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Contents
- Introduction
- Command lists
- Command descriptions
- Inventory commands
- Movement commands
- Resting commands
- Searching commands
- Alter commands
- Spell and prayer commands
- Skill, ability and power commands
- Object manipulation commands
- Magical object commands
- Throwing and missile weapon commands
- Looking commands
- Pet Commands
- Message commands
- Game status commands
- Saving and exiting commands
- User pref file commands
- In-game help commands
- Extra in-game commands
- Wizard/debug mode commands
- Special keys
- Command counts
- Selection of objects
- User pref files
- Creating a character sheet
Introduction
ToME commands are entered as an "underlying command" (a single key) plus a variety of optional or required arguments. You may choose how the "keyboard keys" are mapped to the "underlying commands" by choosing one of two standard "keysets", the "original" keyset or the "roguelike" keyset.
The original keyset is very similar to the "underlying" command set, with a few additions (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 tunnel), which thus requires a variety of key mappings to allow access to the underlying commands used for walking/running/tunneling. In particular, the "roguelike" keyset includes many more "capital" and "control" keys, as shown below.
Note that any keys that are not required for access to the underlying command set may be used by the user as "command macro" triggers (see below). You may always specify any "underlying command" directly by pressing backslash ("\") plus the "underlying command" key. This is normally only used in "macro" definitions. You may often enter "control-keys" as a caret ("^") plus the key (so "^" + "p" often yields "^P").
Some commands allow an optional "repeat count", which allows you to tell the game that you wish to do the command multiple times, unless you press a key or are otherwise disturbed. To enter a "repeat count", type '0', followed by the numerical count, followed by the command. You must type "space" before entering certain commands. Skipping the numerical count yields a count of 99. An option allows certain commands (open, disarm, tunnel, etc) to auto-repeat.
Some commands will prompt for extra information, such as a direction, an inventory or equipment item, a spell, a textual inscription, the symbol of a monster race, a sub-command, a verification, an amount of time, a quantity, a file name, or various other things. Normally you can hit return to choose the "default" response, or escape to cancel the command entirely.
Some commands will prompt for a spell or an inventory item. Pressing space (or '*') will give you a list of choices. Pressing "-" (minus) selects the item on the floor. Pressing a lowercase letter selects the given item. Pressing a capital letter selects the given item after verification. Pressing a numeric digit '#' selects the first item (if any) whose inscription contains "@#" or "@x#", where "x" is the current "underlying command". You may only specify items which are "legal" for the command. Whenever an item inscription contains "!*" or "!x" (with "x" as above) you must verify its selection.
In ToME, there are items which occasionally teleport you away, asking for permission first. The recurring "Teleport (y/n)?" can be annoying, and this behavior can be eliminated by inscribing the object which causes the teleportation with "." (or any inscription containing the character "."). With this inscription, the object will no longer teleport you around nor keep asking you. If you want to restore the teleport ability to the object, just remove the "." from its inscription. Note that cursed items which teleport you are unaffected by the inscription.
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.
- Both keysets allow the use of the "5" key to "stand still", which is most convenient when using the original keyset.
- The roguelike keyset allows you to "run" or "tunnel" by simply holding the shift or control key down (respectively) while pressing a "roguelike" direction key, instead of using the "run" or "tunnel" command plus a direction.
Note that on many systems, it is possible to define "macros" (or "command macros") to various keys, or key combinations, so that it is often possible to make macros which, for example, allow the use of the shift or control modifier keys, plus a numeric keypad key, to specify the "run" or "tunnel" command, with the given direction, regardless of any keymap definitions, by using the fact that you can always, for example, use "\" + "." + "6", to specify "run east".
Command lists
Command list for the original keyset
a |
Aim a wand |
A |
Activate an artifact |
b |
Browse a book |
B |
Bash a door |
c |
Close a door |
C |
Character description |
d |
Drop an item |
D |
Disarm a trap |
e |
Show equipment list |
E |
Eat some food |
f |
Fire (shoot) an item |
F |
Fuel your lantern/torch |
g |
Stay still (flip pickup) |
G |
Gain new skills |
h |
Hack up a corpse |
H |
Drink from a fountain |
i |
Show inventory list |
I |
Inspect (closely examaine) an item |
j |
Jam a door |
J |
-- unused -- |
k |
Destroy an item |
K |
Cure meat |
l |
Look around |
L |
Look around your dungeon map by sector |
m |
Cast a spell / use mental power |
M |
View full dungeon map (condensed) |
n |
Repeat last command |
N |
Access the Abilities screen |
o |
Open a door or chest |
O |
Sacrifice at an altar |
p |
Pray to your god, if you have one |
P |
Access pet commands menu |
q |
Quaff a potion |
Q |
Quit (commit suicide) |
r |
Read a scroll |
R |
Rest for a period |
s |
Search for traps/doors |
S |
Toggle search mode |
t |
Take off equipment |
T |
Dig a tunnel |
u |
Use a staff |
U |
Use a bonus power (if any) |
v |
Throw an item |
V |
See version info |
w |
Wear/wield equipment |
W |
-- unused -- |
x |
Engrave the floor |
X |
-- unused -- |
y |
Give item to monster |
Y |
Chat with a monster |
z |
Zap a rod, or zap a rod tip to a rod |
Z |
Steal an item |
! |
Interact with system |
^A |
Special debug command |
@ |
Interact with macros |
^B |
-- unused -- |
# |
Command interface ("blunder") |
^C |
special - break |
$ |
Record a macro |
^D |
-- unused -- |
% |
Interact with visuals |
^E |
Toggle choice window |
^ |
special - control key |
^F |
Repeat level feeling |
& |
Interact with colors |
^G |
-- unused -- |
* |
Target monster or location |
^H |
-- unused -- |
( |
-- unused -- |
^I |
special - tab |
) |
-- unused -- |
^J |
special - linefeed |
{ |
Inscribe an object |
K |
-- unused -- |
} |
Uninscribe an object |
^L |
-- unused -- |
[ |
-- unused -- |
^M |
special -- return |
] |
-- unused -- |
^N |
-- unused -- |
- |
Walk (flip pickup) |
^O |
-- unused -- |
_ |
Re-enter store (if you just exited the store) |
^P |
Show previous messages |
