=== Zangband Options ===

Most of the "options" are accessible through the '=' command, which
provides an interface to the various "sets" of options available to the
player.

In the descriptions below, each option is listed as the textual summary
which is shown on the "options" screen, plus the internal name of the
option in brackets, followed by a 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 "pref.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, including any macros in progress), "fresh" (dump any pending
output to the screen).


***** <UserInterface>
=== User Interface Options ===

***** <rogue_like_commands>
Rogue-like commands    [rogue_like_commands]
    Selects the "roguelike" command set (see "command.txt" for info).

***** <quick_messages>
Activate quick messages    [quick_messages]
    Allows the use of any keypress as a response to the "-more-" prompt
    (useful for monster farming). Allows most keys to mean "no" to any
    "[y/n]" prompt.

***** <other_query_flag>
Prompt for various information    [other_query_flag]
    Forces the game to ask you before taking various actions, such as
    using things which might cause your pack to overflow. Forces the
    game to ask you which hand to place rings on.

***** <carry_query_flag>
Prompt before picking things up    [carry_query_flag]
    Forces the game to ask you if you want to pick something up when
    you do something that would normally cause the item to be picked
    up.

***** <use_old_target>
Use old target by default    [use_old_target]
    Forces all commands which normally ask for a "direction" to use the
    current "target" if there is one. Use of this option can be
    dangerous if you target locations on the ground, unless you clear
    them when done.

***** <always_pickup>
Pick things up by default    [always_pickup]
    Tells the game that walking onto an item should attempt to pick it
    up. Otherwise, you must use the "g" command, or the "-" command
    while walking. Combined with "carry_query_flag", allows you to
    selectively pick up all items which you step on.

***** <always_repeat>
Repeat obvious commands    [always_repeat]
    Tells the game that when you attempt to "open" a door or chest,
    "bash" a door, "tunnel" through walls, or "disarm" traps or chests,
    that you wish to "repeat" the command 99 times (see "command.txt").

***** <stack_force_notes>
Merge inscriptions when stacking    [stack_force_notes]
    Force otherwise identical objects to merge, even if one has an
    empty inscription and the other does not. The resulting stack keeps
    the non-empty inscription.

***** <stack_force_costs>
Merge discounts when stacking    [stack_force_costs]
    Force otherwise identical objects to merge, even if they have
    different discounts. The resulting stack keeps the largest
    discount. This option may cause you to lose "value", but will give
    you optimal pack usage.

***** <auto_haggle>
Auto-haggle in stores    [auto_haggle]
    Disable "haggling" in stores, resulting in a ten percent sales tax
    on items which you would have otherwise been forced to haggle for.
    When this option is on, all prices listed in stores will be the
    actual price that you pay for an item, as opposed to the price
    that the shop-keeper will suggest.

***** <stack_allow_items>
Allow weapons and armor to stack    [stack_allow_items]
    Allow identical weapons and armor to be combined into a stack. This
    also allows unidentified, but identical, ammo to be combined, which
    may result in the auto-identification of some of the ammo, but
    which makes it a lot easier to actually use unidentified ammo.

***** <stack_allow_wands>
Allow wands/staffs/rods to stack    [stack_allow_wands]
    Allow identical wands/staffs/rods to be combined into a stack. This
    may force the items to be "unstacked" to use them, which may result
    in "overflow" of the stack. Also, the entire stack can be recharged
    (and possibly destroyed) at the same time.

***** <expand_look>
Expand the power of the look command    [expand_look]
    Expand the "look" command to allow the user to "look" at grids
    which are not actually in view of the player, allowing the
    examination of objects/monsters which have only been detected by
    spells, or sensed via telepathy.

***** <expand_list>
Expand the power of the list commands    [expand_list]
    Expand the "listing" commands so that they "wrap" at the "edges" of
    the appropriate list.  This allows the "look" and "target" commands
    to "cycle" through all appropriate grids forever, and the "identify
    symbol" to browse through all of the monsters of a given type.

***** <auto_destroy>
No query to destroy known worthless items    [auto_destroy]
    It can sometimes be annoying that the Destroy command asks for
    confirmation when you are attempting to destroy a Broken sword
    {cursed}. If this option is set, no confirmation will be asked if
    you attempt to destroy an object which you know to be worthless. Of
    course, cursed artifacts cannot be destroyed even if this option is
    set.

