From 4c76c24855db119c43bf70f45001bfd0138062b3 Mon Sep 17 00:00:00 2001 From: jwalz Date: Sat, 5 Jan 2002 21:05:47 +0000 Subject: [PATCH] *** empty log message *** --- doc/Guidebook.mn | 2301 ++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 2301 insertions(+) create mode 100644 doc/Guidebook.mn diff --git a/doc/Guidebook.mn b/doc/Guidebook.mn new file mode 100644 index 000000000..af446c05f --- /dev/null +++ b/doc/Guidebook.mn @@ -0,0 +1,2301 @@ +.ds h0 "NetHack Guidebook +.ds h1 +.ds h2 % +.ds vr "NetHack 3.3 +.ds f0 "\*(vr +.ds f1 +.ds f2 "January 1, 2002 +.mt +A Guide to the Mazes of Menace +(Guidebook for NetHack 3.3) +.au +Eric S. Raymond +(Extensively edited and expanded for 3.3) +.hn 1 +Introduction + +Recently, you have begun to find yourself unfulfilled and distant +in your daily occupation. Strange dreams of prospecting, stealing, +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 recollection of the strange and +powerful creatures that seem to be lurking 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 entered +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? + +.pg +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. + +.pg + 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 morning, you +gather your gear, eat what may be your last meal outside, and enter the +dungeon... + +.hn 1 +What is going on here? +.pg +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. +.pg +Your abilities and strengths for dealing with the hazards of adventure +will vary with your background and training: +.pg +\fIArcheologists\fP 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. +.pg +\fIBarbarians\fP 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. +.pg +\fICavemen\fP and \fICavewomen\fP start with exceptional strength but, +unfortunately, with neolithic weapons. +.pg +\fIHealers\fP are wise in medicine and apothecary. They know the +herbs and simples that can restore vitality, ease pain, anesthetize, +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. +.pg +\fIKnights\fP are distinguished from the common skirmisher by their +devotion to the ideals of chivalry and by the surpassing excellence of +their armor. +.pg +\fIMonks\fP 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. +.pg +\fIPriests\fP and \fIPriestesses\fP are clerics militant, crusaders +advancing 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. +.pg +\fIRangers\fP 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. +.pg +\fIRogues\fP are agile and stealthy thieves, with knowledge of locks, +traps, and poisons. Their advantage lies in surprise, which they employ +to great advantage. +.pg +\fISamurai\fP are the elite warriors of feudal Nippon. They are lightly +armored and quick, and wear the \fIdai-sho\fP, two swords of the deadliest +keenness. +.pg +\fITourists\fP 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. +.pg +\fIValkyries\fP 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. +.pg +\fIWizards\fP 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. +.pg +You may also choose the race of your character: +.pg +\fIDwarves\fP 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. +.pg +\fIElves\fP 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. +.pg +\fIGnomes\fP 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. +.pg +\fIHumans\fP 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. +.pg +\fIOrcs\fP 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. +.hn 1 +What do all those things on the screen mean? +.pg +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. +.pg +When NetHack's ancestor \fIrogue\fP 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 sentences 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. +.pg +NetHack can even be played by blind players, with the assistance of Braille +readers or speech synthesisers. Instructions for configuring NetHack for +the blind are included later in this document. +.pg +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. +.pg +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 created. The three possible display +options are: a monochrome character interface, a color character interface, +and a graphical interface using small pictures called tiles. The two +character interfaces 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. +.pg +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. + +.TS S +center tab(~); +a. +_ +The bat bites! + + ------ + |....| ---------- + |.<..|####...@...$.| + |....-# |...B....+ + |....| |.d......| + ------ -------|-- + + + +Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral +Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak + +_ +.TE +.ce 1 +Figure 1 + +.hn 2 +The status lines (bottom) +.pg +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 various status items mean +(though your configuration may not have all the status items listed +below): +.lp "Rank " +Your character's name and professional ranking (based on the +experience level, see below). +.lp 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, and magic can +cause attributes to exceed the normal limits). 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. +.lp Dexterity +Dexterity affects your chances to hit in combat, to avoid traps, and +do other tasks requiring agility or manipulation of objects. +.lp Constitution +Constitution affects your ability to recover from injuries and other +strains on your stamina. +.lp Intelligence +Intelligence affects your ability to cast spells and read spellbooks. +.lp Wisdom +Wisdom comes from your practical experience (especially when dealing with +magic). It affects your magical energy. +.lp Charisma +Charisma affects how certain creatures react toward you. In +particular, it can affect the prices shopkeepers offer you. +.lp Alignment +\fBLawful\fP, \fBNeutral\fP, or \fBChaotic\fP. 