+ |
Alter grid |
^Q |
Quit to the next midi song |
= |
Set game options |
^R |
Redraw the screen |
; |
Walk (with pickup) |
^S |
Save, do not quit |
: |
Take brief notes |
^T |
Show time of day |
' |
-- unused -- |
^U |
-- unused -- |
" |
Enter a user pref command |
^V |
-- unused -- |
, |
Stand still (with pickup) |
^W |
special -- enter wizard mode |
< |
Go up staircase |
^X |
Save and quit |
. |
Run |
^Y |
-- unused -- |
> |
Go down staircase |
^Z |
special - borg command |
\ |
special - bypass keymap |
| |
Do cmovies |
` |
special - escape |
~ |
Display current knowledge |
/ |
Identify a symbol |
? |
Display in-game help |
^] |
Take an HTML screenshot |
Command list for the roguelike keyset
a |
Zap a rod (Activate) |
A |
Activate an artifact |
b |
Walk southwest |
B |
Run southwest |
c |
Close a door |
C |
List the character description |
d |
Drop an item |
D |
Disarm something |
e |
Show equipment list |
E |
Eat some food |
f |
Bash a door (Force) |
F |
Fuel your lantern or torch |
g |
Stay still (flip pickup) |
G |
Gain new skills |
h |
Walk west |
H |
Run west |
i |
Show inventory list |
I |
Inspect (closely examaine) an item |
j |
Walk south |
J |
Run south |
k |
Walk north |
K |
Run north |
l |
Walk east |
L |
Run east |
m |
Cast a spell / use mental power |
M |
View full dungeon map (condensed) |
n |
Walk southeast |
N |
Run southeast |
o |
Open a door or chest |
O |
Use bonus power (if any) |
p |
Pray to your god, if you have one |
P |
Browse a book |
q |
Quaff a potion |
Q |
Quit (commit suicide) |
r |
Read a scroll |
R |
Rest for a period |
s |
Search for traps/doors |
S |
Record a macro |
t |
Fire (Target) an item |
T |
Take off equipment |
u |
Walk northeast |
U |
Run northeast |
v |
Throw an item |
V |
Drink from a fountain |
w |
Wear/wield equipment |
W |
View full dungeon map (condensed) (Where) |
x |
Look around |
X |
Access pet commands menu |
y |
Walk northwest |
Y |
Run northwest |
z |
Aim a wand (Zap) |
Z |
Use a staff (Zap) |
! |
Interact with system |
^A |
Special debug command |
@ |
Interact with macros |
^B |
Tunnel southwest |
# |
Toggle search mode |
^C |
special - break |
$ |
Hack up a corpse |
^D |
Destroy item |
% |
Interact with visuals |
^E |
Toggle choice window |
^ |
special - control key |
^F |
Repeat level feeling |
& |
Interact with colors |
^G |
Sacrifice at an altar |
* |
Target monster or location |
^H |
Tunnel west |
( |
Chat with a monster |
^I |
special - tab |
) |
-- unused -- |
^J |
Tunnel south |
{ |
Inscribe an object |
K |
Tunnel north |
} |
Uninscribe an object |
^L |
Tunnel east |
[ |
Steal an item |
^M |
Tunnel south |
] |
Engrave the floor |
^N |
Tunnel southeast |
- |
Walk (flip pickup) |
^O |
Cure meat |
_ |
Re-enter store (if you just exited the store) |
^P |
Show previous messages |
+ |
Alter grid |
^Q |
Quit to the next midi song |
= |
Set game options |
^R |
Redraw the screen |
; |
Walk (with pickup) |
^S |
Save, do not quit |
: |
Take brief notes |
^T |
Dig a tunnel |
' |
Give item to monster |
^U |
Tunnel northeast |
" |
Enter a user pref command |
^V |
-- unused -- |
, |
Run |
^W |
special -- enter wizard mode |
< |
Go up staircase |
^X |
Save and quit |
. |
Stay still (with pickup) |
^Y |
Tunnel northwest |
> |
Go down staircase |
^Z |
special - borg command |
\ |
special - bypass keymap |
| |
Do cmovies |
` |
special - escape |
~ |
Display current knowledge |
/ |
Identify a symbol |
? |
Display in-game help |
Command descriptions
The following command descriptions are listed as the command name plus the "underlying command" key. This is followed by the command name and "roguelike" keyset key, if different from the underlying command key. Then comes a brief description of the command, including information about alternative methods of specifying the command in each keyset, when needed. Several commands (tunnel, disarm, bash, open) are repeated 99 times if the "always_repeat" option is set and no repeat count is given. Some commands use the "repeat count" to automatically repeat the command several times, while others use the "repeat count" as an "argument", for example, commands which need a "quantity" will use the "repeat count" instead of asking for a quantity, allowing the use of "0d" for "drop all". Commands which ask for a quantity will convert any "letters" into the maximal legal value.
Inventory commands
- Inventory list (i)
- Displays a list of objects being carried but not equipped. You can carry up to 23 different items, not counting those in your equipment. Often, many identical objects can be "stacked" into a "pile" which will count as a single item. This is always true of things like potions, scrolls, and food, but you may have to set options to allow wands, staves, and other such objects to stack. Each object has a weight, and if you carry more objects than your strength permits, you will begin to slow down.
- Equipment list (e)
- Use this command to display a list of the objects currently being used by your character. The number and type of available slots for equipment may vary. A human for example has 15 slots for equipment, each corresponding to a different location on the body, and each of which may contain only a single object at a time, and each of which may only contain objects of the proper "type". If the option "show_labels" is set, the slots are labelled as follows: Wielding (weapon), Shooting (missile launcher or instruments), On finger (ring), Around neck (amulet), Light source (light source), On body (armor), About body (cloak), On arm (shield), On head (helmet), On hands (gloves), On feet (boots), Carrying (symbiote), Quiver (ammo), Using (tool). You must be using an object to receive any of its special powers.
- Drop an item (d)
- This command drops an item from your inventory or equipment onto the dungeon floor. If the place you are standing on already has objects in it, ToME will attempt to drop the item onto an adjacent space. A floor spot can hold more than one object, but there is still the possibility that if the floor is too full and you attempt to drop something, it may disappear and be destroyed. If the selected pile contains multiple items, you may specify a quantity.
- Destroy an item (k) or Destroy an item (^D)
- This destroys an item in your inventory or on the dungeon floor. If the selected pile contains multiple objects, you may specify a quantity. You must always verify this command, unless the item is cursed or worthless and the option "auto_destroy" is set.
- Wear/Wield equipment (w)
- To wear or wield an object in your inventory, use this command. Since only one object can be in each slot at a time, if you wear or wield an item into a slot which is already occupied, the old item will be first be taken off, and may in fact be dropped if there is no room for it in your inventory.