***** <confirm_wear>
Confirm to wear/wield known cursed items    [confirm_wear]
    Some players may occasionally, due to a typing mistake, find
    themselves wearing an item which they knew was cursed. If this
    option is set, you should be safe from such typing mistakes: you
    will be prompted if you attempt to wear or wield an item if your
    character knows it is cursed.

***** <confirm_stairs>
Prompt before exiting a dungeon level    [confirm_stairs]
    Some players (such as myself) often accidentally press the '<' key
    and exit a Special feeling level. If this option is set, the
    program asks for confirmation before you go up or down the stairs.
    Others may find the prompt annoying, they should of course not set
    this option. :-)

***** <easy_open>
Automatically open doors   [easy_open]
    Makes it easy for your character to open a door: simply by walking
    into it! Also the open command will automatically select one
    direction if only one door is near you.

***** <easy_disarm>
Automatically disarm traps   [easy_disarm]
    Makes it easy for your character disarm a trap: simply by walking into
    it! Also the disarm command will automatically select one direction
    if only one known trap is near you.

***** <easy_floor>
Display floor stacks in lists   [easy_floor]
    Lets you select an item from a stack on the floor by browsing a
    list, Also floor stack are described as "You see a stack of n
    items.", when there is more than one item on a floor grid.

***** <use_command>
Allow unified use command   [use_command]
    Unifies the item commands like "zap a rod", "use a staff", "eat
    food", "aim a wand", ... into a general "use object" command. The
    command in the original keymap is "u", and "a" in the roguelike
    mode. The standard commands for eat, quaff, read, zap, aim, ... are
    still available, but can be used for macros.


***** <Disturbance>
=== Disturbance Options ===

***** <ring_bell>
Audible bell (on errors, etc)    [ring_bell]
    Attempt to make a "bell" noise when various "errors" occur.
    
***** <find_ignore_stairs>
Run past stairs    [find_ignore_stairs]
    Ignore stairs when running.

***** <find_ignore_doors>
Run through open doors    [find_ignore_doors]
    Ignore open doors when running.

***** <find_cut>
Run past known corners    [find_cut]
    Cut sharply around "known" corners when running. This will result
    in "faster" running, but may cause you to run into a "lurking"
    monster.

***** <find_examine>
Run into potential corners    [find_examine]
    Fully explore "potential corners" in hallways.

***** <disturb_move>
Disturb whenever any monster moves    [disturb_move]
    Disturb the player when any monster moves, appears, or disappears.
    This includes monsters which are only visible due to telepathy, so
    you should probably turn this option off if you want to "rest" near
    such monsters.

***** <disturb_near>
Disturb whenever viewable monster moves    [disturb_near]
    Disturb the player when any viewable monster moves, whenever any
    monster becomes viewable for the first time, and also whenever any
    viewable monster becomes no longer viewable. This option ignores
    the existence of "telepathy" for the purpose of determining whether
    a monster is "viewable". See also the "view_reduce_view" option.

***** <disturb_panel>
Disturb whenever map panel changes    [disturb_panel]
    This option causes you to be disturbed by the screen "scrolling",
    as it does when you get close to the "edge" of the screen.

***** <disturb_state>
Disturb whenever player state changes    [disturb_state]
    This option causes you to be disturbed whenever the player state
    changes, including changes in hunger, resistance, confusion, etc.

***** <disturb_minor>
Disturb whenever boring things happen    [disturb_minor]
    This option causes you to be disturbed by various bring things,
    including monsters bashing down doors, inventory feelings, and
    beginning to run out of fuel.

***** <disturb_other>
Disturb whenever random things happen    [disturb_other]
    In Zangband, uncursed teleporting items may teleport you around
    sometimes, asking for your confirmation (and possibly disturbing
    your rest). If you unset this option, they will stop asking you
    and teleporting you randomly. Cursed items will neither ask for
    confirmation nor stop teleporting you even if this option is
    unset.

