|||||oy ~~~~~05|Options #####R=== Options and Effects (ToME 2.1.x) === 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 textual description of the option. Note that the internal name of the option can be used in user pref files to force the option to a given setting, see *****command.txt*105["command.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). ~~~~~06|Options|Startup #####R=== Birth/Startup Options === The birth or startup options are only able to be changed during character creation, and can be accessed by typing = during the creation process. They can also be viewed from the option menu while playing, but not changed then. #####GMaximise stats [maximize] Maximise 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". #####GPreserve artifacts [preserve] Preserve artifacts 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. #####GSpecify 'minimal' stats [autoroll] Uses the standard autoroller for character creation. This allows the player to specify a series of minimum values for the stats, and the game will keep rerolling until it achieves them (or 1 million rolls, whichever comes first). Be warned however, that there is a maximum power permitted for a starting character. Setting one stat to near maximum is easily achievable, 2 is reasonable, but 3 would require the remaining 3 stats to be near their minimum values. #####GGenerate character using a point system [point_based] Allows the player to split a certain amount of points around their stats. It results in the player being able to get one or two really high stats, at the expense of other not-so-important stats. Unused points convert into starting gold for the player. #####GGenerate persistent dungeons [permanent_levels] Setting this option means that level 1 of the dungeon will always have the same dungeon map each time you visit it (like the Nethack dungeon). #####GAlways generate very unusual rooms [ironman_rooms] Tries to place a special room or vault on every dungeon level. Very fun, but extremely deadly - imagine that GCV with Lokkak on dungeon level 1! #####GAllow notes to be written to a file [take_notes] Allows any player written notes (with the "|" command) to be written to a file and kept (instead of being put in the message list). #####GAutomatically note important events [auto_notes] Used in conjunction with the take_notes option, this option makes a note each time you gain a level, kill a unique, find an artifact, etc. #####GFast autoroller (NOT on multiuser systems) [fast_autoroller] The normal autoroller has a built in delay that help prevent it from overloading a system. This option reduces that delay, allowing characters to be rolled in a much shorter time, but should not be used on multiuser systems. #####GAllow use of lovercraftian monsters [cth_monsters] Allows monsters flagged as being from the Lovercraftian universe to be generated. #####GAllow use of 'Zangbandish' monsters [zang_monsters] Allows monsters flagged as being from the Zangband variant of Angband to be generated, they are generally silly, but not really joke. #####GAllow use of some 'joke' monsters [joke_monsters] Allows monsters flagged as being some of DarkGod's jokes to be generated. #####GAlways make small levels [always_small_level] Overwrites the in-game option of small_levels, generating smaller levels whenever possible. #####GYou can receive fates, good or bad [fate_option] Allows the player to turn off ToME's *****fatespoi.txt*0[fates] for that character. ~~~~~07|Options|Ingame #####RIN GAME OPTIONS #####R=============== These options are available from within the game, and can be toggled on and off at will during the course of the game. ~~~~~08|Options|Interface #####R=== Option Set 1 -- User Interface === #####GRogue-like commands [rogue_like_commands] Selects the "roguelike" command set (see *****command.txt*0["command.txt"] for info). ~~~~~1 #####GActivate 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. #####GPrompt for various information [other_query_flag] No longer used. #####GPrompt 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. ~~~~~4 #####GUse 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. #####GPick 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" (Prompt before picking things up), allows you to selectively pick up all items which you step on. #####GPrompt before picking up heavy objects [prompt_pickup_heavy] Generates a prompt whenever the character tries to pick up an item that would slow them down. #####GRepeat 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*0["command.txt"]). #####GShow dungeon level in feet [depth_in_feet] Display the dungeon depth in "feet" instead of as an actual level (one level is equivalent to 50'). This also affects the monster memory display. #####GMerge 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. #####GMerge 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. #####GShow 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 ToME this option no longer controls the "plain flavoured object descriptions": a separate option for them has been added under "ToME Options". #####GShow 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. #####GShow graphics in inventory list [show_inven_graph] Display the graphics of objects in the "inventory" list, and in any "special" window which is displaying the "inventory" list. #####GShow graphics in equipment list [show_equip_graph] Display the graphics of objects in the "equipment" list, and in any "special" window which is displaying the "equipment" list. #####GShow graphics in stores [show_store_graph] Display the graphics of objects in the "store" list. #####GShow choices in certain sub-windows [show_choices] Indicate legal choices in "special" windows which display lists. #####GShow details in certain sub-windows [show_details] Indicate extra details in "special" windows, currently used to activate the display of "death counts" and "monster descriptions" when recalling details about a monster. #####GAudible bell (on errors, etc) [ring_bell] Attempt to make a "bell" noise when various "errors" occur. #####GUse 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. ~~~~~09|Options|Disturbance #####R=== Option Set 2 -- Disturbance === #####GRun past stairs [find_ignore_stairs] Ignore stairs when running. #####GRun through open doors [find_ignore_doors] Ignore open doors when running. #####GRun 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. #####GRun into potential corners [find_examine] Fully explore "potential corners" in hallways. #####GDisturb 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. #####GDisturb 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. #####GDisturb 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. #####GDisturb whenever leaving trap-detected area [disturb_detect] This option causes you to be disturbed whenever you are leaving a trap-detected area. #####GDisturb 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. #####GDisturb whenever boring things happen [disturb_minor] This option causes you to be disturbed by various boring things, including monsters bashing down doors, inventory feelings, and beginning to run out of fuel. #####GDisturb whenever random things happen [disturb_other] In ToME, 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. #####GAlert user to critical hitpoints [alert_hitpoint] Produce a "bell" noise, and flushes all pending input, when your hitpoints reach the "critical point" chosen elsewhere, preventing stupid deaths. #####GAlert user to various failures [alert_failure] Produce a "bell" noise, and flushes all pending input, when various "failures" occur, as described above. #####GGet 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. #####GAllow 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. #####GNo 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. #####GConfirm 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. #####GPrompt 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. :-) #####GDisturb when visible pets move [disturb_pets] The player may wish that some of the disturbance options do not apply to pets: for example, it can be annoying if your rest is always disturbed by a pet dog who pops in every now and then. By default, pets do not disturb you even if full monster disturbance options are set. If you want your pets to disturb you like normal monsters, set this option. #####GAutomatically open doors [easy_open] Opens (and unlocks) doors by walking into them. #####GAutomatically disarm traps [easy_disarm] Disarms traps by walking into/over them. #####GAutomatically tunnel walls [easy_tunnel] Automatically tunnels into walls by walking into them. ~~~~~10|Options|Game-play #####R=== Option Set 3 -- Game-play === #####GAuto-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. #####GAuto-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. #####GAllow 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. #####GAllow 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. #####GExpand 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. #####GExpand 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. #####GMap remembers all perma-lit grids [view_perma_grids] Memorise 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 memorised, and "object" which is seen by the player is memorised independently from the memorisation of the grid itself. #####GMap 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". #####GAllow some monsters to carry light [monster_lite] This option allows some monsters to carry light sources around with them, lighting up the space around them. It can also allow you to see when some monsters are heading your way before they reach the bend in the corridor that you are hiding behind . . . #####GGenerate 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. #####GGenerate 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. #####GMonsters chase current location (v.slow) [flow_by_sound] Allow monsters to make paths to the player when they are nearby. This option is extremely slow, but can produce viciously smart monsters. #####GMonsters chase recent locations (v.slow) [flow_by_smell] As above, but also allow monsters to take advantage of "old" trails that you may have left in the dungeon. ~~~~~3 #####GUse special symbols for the player char [player_symbols] If this option has been compiled in, it allows you to display your character using race / class / sex dependent colours and graphical symbols. Note that the support for this option may not have been compiled in on all platforms. #####GPlain object descriptions [plain_descriptions] In ToME, 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. #####GMonsters learn from their mistakes [smart_learn] Allow monsters to learn what spell attacks you are resistant to, and to use this information to choose the best attacks. #####GMonsters exploit players weaknesses [smart_cheat] Allow monsters to know what spell attacks you are resistant to, and to use this information to choose the best attacks. #####GMonsters behave stupidly [stupid_monsters] ToME 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 ToME is running too slowly, you could try turning stupid_monsters on. Or buying that Pentium II so you can run ToME. :-) #####GAllow 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). #####GAllow empty 'arena' levels [empty_levels] Normal dungeon levels consist mostly of rock. If this option is in use, levels which have empty floor instead of solid rock may also be created (somewhat reminiscent of Nethack's "big-room" levels). These levels can be extremely deadly, especially with breathing monsters (since there are few obstructions to shield). Arena levels may have vaults, nests and pits in them like normal levels. Some arena levels are dark when they are created, but most are lit. ~~~~~11|Options|Efficiency #####R=== Option Set 4 -- Efficiency === #####GReduce 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. #####GReduce view-radius in town [view_reduce_view] No longer in use. #####GAvoid 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. #####GAvoid 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. #####GFlush 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. #####GFlush 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. #####GFlush 