- Take off equipment (t) or Take off equipment (T)
- Use this command to take off a piece of equipment and return it to your inventory. Occasionally, you will run into a cursed item which cannot be removed. These items normally penalise you in some way and cannot be taken off until the curse is removed. If there is no room in your inventory for the item, your pack will overflow and you will drop the item after taking it off.
Movement commands
- Walk (with pickup) (;)
- Moves one step in the given direction. The square you are moving into must not be blocked by walls or doors. You will pick up any items in the destination grid if the "always_pickup" option is set, or if the "query_pickup" option is set and you respond correctly. This command can take a count and requires a direction. You may also use the "original" direction keys (both keysets) or the "roguelike" direction keys (roguelike keyset) to walk in a direction.
- Walk (flip pickup) (-)
- This is just like normal move, except that the "Pick things up" option is inverted. In other words, if you normally pick up anything you encounter (the default), you will not pick things up when using this command. If you normally do not pick things up, you will when using this command. This command can take a count and requires a direction.
- Run (.) or Run (,)
- This command will move in the given direction, following any bends in the corridor, until you either have to make a "choice" between two directions or you are disturbed. You can configure what will disturb you by setting the disturbance options. Run requires a direction. You may also use shift plus the "roguelike" direction keys (roguelike keyset), or shift plus the "original" direction keys on the keypad (both keysets, some machines) to run in a direction.
- Go up staircase (<)
Climbs up an up staircase you are standing on. There is always at least one staircase going up on every level (this doesn't mean it's easy to find) except for the surface, where '<' will bring up the wilderness map. Going up a staircase will take you to a new dungeon level unless you are at the first level of the dungeon, in which case you will return to the surface. Note that whenever you leave a dungeon level, you will never find it again, unless the "permanent_levels" option is set or the level contains a dungeon town. This means that for all intents and purposes, any objects on that level are destroyed. This includes unknown artifacts unless the "Create characters in preserve mode" option was set when your character was created, in which case the artifacts may show up again later.
- Go down staircase (>)
- Descends a down staircase you are standing on. There are always at least two staircases going down on each level, except for the last level of a dungeon, and some "quest" levels, which have none until the quest monsters are killed. Going down a staircase will take you to a new dungeon level. See "Go Up Staircase" for more info.
This command is also used to enter Void Jumpgates, and to zoom in from the wilderness map.
Resting commands
- Stay still (with pickup) (,) or Stay still (with pickup) (.)
- Stays in the same square for one move. If you normally pick up objects you encounter, you will pick up whatever you are standing on. This command can take a count. You may also use the "5" key (both keysets).
- Stay still (flip pickup) (g)
- Stays in the same square for one move. If you normally pick up objects you encounter, you will not pick up whatever you are standing on. If you normally do not pick up objects, you will pick up what you are standing on. This command is normally only used when the "always_pickup" option is false. This command can take a count.
- Rest (R)
Resting is better for you than repeatedly staying still, and can be told to automatically stop after a certain amount of time, or when various conditions are met. In any case, you always wake up when anything disturbing happens, or when you press any key. To rest, enter the Rest command, followed by the number of turns you want to rest, or "*" to rest until your hit points and mana are restored, or "&" to rest until you are fully "healed". This command can take a count, which is used for the number of turns to rest.
- Enter store (_)
- When standing on the door of a store, this command allows the character to enter the store again.
Searching commands
- Search (s)
- This command can be used to locate hidden traps and secret doors in the spaces adjacent to the player. More than a single turn of searching will be required in most cases. You should always search a chest before trying to open it, since they are generally trapped. This command can take a count, which is useful if you are fairly sure of finding something eventually, since the command stops as soon as anything is found. This command can take a count.
- Toggle search mode (S) or Toggle search mode (#)
- This command will take you into and out of search mode. When first pressed, the message "Searching" will appear at the bottom of the screen. You are now taking two turns for each command, one for the command and one turn to search. This means that you are taking twice the time to move around the dungeon, and therefore twice the food. Search mode will automatically turn off if you are disturbed. You may also turn off search mode by entering the Search Mode command again.
Alter commands
- Tunnel (T) or Tunnel (^T)
- Tunnelling or mining is a very useful art. There are many kinds of rock, with varying hardness, including permanent rock (permanent), granite (very hard), quartz veins (hard), magma veins (soft), and rubble (very soft). Quartz and Magma veins may be displayed in a special way, and may sometimes contain treasure, in which case they will be displayed in a different way. Rubble sometimes covers an object. It is only possible to tunnel if you are wielding a digging tool such as a shovel or a pick. Tunnelling ability increases with strength and tool weight. This command can take a count, requires a direction, and is affected by the "always_repeat" option.
- Open a door or chest (o)
- To open an object such as a door or chest, you must use this command. If the object is locked, you will attempt to pick the lock based on your disarming ability. If you open a trapped chest without disarming the traps first, the trap will be set off. Some doors will be jammed shut and may have to be forced open. You may need several tries to open a door or chest. Open can take a count, requires a direction, and is affected by the "always_repeat" option.
- Close a door (c)
- Non-intelligent and some other creatures cannot open doors, so shutting doors can be quite valuable. Broken doors cannot be closed. Bashing a door open may break it. Close can take a count, requires a direction, and is affected by the "always_repeat" option.
- Jam a door (j) or Spike a door (S)
- Many monsters can simply open closed doors, and can eventually get through a locked door. You may therefore occasionally want to jam a door shut with iron spikes. Each spike used on the door will make it harder to bash down the door, up to a certain limit. Smaller monsters are less able to bash down doors. In order to use this command, you must be carrying iron spikes. Jam or Spike requires a direction.
- Bash a door (B) or Force a door (f)
- This command allows you to bash down jammed doors. Your bashing ability increases with strength. Bashing open a door can (briefly) throw you off balance. Doors that are stuck, or which have been jammed closed with spikes can only be opened by bashing, and all closed doors can be bashed open if desired. Bashing a door open may permanently break it so that it can never be closed. Bash or Force can take a count, requires a direction, and is affected by the "always_repeat" option.
- Disarm a trap or chest (D)
- You can attempt to disarm traps on the floor or on chests. If you fail, there is a chance that you will blunder and set it off. You can only disarm a trap after you have found it (usually with the Search command). Disarm can take a count, requires a direction, and is affected by the "always_repeat" option.