***** <disturb_traps>
Disturb when you leave detection radius    [disturb_traps]
    This option causes you to be disturbed when you move out of an area
    for which you have already cast "detect traps".

***** <alert_failure>
Alert user to various failures    [alert_failure]
    Produce a "bell" noise, and flush all pending input, when various
    "failures" occur, as described above.


***** <GamePlay>
=== Game-play Options ===

***** <last_words>
Get last words when the character dies  [last_words]
    Display a random line from the "death.txt" file when your character 
    dies. If this option is not selected, the "You die." message is
    displayed instead.

***** <speak_unique>
Allow shopkeepers and uniques to speak  [speak_unique]
    If this option is in use, shopkeepers may sometimes whisper rumours
    to you. Also certain monsters start boasting as they attack you,
    and, when they die, they say their 'last words'. A speaking monster
    may also (if the option is selected) be wanted by the law, in which
    case you get the reward if you kill it.

***** <small_levels>
Allow unusually small dungeon levels    [small_levels]
    This option enables the creation of levels of varying sizes. Levels
    that are as small as the town level (i.e. 1 'screen') are possible,
    yet they can be dangerous, especially for a low level character.
    Note that this option has the side effect of enabling / disabling
    'destroyed' levels (they are enabled if small levels are).

***** <empty_levels>
Allow empty 'arena' levels      [empty_levels]
    Normal dungeon levels consist mostly of rock. If this option is in
    use, levels which have empty floor instead of solid rock may  also 
    be created (somewhat remniscent of Nethack's "big-room" levels). 
    These levels can be extremely deadly, especially with breathing
    monsters (since there are few obstructions to shield). Arena levels
    may have vaults, nests and pits in them like normal levels. Some
    arena levels are dark when they are created, but most are lit.

***** <auto_scum>
Auto-scum for good levels    [auto_scum]
    This is a hack but allows you to force the generation of "good"
    levels in the dungeon. This option may be extremely slow on some
    machines, especially deep in the dungeon. The minimum "goodness" of
    the level is based on the dungeon level, so the deeper you go, the
    better the level will be. A lot of people consider this option to
    be cheating.

***** <view_perma_grids>
Map remembers all perma-lit grids    [view_perma_grids]
    Memorize all perma-lit floor grids which are seen by the player.
    This option allows you to keep track of which explored floor grids
    were perma-lit, but does not distinguish between dark floor grids,
    unexplored floor grids, and unknown grids.  Turning off this option
    allows the player to always know which lit floor grids are in line
    of sight, but this is better accomplished by the "view_bright_lite"
    option.  Note that any non-floor grids which is seen by the player
    are always memorized, and "object" which is seen by the player is
    memorized independantly from the memorization of the grid itself.

***** <view_torch_grids>
Map remembers all torch-lit grids    [view_torch_grids]
    Memorize all (torch-lit) floor grids which are seen by the player.
    This option not only allows you to keep track of which floor grids
    have been explored, but also which ones are "dark", because the use
    of this option activates a special "color scheme" for the display
    of floor grids, in which "dark" grids are drawn in "dark gray",
    "lit" grids are drawn in "white", and (if the "view_bright_lite"
    option is set) "lit" grids which are also in line of sight are
    drawn in "orange". Note that grids which are currently "torch-lit"
    are considered to be "lit", and are thus drawn in "white", unless
    the "view_yellow_lite" option is set, in which case they are drawn
    in "yellow".

***** <dungeon_align>
Generate dungeons with aligned rooms    [dungeon_align]
    Force all rooms to be "aligned" with the "panel" divisions. This
    results in a much "prettier" dungeon, but may result in fewer
    greater vaults.

***** <dungeon_stair>
Generate dungeons with connected stairs    [dungeon_stair]
    Always generate a staircase back to the level you came from, if you
    used a staircase to get to the level. This is more "realistic", and
    "safer", but less of a "challenge" for some people.

***** <take_notes>
Allow notes to be appended to a file    [take_notes]
    Allows you to use the ':' command to take notes. The notes will be
    appended to a text file baring the same name and in the same
    directory as your safevile but with the .txt extension.