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. #####GFlush 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. #####GFlush 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. #####GFlush 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. #####GCompress 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. ~~~~~2 #####GHilite 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. #####GUse 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 "view_granite_lite" and "view_special_lite"). Turning this option off will slightly improve game speed. #####GUse 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. #####GUse 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. #####GUse 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. #####GCentre the view on the player (very slow) [center_player] Keeps the player's character in the centre of the screen, and moves the dungeon around the player. Can be useful to prevent off-screen breaths. ~~~~~12|Options|ToME Options #####R=== ToME Options === Features which are unique to ToME are collected in this menu. #####GIngame contextual help [ingame_help] Setting this option allows the game to trigger a help message the first time you come across an item or some other trigger. Very useful for new players, more experienced players may wish to switch this option off. #####GShow the experience needed for the next level [exp_need] Setting this option to yes alters the display of experience on the left of the main screen to the experience needed to reach the next character level, instead of the character's current total experience. #####GUse the old(Z) coloring scheme(reload the game) [old_colors] Setting this option to yes toggles the ASCII game color display from the standard Angband monster colors to the Z-based monster colors. Since this alters the display and monster memory display, you need to reload the game when you alter this setting before it will display the new colors. #####GAutomatically clear '-more-' prompts [auto_more] Setting this option to yes automatically clears any messages from the top of the window. Be warned that this could be dangerous - as you don't actually get to see the messages unless you use ^P. #####GPlayer char represent his/her health [player_char_health] Setting this option to yes only affects the player character when playing in ASCII. As the player becomes injured, their icon changes to a figure representing the percentage of health remaining, for example if they are down to 68% of their maximum hitpoints, their character will be a '6' instead of a '@'. The character used only starts changing once the player has lost at least 30% of their maximum hitpoints. #####GStats are represented in a linear way [linear_stats] Setting this option to yes alters the display of character stats from 3-18/220 to 3-38. #####GIn option windows, just omit the select char [inventory_no_move] If this option is set, the equipment/inventory windows don't move items around when a prompt ask for an item. #####R=== Stacking Options === In ToME items are allowed to stack on floors and monsters are allowed to maintain inventories. These features are enabled by default, and aren't accessible through the option menu, but can still be disabled through user pref files (see *****command.txt*105["command.txt"]). #####GAllow objects to stack on the floor [testing_stack] Allows a cave grid to hold more than one object (or one kind of object). #####GAllow monsters to carry objects [testing_carry] If this option is set, monsters which "pick up" objects will drop the objects they were carrying when you kill them. Note that monsters which "crush" objects are not affected by this option. ~~~~~13|Options|Base Delay Factor #####R=== 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. Frequently used factors are 2 or 3. ~~~~~14|Options|Hitpoint Warning #####R=== 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. It is entered as a value between 0 and 9 (0% and 90%). ~~~~~15|Options|Autosave #####R=== 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: #####GAutosave 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 any game or computer crashes (or your dog enjoys kicking your power cords out of the wall like mine does!). #####GTimed 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. ~~~~~16|Options|Automatizer #####R=== The Automatizer === Allows you to set options for the game to automatically destroy or pick up objects when you identify them, for example skeletons, essences, cursed daggers, etc. Useful for reducing the clutter in the dungeon, and reducing the amount of loot to have to sort through. This *****automat.txt*0[Tutorial] may help you. ~~~~~17|Options|Window Flags #####R=== Window Flags === Selects what kind of information is displayed in which window. You can select a window to be able to toggle between 2 different sets of information (e.g. Basic Character stats and monster recall) by pressing the "y" key over the second display option. ~~~~~18|Options|Cheating #####R=== Cheating Options === #####GPeek into object creation [cheat_peek] Cheaters never win. But they can peek at object creation. #####GPeek into monster creation [cheat_hear] Cheaters never win. But they can peek at monster creation. #####GPeek into dungeon creation [cheat_room] Cheaters never win. But they can peek at room creation. #####GPeek into something else [cheat_xtra] Cheaters never win. But they can see debugging messages. #####GKnow complete monster info [cheat_know] Cheaters never win. But they can know all about monsters. #####GAllow player to avoid death [cheat_live] Cheaters never win. But they can cheat death. ~~~~~19|Options|Dump/Load Options #####R=== Dump Options === Allows the player to save their options to a file (defaults to charname.prf) so that they can reload them into other character files. #####R=== Load Options === Allows the player to load a preference file saved through the "Dump Options" command in another character file, hence saving all the initial time of having to reset all the options every time you wish to play. +++ Ben +++ (Updated by Dark God and Dawnmist for ToME)