- Blunder into a trap (#)
- Pressing the # key will lead to a prompt for the player to enter a keyword. This is used for a number of different purposes which are "not meant" to be accessed by the player, and so will not be listed here. However, typing the word "blunder" (no quotes) and pressing enter you will then be asked for a direction. If there is a trap in that direction, your character will walk into it, and set it off with no chance to disarm.
- Alter (+)
- This special command allows the use of a single keypress to select any of the "obvious" commands above (attack, tunnel, bash, open, disarm, close), and, by using macros or keymaps, to combine this keypress with directions. In general, this allows the use of the "control" key plus the appropriate "direction" key (including the roguelike direction keys in roguelike mode) as a kind of generic "alter the terrain feature of an adjacent grid" command. Alter can take a count, requires a direction, and is affected by the "always_repeat" option.
- Engrave the floor (x)
- The dungeon is full of magics, and as such pools of it collect on the floor in places. With the "inscribe" command, it is possible to create some spell effects by inscribing words you have read from various parchments detailing the languages used within the dungeon. Then, if there is enough mana collected on that square, walking over the inscription will trigger the spell. Some spells can be triggered only by the player, some only by monsters, and some are triggered by both.
- Steal (Z)
- Allows the player to try to steal items from shops. Also allows rogues to steal from monsters.
Spell and prayer commands
- Browse a book (b) or Peruse a book (P)
- Only characters with some knowledge in the magic schools, such as mages, priests, rogues, and rangers, can read magic spellbooks. Warriors normally cannot read any books. When this command is used, all of the spells or prayers contained in the selected book are displayed, along with information such as their level, the amount of mana or piety required to cast them, and whether or not you know the spell or prayer.
- Cast a spell / Pray a prayer (m) / Use a mental power
- To cast a spell or prayer, you must have the skill level required in that school of magic to be able access that spell, and a book that contains that spell in your inventory (for most schools). Each spell has a chance of failure which starts out fairly large but decreases as you gain levels. If you don't have enough mana to cast a spell, you will be told you do not have enough mana to cast it. Since in most cases you must read the spell from a book, you cannot be blind or confused while casting, and there must be some light present.
Skill, ability and power commands
- Gain new skills (G)
- Use this command to access the skills menu and spend the skill points you gain at each new character level to increase the range of things your character is able to do.
- Gain new abilites (N)
- Use this command to access the Abilities menu and spend the skill points you gain at each new character level to increase the range of things your character is able to do.
- Use bonus power (if any) (U) or (O)
Some races and classes have special natural abilities. All of these possible abilities are listed in an index under the U (or O) command. These type of abilities can include the Vampire's bite, a DeathMold's telekinesis, and a RohanKnight's light speed capabilities.
Object manipulation commands
- Eat some food (E)
- You must eat regularly to prevent starvation. As you grow hungry, a message will appear at the bottom of the screen saying "Hungry". If you go hungry long enough, you will become weak, then start fainting, and eventually, you may will die of starvation. You may use this command to eat food in your inventory. Note that you can sometimes find food in the dungeon, or you can butcher corpses of killed creatures to obtain raw meat, but it is not always wise to eat strange food.
- Fuel your lantern/torch (F)
- If you are using a torch and have more torches in your pack, or you are using a lantern and have flasks of oil in your pack, then your can "refuel" them with this command. Torches and Lanterns are limited in their maximal fuel. In general, two flasks will fully fuel a lantern and two torches will fully fuel a torch.
- Quaff a potion (q)
- Use this command to drink a potion. Potions affect the player in various ways, but the effects are not always immediately obvious.
- Read a scroll (r)
- Use this command to read a scroll. Scroll spells usually have an area effect, except for a few cases where they act on other objects. Reading a scroll causes the parchment to disintegrate as the scroll takes effect, unless you are an Alchemist. Most scrolls which prompt for more information can be aborted (by pressing escape), which will stop reading the scroll before it disintegrates.
- Inscribe an object ({)
- This command inscribes a string on an object. The inscription is displayed inside curly braces after the object description. The inscription is limited to the particular object (or pile) and is not automatically transferred to all similar objects. Under certain circumstances, ToME will display "fake" inscriptions on certain objects ("cursed", "broken", "tried", "empty", "NN% off") when appropriate. These "fake" inscriptions are "covered up" by real inscriptions, but will re-appear if the real inscription is removed. In addition, ToME will occasionally place a "real" inscription on an object for you, normally as the result of your character getting a "feeling" about the item. All characters will get "feelings" about weapons and armor after carrying them for a while. Warriors get the most detailed feelings, and get them quicker than any other class. An item labeled as "{empty}" was found to be out of charges, and an item labeled as "{tried}" is a "flavoured" item which the character has used, but whose effects are unknown. Certain inscriptions have a meaning to the game, see "@#", "@x#", "!*", and "!x", in the section on inventory object selection.
- Uninscribe an object (})
- This command removes the inscription on an object. This command will have no effect on "fake" inscriptions added by the game itself.
- Hack up a corpse (h or $)
- Corpses can be cut up into smaller pieces of meat, allowing the user to eat the meat, or cure it for later use.
- Cure meat (K)
- Curing meat requires the use of a potion of salt water, and is used to protect meat from hacked-up corpses from going bad.
- Drink from a fountain (H)
- All fountains in Arda are magical, and act like magical potions. The game will ask you whether you want to quaff from a fountain or to fill empty bottles. The only way to identify the type of fountain is to fill your bottles from it and see what you get.
- Give item to monster (y)
- This command is used to give an item within your inventory to a monster standing next to you. The monster may not accept the item you give it, however.
- Chat (Y)
- This command allows you to chat with someone. Be warned that most monsters won't chat
Magical object commands
- Activate an artifact (A)
- You have heard rumours of special weapons and armour deep in the dungeon, items that can let you breath fire like a dragon or light rooms with just a thought. Should you ever be lucky enough to find such an item, this command will let you activate its special ability. Special abilities can only be used if you are wearing or wielding the item. Note that there are also a few common objects that can be activated, e.g. music instruments, monster eggs and spell-storing mage staves, and that some artifacts, so-called "junkarts", can't be wielded, but must be activated from the backpack.
- Aim a wand (a) or Zap a wand (z)
- Wands must be aimed in a direction to be used. Wands are magical devices, and therefore there is a chance you will not be able to figure out how to use them if you aren't good with magical devices. They will fire a shot that affects the first object or creature encountered or fire a beam that affects anything in a given direction, depending on the wand. An obstruction such as a door or wall will generally stop the effects from traveling any farther. This command requires a direction and can use a target.
