diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt new file mode 100644 index 000000000..239d0353f --- /dev/null +++ b/doc/Guidebook.txt @@ -0,0 +1,2970 @@ + + + + + + + + + + + A Guide to the Mazes of Menace + (Guidebook for NetHack 3.3) + + + Eric S. Raymond + (Extensively edited and expanded for 3.0 by Mike Threepoint) + + + + 1. Introduction + + Recently, you have begun to find yourself unfulfilled and distant + in your daily occupation. Strange dreams of prospecting, steal- + ing, crusading, and combat have haunted you in your sleep for + many months, but you aren't sure of the reason. You wonder + whether you have in fact been having those dreams all your life, + and somehow managed to forget about them until now. Some nights + you awaken suddenly and cry out, terrified at the vivid recollec- + tion of the strange and powerful creatures that seem to be lurk- + ing behind every corner of the dungeon in your dream. Could + these details haunting your dreams be real? As each night passes, + you feel the desire to enter the mysterious caverns near the + ruins grow stronger. Each morning, however, you quickly put the + idea out of your head as you recall the tales of those who en- + tered the caverns before you and did not return. Eventually you + can resist the yearning to seek out the fantastic place in your + dreams no longer. After all, when other adventurers came back + this way after spending time in the caverns, they usually seemed + better off than when they passed through the first time. And who + was to say that all of those who did not return had not just kept + going? + + + Asking around, you hear about a bauble, called the Amulet of + Yendor by some, which, if you can find it, will bring you great + wealth. One legend you were told even mentioned that the one who + finds the amulet will be granted immortality by the gods. The + amulet is rumored to be somewhere beyond the Valley of Gehennom, + deep within the Mazes of Menace. Upon hearing the legends, you + immediately realize that there is some profound and undiscovered + reason that you are to descend into the caverns and seek out that + amulet of which they spoke. Even if the rumors of the amulet's + powers are untrue, you decide that you should at least be able to + sell the tales of your adventures to the local minstrels for a + tidy sum, especially if you encounter any of the terrifying and + magical creatures of your dreams along the way. You spend one + last night fortifying yourself at the local inn, becoming more + and more depressed as you watch the odds of your success being + posted on the inn's walls getting lower and lower. + + + + NetHack Guidebook 1 + + + + + + + NetHack Guidebook 2 + + + In the morning you awake, collect your belongings, and set + off for the dungeon. After several days of uneventful travel, + you see the ancient ruins that mark the entrance to the Mazes of + Menace. It is late at night, so you make camp at the entrance + and spend the night sleeping under the open skies. In the morn- + ing, you gather your gear, eat what may be your last meal out- + side, and enter the dungeon... + + + 2. What is going on here? + + You have just begun a game of NetHack. Your goal is to grab + as much treasure as you can, retrieve the Amulet of Yendor, and + escape the Mazes of Menace alive. + + Your abilities and strengths for dealing with the hazards of + adventure will vary with your background and training: + + Archeologists understand dungeons pretty well; this enables + them to move quickly and sneak up on the local nasties. They + start equipped with the tools for a proper scientific expedition. + + Barbarians are warriors out of the hinterland, hardened to + battle. They begin their quests with naught but uncommon + strength, a trusty hauberk, and a great two-handed sword. + + Cavemen and Cavewomen start with exceptional strength but, + unfortunately, with neolithic weapons. + + Healers are wise in medicine and apothecary. They know the + herbs and simples that can restore vitality, ease pain, anesthe- + tize, and neutralize poisons; and with their instruments, they + can divine a being's state of health or sickness. Their medical + practice earns them quite reasonable amounts of money, with which + they enter the dungeon. + + Knights are distinguished from the common skirmisher by + their devotion to the ideals of chivalry and by the surpassing + excellence of their armor. + + Monks are ascetics, who by rigorous practice of physical and + mental disciplines have become capable of fighting as effectively + without weapons as with. They wear no armor but make up for it + with increased mobility. + + Priests and Priestesses are clerics militant, crusaders ad- + vancing the cause of righteousness with arms, armor, and arts + thaumaturgic. Their ability to commune with deities via prayer + occasionally extricates them from peril, but can also put them in + it. + + Rangers are most at home in the woods, and some say slightly + out of place in a dungeon. They are, however, experts in archery + as well as tracking and stealthy movement. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 3 + + + Rogues are agile and stealthy thieves, with knowledge of + locks, traps, and poisons. Their advantage lies in surprise, + which they employ to great advantage. + + Samurai are the elite warriors of feudal Nippon. They are + lightly armored and quick, and wear the dai-sho, two swords of + the deadliest keenness. + + Tourists start out with lots of gold (suitable for shopping + with), a credit card, lots of food, some maps, and an expensive + camera. Most monsters don't like being photographed. + + Valkyries are hardy warrior women. Their upbringing in the + harsh Northlands makes them strong, inures them to extremes of + cold, and instills in them stealth and cunning. + + Wizards start out with a knowledge of magic, a selection of + magical items, and a particular affinity for dweomercraft. + Although seemingly weak and easy to overcome at first sight, an + experienced Wizard is a deadly foe. + + You may also choose the race of your character: + + Dwarves are smaller than humans or elves, but are stocky and + solid individuals. Dwarves' most notable trait is their great + expertise in mining and metalwork. Dwarvish armor is said to be + second in quality not even to the mithril armor of the Elves. + + Elves are agile, quick, and perceptive; very little of what + goes on will escape an Elf. The quality of Elven craftsmanship + often gives them an advantage in arms and armor. + + Gnomes are smaller than but generally similar to dwarves. + Gnomes are known to be expert miners, and it is known that a + secret underground mine complex built by this race exists within + the Mazes of Menace, filled with both riches and danger. + + Humans are by far the most common race of the surface world, + and are thus the norm by which other races are often compared. + Although they have no special abilities, they can succeed in any + role. + + Orcs are a cruel and barbaric race that hate every living + thing (including other orcs). Above all others, Orcs hate Elves + with a passion unequalled, and will go out of their way to kill + one at any opportunity. The armor and weapons fashioned by the + Orcs are typically of inferior quality. + + 3. What do all those things on the screen mean? + + On the screen is kept a map of where you have been and what + you have seen on the current dungeon level; as you explore more + of the level, it appears on the screen in front of you. + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 4 + + + When NetHack's ancestor rogue first appeared, its screen + orientation was almost unique among computer fantasy games. + Since then, screen orientation has become the norm rather than + the exception; NetHack continues this fine tradition. Unlike + text adventure games that accept commands in pseudo-English sen- + tences and explain the results in words, NetHack commands are all + one or two keystrokes and the results are displayed graphically + on the screen. A minimum screen size of 24 lines by 80 columns + is recommended; if the screen is larger, only a 21x80 section + will be used for the map. + + NetHack can even be played by blind players, with the assis- + tance of Braille readers or speech synthesisers. Instructions + for configuring NetHack for the blind are included later in this + document. + + NetHack generates a new dungeon every time you play it; even + the authors still find it an entertaining and exciting game + despite having won several times. + + NetHack offers a variety of display options. The options + available to you will vary from port to port, depending on the + capabilities of your hardware and software, and whether various + compile-time options were enabled when your executable was creat- + ed. The three possible display options are: a monochrome charac- + ter interface, a color character interface, and a graphical in- + terface using small pictures called tiles. The two character in- + terfaces allow fonts with other characters to be substituted, but + the default assignments use standard ASCII characters to + represent everything. There is no difference between the various + display options with respect to game play. Because we cannot + reproduce the tiles or colors in the Guidebook, and because it is + common to all ports, we will use the default ASCII characters + from the monochrome character display when referring to things + you might see on the screen during your game. + + In order to understand what is going on in NetHack, first + you must understand what NetHack is doing with the screen. The + NetHack screen replaces the ``You see ...'' descriptions of text + adventure games. Figure 1 is a sample of what a NetHack screen + might look like. + + _______________________________________________________________________ + The bat bites! + + ------ + |....| ---------- + |.<..|####...@...$.| + |....-# |...B....+ + |....| |.d......| + ------ -------|-- + + + + Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 5 + + + Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak + + _______________________________________________________________________ + Figure 1 + + + 3.1. The status lines (bottom) + + The bottom two lines of the screen contain several cryptic + pieces of information describing your current status. If either + status line becomes longer than the width of the screen, you + might not see all of it. Here are explanations of what the vari- + ous status items mean (though your configuration may not have all + the status items listed below): + + Rank + Your character's name and professional ranking (based on the + experience level, see below). + + Strength + A measure of your character's strength; one of your six + basic attributes. Your attributes can range from 3 to 18 + inclusive (occasionally you may get super-strengths of the + form 18/xx). The higher your strength, the stronger you + are. Strength affects how successfully you perform physical + tasks, how much damage you do in combat, and how much loot + you can carry. + + Dexterity + Dexterity affects your chances to hit in combat, to avoid + traps, and do other tasks requiring agility or manipulation + of objects. + + Constitution + Constitution affects your ability to recover from injuries + and other strains on your stamina. + + Intelligence + Intelligence affects your ability to cast spells and read + spellbooks. + + Wisdom + Wisdom comes from your practical experience (especially when + dealing with magic). It affects your magical energy. + + Charisma + Charisma affects how certain creatures react toward you. In + particular, it can affect the prices shopkeepers offer you. + + Alignment + Lawful, Neutral, or Chaotic. Often, Lawful is taken as good + and Chaotic as evil, but legal and ethical do not always + coincide. Your alignment influences how other monsters + react toward you. Monsters of a like alignment are more + likely to be non-aggressive, while those of an opposing + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 6 + + + alignment are more likely to be seriously offended at your + presence. + + Dungeon Level + How deep you are in the dungeon. You start at level one and + the number increases as you go deeper into the dungeon. + Some levels are special, and are identified by a name and + not a number. The Amulet of Yendor is reputed to be some- + where beneath the twentieth level. + + Gold + The number of gold pieces you are openly carrying. Gold + which you have concealed in containers is not counted. + + Hit Points + Your current and maximum hit points. Hit points indicate + how much damage you can take before you die. The more you + get hit in a fight, the lower they get. You can regain hit + points by resting, or by using certain magical items or + spells. The number in parentheses is the maximum number + your hit points can reach. + + Power + Spell points. This tells you how much mystic energy (mana) + you have available for spell casting. Again, resting will + regenerate the amount available. + + Armor Class + A measure of how effectively your armor stops blows from un- + friendly creatures. The lower this number is, the more ef- + fective the armor; it is quite possible to have negative ar- + mor class. + + Experience + Your current experience level and experience points. As you + adventure, you gain experience points. At certain experi- + ence point totals, you gain an experience level. The more + experienced you are, the better you fight and withstand mag- + ical attacks. Many dungeons show only your experience level + here. + + Time + The number of turns elapsed so far, displayed if you have + the time option set. + + Hunger status + Your current hunger status, ranging from Satiated down to + Fainting. If your hunger status is normal, it is not + displayed. + + Additional status flags may appear after the hunger status: + Conf when you're confused, FoodPois or Ill when sick, Blind when + you can't see, Stun when stunned, and Hallu when hallucinating. + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 7 + + + 3.2. The message line (top) + + The top line of the screen is reserved for messages that + describe things that are impossible to represent visually. If + you see a ``--More--'' on the top line, this means that NetHack + has another message to display on the screen, but it wants to + make certain that you've read the one that is there first. To + read the next message, just press the space bar. + + 3.3. The map (rest of the screen) + + The rest of the screen is the map of the level as you have + explored it so far. Each symbol on the screen represents some- + thing. You can set various graphics options to change some of + the symbols the game uses; otherwise, the game will use default + symbols. Here is a list of what the default symbols mean: + + - and | + The walls of a room, or an open door. Or a grave (|). + + . The floor of a room, ice, or a doorless doorway. + + # A corridor, or iron bars, or a tree, or possibly a kitchen + sink (if your dungeon has sinks), or a drawbridge. + + > Stairs down: a way to the next level. + + < Stairs up: a way to the previous level. + + + A closed door, or a spellbook containing a spell you may be + able to learn. + + @ Your character or a human. + + $ A pile of gold. + + ^ A trap (once you have detected it). + + ) A weapon. + + [ A suit or piece of armor. + + % Something edible (not necessarily healthy). + + ? A scroll. + + / A wand. + + = A ring. + + ! A potion. + + ( A useful item (pick-axe, key, lamp...). + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 8 + + + " An amulet or a spider web. + + * A gem or rock (possibly valuable, possibly worthless). + + ` A boulder or statue. + + 0 An iron ball. + + _ An altar, or an iron chain. + + { A fountain. + + } A pool of water or moat or a pool of lava. + + \ An opulent throne. + + a-zA-Z and other symbols + Letters and certain other symbols represent the various in- + habitants of the Mazes of Menace. Watch out, they can be + nasty and vicious. Sometimes, however, they can be helpful. + + You need not memorize all these symbols; you can ask the + game what any symbol represents with the `/' command (see the + next section for more info). + + + 4. Commands + + Commands are initiated by typing one or two characters. + Some commands, like ``search'', do not require that any more in- + formation be collected by NetHack. Other commands might require + additional information, for example a direction, or an object to + be used. For those commands that require additional information, + NetHack will present you with either a menu of choices or with a + command line prompt requesting information. Which you are + presented with will depend chiefly on how you have set the menus- + tyle option. + + For example, a common question, in the form ``What do you + want to use? [a-zA-Z ?*]'', asks you to choose an object you are + carrying. Here, ``a-zA-Z'' are the inventory letters of your + possible choices. Typing `?' gives you an inventory list of + these items, so you can see what each letter refers to. In this + example, there is also a `*' indicating that you may choose an + object not on the list, if you wanted to use something unexpect- + ed. Typing a `*' lists your entire inventory, so you can see the + inventory letters of every object you're carrying. Finally, if + you change your mind and decide you don't want to do this command + after all, you can press the ESC key to abort the command. + + You can put a number before some commands to repeat them + that many times; for example, ``10s'' will search ten times. If + you have the number_pad option set, you must type `n' to prefix a + count, so the example above would be typed ``n10s'' instead. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 9 + + + Commands for which counts make no sense ignore them. In addi- + tion, movement commands can be prefixed for greater control (see + below). To cancel a count or a prefix, press the ESC key. + + The list of commands is rather long, but it can be read at + any time during the game through the `?' command, which accesses + a menu of helpful texts. Here are the commands for your refer- + ence: + + ? Help menu: display one of several help texts available. + + / Tell what a symbol represents. You may choose to specify a + location or type a symbol (or even a whole word) to explain. + Specifying a location is done by moving the cursor to a par- + ticular spot on the map and then pressing one of `.', `,', + `;', or `:'. `.' will explain the symbol at the chosen lo- + cation, conditionally check for ``More info?'' depending + upon whether the help option is on, and then you will be + asked to pick another location; `,' will explain the symbol + but skip any additional information; `;' will skip addition- + al info and also not bother asking you to choose another lo- + cation to examine; `:' will show additional info, if any, + without asking for confirmation. When picking a location, + pressing the ESC key will terminate this command, or press- + ing `?' will give a brief reminder about how it works. + + Specifying a name rather than a location always gives any + additional information available about that name. + + & Tell what a command does. + + < Go up to the previous level (if you are on the staircase or + ladder). + + > Go down to the next level (if you are on the staircase or + ladder). + + [yuhjklbn] + Go one step in the direction indicated (see Figure 2). If + you can sense a monster there, you will fight the monster + instead. Only these one-step movement commands cause you to + fight monsters; the others (below) are ``safe.'' + + y k u 7 8 9 + \ | / \ | / + h- . -l 4- . -6 + / | \ / | \ + b j n 1 2 3 + (if number_pad is set) + + Figure 2 + + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 10 + + + [YUHJKLBN] + Go in that direction until you hit a wall or run into some- + thing. + + m[yuhjklbn] + Prefix: move without picking up objects or fighting (even + if you remember a monster there) + + F[yuhjklbn] + Prefix: fight a monster (even if you only guess one is + there) + + M[yuhjklbn] + Prefix: move far, no pickup. + + g[yuhjklbn] + Prefix: move until something interesting is found. + + G[yuhjklbn] or [yuhjklbn] + Prefix: same as `g', but forking of corridors is not con- + sidered interesting. + + . Rest, do nothing for one turn. + + a Apply (use) a tool (pick-axe, key, lamp...). + + A Remove one or more worn items, such as armor. Use `T' (take + off) to take off only one piece of armor or `R' (remove) to + take off only one accessory. + + ^A Redo the previous command. + + c Close a door. + + C Call (name) an individual monster. + + ^C Panic button. Quit the game. + + d Drop something. Ex. ``d7a'' means drop seven items of ob- + ject a. + + D Drop several things. In answer to the question ``What kinds + of things do you want to drop? [!%= aium]'' you should type + zero or more object symbols possibly followed by `a' and/or + `i' and/or `u' and/or `m'. + + Da - drop all objects, without asking for confirmation. + Di - examine your inventory before dropping anything. + Du - drop only unpaid objects (when in a shop). + Dm - use a menu to pick which object(s) to drop. + D%u - drop only unpaid food. + + ^D Kick something (usually a door). + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 11 + + + e Eat food. + + E Engrave a message on the floor. Engraving the word ``El- + bereth'' will cause most monsters to not attack you hand- + to-hand (but if you attack, you will rub it out); this is + often useful to give yourself a breather. (This feature may + be compiled out of the game, so your version might not have + it.) + + E- - write in the dust with your fingers. + + f Fire one of the objects placed in your quiver. You may + select ammunition with a previous `Q' command, or let the + computer pick something appropriate if autoquiver is true. + + i List your inventory (everything you're carrying). + + I List selected parts of your inventory. + + I* - list all gems in inventory; + Iu - list all unpaid items; + Ix - list all used up items that are on your shopping bill; + I$ - count your money. + + o Open a door. + + O Set options. A menu showing the current option values will + be displayed. You can change most values simply by select- + ing the menu entry for the given option (ie, by typing its + letter or clicking upon it, depending on your user inter- + face). For the non-boolean choices, a further menu or + prompt will appear once you've closed this menu. The avail- + able options are listed later in this Guidebook. Options + are usually set before the game rather than with the `O' + command; see the section on options below. + + p Pay your shopping bill. + + P Put on a ring or other accessory (amulet, blindfold). + + ^P Repeat previous message (subsequent ^P's repeat earlier mes- + sages). + + q Quaff (drink) a potion. + + Q Select an object for your quiver. You can then throw this + using the `f' command. (In versions prior to 3.3 this was + the command to quit the game, which has now been moved to + `#quit'.) + + r Read a scroll or spellbook. + + R Remove an accessory (ring, amulet, etc). + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 12 + + + ^R Redraw the screen. + + s Search for secret doors and traps around you. It usually + takes several tries to find something. + + S Save (and suspend) the game. The game will be restored au- + tomatically the next time you play. + + t Throw an object or shoot a projectile. + + T Take off armor. + + ^T Teleport, if you have the ability. + + v Display version number. + + V Display the game history. + + w Wield weapon. + + w- - wield nothing, use your bare hands. + + W Wear armor. + + x Exchange your wielded weapon with the item in your secondary + weapon slot. The latter is used as your second weapon in + two-weapon combat. Note that if one of these slots is emp- + ty, the exchange still takes place. + + X Enter explore (discovery) mode, explained in its own section + later. + + ^X Display your name, role, race, gender, and alignment as well + as the various deities in your game. + + z Zap a wand. To aim at yourself, use `.' for the direction. + + Z Zap (cast) a spell. + + ^Z Suspend the game (UNIX(R) versions with job control only). + + : Look at what is here. + + ; Show what type of thing a visible symbol corresponds to. + + , Pick up some things. + + @ Toggle the autopickup option on and off. + + ^ Ask for the type of a trap you found earlier. + + + __________ + (R)UNIX is a registered trademark of AT&T. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 13 + + + ) Tell what weapon you are wielding. + + [ Tell what armor you are wearing. + + = Tell what rings you are wearing. + + " Tell what amulet you are wearing. + + ( Tell what tools you are using. + + * Tell what equipment you are using; combines the preceding + five type-specific commands into one. + + $ Count your gold pieces. + + + List the spells you know. Using this command, you can also + rearrange the order in which your spells are listed. They + are shown via a menu, and if you select a spell in that + menu, you'll be re-prompted for another spell to swap places + with it, and then have opportunity to make further ex- + changes. + + \ Show what types of objects have been discovered. + + ! Escape to a shell. + + # Perform an extended command. As you can see, the authors of + NetHack used up all the letters, so this is a way to intro- + duce the less frequently used commands. What extended com- + mands are available depends on what features the game was + compiled with. + + #adjust + Adjust inventory letters (most useful when the fixinv option + is ``on''). + + #chat + Talk to someone. + + #conduct + List which challenges you have adhered to. + + #dip Dip an object into something. + + #enhance + Advance or check weapons and spell skills. + + #force + Force a lock. + + #invoke + Invoke an object's special powers. + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 14 + + + #jump + Jump to another location. + + #loot + Loot a box or bag on the floor beneath you, or the saddle + from a horse standing next to you. + + #monster + Use a monster's special ability (when polymorphed into mon- + ster form). + + #name + Name an item or type of object. + + #offer + Offer a sacrifice to the gods. + + #pray + Pray to the gods for help. + + #quit + Quit the program without saving your game. + + #ride + Ride (or stop riding) a monster. + + #rub Rub a lamp. + + #sit Sit down. + + #turn + Turn undead. + + #twoweapon + Toggle two-weapon combat on or off. Note that you must use + suitable weapons for this type of combat, or it will be au- + tomatically turned off. + + #untrap + Untrap something (trap, door, or chest). + + #version + Print compile time options for this version of NetHack. + + #wipe + Wipe off your face. + + #? Help menu: get the list of available extended commands. + + If your keyboard has a meta key (which, when pressed in com- + bination with another key, modifies it by setting the `meta' + [8th, or `high'] bit), you can invoke many extended commands by + meta-ing the first letter of the command. In NT, OS/2, and PC + NetHack, the `Alt' key can be used in this fashion. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 15 + + + M-2 #twoweapon + + M-a #adjust + + M-c #chat + + M-d #dip + + M-e #enhance + + M-f #force + + M-i #invoke + + M-j #jump + + M-l #loot + + M-m #monster + + M-n #name + + M-o #offer + + M-p #pray + + M-q #quit + + M-r #rub + + M-s #sit + + M-t #turn + + M-u #untrap + + M-v #version + + M-w #wipe + + If the number_pad option is on, some additional letter com- + mands are available: + + j Jump to another location. Same as ``#jump'' or ``M-j''. + + k Kick something (usually a door). Same as `^D'. + + l Loot a box or bag on the floor beneath you, or the saddle + from a horse standing next to you. Same as ``#loot'' or + ``M-l''. + + N Name an item or type of object. Same as ``#name'' or ``M- + N''. + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 16 + + + u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M- + u''. + + + 5. Rooms and corridors + + Rooms and corridors in the dungeon are either lit or dark. + Any lit areas within your line of sight will be displayed; dark + areas are only displayed if they are within one space of you. + Walls and corridors remain on the map as you explore them. + + Secret corridors are hidden. You can find them with the `s' + (search) command. + + 5.1. Doorways + + Doorways connect rooms and corridors. Some doorways have no + doors; you can walk right through. Others have doors in them, + which may be open, closed, or locked. To open a closed door, use + the `o' (open) command; to close it again, use the `c' (close) + command. + + You can get through a locked door by using a tool to pick + the lock with the `a' (apply) command, or by kicking it open with + the `^D' (kick) command. + + Open doors cannot be entered diagonally; you must approach + them straight on, horizontally or vertically. Doorways without + doors are not restricted in this fashion. + + Doors can be useful for shutting out monsters. Most mon- + sters cannot open doors, although a few don't need to (ex. ghosts + can walk through doors). + + Secret doors are hidden. You can find them with the `s' + (search) command. Once found they are in all ways equivalent to + normal doors. + + 5.2. Traps (`^') + + There are traps throughout the dungeon to snare the unwary + delver. For example, you may suddenly fall into a pit and be + stuck for a few turns trying to climb out. Traps don't appear on + your map until you see one triggered by moving onto it, see some- + thing fall into it, or you discover it with the `s' (search) com- + mand. Monsters can fall prey to traps, too, which can be a very + useful defensive strategy. + + There is a special pre-mapped branch of the dungeon based on + the classic computer game ``Sokoban.'' The goal is to push the + boulders into the pits or holes. With careful foresight, it is + possible to complete all of the levels according to the tradi- + tional rules of Sokoban. Some allowances are permitted in case + the player gets stuck; however, they will lower your luck. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 17 + + + 5.3. Stairs (`<', `>') + + In general, each level in the dungeon will have a staircase + going up (`<') to the previous level and another going down (`>') + to the next level. There are some exceptions though. For in- + stance, fairly early in the dungeon you will find a level with + two down staircases, one continuing into the dungeon and the oth- + er branching into an area known as the Gnomish Mines. Those + mines eventually hit a dead end, so after exploring them (if you + choose to do so), you'll need to climb back up to the main + dungeon. + + When you traverse a set of stairs, or trigger a trap which + sends you to another level, the level you're leaving will be + deactivated and stored in a file on disk. If you're moving to a + previously visited level, it will be loaded from its file on disk + and reactivated. If you're moving to a level which has not yet + been visited, it will be created (from scratch for most random + levels, from a template for some ``special'' levels, or loaded + from the remains of an earlier game for a ``bones'' level as + briefly described below). Monsters are only active on the + current level; those on other levels are essentially placed into + stasis. + + Ordinarily when you climb a set of stairs, you will arrive + on the corresponding staircase at your destination. However, + pets (see below) and some other monsters will follow along if + they're close enough when you travel up or down stairs, and occa- + sionally one of these creatures will displace you during the + climb. When that occurs, the pet or other monster will arrive on + the staircase and you will end up nearby. + + 5.4. Ladders (`<', `>') + + Ladders serve the same purpose as staircases, and the two + types of inter-level connections are nearly indistinguishable + during game play. + + + 6. Monsters + + Monsters you cannot see are not displayed on the screen. + Beware! You may suddenly come upon one in a dark place. Some + magic items can help you locate them before they locate you + (which some monsters can do very well). + + The commands `/' and `;' may be used to obtain information + about those monsters who are displayed on the screen. The com- + mand `C' allows you to assign a name to a monster, which may be + useful to help distinguish one from another when multiple mon- + sters are present. Assigning a name which is just a space will + remove any prior name. + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 18 + + + The extended command ``#chat'' can be used to interact with + an adjacent monster. There is no actual dialog (in other words, + you don't get to choose what you'll say), but chatting with some + monsters such as a shopkeeper or the Oracle of Delphi can produce + useful results. + + 6.1. Fighting + + If you see a monster and you wish to fight it, just attempt + to walk into it. Many monsters you find will mind their own + business unless you attack them. Some of them are very dangerous + when angered. Remember: discretion is the better part of valor. + + 6.2. Your pet + + You start the game with a little dog (`d'), cat (`f'), or + pony (`u'), which follows you about the dungeon and fights mon- + sters with you. Like you, your pet needs food to survive. It + usually feeds itself on fresh carrion and other meats. If you're + worried about it or want to train it, you can feed it, too, by + throwing it food. A properly trained pet can be very useful + under certain circumstances. + + Your pet also gains experience from killing monsters, and + can grow over time, gaining hit points and doing more damage. + Initially, your pet may even be better at killing things than + you, which makes pets useful for low-level characters. + + Your pet will follow you up and down staircases if it is + next to you when you move. Otherwise your pet will be stranded + and may become wild. Similarly, when you trigger certain types + of traps which alter your location (for instance, a trap door + which drops you to a lower dungeon level), any adjacent pet will + accompany you and any non-adjacent pet will be left behind. Your + pet may trigger such traps itself; you will not be carried along + with it even if adjacent at the time. + + 6.3. Steeds + + Some types of creatures in the dungeon can actually be rid- + den if you have the right equipment and skill. Convincing a wild + beast to let you saddle it up is difficult to say the least. + Many a dungeoneer has had to resort to magic and wizardry in ord- + er to forge the alliance. Once you do have the beast under your + control however, you can easily climb in and out of the saddle + with the `#ride' command. Lead the beast around the dungeon when + riding, in the same manner as you would move yourself. It is the + beast that you will see displayed on the map. + + Riding skill is managed by the `#enhance' command. See the + section on Weapon proficiency for more information about that. + + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 19 + + + 6.4. Bones levels + + You may encounter the shades and corpses of other adventur- + ers (or even former incarnations of yourself!) and their personal + effects. Ghosts are hard to kill, but easy to avoid, since + they're slow and do little damage. You can plunder the deceased + adventurer's possessions; however, they are likely to be cursed. + Beware of whatever killed the former player; it is probably still + lurking around, gloating over its last victory. + + + 7. Objects + + When you find something in the dungeon, it is common to want + to pick it up. In NetHack, this is accomplished automatically by + walking over the object (unless you turn off the autopickup op- + tion (see below), or move with the `m' prefix (see above)), or + manually by using the `,' command. + + If you're carrying too many items, NetHack will tell you so + and you won't be able to pick up anything more. Otherwise, it + will add the object(s) to your pack and tell you what you just + picked up. + + As you add items to your inventory, you also add the weight + of that object to your load. The amount that you can carry + depends on your strength and your constitution. The stronger you + are, the less the additional load will affect you. There comes a + point, though, when the weight of all of that stuff you are car- + rying around with you through the dungeon will encumber you. + Your reactions will get slower and you'll burn calories faster, + requiring food more frequently to cope with it. Eventually, + you'll be so overloaded that you'll either have to discard some + of what you're carrying or collapse under its weight. + + NetHack will tell you how badly you have loaded yourself. + The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and + `Overloaded' are displayed on the bottom line display to indicate + your condition. + + When you pick up an object, it is assigned an inventory + letter. Many commands that operate on objects must ask you to + find out which object you want to use. When NetHack asks you to + choose a particular object you are carrying, you are usually + presented with a list of inventory letters to choose from (see + Commands, above). + + Some objects, such as weapons, are easily differentiated. + Others, like scrolls and potions, are given descriptions which + vary according to type. During a game, any two objects with the + same description are the same type. However, the descriptions + will vary from game to game. + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 20 + + + When you use one of these objects, if its effect is obvious, + NetHack will remember what it is for you. If its effect isn't + extremely obvious, you will be asked what you want to call this + type of object so you will recognize it later. You can also use + the ``#name'' command for the same purpose at any time, to name + all objects of a particular type or just an individual object. + When you use ``#name'' on an object which has already been named, + specifying a space as the value will remove the prior name in- + stead of assigning a new one. + + 7.1. Curses and Blessings + + Any object that you find may be cursed, even if the object + is otherwise helpful. The most common effect of a curse is being + stuck with (and to) the item. Cursed weapons weld themselves to + your hand when wielded, so you cannot unwield them. Any cursed + item you wear is not removable by ordinary means. In addition, + cursed arms and armor usually, but not always, bear negative en- + chantments that make them less effective in combat. Other cursed + objects may act poorly or detrimentally in other ways. + + Objects can also be blessed. Blessed items usually work + better or more beneficially than normal uncursed items. For ex- + ample, a blessed weapon will do more damage against demons. + + There are magical means of bestowing or removing curses upon + objects, so even if you are stuck with one, you can still have + the curse lifted and the item removed. Priests and Priestesses + have an innate sensitivity to this property in any object, so + they can more easily avoid cursed objects than other character + roles. + + An item with unknown status will be reported in your inven- + tory with no prefix. An item which you know the state of will be + distinguished in your inventory by the presence of the word + ``cursed'', ``uncursed'' or ``blessed'' in the description of the + item. + + 7.2. Weapons (`)') + + Given a chance, most monsters in the Mazes of Menace will + gratuitously try to kill you. You need weapons for self-defense + (killing them first). Without a weapon, you do only 1-2 hit + points of damage (plus bonuses, if any). Monk characters are an + exception; they normally do much more damage with bare hands than + they do with weapons. + + There are wielded weapons, like maces and swords, and thrown + weapons, like arrows and spears. To hit monsters with a weapon, + you must wield it and attack them, or throw it at them. You can + simply elect to throw a spear. To shoot an arrow, you should + first wield a bow, then throw the arrow. Crossbows shoot + crossbow bolts. Slings hurl rocks and (other) stones (like + gems). + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 21 + + + Enchanted weapons have a ``plus'' (or ``to hit enhancement'' + which can be either positive or negative) that adds to your + chance to hit and the damage you do to a monster. The only way + to determine a weapon's enchantment is to have it magically iden- + tified somehow. Most weapons are subject to some type of damage + like rust. Such ``erosion'' damage can be repaired. + + The chance that an attack will successfully hit a monster, + and the amount of damage such a hit will do, depends upon many + factors. Among them are: type of weapon, quality of weapon (en- + chantment and/or erosion), experience level, strength, dexterity, + encumbrance, and proficiency (see below). The monster's armor + class - a general defense rating, not necessarily due to wearing + of armor - is a factor too; also, some monsters are particularly + vulnerable to certain types of weapons. + + Many weapons can be wielded in one hand; some require both + hands. When wielding a two-handed weapon, you can not wear a + shield, and vice versa. When wielding a one-handed weapon, you + can have another weapon ready to use by setting things up with + the `x' command, which exchanges your primary (the one being + wielded) and secondary weapons. And if you have proficiency in + the ``two weapon combat'' skill, you may wield both primary and + secondary weapons simultaneously; use the `#twoweapon' extended + command to engage or disengage that. Only some types of charac- + ters (barbarians, for instance), have the necessary skill avail- + able. Even with that skill, using two weapons at once incurs a + penalty in the chance to hit your target compared to using just + one weapon at a time. + + There might be times when you'd rather not wield any weapon + at all. To accomplish that, wield `-', or else use the `A' com- + mand which allows you to unwield the current weapon in addition + to taking off other worn items. + + Those of you in the audience who are AD&D players, be aware + that each weapon which exists in AD&D does roughly the same dam- + age to monsters in NetHack. Some of the more obscure weapons + (such as the aklys, lucern hammer, and bec-de-corbin) are defined + in an appendix to Unearthed Arcana, an AD&D supplement. + + The commands to use weapons are `w' (wield), `t' (throw), + `f' (fire, an alternative way of throwing), `Q' (quiver), `x' + (exchange), `#twoweapon', and `#enhance' (see below). + + 7.2.1. Throwing and shooting + + You can throw just about anything via the `t' command. It + will prompt for the item to throw; picking `?' will list things + in your inventory which are considered likely to be thrown, or + picking `*' will list your entire inventory. After you've chosen + what to throw, you will be prompted for a direction rather than + for a specific target. The distance something can be thrown + depends mainly on the type of object and your strength. Arrows + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 22 + + + can be thrown by hand, but can be thrown much farther and will be + more likely to hit when thrown while you are wielding a bow. + + You can simplify the throwing operation by using the `Q' + command to select your preferred ``missile'', then using the `f' + command to throw it. You'll be prompted for a direction as + above, but you don't have to specify which item to throw each + time you use `f'. There is also an option, autoquiver, which has + NetHack choose another item to automatically fill your quiver + when the inventory slot used for `Q' runs out. + + Some characters will throw multiple items in a single ac- + tion. Rangers, for instance, or anyone who achieves a high level + of proficiency in the relevant weapon skill (in bow skill if + you're wielding one to shoot arrows, or in sling skill if you're + wielding one to shoot stones). There is little you can do to + control this; if NetHack decides that you'll be shooting 3 arrows + on the current shot, then three arrows will travel in the direc- + tion you've indicated, even if the first or second succeeds in + killing the target. You can explicitly limit the number of shots + by using a numeric prefix before the `t' or `f' command. For ex- + ample, ``2f'' (or ``n2f'' if using number_pad mode) would ensure + that at most 2 arrows are shot even if NetHack decides that your + skill warrants 3. If you specify a larger number than would have + been shot (``4f'' in this example), you'll just end up shooting + the same number (3, here) as if no limit had been specified. + + 7.2.2. Weapon proficiency + + You will have varying degrees of skill in the weapons avail- + able. Weapon proficiency, or weapon skills, affect how well you + can use particular types of weapons, and you'll be able to im- + prove your skills as you progress through a game, depending on + your role, your experience level, and use of the weapons. + + For the purposes of proficiency, weapons have been divided + up into various groups such as daggers, broadswords, and + polearms. Each role has a limit on what level of proficiency a + character can achieve for each group. For instance, wizards can + become highly skilled in daggers or staves but not in swords or + bows. + + The `#enhance' extended command is used to review current + weapons proficiency (also spell proficiency) and to choose which + skill(s) to improve when you've used one or more skills enough to + become eligible to do so. The skill rankings are ``none'' (some- + times also referred to as ``restricted'', because you won't be + able to advance), ``unskilled'', ``basic'', ``skilled'', and + ``expert''. Restricted skills simply will not appear in the list + shown by `#enhance'. (Divine intervention might unrestrict a + particular skill, in which case it will start at unskilled and be + limited to basic.) Some characters can enhance their barehanded + combat or martial arts skill beyond expert to ``master'' or + ``grand master''. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 23 + + + Use of a weapon in which you're restricted or unskilled will + incur a modest penalty in the chance to hit a monster and also in + the amount of damage done when you do hit; at basic level, there + is no penalty or bonus; at skilled level, you receive a modest + bonus in the chance to hit and amount of damage done; at expert + level, the bonus is higher. A successful hit has a chance to + boost your training towards the next skill level (unless you've + already reached the limit for this skill). Once such training + reaches the threshold for that next level, you'll be told that + you feel more confident in your skills. At that point you can + use `#enhance' to increase one or more skills. Such skills are + not increased automatically because there is a limit to your to- + tal overall skills, so you need to actively choose which skills + to enhance and which to ignore. + + 7.3. Armor (`[') + + Lots of unfriendly things lurk about; you need armor to pro- + tect yourself from their blows. Some types of armor offer better + protection than others. Your armor class is a measure of this + protection. Armor class (AC) is measured as in AD&D, with 10 be- + ing the equivalent of no armor, and lower numbers meaning better + armor. Each suit of armor which exists in AD&D gives the same + protection in NetHack. Here is an (incomplete) list of the armor + classes provided by various suits of armor: + + dragon scale mail 1 + plate mail 3 + crystal plate mail 3 + bronze plate mail 4 + splint mail 4 + banded mail 4 + dwarvish mithril-coat 4 + elven mithril-coat 5 + chain mail 5 + orcish chain mail 6 + scale mail 6 + studded leather armor 7 + ring mail 7 + orcish ring mail 8 + leather armor 8 + leather jacket 9 + no armor 10 + + You can also wear other pieces of armor (ex. helmets, boots, + shields, cloaks) to lower your armor class even further, but you + can only wear one item of each category (one suit of armor, one + cloak, one helmet, one shield, and so on) at a time. + + If a piece of armor is enchanted, its armor protection will + be better (or worse) than normal, and its ``plus'' (or minus) + will subtract from your armor class. For example, a +1 chain + mail would give you better protection than normal chain mail, + lowering your armor class one unit further to 4. When you put on + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 24 + + + a piece of armor, you immediately find out the armor class and + any ``plusses'' it provides. Cursed pieces of armor usually have + negative enchantments (minuses) in addition to being unremovable. + + Many types of armor are subject to some kind of damage like + rust. Such damage can be repaired. Some types of armor may in- + hibit spell casting. + + The commands to use armor are `W' (wear) and `T' (take off). + The `A' command can also be used to take off armor as well as + other worn items. + + 7.4. Food (`%') + + Food is necessary to survive. If you go too long without + eating you will faint, and eventually die of