***** <auto_notes>
Automatically note important events    [auto_notes]
    With this option enabled the game will automatically create a file
    which logs important events such as gaining a level, finding an
    artifact or kiling a Unique. The automatic notes will be
    appended to a text file baring the same name and in the same
    directory as your safevile but with the .txt extension.


***** <Efficiency>
=== Efficiency Options ===

***** <view_reduce_lite>
Reduce lite-radius when running    [view_reduce_lite]
    Reduce the "radius" of the player's "lite" to that of a "torch"
    when the player is "running", which makes running more "efficient",
    but is extremely annoying.  Certain older versions of Angband used
    this behavior always, so "purists" should turn it on.

***** <view_reduce_view>
Reduce view-radius in town    [view_reduce_view]
    Reduce the "radius" of the player's "view" by half when the player
    is in town.  This makes running faster in town, and also allows the
    player to ignore monsters in town which are more than ten grids
    away, which is usually safe, since none have distance attacks.

***** <avoid_abort>
Avoid checking for user abort    [avoid_abort]
    Avoid checking to see if the user has pressed a key during resting
    or running or repeated commands.  This not only makes the game much
    more efficient (on many systems), but also allows the use of
    certain obscure macro sequences, such as turning this option on,
    resting until done, turning this option off, and casting a spell.
    Note that the use of this option may be dangerous on certain
    "graphic" machines. Resting for long periods of time with this
    option set is dangerous since the resting may not stop until the
    user takes damage from starvation.

***** <avoid_other>
Avoid processing special colors    [avoid_other]
    Avoid processing the "multi-hued" or "clear" attributes of
    monsters. This will cause all "multi-hued" monsters to appear
    "violet" and all "clear" monsters to appear "white", and will cause
    "trappers" and "lurkers" to be visible on some machines, but it may
    greatly increase efficiency especially when telepathy is active.
    Certain systems may choose to set this option if they are unable to
    support the special "color" processing, but if they handle graphics
    "correctly", by using attr/char pairs with the "high bits" set,
    then not only will the game correctly avoid using any "dangerous"
    color processing, but it will allow such processing to occur when
    it is not dangerous. So if you are using graphics, and you use a
    "normal" attr/char for the "floor" grids, then you can use the
    "special lighting effects" for floors.

***** <flush_failure>
Flush input on various failures    [flush_failure]
    This option forces the game to flush all pending input whenever
    various "failures" occur, such as failure to cast a spell, failure
    to use a wand, etc. This is very useful if you use macros which
    include "directional" components with commands that can fail, since
    it will prevent you from walking towards monsters when your spells
    fail.

***** <flush_disturb>
Flush input whenever disturbed    [flush_disturb]
    This option forces the game to flush all pending input whenever
    the character is "disturbed". This is useful if you use macros
    which take time, since it will prevent you from continuing your
    macro while being attacked by a monster.

***** <flush_command>
Flush input before every command    [flush_command]
    This option forces the game to flush all pending input before every
    command. This option is silly, unless you are very paranoid.

***** <fresh_before>
Flush output before every command    [fresh_before]
    This option forces the game to flush all output before every
    command. This will give you maximal information, but may slow down
    the game somewhat. Note that this option is only useful when using
    macros, resting, running, or repeating commands, since the output
    is always flushed when the game is waiting for a keypress from the
    user.

***** <fresh_after>
Flush output after every command    [fresh_after]
    This option forces the game to flush all output after not only
    every player command, but also after every round of processing
    monsters and objects, which will give you maximal information, but
    may slow down the game a lot, especially on slower machines, and on
    faster machines you normally do not have a chance to see the
    results anyway.

***** <fresh_message>
Flush output after every message    [fresh_message]
    This option forces the game to flush all output after every message
    displayed by the game.  This will give you maximal information, but
    may slow down the game somewhat.

***** <compress_savefile>
Compress messages in savefiles    [compress_savefile]
    Compress the savefile, by only saving the most recent "messages"
    that the player has received. This can cut the size of the savefile
    by a drastic amount, but will result in the loss of message
    information.


***** <Display>
=== Display Options ===

***** <depth_in_feet>
Show dungeon level in feet    [depth_in_feet]
    Display the dungeon depth in "feet" instead of as an actual level.
    This also affects the monster memory display.