- Use a staff (u) or Zap a staff (Z)
- This command will use a staff. A staff is normally very similar to a scroll, in that they normally either have an area effect or affect a specific object. Staves are magical devices, and there is a chance you will not be able to figure out how to use them.
- Zap a rod (z) or Activate a rod (a)
- Rods are extremely powerful magical items, which cannot be burnt or shattered, and which can have either staff-like or wand-like effects, but unlike staves and wands, they don't have charges. Instead, they draw on the ambient magical energy to recharge themselves, and therefore can only be activated once every few turns. The recharging time varies depending on the type of rod. This command may require a direction (depending on the type of rod, and whether you are aware of its type) and can use a target.
Throwing and missile weapon commands
- Fire an item (f) or Fire an item (t)
- You may throw any object carried by your character. Depending on the weight, it may travel across the room or drop down beside you. Only one object from a pile will be thrown at a time. Note that throwing an object will often cause it to break, so be careful! If you throw something at a creature, your chances of hitting it are determined by your pluses to hit, your ability at throwing, and the object's pluses to hit. Once the creature is it, the object may or may not do any damage to it. You've heard rumors that some objects found in the dungeon can do huge amounts of damage when thrown, but you're not sure which objects those are.... Note that flasks of oil will do a fairly large chunk of damage to a monster on impact, supposedly representing fire damage. If you are wielding a missile launcher compatible with the object you are throwing, then you automatically use the launcher to fire the missile with much higher range, accuracy, and damage, then you would get by just throwing the missile. Fire or Throw requires a direction. Targeting mode (see the next command) can be invoked with "*" at the "Direction?" prompt.
- Throw an item (v)
- You may throw any object carried by your character. The lighter the object, the farther you can throw it. Only one object from a stack may be thrown at a time. Throwing an object may break it. If you throw something at a monster, your chances of hitting it are determined by your pluses to hit, your ability at throwing, and the object's pluses to hit. If the object hits the monster, it may or may not do damage. Some objects, such as weapons, or flasks of oil, can do a substantial amount of damage. This command requires a direction, and can take a target.
- Targeting Mode (*)
- This will allow you to aim your spells and such at a specific monster or grid, so that you can point directly towards that monster or grid (even if this is not a "compass" direction) when you are asked for a direction. You can set a target using this command, or you can set a new target at the "Direction?" prompt when appropriate. At the targeting prompt, you have many options. First of all, targetting mode starts targetting nearby monsters which can be reached by "projectable" spells and thrown objects. In this mode, you can press "t" (or "5" or ".") to select the current monster, space to advance to the next monster, "-" to back up to the previous monster, direction keys to advance to a monster more or less in that direction, "r" to "recall" the current monster, "q" to exit targetting mode, and "p" (or "o") to stop targetting monsters and enter the mode for targetting a location on the floor or in a wall. Note that if there are no nearby monsters, you will automatically enter this mode. Note that hitting "o" is just like "p", except that the location cursor starts on the last examined monster instead of on the player. In this mode, you use the "direction" keys to move around, and the "q" key to quit, and the "t" (or "5" or ".") key to target the cursor location. Note that targetting a location is slightly "dangerous", as the target is maintained even if you are far away. To cancel an old target, simply hit "*" and then ESCAPE (or "q"). Note that when you cast a spell or throw an object at the target location, the path chosen is the "optimal" path towards that location, which may or may not be the path you want. Sometimes, by clever choice of a location on the floor for your target, you may be able to convince a thrown object or cast spell to squeeze through a hole or corridor that is blocking direct access to a different grid. Launching a ball spell or breath weapon at a location in the middle of a group of monsters can often improve the effects of that attack, since ball attacks are not stopped by interposed monsters if the ball is launched at a target. This command takes no time.
Looking commands
- Full screen map (M)
- This command will show a map of the entire dungeon, reduced by a factor of nine, on the screen. Only the major dungeon features will be visible because of the scale, so even some important objects may not show up on the map. This is particularly useful in locating where the stairs are relative to your current position, or for identifying unexplored areas of the dungeon. This command takes no time.
- Locate player on map (L) or Where is the player (W)
- This command lets you scroll your map around, looking at all sectors of the current dungeon level, until you press escape, at which point the map will be re-centred on the player if necessary. To scroll the map around, simply press any of the "direction" keys. The top line will display the sector location, and the offset from your current sector. This command takes no time.
- Look around (l) or Examine things (x)
- This command is used to look around at nearby monsters (to determine their type and health) and objects (to determine their type). It is also used to find out what objects (if any) are under monsters, and if a monster is currently inside a wall. This command takes no time. When you are looking at something, you may hit space for more details, or to advance to the next interesting monster or object, or minus ("-") to go back to the previous monster or object, or a direction key to advance to the nearest interesting monster or object (if any) in that general direction, or "r" to recall information about the current monster race, or "q" or escape to stop looking around. You always start out looking at the "nearest" interesting monster or object.
- Observe an item (I)
- This command lets you observe a previously *identified* item. This will tell you things about the special powers of the object. Currently, it only makes sense for artifacts and ego-items.
Pet Commands
- Pet commands (P)
- From time to time, you may acquire a pet within the dungeon. Pets are able (to a more or less limited extent) to follow some simple commands, like follow me. These commands are all accessed through the menu under "Pet Commands". The Commands are as follows:
- dismiss companions
- Dismisses your companions. They can be difficult to get rid of otherwise.
- dismiss pets
- Dismisses pets. You will be given the opportunity to dismiss all current pets, or if you answer no to that first question, to dismiss specific pets.
- call pets
- Calls your pets (and companions) to you.
- follow me
- Asks your pets (and companions) to follow you. They do have minds of their own, and may not be able to travel as fast as you can.
- seek and destroy
- Selecting this will cause your pets and companions to wander further from you, looking for enemies to kill.
- allow/disallow open doors
- Selecting this toggles whether your pets and companions can open doors.
- allow/disallow pickup items
- Selecting this toggles whether your pets and companions can pick up items. Disallowing it will cause the monster to drop any items he is carrying on the floor.
- give target to a friend
- Selecting this will cause one of your pets or companions to attack your current target.
- give target to all friends
- Causes all pets or companions to attack your current target.
- friend forget target
- All your friends will follow their normal attack patterns, neglecting any targets you have given them.
Message commands
- Repeat level feeling (^F)
- Repeats the feeling about the dungeon level that you got when you first entered the level.
