribution of executable or object code is made by offering access to copy from a designated place, then offering equivalent access to copy the source code from the same place counts as distribution of the source code, even though third parties are not compelled to copy the source along with the object code.
4. You may not copy, modify, sublicense, or distribute the Program except as expressly provided under this License. Any attempt otherwise to copy, modify, sublicense or distribute the Program is void, and will automatically terminate your rights under this License. However, parties who have received copies, or rights, from you under this License will not have their licenses terminated so long as such parties remain in full compliance.
5. You are not required to accept this License, since you have not signed it. However, nothing else grants you permission to modify or distribute the Program or its derivative works. These actions are prohibited by law if you do not accept this License. Therefore, by modifying or distributing the Program (or any work based on the Program), you indicate your acceptance of this License to do so, and all its terms and conditions for copying, distributing or modifying the Program or works based on it.
6. Each time you redistribute the Program (or any work based on the Program), the recipient automatically receives a license from the original licensor to copy, distribute or modify the Program subject to these terms and conditions. You may not impose any further restrictions on the recipients' exercise of the rights granted herein. You are not responsible for enforcing compliance by third parties to this License.
7. If, as a consequence of a court judgment or allegation of patent infringement or for any other reason (not limited to patent issues), conditions are imposed on you (whether by court order, agreement or otherwise) that contradict the conditions of this License, they do not excuse you from the conditions of this License. If you cannot distribute so as to satisfy simultaneously your obligations under this License and any other pertinent obligations, then as a consequence you may not distribute the Program at all. For example, if a patent license would not permit royalty-free redistribution of the Program by all those who receive copies directly or indirectly through you, then the only way you could satisfy both it and this License would be to refrain entirely from distribution of the Program.
If any portion of this section is held invalid or unenforceable under any particular circumstance, the balance of the section is intended to apply and the section as a whole is intended to apply in other circumstances.
It is not the purpose of this section to induce you to infringe any patents or other property right claims or to contest validity of any such claims; this section has the sole purpose of protecting the integrity of the free software distribution system, which is implemented by public license practices. Many people have made generous contributions to the wide range of software distributed through that system in reliance on consistent application of that system; it is up to the author/donor to decide if he or she is willing to distribute software through any other system and a licensee cannot impose that choice.
This section is intended to make thoroughly clear what is believed to be a consequence of the rest of this License.
8. If the distribution and/or use of the Program is restricted in certain countries either by patents or by copyrighted interfaces, the original copyright holder who places the Program under this License may add an explicit geographical distribution limitation excluding those countries, so that distribution is permitted only in or among countries not thus excluded. In such case, this License incorporates the limitation as if written in the body of this License.
9. The Free Software Foundation may publish revised and/or new versions of the General Public License from time to time. Such new versions will be similar in spirit to the present version, but may differ in detail to address new problems or concerns.
Each version is given a distinguishing version number. If the Program specifies a version number of this License which applies to it and "any later version", you have the option of following the terms and conditions either of that version or of any later version published by the Free Software Foundation. If the Program does not specify a version number of this License, you may choose any version ever published by the Free Software Foundation.
10. If you wish to incorporate parts of the Program into other free programs whose distribution conditions are different, write to the author to ask for permission. For software which is copyrighted by the Free Software Foundation, write to the Free Software Foundation; we sometimes make exceptions for this. Our decision will be guided by the two goals of preserving the free status of all derivatives of our free software and of promoting the sharing and reuse of software generally.
NO WARRANTY
11. BECAUSE THE PROGRAM IS LICENSED FREE OF CHARGE, THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
12. IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MAY MODIFY AND/OR REDISTRIBUTE THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS), EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.
END OF TERMS AND CONDITIONSHow to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest possible use to the public, the best way to achieve this is to make it free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest to attach them to the start of each source file to most effectively convey the exclusion of warranty; and each file should have at least the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.> Copyright (C) <year> <name of author>
This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
Also add information on how to contact you by electronic and paper mail.
If the program is interactive, make it output a short notice like this when it starts in an interactive mode:
Gnomovision version 69, Copyright (C) year name of author Gnomovision comes with ABSOLUTELY NO WARRANTY; for details type 'show w'. This is free software, and you are welcome to redistribute it under certain conditions; type 'show c' for details.
The hypothetical commands 'show w' and 'show c' should show the appropriate parts of the General Public License. Of course, the commands you use may be called something other than 'show w' and 'show c'; they could even be mouse-clicks or menu items--whatever suits your program.
You should also get your employer (if you work as a programmer) or your school, if any, to sign a "copyright disclaimer" for the program, if necessary. Here is a sample; alter the names:
Yoyodyne, Inc., hereby disclaims all copyright interest in the program 'Gnomovision' (which makes passes at compilers) written by James Hacker.
<signature of Ty Coon>, 1 April 1989 Ty Coon, President of Vice
This General Public License does not permit incorporating your program into proprietary programs. If your program is a subroutine library, you may consider it more useful to permit linking proprietary applications with the library. If this is what you want to do, use the GNU Lesser General Public License instead of this License.
The Shockbolt Angband 64x64/128x64 tileset is copyright (C) Raymond Gaustadnes 2012. It can be found in the file lib/tiles/shockbolt/64x64.png.