***** <show_labels>
Show labels in object lists    [show_labels]
    Display the "labels" for objects in the "equipment" list, and in
    any "special" window which is displaying the "equipment". These
    labels indicate what the player is "using" the object for, such as
    "wielding" or "wearing" (in a given location). After you have
    played for a while, this information is no longer useful, and can
    be annoying. Note that in Zangband 2.1.0 and later this option no
    longer controls the "plain flavored object descriptions": a
    separate option for them has been added under "Zangband Options".

***** <show_weights>
Show weights in object lists    [show_weights]
    Display the weights of objects in the "inventory" and "equipment"
    lists, and in "stores", and in any "special" window which is
    displaying any of these lists.

***** <use_color>
Use color if possible (slow)    [use_color]
    This option enables the software support for "color". Since this
    makes the game slower, you should always disable this option if you
    are using a machine which is not capable of using color.

***** <hilite_player>
Hilite the player with the cursor    [hilite_player]
    Place the visible cursor on the player. This looks fine on some
    Unix machines, but horrible on most graphics machines. Note that
    only some machines are able to *not* show the cursor, but on those
    machines, hiding the cursor often speeds up the game and looks
    better.

***** <view_yellow_lite>
Use special colors for torch-lit grids    [view_yellow_lite]
    This option causes special colors to be used for "torch-lit" grids
    in certain situations (see the entries for"view_granite_lite" and
    "view_special_lite"). Turning this option off will slightly improve
    game speed.

***** <view_bright_lite>
Use special colors for 'viewable' grids    [view_bright_lite]
    This option causes special colors to be used for non "viewable"
    grids in certain situations (see "view_granite_lite" and
    "view_special_lite"). When this option is set, floor grids which
    are normally drawn in "white" but which are not currently
    "viewable" by the player are instead drawn in "dark gray". This
    makes the "viewable" grids to appear "brighter" than the others,
    allowing the player to easily determine which floor grids are in
    "line of sight". Turning this option off will probably increase the
    speed of the game.

***** <view_granite_lite>
Use special colors for wall grids (slow)    [view_granite_lite]
    This option activates a special color scheme for all "wall" grids
    which are normally drawn in "white" (as walls and rubble normally
    are). When the player is blind, we use "dark gray", else if the
    grid is torch-lit, we use "yellow" (or "white") depending on the
    "view_yellow_lite" option, else if the "view_bright_lite" option is
    set, and the grid is not in line of sight, or the grid is dark, or
    the grid is only "partially" lit, then we use "gray", otherwise we
    use the normal "white". Turning this option off will probably
    increase the speed of the game.

***** <view_special_lite>
Use special colors for floor grids (slow)    [view_special_lite]
    This option activates a special color scheme for all "floor" grids
    which are normally drawn in "white" (as they normally are). When the
    player is blind, we use "dark gray", else if the grid is torch-lit,
    we use "yellow" (or "white") depending on the "view_yellow_lite"
    option, else if the grid is "dark", we use "dark gray", else if the
    "view_bright_lite" option is set, and the grid is not in line of
    sight, we use "gray", otherwise we use the normal "white". Turning
    this option off will probably increase the speed of the game.

***** <plain_descriptions>
Plain object descriptions    [plain_descriptions]
    In Zangband, this option disables "full" names for identified
    'flavored' objects, in other words, if this option is not in use,
    an identified Potion of Speed could be listed (for example) as a
    Blue Potion of Speed. If you prefer simpler, less verbose
    descriptions, set this option.

***** <center_player>
Always center on the player   [center_player]
    Scrolls the map with each move the player makes so as to keep the
    player at the center of the map.  This reduces the chance of the
    player being hit by an offscreen breath.

***** <avoid_center>
Avoid centering while running   [avoid_center]
    Turns off the player centering option when running.

***** <monster_light>
Allow monsters to carry lights   [monster_light]
    With this option on, monsters that should glow (eg. fire vortexes)
    and monsters that would normally require light to move around (eg.
    humanoids) will give off light.


***** <StartUp>
=== Birth Options ===

While cheating makes the game easier, the following options can make
Zangband harder. So if you think the game is too easy, or if you want
to impress your friends, then switch on the following options. The
startup-options can only be accessed while creating a new character
(press '=' while creating the character). There is no way to turn them
off after the creation is finished!