- View previous messages (^P)
- This command shows you all the recent messages. You can scroll through them, or exit with ESCAPE. This command takes no time.
- Take notes (:)
- This command allows you to take notes, which will then appear in your note file, if the birth-option "take_notes" was set (the default), or in your message list (prefixed with "Note:"), if the option was not set. The note file can be displayed through the "Display Current Knowledge" command (~ or |). This command takes no time.
Game status commands
- Character Description (C)
- Brings up a full description of your character, including your skill levels, your current and potential stats, and various other information. From this screen, you can change your name or use the file character description command to save your character status to a file. That command saves additional information, including your background, your inventory, and the contents of your house.
- Display Current Knowledge (~ or | )
- The command opens a menu from which you can lookup information collected so far. This includes known artifacts, unique monsters, identified objects, killed creatures, recall depths, acquired corruptions, current pets, current quests, current fates, known traps, known dungeon towns and last but not least the note file.
Display known artifacts- This selection lists all of the artifacts that you have encountered. Any artifact that appears in this list, which you cannot seem to find, has been lost forever. The "preserve" mode will prevent you from accidentally losing any artifacts, but will also prevent you from ever getting a "special" level feeling.
Display known uniques- Brings up a list of known unique monsters, plus their current status. Once killed, unique monsters never show up again, with a few remarkable exceptions.
Display known objects- This list all 'flavoured' objects (such as rings, scrolls, wands, potions, etc.) which you have identified.
Display kill count- This lists all killed creatures together with a total kill count.
Display recall depths- This lists all recall depths of entered dungeons as well as marks the current recall dungeon with an asterisk.
Display corruptions- This lists all acquired corruptions with their beneficial and detrimental effects.
Display current pets- Display current quests Display current fates Display known traps Display known dungeon towns
Display notes- If the option "take_notes" is set shows you your notes file, where all remarkable events are noted. You can add notes yourself by using the "Take notes" command (:).
Saving and exiting commands
- Save and Quit (Ctrl-X)
- To save your game so that you can return to it later, use this command. Save files will also be generated (hopefully) if the game crashes due to a system error. After you die, you can use your savefile to play again with the same options and such.
- Save (Ctrl-S)
- This command saves the game but doesn't exit ToME. Use this frequently if you are paranoid about having the computer crash while you are playing.
- Quit (commit suicide) (Q)
Kills your character and exits ToME. You will be prompted to make sure you really want to do this, and then asked to verify that choice. Note that dead characters are dead forever.
User pref file commands
- Interact with options (=)
- Allow you to interact with options. Note that using the "cheat" options may mark your savefile as unsuitable for the high score list. You may change normal options using the "X" and "Y" user pref commands. You must use the "redraw" command (^R) after changing certain options.
- Interact with macros (@)
- Allow you to interact with macros. You may load or save macros from user pref files, create macros of various types, or define keymaps. You must define a "current action", shown at the bottom of the screen, before you attempt to use any of the "create macro" commands, which use that "current action" as their action. This is a horrible interface, and will be fixed eventually.
- Interact with visuals (%)
- Allow you to interact with visuals. You may load or save visuals from user pref files, or modify the attr/char mappings for the monsters, objects, and terrain features. You must use the "redraw" command (^R) to redraw the map after changing attr/char mappings.
- Interact with colors (&)
- Allow the user to interact with colors. This command only works on some systems.
- Interact with the system ( ! )
- Allow the user to interact with the underlying visual system. This command is currently unused.
- Enter a user pref command (")
- ToME 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. You may 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 ToME to adapt to your changes.
User preference files are discussed in more detail below.
In-game help commands
- Help (?)
- Brings up the ToME on-line help system. Note that the help files are just text files in a particular format, and that other help files may be available on the Net. In particular, there are a variety of spoiler files which do not come with the standard distribution. Check the place you got ToME from or ask here or on the forum at forum.t-o-m-e.net.
- Identify Symbol (/)
- Use this command to find out what a character stands for. For instance, by pressing "/.", you can find out that the "." symbol stands for a floor spot. When used with a symbol that represents creatures, the this command will tell you only what class of creature the symbol stands for, not give you specific information about a creature you can see. To get that, use the Look command. There are three special symbols you can use with the Identify Symbol command to access specific parts of your monster memory. Typing Ctrl-A when asked for a symbol will recall details about all monsters, typing Ctrl-U will recall details about all unique monsters, and typing Ctrl-N will recall details about all non-unique monsters. If the character stands for a creature, you are asked if you want to recall details. If you answer yes, information about the creatures you have encountered with that symbol is shown in the Recall window if available, or on the screen if not. You can also answer "k" to see the list sorted by number of kills, or "p" to see the list sorted by dungeon level the monster is normally found on. Pressing ESCAPE at any point will exit this command.
- Game Version (V)
- This command will tell you what version of ToME you are using. For more information, see the "version.txt" help file.
Extra in-game commands
- Repeat last command (n)
- This will automatically repeat the last command you inputted.
- Sacrifice at an altar (O)
- Altars are places dedicated to the worship of a particular God. To start worshipping the God who owns the altar, you must first sacrifice on their altar.
Be warned, not all Gods are equal in power, and once you have selected a God to worship, it is almost impossible to change which God you worship. When your God is happy with you, you will receive more benefits from them. Your God's happiness will decrease over time, so you will need to accomplish deeds that increase your standing. Note that there is no requirement for most classes to worship any God. (See gods.txt for more information)
- Pray to your God (p)
- If you worship a God, you have the option of praying. The effects of praying differ considerably depending on the god, ranging from the battle frenzy of paladins to the self-healing powers of druids. However, Gods do not like being disturbed, with negative effects on your piety. See gods.txt for more information.
- Toggle Choice Window (^E)
- Toggles the display in the choice window (if available) between your inventory and your equipment. This command only applies if you are running ToME under a windowing environment and the choice window is available. This also redraws the choice window.
- Redraw Screen (^R)
- This command adapts to various changes in global options, and redraws all of the windows. This command should be used after changing various global properties (options, attr/char mappings, color definitions, etc). When in doubt, use it.
- Load screen dump (()
- This command loads a "snap-shot" of the current screen from the file "dump.txt", and displays it on the screen.
- Save screen dump ())
- This command dumps a "snap-shot" of the current screen to the file "dump.txt", including encoded color information.