starvation. Some + types of food will spoil, and become unhealthy to eat, if not + protected. Food stored in ice boxes or tins (``cans'') will usu- + ally stay fresh, but ice boxes are heavy, and tins take a while + to open. + + When you kill monsters, they usually leave corpses which are + also ``food.'' Many, but not all, of these are edible; some also + give you special powers when you eat them. A good rule of thumb + is ``you are what you eat.'' + + Some character roles and some monsters are vegetarian. + Vegetarian monsters will typically never eat animal corpses, + while vegetarian players can, but with some rather unpleasant + side-effects. + + You can name one food item after something you like to eat + with the fruit option. + + The command to eat food is `e'. + + 7.5. Scrolls (`?') + + Scrolls are labeled with various titles, probably chosen by + ancient wizards for their amusement value (ex. ``READ ME,'' or + ``THANX MAUD'' backwards). Scrolls disappear after you read them + (except for blank ones, without magic spells on them). + + One of the most useful of these is the scroll of identify, + which can be used to determine what another object is, whether it + is cursed or blessed, and how many uses it has left. Some ob- + jects of subtle enchantment are difficult to identify without + these. + + A mail daemon may run up and deliver mail to you as a scroll + of mail (on versions compiled with this feature). To use this + feature on versions where NetHack mail delivery is triggered by + electronic mail appearing in your system mailbox, you must let + NetHack know where to look for new mail by setting the ``MAIL'' + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 25 + + + environment variable to the file name of your mailbox. You may + also want to set the ``MAILREADER'' environment variable to the + file name of your favorite reader, so NetHack can shell to it + when you read the scroll. On versions of NetHack where mail is + randomly generated internal to the game, these environment vari- + ables are ignored. You can disable the mail daemon by turning + off the mail option. + + The command to read a scroll is `r'. + + 7.6. Potions (`!') + + Potions are distinguished by the color of the liquid inside + the flask. They disappear after you quaff them. + + Clear potions are potions of water. Sometimes these are + blessed or cursed, resulting in holy or unholy water. Holy water + is the bane of the undead, so potions of holy water are good + things to throw (`t') at them. It is also sometimes very useful + to dip (``#dip'') an object into a potion. + + The command to drink a potion is `q' (quaff). + + 7.7. Wands (`/') + + Magic wands usually have multiple magical charges. Some + wands are directional-you must give a direction in which to zap + them. You can also zap them at yourself (just give a `.' or `s' + for the direction). Be warned, however, for this is often unwise. + Other wands are nondirectional-they don't require a direction. + The number of charges in a wand is random and decreases by one + whenever you use it. + + When the number of charges left in a wand becomes zero, at- + tempts to use the wand will usually result in nothing happening. + Occasionally, however, it may be possible to squeeze the last few + mana points from an otherwise spent wand, destroying it in the + process. A wand may be recharged by using suitable magic, but + doing so runs the risk of causing it to explode. The chance for + such an explosion starts out very small and increases each time + the wand is recharged. + + In a truly desperate situation, when your back is up against + the wall, you might decide to go for broke and break your wand. + This is not for the faint of heart. Doing so will almost cer- + tainly cause a catastrophic release of magical energies. + + When you have fully identified a particular wand, inventory + display will include additional information in parentheses: the + number of times it has been recharged followed by a colon and + then by its current number of charges. A current charge count of + -1 is a special case indicating that the wand has been cancelled. + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 26 + + + The command to use a wand is `z' (zap). To break one, use + the `a' (apply) command. + + 7.8. Rings (`=') + + Rings are very useful items, since they are relatively per- + manent magic, unlike the usually fleeting effects of potions, + scrolls, and wands. + + Putting on a ring activates its magic. You can wear only + two rings, one on each ring finger. + + Most rings also cause you to grow hungry more rapidly, the + rate varying with the type of ring. + + The commands to use rings are `P' (put on) and `R' (remove). + + 7.9. Spellbooks (`+') + + Spellbooks are tomes of mighty magic. When studied with the + `r' (read) command, they transfer to the reader the knowledge of + a spell (and therefore eventually become unreadable) - unless the + attempt backfires. Reading a cursed spellbook or one with mystic + runes beyond your ken can be harmful to your health! + + A spell (even when learned) can also backfire when you cast + it. If you attempt to cast a spell well above your experience + level, or if you have little skill with the appropriate spell + type, or cast it at a time when your luck is particularly bad, + you can end up wasting both the energy and the time required in + casting. + + Casting a spell calls forth magical energies and focuses + them with your naked mind. Releasing the magical energy releases + some of your memory of the spell with it. Each time you cast a + spell, your familiarity with it will dwindle, until you eventual- + ly forget the details completely and must relearn it. + + Just as weapons are divided into groups in which a character + can become proficient (to varying degrees), spells are similarly + grouped. Successfully casting a spell exercises the skill group; + sufficient skill may increase the potency of the spell and reduce + the risk of spell failure. Skill slots are shared with weapons + skills. (See also the section on ``Weapon proficiency''.) + + Casting a spell also requires flexible movement, and wearing + various types of armor may interfere with that. + + The command to read a spellbook is the same as for scrolls, + `r' (read). The `+' command lists your current spells and the + number of spell points they require. The `Z' (cast) command + casts a spell. + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 27 + + + 7.10. Tools (`(') + + Tools are miscellaneous objects with various purposes. Some + tools have a limited number of uses, akin to wand charges. For + example, lamps burn out after a while. Other tools are con- + tainers, which objects can be placed into or taken out of. + + The command to use tools is `a' (apply). + + 7.10.1. Containers + + You may encounter bags, boxes, and chests in your travels. + A tool of this sort can be opened with the ``#loot'' extended + command when you are standing on top of it (that is, on the same + floor spot), or with the `a' (apply) command when you are carry- + ing it. However, chests are often locked, and are in any case + unwieldy objects. You must set one down before unlocking it by + using a key or lock-picking tool with the `a' (apply) command, by + kicking it with the `^D' command, or by using a weapon to force + the lock with the ``#force'' extended command. + + Some chests are trapped, causing nasty things to happen when + you unlock or open them. You can check for and try to deactivate + traps with the ``#untrap'' extended command. + + 7.11. Amulets (`"') + + Amulets are very similar to rings, and often more powerful. + Like rings, amulets have various magical properties, some benefi- + cial, some harmful, which are activated by putting them on. + + Only one amulet may be worn at a time, around your neck. + + The commands to use amulets are the same as for rings, `P' + (put on) and `R' (remove). + + 7.12. Gems (`*') + + Some gems are valuable, and can be sold for a lot of gold. + They are also a far more efficient way of carrying your riches. + Valuable gems increase your score if you bring them with you when + you exit. + + Other small rocks are also categorized as gems, but they are + much less valuable. All rocks, however, can be used as projec- + tile weapons (if you have a sling). In the most desperate of + cases, you can still throw them by hand. + + 7.13. Large rocks (``') + + Statues and boulders are not particularly useful, and are + generally heavy. It is rumored that some statues are not what + they seem. + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 28 + + + Very large humanoids (giants and their ilk) have been known + to use boulders as weapons. + + 7.14. Gold (`$') + + Gold adds to your score, and you can buy things in shops + with it. There are a number of monsters in the dungeon that may + be influenced by the amount of gold you are carrying (shopkeepers + aside). + + + 8. Conduct + + As if winning NetHack were not difficult enough, certain + players seek to challenge themselves by imposing restrictions on + the way they play the game. The game automatically tracks some + of these challenges, which can be checked at any time with the + #conduct command or at the end of the game. When you perform an + action which breaks a challenge, it will no longer be listed. + This gives players extra ``bragging rights'' for winning the game + with these challenges. Note that it is perfectly acceptable to + win the game without resorting to these restrictions and that it + is unusual for players to adhere to challenges the first time + they win the game. + + Several of the challenges are related to eating behavior. + The most difficult of these is the foodless challenge. Although + creatures can survive long periods of time without food, there is + a physiological need for water; thus there is no restriction on + drinking beverages, even if they provide some minor food bene- + fits. Calling upon your god for help with starvation does not + violate any food challenges either. + + A strict vegan diet is one which avoids any food derived + from animals. The primary source of nutrition is fruits and + vegetables. The corpses and tins of blobs (`b'), jellies (`j'), + and fungi (`F') are also considered to be vegetable matter. Cer- + tain human food is prepared without animal products; namely, lem- + bas wafers, cram rations, food rations (gunyoki), K-rations, and + C-rations. Metal or another normally indigestible material eaten + while polymorphed into a creature that can digest it is also con- + sidered vegan food. Note however that eating such items still + counts against foodless conduct. + + Vegetarians do not eat animals; however, they are less + selective about eating animal byproducts than vegans. In addi- + tion to the vegan items listed above, they may eat any kind of + pudding (`P') other than the black puddings, eggs and food made + from eggs (fortune cookies and pancakes), food made with milk + (cream pies and candy bars), and lumps of royal jelly. Monks are + expected to observe a vegetarian diet. + + Eating any kind of meat violates the vegetarian, vegan, and + foodless conducts. This includes tripe rations, the corpses or + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 29 + + + tins of any monsters not mentioned above, and the various other + chunks of meat found in the dungeon. Swallowing and digesting a + monster while polymorphed is treated as if you ate the creature's + corpse. Eating leather, dragon hide, or bone items while po- + lymorphed into a creature that can digest it, or eating monster + brains while polymorphed into a (master) mind flayer, is con- + sidered eating an animal, although wax is only an animal bypro- + duct. + + Regardless of conduct, there will be some items which are + indigestible, and others which are hazardous to eat. Using a + swallow-and-digest attack against a monster is equivalent to eat- + ing the monster's corpse. Please note that the term ``vegan'' is + used here only in the context of diet. You are still free to + choose not to use or wear items derived from animals (e.g. leath- + er, dragon hide, bone, horns, coral), but the game will not keep + track of this for you. Also note that ``milky'' potions may be a + translucent white, but they do not contain milk, so they are com- + patible with a vegan