***** <stupid_monsters>
Monsters behave stupidly    [stupid_monsters]
    Zangband 2.1.0 incorporates Keldon Jones' improved monster
    Artificial Intelligence patch. While this patch most certainly
    makes monsters behave more realistically, they will also be more
    deadly with the improved AI. If you are a sissy, set this option to
    get the old, really stupid monster AI.
    Note that the new AI is a bit processing power expensive. If you
    have an old computer (386sx) and Zangband is running too slowly,
    you could try turning stupid_monsters on. Or buying that Pentium II
    so you can run Zangband. :-)

***** <vanilla_town>
Use 'vanilla' town without quests and wilderness   [vanilla_town]
    Uses the basic town known from the standard Angband and older
    versions of Zangband. This town is only one screen in size and
    contains only the 8 Zangband stores, your home, and the stairs to
    the dungeon. If you use the 'vanilla' town, then there is no
    wilderness, no special buildings and no set quests (but you can
    still use the random quests). This also speeds up the game on
    slower machines, since the wilderness doesn't need to be created.

***** <ironman_shops>
Stores are permanently closed   [ironman_shops]
    This option closes all shops. Try to survive in the deeps of
    the dungeon without supplies from town.

***** <ironman_small_levels>
Always create unusually small dungeon levels   [ironman_small_levels]
    If this option is enabled, then every level will be smaller than
    usual. See the 'Allow unusually small dungeon levels' option above.

***** <ironman_downward>
Don't allow climbing upwards/recalling    [ironman_downward]
    You are not allowed to climb upwards, or recall to town. All stairs
    are downstairs and every time you teleport level, you'll teleport
    to a deeper level. This option may be dangerous in combination with
    the 'small_levels' options, since the creation of quest-monsters
    may fail on very cramped levels, trapping you on the level with no
    stairs up or down.

***** <ironman_autoscum>
Permanently enable the autoscummer   [ironman_autoscum]
    This option switches the "autoscummer" permanently on, so that only
    "good" levels are created.  This can mean, that there are good
    items on this level, or that the level is protected by especially
    powerful monsters. In Zangband it often is the later, so use this
    option with care.

***** <ironman_hard_quests>
Quest monsters get reinforcements   [ironman_hard_quests]
    Using 'hard quests' mode makes the random quests harder, because
    you have to kill all monsters at the same visit to the quest level.
    If you leave the level while some quest monsters are still alive,
    then all killed quest monsters are revived on your next visit.

***** <ironman_empty_levels>
Always create empty 'arena' levels   [ironman_empty_levels]
    If this option is enabled, then every level will be an arena level.
    See the 'Allow empty 'arena' levels' option above.

***** <terrain_streams>
Create terrain 'streamers' in the dungeon   [terrain_streams]
    Allows the creation of terrain streamers in the dungeon. This
    allows the creation of 'lakes' and 'rivers' of water, lava and
    trees.

***** <ironman_moria>
The good old days ...   [ironman_moria]
    This option induces Zangband to mimic certain aspects of the game
    of Moria.  This includes the lack of colour, inability to gain the
    high resists, no tragetting, and several other changes to game
    play.

***** <munchkin_death>
Ask for saving death   [munchkin_death]
    If your character dies and this option is enabled, you will be
    asked if you will be given the opportunity to avoid dying.
    Enabling this option will prevent your character's score from being
    entered into the high-score table and is considered cheating.

***** <ironman_rooms>
Always generate very unusual rooms   [ironman_rooms]
    Forces the game to always generate intersting rooms such as pits,
    nests and vaults. You will consequently find lots of out-of-depth
    items and monsters.

***** <maximize_mode>
Maximize stats   [maximize_mode]
    The "maximize" flag, if set when the character was created, causes
    the "race" and "class" stat bonuses to be applied as "equipment"
    bonuses. This usually makes the character harder at the beginning
    of the game, but easier later on, since the stats are no longer
    limited to a "natural" value of "18/100".