If your name should be included in this file and it's not, please email us so we can fix it. :)
Code contribution:
Thanks are due for contributing to discussion which has influenced this version to a great many people (too many to list) on
Special thanks to Luke McConnell for many, many conversations on game design which influenced design decisions across the breadth and depth of Angband.
Based on Moria, Copyright © 1985 Robert Alan Koeneke and Umoria, Copyright © 1989 James E. Wilson
Many thanks go to the following people who have contributed patches, bugfixes, and other stuff for Angband prior to 4.0:
Peter Berger, Andrew Hill, Werner Baer, Tom Morton, "Cyric the Mad", Chris Kern, Jurriaan Kalkman, Alexander Wilkins, Mauro Scarpa, "facade", Dennis van Es, Kenneth A. Strom, Wei-Hwa Huang, Nikodemus, Timo Pietila, Shayne Steele, Dr. Andrew White, Greg Flint, Christopher Jeris, Ian Parkhouse, "Warhammer", Scott Holder, Brent Ross, Kazuo Ito, Willem Siemelink, "Luthien", David J. Grabiner, Ilya Bely, "chungkuo", Kieron Dunbar, George W. Harris, Joseph Oberlander, Paul Moore, Andreas Tophinke, Leon Marrick, Peter J. Rowe, Wim Benthem, Jaroslav Sladek, Keith Perkins, Hugo Kornelis, Pete Mack, Marco K, Frank Palazzolo, Christer Nyfalt, Andrew Doull, Kenneth Boyd, Iain McFall, Christophe Cavalaria, Brendon Oliver, "Zaxx", "theninja", "Twilight Forest", "jbu", "AnonymousHero", Stefan O'Rear, "SilverD", Ed Graham, Tobias Franke, "rhinocesaurus", "Bron", "Mangojuice", Chris Robertson, Joe Buck, "tigen", "Big Al", Paul Blay, J. D. White, Rowan Beentje, "pelpel", Shanoah Alkire, Alexander Philips, "mikon", "Antoine", "Irashtar", "roustk", Diego Gonzalez, Takeshi Mogami, Julian Lighton, Aram Harrow, William Tanksley, Chris Ang, Dean Anderson, Daniel Nash, David Blackston, Heino Vander Sanden, Mark Kvale, Sheldon Simms, Topi Ylinen, "Gileba", Jeff Greene, Joshua Middendorf, Tom Demuyt, Alexander Ulyanov, Alexander Malmberg, Chris R. Martin, Chris Herborth, Craig Oliver, "DarkGod", David Boeren, David DeLaney, David Kahane, Dennis Payne, Desvignes Sebastien, Ekkehard Kraemer, Eugene Hung, HansJoachim Baader, Heiko Herold, John Rauser, Jonathan Sari, Joseph William Dixon, Joseph Hall, John M. Kewley, Ken Wigle, Keith H. Randall, Kevin Bracey, Mike Marcelais, Maarten Hazewinkel, Peter Ammon, Peter Seebach, Randy Hutson, Scott Egashira, Skirmantas Kligys, Steve Linberg, Silas Dunsmore, Tom Harris, Ron Anderson, Ross E. Becker, Denis Eropkin, Torbjorn Lindgren, Lars Haugseth, Jon Taylor, Roland Jay Roberts, "Sergey", "cb", Michael Pope, "hmj", Colin Spry, Ed Cogburn, "Yendor", Thomas Dedorson, "Ewert", Rooslan S. Khayrov, Thapper, "Max Stats", "SSK", "ChodTheWacko", "Zaxx", Jonas Lith, Jens Schou, "Lebannen", Daniel Santos, Edd Barrett (vext01), mtadd, Peter Denison (noz), Kiyoshi Aman (Aerdan), David Barr (david3x3x3), Chris Weisiger (Derakon), Buzzkill, Scott Michael, LastQuestion, danial.santos, LuthienCeleste, shadowsun
Code contribution:
- Aaron Bader (fizzix)
- Antony Sidwell (ajps)
- Andi Sidwell (takkaria)
- Bardur Arantsson
- Ben Semmler (molybdenum)
- Chris Carr (magnate)
- Christian Heckendorf
- Elly Fong-Jones (elly)
- Elsairon
- Erik Osheim (d_m)
- flaviommedeiros
- Jagath Samarabandu
- Jose Antonio Dura
- Kevin J. Fletcher
- LostTemplar
- Michel Carroll
- Nick McConnell
- Nomad
- Peter Denison (noz)
- phantom-voltage
- PowerWyrm
- redlumf
- Robert Au (myshkin)
- Rydelfox
- Timothy Collett
Beta testing and bug reporting/fixing:
- Ingwe Ingweron
- Nomad
- MattB
- Thraalbeast
- tumbleweed
- AndyHK
- Rhonwyn
- Jungle_Boy
- Darin
- StMicah
- debo
- pen
- topazg
- wobbly
- DeusIrae
- Timo Pietilä
- ranger jeff
- passer_by
- Runaway1956
- mrrstark
- Estie
- shreesh
- elliptic
- Gorbad
- letslaugh
- ShadowTechnology
- bryan.g.hutchinson
- Werbaer
- fph
- yyt16384
- kandrc
- Nivra
- Tarrasque
- Egavactip
- zog
- troycheek