diet. Slime molds or player-defined + ``fruits'', although they could be anything from ``cherries'' to + ``pork chops'', are also assumed to be vegan. + + An atheist is one who rejects religion. This means that you + cannot #pray, #offer sacrifices to any god, #turn undead, or + #chat with a priest. Particularly selective readers may argue + that playing Monk or Priest characters should violate this con- + duct; that is a choice left to the player. Offering the Amulet + of Yendor to your god is necessary to win the game and is not + counted against this conduct. You are also not penalized for be- + ing spoken to by an angry god, priest(ess), or other religious + figure; a true atheist would hear the words but attach no special + meaning to them. + + Most players fight with a wielded weapon (or tool intended + to be wielded as a weapon). Another challenge is to win the game + without using such a wielded weapon. You are still permitted to + throw, fire, and kick weapons; use a wand, spell, or other type + of item; or fight with your hands and feet. + + In NetHack, a pacifist refuses to cause the death of any + other monster (i.e. if you would get experience for the death). + This is a particularly difficult challenge, although it is still + possible to gain experience by other means. + + An illiterate character cannot read or write. This includes + reading a scroll, spellbook, fortune cookie message, or t-shirt; + writing a scroll; or making an engraving of anything other than a + single ``x'' (the traditional signature of an illiterate person). + Reading an engraving, or any item that is absolutely necessary to + win the game, is not counted against this conduct. The identity + of scrolls and spellbooks (and knowledge of spells) in your + starting inventory is assumed to be learned from your teachers + prior to the start of the game and isn't counted. + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 30 + + + There are several other minor challenges. It is possible to + eliminate a species of monsters by genocide; playing without this + feature is considered a challenge. You can change the form of + any object into another object of the same type (``polypiling'') + or the form of your own body into another creature (``polyself'') + by wand, spell, or potion of polymorph; avoiding these effects + are each considered challenges. Finally, you may sometimes re- + ceive wishes; a game without an attempt to wish for an object is + a challenge, as is a game without wishing for an artifact (even + if the artifact immediately disappears). + + + 9. Options + + Due to variations in personal tastes and conceptions of how + NetHack should do things, there are options you can set to change + how NetHack behaves. + + 9.1. Setting the options + + Options may be set in a number of ways. Within the game, + the `O' command allows you to view all options and change most of + them. You can also set options automatically by placing them in + the NETHACKOPTIONS environment variable or in a configuration + file. Some versions of NetHack also have front-end programs that + allow you to set options before starting the game. + + 9.2. Using the NETHACKOPTIONS environment variable + + The NETHACKOPTIONS variable is a comma-separated list of in- + itial values for the various options. Some can only be turned on + or off. You turn one of these on by adding the name of the op- + tion to the list, and turn it off by typing a `!' or ``no'' be- + fore the name. Others take a character string as a value. You + can set string options by typing the option name, a colon or + equals sign, and then the value of the string. The value is ter- + minated by the next comma or the end of string. + + For example, to set up an environment variable so that ``au- + toquiver'' is on, ``autopickup'' is off, the name is set to + ``Blue Meanie'', and the fruit is set to ``papaya'', you would + enter the command + + % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya" + + in csh (note the need to escape the ! since it's special to the + shell), or + + $ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya" + $ export NETHACKOPTIONS + + in sh or ksh. + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 31 + + + 9.3. Using a configuration file + + Any line in the configuration file starting with ``OP- + TIONS='' may be filled out with options in the same syntax as in + NETHACKOPTIONS. Any line starting with ``DUNGEON='', ``EF- + FECTS='', ``MONSTERS='', ``OBJECTS='', or ``TRAPS='' is taken as + defining the corresponding dungeon, effects, monsters, objects or + traps option in a different syntax, a sequence of decimal numbers + giving the character position in the current font to be used in + displaying each entry. Such a sequence can be continued to mul- + tiple lines by putting a `\' at the end of each line to be con- + tinued. Any line starting with `#' is treated as a comment. + + The default name of the configuration file varies on dif- + ferent operating systems, but NETHACKOPTIONS can also be set to + the full name of a file you want to use (possibly preceded by an + `@'). + + 9.4. Customization options + + Here are explanations of what the various options do. Char- + acter strings that are too long may be truncated. Some of the + options listed may be inactive in your dungeon. + + align + Your starting alignment (align:lawful, align:neutral, or + align:chaotic). You may specify just the first letter. The + default is to randomly pick an appropriate alignment. Can- + not be set with the `O' command. + + autopickup + Automatically pick up things onto which you move (default + on). + + autoquiver + This option controls what happens when you attempt the `f' + (fire) command with an empty quiver. When true, the comput- + er will fill your quiver with some suitable weapon. Note + that it will not take into account the blessed/cursed + status, enchantment, damage, or quality of the weapon; you + are free to manually fill your quiver with the `Q' command + instead. If no weapon is found or the option is false, the + `t' (throw) command is executed instead. (default false) + + BIOS + Use BIOS calls to update the screen display quickly and to + read the keyboard (allowing the use of arrow keys to move) + on machines with an IBM PC compatible BIOS ROM (default off, + OS/2, PC, and ST NetHack only). + + catname + Name your starting cat (ex. ``catname:Morris''). Cannot be + set with the `O' command. + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 32 + + + character + Pick your type of character (ex. ``character:Monk''); + synonym for ``role''. See ``name'' for an alternate method + of specifying your role. Normally only the first letter of + the value is examined; the string ``random'' is an excep- + tion. + + checkpoint + Save game state after each level change, for possible + recovery after program crash (default on). + + checkspace + Check free disk space before writing files to disk (default + on). You may have to turn this off if you have more than 2 + GB free space on the partition used for your save and level + files. Only applies when MFLOPPY was defined during compi- + lation. + + color + Use color for different monsters, objects, and dungeon + features (default on for microcomputers). + + confirm + Have user confirm attacks on pets, shopkeepers, and other + peaceable creatures (default on). + + DECgraphics + Use a predefined selection of characters from the DEC VT- + xxx/DEC Rainbow/ANSI line-drawing character set to display + the dungeon/effects/traps instead of having to define a full + graphics set yourself (default off). This option also sets + up proper handling of graphics characters for such termi- + nals, so you should specify it when appropriate even if you + override the selections with your own graphics strings. + + disclose + Offer to disclose various information when the game ends + (default all). The possibilities are identifying your in- + ventory ('i'), disclosing your attributes ('a'), summarizing + monsters that have been vanquished ('v'), listing monster + species that have been genocided ('g'), and displaying your + conduct ('c'). Note that the vanquished monsters list in- + cludes all monsters killed by traps and each other as well + as by you. + + dogname + Name your starting dog (ex. ``dogname:Fang''). Cannot be + set with the `O' command. + + dungeon + Set the graphics symbols for displaying the dungeon (default + `` |--------||.-|++##.##<><>_|\\#{}.}..## #}''). The + dungeon option should be followed by a string of 1-41 char- + acters to be used instead of the default map-drawing + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 33 + + + characters. The dungeon map will use the characters you + specify instead of the default symbols, and default symbols + for any you do not specify. Remember that you may need to + escape some of these characters on a command line if they + are special to your shell. + + Note that NetHack escape-processes this option string in + conventional C fashion. This means that `\' is a prefix to + take the following character literally. Thus `\' needs to + be represented as `\\'. The special escape form `\m' + switches on the meta bit in the following character, and the + `^' prefix causes the following character to be treated as a + control character. + + The order of the symbols is: solid rock, vertical wall, + horizontal wall, upper left corner, upper right corner, + lower left corner, lower right corner, cross wall, upward T + wall, downward T wall, leftward T wall, rightward T wall, no + door, vertical open door, horizontal open door, vertical + closed door, horizontal closed door, iron bars, tree, floor + of a room, dark corridor, lit corridor, stairs up, stairs + down, ladder up, ladder down, altar, grave, throne, kitchen + sink, fountain, pool or moat, ice, lava, vertical lowered + drawbridge, horizontal lowered drawbridge, vertical raised + drawbridge, horizontal raised drawbridge, air, cloud, under + water. + + You might want to use `+' for the corners and T walls for a + more aesthetic, boxier display. Note that in the next + release, new symbols may be added, or the present ones rear- + ranged. + + Cannot be set with the `O' command. + + effects + Set the graphics symbols for displaying special effects (de- + fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/''). The effects + option should be followed by a string of 1-29 characters to + be used instead of the default special-effects characters. + This string is subjected to the same processing as the + dungeon option. + + The order of the symbols is: vertical beam, horizontal + beam, left slant, right slant, digging beam, camera flash + beam, left boomerang, right boomerang, four glyphs giving + the sequence for magic resistance displays, the eight sur- + rounding glyphs for swallowed display, nine glyphs for ex- + plosions. An explosion consists of three rows (top, middle, + and bottom) of three characters. The explosion is centered + in the center of this 3 by 3 array. + + Note that in the next release, new symbols may be added, or + the present ones rearranged. + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 34 + + + Cannot be set with the `O' command. + + eight_bit_tty + Pass eight-bit character values (for example, specified with + the traps option) straight through to your terminal (default + off). Only applies to the tty port. + + extmenu + Changes the extended commands interface to pop-up a menu of + available commands. It is keystroke compatible with the + traditional interface except that it does not require that + you hit Enter. It is implemented only by the tty port (de- + fault off), when the game has been compiled to support tty + graphics. + + female + An obsolete synonym for ``gender:female''. Cannot be set + with the `O' command. + + fixinv + An object's inventory letter sticks to it when it's dropped + (default on). If this is off, dropping an object shifts all + the remaining inventory letters. + + fruit + Name a fruit after something you enjoy eating (ex. + ``fruit:mango'') (default ``slime mold''). Basically a nos- + talgic whimsy that NetHack uses from time to time. You + should set this to something you find more appetizing than + slime mold. Apples, oranges, pears, bananas, and melons al- + ready exist in NetHack, so don't use those. + + gender + Your starting gender (gender:male or gender:female). You + may specify just the first letter. Although you can still + denote your gender using the ``male'' and ``female'' op- + tions, the ``gender'' option will take precedence. The de- + fault is to randomly pick an appropriate gender. Cannot be + set with the `O' command. + + help If more information is available for an object looked at + with the `/' command, ask if you want to see it (default + on). Turning help off makes just looking at things faster, + since you aren't interrupted with the ``More info?'' prompt, + but it also means that you might miss some interesting + and/or important information. + + hilite_pet + Visually distinguish pets from similar animals (default + off). In text windowing, use text highlighting when color + is turned off; with X tiles, display a heart symbol near + pets. + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 35 + + + horsename + Name your starting horse (ex. ``horsename:Trigger''). Can- + not be set with the `O' command. + + IBMgraphics + Use a predefined selection of IBM extended ASCII characters + to display the dungeon/effects/traps instead of having to + define a full graphics set yourself (default off). This op- + tion also sets up proper handling of graphics characters for + such terminals, so you should specify it when appropriate + even if you override the selections with your own graphics + strings. + + ignintr + Ignore interrupt signals, including breaks (default off). + + legacy + Display an introductory message when starting the game (de- + fault on). + + lit_corridor + Show corridor squares seen by night vision or a light source + held by your character as lit (default off). + + mail + Enable mail delivery during the game. + + male + An obsolete synonym for ``gender:male''. Cannot be set with + the `O' command. + + menustyle + Controls the interface used when you need to choose various + objects (in response to the Drop command, for instance). + The value specified should be the first letter of one of the + following: traditional, combination, partial, or full. + Traditional was the only interface available for earlier + versions; it consists of a prompt for object class charac- + ters, followed by an object-by-object prompt for all items + matching the selected object class(es). Combination starts + with a prompt for object class(es) of interest, but then + displays a menu of matching objects rather than prompting + one-by-one. Partial skips the object class filtering and + immediately displays a menu of all objects. Full displays a + menu of object classes rather than a character prompt, and + then a menu of matching objects for selection. + + menu_deselect_all + Menu character accelerator to deselect all items in a menu. + Implemented by the X11 and tty ports. Default '-'. + + menu_deselect_page + Menu character accelerator deselect all items on this page + of a menu. Implemented only by the tty port. Default '\'. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 36 + + + menu_first_page + Menu character accelerator to jump to the first page in a + menu. Implemented only by the tty port. Default '^'. + + menu_invert_all + Menu character accelerator to invert all items in a menu. + Implemented by the X11 and tty ports. Default '@'. + + menu_invert_page + Menu character accelerator to invert all items on this page + of a menu. Implemented only by the tty port. Default '~'. + + menu_last_page + Menu character accelerator to jump to the last page in a + menu. Implemented only by the tty port. Default '|'. + + menu_next_page + Menu character accelerator to goto the next menu page. Im- + plemented only by the tty port. Default '>'. + + menu_previous_page + Menu character accelerator to goto the previous menu page. + Implemented only by the tty port. Default '<'. + + menu_search + Menu character accelerator to search for a menu item. Im- + plemented only by the X11 port. Default ':'. + + menu_select_all + Menu character accelerator to select all items in a menu. + Implemented by the X11 and tty ports. Default '.'. + + menu_select_page + Menu character accelerator to select all items on this page + of a menu. Implemented only by the tty port. Default ','. + + monsters + Set the characters used to display monster classes (default + ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWX- + YZ@ '&;:~]''). This string is subjected to the same pro- + cessing as the dungeon option. The order of the symbols is + ant or other insect, blob, cockatrice, dog or other canine, + eye or sphere, feline, gremlin, humanoid, imp or minor + demon, jelly, kobold, leprechaun, mimic, nymph, orc, pi- + ercer, quadruped, rodent, spider, trapper or lurker above, + horse or unicorn, vortex, worm, xan or other + mythical/fantastic insect, light, zruty, angelic being, bat + or bird, centaur, dragon, elemental, fungus or mold, gnome, + giant humanoid, invisible monster, jabberwock, Keystone Kop, + lich, mummy, naga, ogre, pudding or ooze, quantum mechanic, + rust monster, snake, troll, umber hulk, vampire, wraith, + xorn, yeti or ape or other large beast, zombie, human, + ghost, golem, demon, sea monster, lizard, long worm tail, + and mimic. Cannot be set with the `O' command. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 37 + + + msghistory + The number of top line messages to save (and recall with ^P) + (default 20). Cannot be set with the `O' command. + + name + Set your character's name (defaults to your user name). You + can also set your character's role by appending a dash and + one or more letters of the role (that is, by suffixing one + of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used + for the role, then a random one will be automatically + chosen. Cannot be set with the `O' command. + + news + Read the NetHack news file, if present (default on). Since + the news is shown at the beginning of the game, there's no + point in setting this with the `O' command. + + null + Send padding nulls to the terminal (default off). + + number_pad + Use the number keys to move instead of [yuhjklbn] (default + off). + + objects + Set the characters used to display object classes (default + ``])[="(%!?+/$*`0_.''). This string is subjected to the + same processing as the dungeon option. The order of the + symbols is illegal-object (should never be seen), weapon, + armor, ring, amulet, tool, food, potion, scroll, spellbook, + wand, gold, gem or rock, boulder or statue, iron ball, + chain, and venom. Cannot be set with the `O' command. + + packorder + Specify the order to list object types in (default + ``")[%?+!=/(*`0_''). The value of this option should be a + string containing the symbols for the various object types. + Any omitted types are filled in at the end from the previous + order. + + perm_invent + If true, always display your current inventory in a window. + This only makes sense for windowing system interfaces that + implement this feature. + + pettype + Specify the type of your initial pet, if you are playing a + character class that uses multiple types of pets. Possible + values are ``cat'' and ``dog''. Cannot be set with the `O' + command. + + pickup_burden + When you pick up an item that would exceed this encumbrance + level (Unburdened, Burdened, streSsed, straiNed, overTaxed, + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 38 + + + or overLoaded), you will be asked if you want to continue. + (Default `S'). + + pickup_types + Specify the object types to be picked up when autopickup is + on. Default is all types. + + prayconfirm + Prompt for confirmation before praying (default on). + + preload_tiles + For the protected mode MSDOS version, control whether tiles + get pre-loaded into RAM at the start of the game. Doing so + enhances performance of the tile graphics, but uses more + memory. (default on). Cannot be set with the `O' command. + + pushweapon + Using the `w' (wield) command when already wielding some- + thing pushes the old item into your secondary weapon slot + (default off). + + race Selects your race (for example, ``race:human''). Default is + random. Cannot be set with the `O' command. + + rawio + Force raw (non-cbreak) mode for faster output and more bul- + letproof input (MS-DOS sometimes treats `^P' as a printer + toggle without it) (default off). Note: DEC Rainbows hang + if this is turned on. Cannot be set with the `O' command. + + rest_on_space + Make the space bar a synonym for the `.' (rest) command (de- + fault off). + + role + Pick your type of character (ex. ``role:Samurai''); synonym + for ``character''. See ``name'' for an alternate method of + specifying your role. Normally only the first letter of the + value is examined; `r' is an exception with ``Rogue'', + ``Ranger'', and ``random'' values. + + safe_pet + Prevent you from (knowingly) attacking your pets (default + on). + + scores + Control what parts of the score list you are shown at the + end (ex. ``scores:5 top scores/4 around my score/own + scores''). Only the first letter of each category (`t', + `a', or `o') is necessary. + + showexp + Show your accumulated experience points on bottom line (de- + fault off). + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 39 + + + showscore + Show your approximate accumulated score on bottom line (de- + fault off). + + silent + Suppress terminal beeps (default on). + + sortpack + Sort the pack contents by type when displaying inventory + (default on). + + standout + Boldface monsters and ``--More--'' (default off). + + suppress_alert + This option may be set to a NetHack version level to + suppress alert notification messages about feature changes + for that and prior versions (ex. ``suppress_alert:3.3.1''). + + time + Show the elapsed game time in turns on bottom line (default + off). + + timed_delay + When pausing momentarily for display effect, such as with + explosions and moving objects, use a timer rather than send- + ing extra characters to the screen. (Applies to ``tty'' in- + terface only; ``X11'' interface always uses a timer based + delay. The default is on if configured into the program.) + + tombstone + Draw a tombstone graphic upon your death (default on). + + toptenwin + Put the ending display in a NetHack window instead of on + stdout (default off). Setting this option makes the score + list visible when a windowing version of NetHack is started + without a parent window, but it no longer leaves the score + list around after game end on a terminal or emulating win- + dow. + + traps + Set the graphics symbols for displaying traps (default + ``^^^^^^^^^^^^^^^^^"^^^^''). The traps option should be + followed by a string of 1-22 characters to be used instead + of the default traps characters. This string is subjected + to the same processing as the dungeon option. + + The order of the symbols is: arrow trap, dart trap, falling + rock trap, squeaky board, bear trap, land mine, rolling + boulder trap, sleeping gas trap, rust trap, fire trap, pit, + spiked pit, hole, trap door, teleportation trap, level + teleporter, magic portal, web, statue trap, magic trap, + anti-magic field, polymorph trap. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 40 + + + Cannot be set with the `O' command. + + verbose + Provide more commentary during the game (default on). + + videocolors + Set the color palette for PC systems using NO_TERMS (default + 4-2-6-1-5-3-15-12-10-14-9-13-11). The order of colors is + red, green, brown, blue, magenta, cyan, bright.white, + bright.red, bright.green, yellow, bright.blue, + bright.magenta, and bright.cyan. Cannot be set with the `O' + command. + + videoshades + Set the intensity level of the three gray scales available + (default dark normal light, PC NetHack only). If the game + display is difficult to read, try adjusting these scales; if + this does not correct the problem, try !color. Cannot be + set with the `O' command. + + windowtype + Select which windowing system to use, such as ``tty'' or + ``X11'' (default depends on version). Cannot be set with + the `O' command. + + 9.5. Configuring NetHack for Play by the Blind + + NetHack can be set up to use only standard ASCII characters + for making maps of the dungeons. This makes the MS-DOS versions + of NetHack completely accessible to the blind who use speech + and/or Braille access technologies. Players will require a good + working knowledge of their screen-reader's review features, and + will have to know how to navigate horizontally and vertically + character by character. They will also find the search capabili- + ties of their screen-readers to be quite valuable. Be certain to + examine this Guidebook before playing so you have an idea what + the screen layout is like. You'll also need to be able to locate + the PC cursor. It is always where your character is located. + Merely searching for an @-sign will not always find your charac- + ter since there are other humanoids represented by the same sign. + Your screen-reader should also have a function which gives you + the row and column of your review cursor and the PC cursor. + These co-ordinates are often useful in giving players a better + sense of the overall location of items on the screen. + + While it is not difficult for experienced users to edit the + defaults.nh file to accomplish this, novices may find this task + somewhat daunting. Included in all official distributions of + NetHack is a file called NHAccess.nh. Replacing defaults.nh with + this file will cause the game to run in a manner accessible to + the blind. After you have gained some experience with the game + and with editing files, you may want to alter settings to better + suit your preferences. Instructions on how to do this are includ- + ed in the NHAccess.nh file itself. The most crucial settings to + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 41 + + + make the game accessible are: + + IBMgraphics + Disable IBMgraphics by commenting out this option. + + menustyle:traditional + This will assist in the interface to speech synthesizers. + + number_pad + A lot of speech access programs use the number-pad to review + the screen. If this is the case, turn off the number_pad + option and use the traditional Rogue-like commands. + + Character graphics + Comment out all character graphics sets found near the bot- + tom of the defaults.nh file. Most of these replace + NetHack's default representation of the dungeon using stan- + dard ASCII characters with fancier characters from extended + character sets, and these fancier characters can annoy + screen-readers. + + 10. Scoring + + NetHack maintains a list of the top scores or scorers on + your machine, depending on how it is set up. In the latter case, + each account on the machine can post only one non-winning score + on this list. If you score higher than someone else on this + list, or better your previous score, you will be inserted in the + proper place under your current name. How many scores are kept + can also be set up when NetHack is compiled. + + Your score is chiefly based upon how much experience you + gained, how much loot you accumulated, how deep you explored, and + how the game ended. If you quit the game, you escape with all of + your gold intact. If, however, you get killed in the Mazes of + Menace, the guild will only hear about 90% of your gold when your + corpse is discovered (adventurers have been known to collect + finder's fees). So, consider whether you want to take one last + hit at that monster and possibly live, or quit and stop with + whatever you have. If you quit, you keep all your gold, but if + you swing and live, you might find more. + + If you just want to see what the current top players/games + list is, you can type nethack -s all on most versions. + + + 11. Explore mode + + NetHack is an intricate and difficult game. Novices might + falter in fear, aware of their ignorance of the means to survive. + Well, fear not. Your dungeon may come equipped with an ``ex- + plore'' or ``discovery'' mode that enables you to keep old save + files and cheat death, at the paltry cost of not getting on the + high score list. + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 42 + + + There are two ways of enabling explore mode. One is to + start the game with the -X switch. The other is to issue the `X' + command while already playing the game. The other benefits of + explore mode are left for the trepid reader to discover. + + + 12. Credits + + The original hack game was modeled on the Berkeley UNIX ro- + gue game. Large portions of this paper were shamelessly cribbed + from A Guide to the Dungeons of Doom, by Michael C. Toy and Ken- + neth C. R. C. Arnold. Small portions were adapted from Further + Exploration of the Dungeons of Doom, by Ken Arromdee. + + NetHack is the product of literally dozens of people's work. + Main events in the course of the game development are described + below: + + + Jay Fenlason wrote the original Hack, with help from Kenny + Woodland, Mike Thome and Jon Payne. + + Andries Brouwer did a major re-write, transforming Hack into + a very different game, and published (at least) three versions + (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet. + + Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, + producing PC HACK 1.01e, added support for DEC Rainbow graphics + in version 1.03g, and went on to produce at least four more ver- + sions (3.0, 3.2, 3.51, and 3.6). + + R. Black ported PC HACK 3.51 to Lattice C and the Atari + 520/1040ST, producing ST Hack 1.03. + + Mike Stephenson merged these various versions back together, + incorporating many of the added features, and produced NetHack + 1.4. He then coordinated a cast of thousands in enhancing and + debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3. + + Later, Mike coordinated a major rewrite of the game, heading + a team which included Ken Arromdee, Jean-Christophe Collet, Steve + Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike + Threepoint, and Janet Walz, to produce NetHack 3.0c. + + NetHack 3.0 was ported to the Atari by Eric R. Smith, to + OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three + of them and Kevin Darcy later joined the main development team to + produce subsequent revisions of 3.0. + + Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm + Meluch, Stephen Spackman and Pierre Martineau designed overlay + code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the + Macintosh. Along with various other Dungeoneers, they continued + to enhance the PC, Macintosh, and Amiga ports through the later + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 43 + + + revisions of 3.0. + + Headed by Mike Stephenson and coordinated by Izchak Miller + and Janet Walz, the development team which now included Ken Ar- + romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt + Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric + Raymond, and Eric Smith undertook a radical revision of 3.0. + They re-structured the game's design, and re-wrote major parts of + the code. They added multiple dungeons, a new display, special + individual character quests, a new endgame and many other new + features, and produced NetHack 3.1. + + Ken Lorber, Gregg Wonderly and Greg Olson, with help from + Richard Addison, Mike Passaretti, and Olaf Seibert, developed + NetHack 3.1 for the Amiga. + + Norm Meluch and Kevin Smolkowski, with help from Carl Sche- + lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported + NetHack 3.1 to the PC. + + Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike + Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny + Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack + 3.1 for the Macintosh, porting it for MPW. Building on their + development, Barton House added a Think C port. + + Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port- + ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua + Delahunty, was responsible for the VMS version of NetHack 3.1. + Michael Allison ported NetHack 3.1 to Windows NT. + + Dean Luick, with help from David Cohrs, developed NetHack + 3.1 for X11. Warwick Allison wrote a tiled version of NetHack + for the Atari; he later contributed the tiles to the DevTeam and + tile support was then added to other platforms. + + The 3.2 development team, comprised of Michael Allison, Ken + Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric + Smith, Mike Stephenson, Janet Walz, and Paul Winner, released + version 3.2 in April of 1996. + + Version 3.2 marked the tenth anniversary of the formation of + the development team. In a testament to their dedication to the + game, all thirteen members of the original development team + remained on the team at the start of work on that release. Dur- + ing the interval between the release of 3.1.3 and 3.2, one of the + founding members of the development team, Dr. Izchak Miller, was + diagnosed with cancer and passed away. That release of the game + was dedicated to him by the development and porting teams. + + During the lifespan of NetHack 3.1 and 3.2, several + enthusiasts of the game added their own modifications to the game + and made these ``variants'' publicly available: + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 44 + + + Tom Proudfoot and Yuval Oren created NetHack++, which was + quickly renamed NetHack--. Working independently, Stephen White + wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and + his own NetHack-- to produce SLASH. Larry Stewart-Zerba and + Warwick Allison improved the spell casting system with the Wizard + Patch. Warwick Allison also ported NetHack to use the Qt inter- + face. + + Warren Cheung combined SLASH with the Wizard Patch to pro- + duce Slash'em, and with the help of Kevin Hugo, added more + features. Kevin later joined the DevTeam and incorporated the + best of these ideas in NetHack 3.3. + + The 3.3 development team consisted of Michael Allison, Ken + Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, + Timo Hakulinen, Kevin Hugo, Steve Linhart, Dean Luick, Pat Ran- + kin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner. + + As with version 3.2, various people contributed to the game + as a whole as well as supporting ports on the different platforms + that NetHack runs on: + + Pat Rankin maintained 3.3 for VMS. + + Michael Allison maintained NetHack 3.3 for the MS-DOS plat- + form. Paul Winner and Yitzhak Sapir provided encouragement. + + Dean Luick, Mark Modrall, and Kevin Hugo maintained and + enhanced the Macintosh port of 3.3. + + Michael Allison maintained and enhanced 3.3 for the Micro- + soft Windows NT platform. + + Ron Van Iwaarden took over responsibility for the OS/2 port. + + The Amiga port of NetHack was resurrected for 3.3.1 by Janne + Salmijarvi. + + The Atari port of NetHack was resurrected for 3.3.1 by + Christian ``Marvin'' Bressler. + + - - - - - - - - - - + + From time to time, some depraved individual out there in + netland sends a particularly intriguing modification to help out + with the game. The Gods of the Dungeon sometimes make note of + the names of the worst of these miscreants in this, the list of + Dungeoneers: + + + + + + + + + NetHack 3.3 August 2, 2000 + + + + + + + NetHack Guidebook 45 + + + Adam Aronow Irina Rempt-Drijfhout Mike Gallop + Andy Church Izchak Miller Mike Passaretti + Andy Swanson Janet Walz Mike Stephenson + Ari Huttunen Janne Salmijarvi Norm Meluch + Barton House Jean-Christophe Collet Olaf Seibert + Benson I. Margulies Jochen Erwied Pat Rankin + Bill Dyer John Kallen Paul Winner + Boudewijn Waijers John Rupley Pierre Martineau + Bruce Cox John S. Bien Ralf Brown + Bruce Holloway Johnny Lee Richard Addison + Bruce Mewborne Jon W{tte Richard Beigel + Carl Schelin Jonathan Handler Richard P. Hughey + Chris Russo Joshua Delahunty Rob Menke + David Cohrs Keizo Yamamoto Robin Johnson + David Damerell Ken Arromdee Roland McGrath + David Gentzel Ken Lorber Ron Van Iwaarden + David Hairston Ken Washikita Ronnen Miller + Dean Luick Kevin Darcy Ross Brown + Del Lamb Kevin Hugo Sascha Wostmann + Deron Meranda Kevin Sitze Scott R. Turner + Dylan O'Donnell Kevin Smolkowski Stephen Spackman + Eric Backus Kevin Sweet Stephen White + Eric Hendrickson Lars Huttar Steve Creps + Eric R. Smith Mark Gooderum Steve Linhart + Eric S. Raymond Mark Modrall Steve VanDevender + Erik Andersen Marvin Bressler Tim Lennan + Frederick Roeber Matthew Day Timo Hakulinen + Gil Neiger Merlyn LeRoy Tom Almy + Greg Laskin Michael Allison Tom West + Greg Olson Michael Feir Warren Cheung + Gregg Wonderly Michael Hamel Warwick Allison + Hao-yang Wang Michael Sokolov Yitzhak Sapir + Helge Hafting Mike Engber + + Brand and product names are trademarks or registered trademarks + of their respective holders. + + + + + + + + + + + + + + + + + + + + + NetHack 3.3 August 2, 2000 + + +