***** <preserve_mode>
Preserve artifacts  [preserve_mode]
    The "preserve" flag, if set when the character was created, cancels
    all level feelings of the "special" variety, but allows "missed"
    artifacts to be "saved" by wandering monsters and found again at a
    later time. This only works for non-identified artifacts. Anything
    that would have caused a 'special' feeling contributes to the level
    feeling that your character receives instead.

***** <autoroller>
Specify 'minimal' stats   [autoroller]
    Allows you to make use of the autoroller.

***** <point_based>
Generate character using a point system   [point_based]
    Allows you to specify your character's starting statistics using a
    point-based allocation system. You start with a certain number of
    points which may be allocted to your different statistics. As your
    stats increase, it takes more points to increase them further. If
    you do not use all your points, you will be rewarded with gold
    coins.

***** <silly_monsters>
Allow silly monsters   [silly_monsters]
    This option controls whether or not some of the 'joke' monsters
    will be generated.

***** <ironman_nightmare>
Nightmare mode   [ironman_nightmare]
    It isn't even remotely fair - don't say we didn't warn you!


***** <AI>
=== Artificial Intelligence Options ===

***** <smart_packs>
Pack monsters use new AI    [smart_packs]
    Allows monsters which normally appear in groups to behave
    "smarter".


***** <Testing>
=== Testing Options ===

***** <testing_stack>
Allow objects to stack on the floor   [testing_stack]
    Allows a cave grid to hold more than one object (or one kind of
    object).


***** <BaseDelay>
=== Base Delay Factor ===

The "delay_factor" value, if non-zero, is used to "slow down" the game,
which is useful to allow you to "observe" the temporal effects of bolt,
beam, and ball attacks. The actual delay is equal to "delay_factor"
cubed, in milliseconds.


***** <Hitpoint>
=== Hitpoint Warning ===

The "hitpoint_warn" value, if non-zero, is the percentage of maximal
hitpoints at which the player is warned that he may die. It is also
used as the cut-off for using red to display both hitpoints and mana.


***** <Autosave>
=== Autosave Options ===

Ideally, the game should be so stable that these options are not needed
at all. However, even if the game were 100% reliable (which it, to be
frank, probably is not), the user might forget to and his hardware
could fail him. For all of these reasons, you may want to use these
options:

***** <autosave_l>
Autosave when entering new levels    [autosave_l]
        If this option is set, the program will attempt to save your
        character every time before creating a new dungeon level.
        Useful if you experience hangups in level generation (although
        these should have been eliminated in 2.1.0).

***** <autosave_t>
Timed autosave    [autosave_t]
        If this option is set, the program will attempt to save your
        character every n game turns, where n is the "frequency".
        To set frequency press n: it will increase the frequency
        to the next category (and from 25000 to 0), the categories
        being every 50, 100, 250, 500, 1000, 2500, 5000, 10000 and
        25000 turns. Note that the frequency must be higher than 0
        and the "Timed autosave" set to "yes" for timed autosaves
        to take place.


***** <Window>
=== Window Flags ===

Selects what kind of information is displayed in which window.


***** <Cheating>
=== Cheating Options ===

Using the cheating options marks your character as "Cheater" and
you won't get into the high-score list.  Turning off the cheating
options later does NOT allow your character to get a highscore entry,
so think twice before using any cheat.

***** <cheat_peek>
Peek into object creation    [cheat_peek]
    Cheaters never win.  But they can peek at object creation.

***** <cheat_hear>
Peek into monster creation    [cheat_hear]
    Cheaters never win.  But they can peek at monster creation.

***** <cheat_room>
Peek into dungeon creation    [cheat_room]
    Cheaters never win.  But they can peek at room creation.

***** <cheat_xtra>
Peek into something else    [cheat_xtra]
    Cheaters never win.  But they can see debugging messages.

***** <cheat_know>
Know complete monster info    [cheat_know]
    Cheaters never win.  But they can know all about monsters.

***** <cheat_live>
Allow player to avoid death    [cheat_live]
    Cheaters never win.  But they can cheat death.


--
Original   : Ben Harrison
Updated    : Zangband 2.1.* by Topi Ylinen
Updated    : Zangband 2.2.0 through 2.2.6c by Robert Ruehlmann
Updated    : Zangband DevTeam
Last update: December 28, 2000