- Quit to next midi song (^Q)
- In the DOS binary (and maybe Windows) of ToME, it is possible for the game to play any midi song in the lib/xtra/music directory. This command allows the player to force the game to finish the current song and move on to another one (i.e. if you are tired of hearing the current song, you can change it).
- Do cmovies (|)
- The cmovie command (press | key in both normal or roguelike set) allows you to make a "movie" that you can send to people showing your movement through a part of the dungeon (like clearing that GCV . . .)
It asks for a name (it will add the extension itself) and then if you wish to play or record it. The cmovie files (.cmv) are located in lib/cmov, note that they quickly become huge and so you REALLY should compress them before sending to friends.
- Record macros ($)
- This is an easier way to create macros. Activate it, press the key sequence for your macro, reactivate it and it will create the macro for you. Note than when possible using the @ key at item selection is a good idea since it removes the need to inscribe items.
- Take html screenshot (^])
- Creates an html screenshot of the current screen.
Wizard/debug mode commands
Wizard, or debug mode commands are inherently spoily. You have been warned. See the wizard mode commands here: /Debug.
Special keys
Certain special keys may be intercepted by the operating system or the host machine, causing unexpected results. In general, these special keys are control keys, and often, you can disable their special effects.
If you are playing on a UNIX or similar system, then Ctrl-C will interrupt Angband. The second and third interrupt will induce a warning bell, and the fourth will induce both a warning bell and a special message, since the fifth will quit the game, after killing your character. Also, Ctrl-Z will suspend the game, and return you to the original command shell, until you resume the game with the "fg" command. There is now a compilation option to force the game to prevent the "double ctrl-z escape death trick". The Ctrl-\ and Ctrl-D and Ctrl-S keys should not be intercepted.
It is often possible to specify "control-keys" without actually pressing the control key, by typing a caret ("^") followed by the key. This is useful for specifying control-key commands which might be caught by the operating system as explained above.
Pressing backslash ("\")] before a command will bypass all keymaps, and the next keypress will be interpreted as an "underlying command" key, unless it is a caret ("^"), in which case the keypress after that will be turned into a control-key and interpreted as a command in the underlying angband keyset. The backslash key is useful for creating macro actions which are not affected by any keymap definitions that may be in force, for example, the sequence "\" + "." + "6" will always mean "run east", even if the "." key has been mapped to a different underlying command.
The "0" and "^" and "\" keys all have special meaning when entered at the command prompt, and there is no "useful" way to specify any of them as an "underlying command", which is okay, since they would have no effect.
For many input requests or queries, the special character ESCAPE will abort the command. The "[y/n]" prompts may be answered with "y" or "n", or escape. The "-more-" message prompts may be cleared (after reading the displayed message) by pressing ESCAPE, SPACE, RETURN, LINEFEED, or by any keypress, if the "quick_messages" option is turned on.
Command counts
Some commands can be executed a fixed number of times by preceding them with a count. Counted commands will execute until the count expires, until you type any character, or until something significant happens, such as being attacked. Thus, a counted command doesn't work to attack another creature. While the command is being repeated, the number of times left to be repeated will flash by on the line at the bottom of the screen.
To give a count to a command, type 0, the repeat count, and then the command.
If you want to give a movement command and you are using the original command set (where the movement commands are digits), press space after the count and you will be prompted for the command.
Counted commands are very useful for searching or tunneling, as they automatically terminate on success, or if you are attacked. You may also terminate any counted command (or resting or running), by typing any character. This character is ignored, but it is safest to use a SPACE or ESCAPE which are always ignored as commands in case you type the command just after the count expires.
You can tell ToME 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.
Selection of objects
Many commands will also prompt for a particular object to be used. For example, the command to read a scroll will ask you which of the scrolls that you are carrying that you wish to read. In such cases, the selection is made by typing a letter of the alphabet. The prompt will indicate the possible letters, and will also allow you to type the key "*", which causes all of the available options to be described. The list of choices will also be shown in the Choice window, if you are using a windows environment and windows are turned on. Often you will be able to press "/" to select an object from your equipment instead of your inventory. Pressing space once will have the same effect as "*", and the second time will cancel the command and run the "i" or "e" command.
The particular object may be selected by an upper case or a lower case letter. If lower case is used, the selection takes place immediately. If upper case is used, then the particular option is described, and you are given the option of confirming or retracting that choice. Upper case selection is thus safer, but requires an extra key stroke.
You should note that macros can be extremely useful in the selection and use of objects. For more information on this, please visit the macros section.
User pref files
ToME allows you to change various aspects of the game to suit your tastes. You may define keymaps (changing the way ToME maps your keypresses to underlying commands), create macros (allowing you to map a single keypress to a series of keypresses), modify the visuals (allowing you to change the appearance of monsters, objects, or terrain features), change the colors (allowing you to make a given color brighter, darker, or even completely different), or set options (turning them off or on).
ToME 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 ToME to adapt to your changes.
When the game starts up, after you have loaded an old character, or created a new character, some user pref files are loaded automatically. First, the "pref.prf" file is loaded. This file contains some user pref commands which will work on all platforms. Then one of "font-xxx.prf" (for normal usage) or "graf-xxx.prf" (for bitmap usage) is loaded. These files contain attr/char changes to allow the monsters, objects, and/or terrain features to look "better" on your system. Then the "pref-xxx.prf" file is loaded. This file contains pre-defined system specific stuff (macros, color definitions, etc). Then, the "user-xxx.prf" file is loaded. This file contains user-defined system specific stuff. The "user-xxx.prf" file is used as the "default" user pref file in many places. The "xxx" is the "system suffix" for your system, taken from the "main-xxx.c" file which was used to generate your executable. Finally, the "Race.prf", "Class.prf", and "Name.prf" files are loaded, where "Race", "Class", and "Name" are replaced by the actual race, class, and name of the current character.
Several commands allow you to both load existing user pref files, create new user pref files, append information to existing user pref files, and/or interact with various of the user preferences in a more intuitive way than the user pref commands allow. The commands include "Interact with macros" (@), "Interact with visuals" (%), and "Interact with colors" (&), described below.
Macros
The "Interact with macros" command allows you to define or remove "macros", which are mappings from a single logical keypress to a sequence of keypresses, allowing you to use special keys on the keyboard, such as function keys or keypad keys, possibly in conjunction with modifier keys, to "automate" repetitive multi-keypress commands that you use a lot.
Since macros represent keypress sequences, and not all keypresses have a printable representation, macro triggers and actions must often be "encoded" into a human readable form. This is done using several types of encoding, including "\xHH" for character number HH in hexidecimal, "\e" for the "escape" code, "\n" for the "newline" code, "\r" for the "return" code, "\s" for the "space" code, "\\" for backslash, "\^" for caret, and "^X" for the code for any "control" key "ctrl-X". Note that the "action" of a macro will not be checked against other macro triggers (unless the macro action contains a "control-backslash"), so you cannot make infinite loops. You may specify extremely long macros, but you are limited in length by the underlying input mechanisms, which in general limit you to about 1024 keys in both triggers and actions.
The special "\" command (which must be encoded in macros as "\\") is very useful in macros, since it bypasses all keymaps and allows the next keystroke to be considered a command in the underlying ToME command set. For example, a macro which maps Shift-KP6 to "\" + "." + "6" will induce the "run east" behavior, regardless of what keyset the user has chosen, and regardless of what keymaps have been defined.
Macros can be specified in user pref files as a pair of lines, one of the form "A:<str>", which defines the encoded macro action, and one of the form "P:<str>", which defines the encoded macro trigger.
A common example of a macro to cast the first spell in your first spell book at the nearest monster would be: \e\e\em1a*t where \e is an escape (to make sure you are not still within another command), m1 selects the spell book that is inscribed ({) with @m1, a selects the first spell in that book, and *t targets the nearest monster.
More detailed information about specific macros can be found in the macros section.
Keymaps
The "Interact with macros" command also allows you to define "keymaps", which are vaguely related to macros. A keymap maps a single keypress to a series of keypresses, which bypass both other keymaps and any macros. ToME uses keymaps to map the original and the roguelike keysets to the underlying command set, and allows the user to modify or add keymaps of their own. Note that all keymap actions must be specified using underlying commands, not keypresses from the original or roguelike keysets. The original keyset is almost identical to the underlying keyset, except that "numbers" are mapped to ";" plus a direction, "5" is mapped to ",", and a few control-keys are mapped to various things. See "command.txt" for the full set of underlying commands. Some uses for keymaps include the ability to "disable" a command by mapping it to "\x00". Keymaps can be specified in user pref files as line of the form "M: <T> <key> <str> ", where <T> is the keyset (0/1 for original/roguelike), <key> is the encoded trigger key, and <str> is the encoded keymap action.
Visuals
You can use the "Interact with visuals" command to change various visual information, currently including the choice of what attr/char values are used to represent various monsters, objects, or terrain features. Note that in combination appropriate support in "main-xxx.c", and with the use of the "use_graphics" flag, you may be able to specify that "graphic bitmaps" should be used instead of normal "colored characters" for various things.
When interactively modifying the attr/char values for monsters, objects, or terrain features, pressing "n" or "N" will change which entry you are changing, pressing "a" or "A" will rotate through the available attr values, and pressing "c" or "C" will rotate though the available char values. Note that attr/char values with the "high bit" set may induce the display of special "graphic" pictures if the "use_graphics" flag is set, and your system supports the "use_graphics" flag.
Note that this command can be abused in various ways, and if you must do so, remember that you are only cheating yourself.
Keymaps can be specified in user pref files as line of the form "R:<N>:<A>/<C>" or "K:<N>:<A>/<C>" or "F:<N>:<A>/<C>" or "U:<N>:<A>/<C>".
Colors
The "Interact with colors" command allows you to change the actual internal values used to display various colors. This command may or may not have any effect on your machine. Advanced machines may allow you to change the actual RGB values used to represent each of the 16 colors used by ToME, and perhaps even allow you to define new colors which are not currently used by ToME.
Colors can be specified in user pref files as line of the form "V:<N>:<V>:<R>:<G>:<B>".
Creating a character sheet
You may like to make a character sheet of your character. A character sheet is useful both for your own reference, and also to share your accomplishments with fellow players.
To create your character sheet, do the following:
- Type "shift + C" to access the character screen
- Type "f" for file character (enter a filename composed of "charname.txt")
You will find the character sheet file produced by this command sequence in the user folder of ToME (./lib/user or .tome/<version>/tome/user).
ToME players tend to post their character sheets on the ToME wiki and/or on http://angband.oook.cz/, commonly referred to as oook. Both places have advantages:
- On the wiki, it is easy to update and edit your sheet, and the format lends itself to extended discussions about your character.
- Oook possesses scoring ladders and is easily searchable by race and class. Players of other roguelikes also post on oook, so you'll get a wider audience there, and if you play more than one roguelike you can even cross-compare your own characters.
Discussion is limited on oook. However, in both places you are given the opportunity to include interesting details about your character. Did she find something very special on dungeon level 2? Or did she have terrible luck and reached dungeon level 60 before finding anything good? Did she have a really scary moment that stands out from the rest of the game? And how *did* she actually defeat her greatest challengers, anyway?
Posting your character sheet on the wiki
To post your character on the ToME wiki, do the following:
Go to http://wiki.t-o-m-e.net/. This will take you to the front page of the wiki.
Create a homepage there if you have not done so already. If you need help doing this, scroll down the front page and click on the link to Wiki Frequently Asked Questions. There is an entry on that page that will lead you through the process.
- Edit your homepage to contain a link to a subpage -- usually the name of your character. If your character's name is "Fred", then you would make that link by typing this:
["/Fred"]
After you save your changes, click on your new link. On the lists of links that appear, click on the "CharacterSheetTemplate" link. This will bring up a new page with ready-made format.
- Bring up your character sheet file in a text editor. Copy and paste it into your new page where directed (between the curly braces), along with any comments you want to make.
- Save your changes.
Note: If you do not want to use the template, you will need to set the category for your page. To do so, look for the drop-down box to "Make this page belong to category"... at the bottom of the page and select CategoryCharacterSheet. (If you are using the template, this is done for you automatically.)
Posting your character sheet on oook
To post your character sheet to oook, do the following:
Go to http://angband.oook.cz/.
- Click on the Angband Ladder link on the lefthand side of the page.
- Scroll down to the bottom.
- Enter your email address, your character's name, use the browse button to locate your character sheet file, and add any comments you'd like in the textbox. Then click the post it button to submit it.
- Original: Alexander Cutler and Andy Astrand
Updated (2.7.6): Russ Allbery (rra@cs.stanford.edu)
Updated (2.7.9): Ben Harrison (benh@phial.com)
Updated PernAngband 5.x.x: Dawnmist (angband@dawnmist.8m.com)
- Updated for ToME 2.1
Moved and formatted for the ToME wiki by MayLith and TheFalcon.
ToME Wiki