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 alignment are more likely +to be seriously offended at your presence. +.lp "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 somewhere beneath the twentieth level. +.lp "Gold " +The number of gold pieces you are openly carrying. Gold which you have +concealed in containers is not counted. +.lp "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. +.lp Power +Spell points. This tells you how much mystic energy (\fImana\fP) +you have available for spell casting. Again, resting will regenerate the +amount available. +.lp "Armor Class +A measure of how effectively your armor stops blows from unfriendly +creatures. The lower this number is, the more effective the armor; it +is quite possible to have negative armor class. +.lp Experience +Your current experience level and experience points. As you +adventure, you gain experience points. At certain experience point +totals, you gain an experience level. The more experienced you are, +the better you fight and withstand magical attacks. Many dungeons +show only your experience level here. +.lp "Time " +The number of turns elapsed so far, displayed if you have the +.op time +option set. +.lp "Hunger status +Your current hunger status, ranging from \fBSatiated\fP down to +\fBFainting\fP. If your hunger status is normal, it is not displayed. +.pg +Additional status flags may appear after the hunger status: \fBConf\fP +when you're confused, \fBFoodPois\fP or \fBIll\fP +when sick, \fBBlind\fP when you can't +see, \fBStun\fP when stunned, and \fBHallu\fP when hallucinating. +.hn 2 +The message line (top) +.pg +The top line of the screen is reserved for messages that describe +things that are impossible to represent visually. If you see a +``\fB--More--\fP'' 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. +.hn 2 +The map (rest of the screen) +.pg +The rest of the screen is the map of the level as you have explored it +so far. Each symbol on the screen represents something. 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: +.lp "- and | +The walls of a room, or an open door. Or a grave (|). +.lp . +The floor of a room, ice, or a doorless doorway. +.lp # +A corridor, or iron bars, or a tree, or possibly a kitchen sink (if +your dungeon has sinks), or a drawbridge. +.lp > +Stairs down: a way to the next level. +.lp < +Stairs up: a way to the previous level. +.lp + +A closed door, or a spellbook containing a spell you may be able to learn. +.lp @ +Your character or a human. +.lp $ +A pile of gold. +.lp ^ +A trap (once you have detected it). +.lp ) +A weapon. +.lp [ +A suit or piece of armor. +.lp % +Something edible (not necessarily healthy). +.lp ? +A scroll. +.lp / +A wand. +.lp = +A ring. +.lp ! +A potion. +.lp ( +A useful item (pick-axe, key, lamp...). +.lp """ +An amulet or a spider web. +.lp * +A gem or rock (possibly valuable, possibly worthless). +.lp ` +A boulder or statue. +.lp 0 +An iron ball. +.lp _ +An altar, or an iron chain. +.lp { +A fountain. +.lp } +A pool of water or moat or a pool of lava. +.lp "\e +An opulent throne. +.lp "a-zA-Z and other symbols +Letters and certain other symbols represent the various inhabitants +of the Mazes of Menace. Watch out, they can be nasty and vicious. +Sometimes, however, they can be helpful. +.lp I +This marks the last known location of an invisible or otherwise unseen +monster. Note that the monster could have moved. The 'f' and 'm' commands +may be useful here. +.pg +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). + +.hn 1 +Commands +.pg +Commands are initiated by typing one or two characters. Some commands, +like ``search'', do not require that any more information 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 +.op menustyle +option. +.pg +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 unexpected. 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. +.pg +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 +.op number_pad +option set, you must type `n' to prefix a count, so the example above +would be typed ``n10s'' instead. Commands for which counts make no +sense ignore them. In addition, movement commands can be prefixed for +greater control (see below). To cancel a count or a prefix, press the +ESC key. +.pg +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 reference: +.lp ? +Help menu: display one of several help texts available. +.lp / +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 particular spot +on the map and then pressing one of `.', `,', `;', +or `:'. `.' will explain the symbol at the chosen location, +conditionally check for ``More info?'' depending upon whether the +.op 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 additional info and also not bother asking +you to choose another location 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 pressing `?' +will give a brief reminder about how it works. +.pg +Specifying a name rather than a location +always gives any additional information available about that name. +.lp & +Tell what a command does. +.lp < +Go up to the previous level (if you are on a staircase or ladder). +.lp > +Go down to the next level (if you are on a staircase or ladder). +.lp [yuhjklbn] +Go one step in the direction indicated (see Figure 2). If you sense +or remember +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.'' +.sd +.TS S +center; +c c. +y k u 7 8 9 +\e | / \e | / +h- . -l 4- . -6 +/ | \e / | \e +b j n 1 2 3 + (if \fBnumber_pad\fP is set) +.TE +.ed +.ce 1 +Figure 2 + +.lp [YUHJKLBN] +Go in that direction until you hit a wall or run into something. +.lp m[yuhjklbn] +Prefix: move without picking up objects or fighting (even if you remember +a monster there) +.lp F[yuhjklbn] +Prefix: fight a monster (even if you only guess one is there) +.lp M[yuhjklbn] +Prefix: move far, no pickup. +.lp "g[yuhjklbn] +Prefix: move until something interesting is found. +.lp "G[yuhjklbn] or [yuhjklbn] +Prefix: same as `g', but forking of corridors is not considered interesting. +.lp _ +Travel to a map location via a shortest-path algorithm. Stops on most of +the same conditions as the Rush commands do. For ports with mouse +support, the command is also invoked when a mouse-click takes place on a +location further than 1 cell away from the current position. +.lp . +Rest, do nothing for one turn. +.lp a +Apply (use) a tool (pick-axe, key, lamp...). +.lp 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. +.lp ^A +Redo the previous command. +.lp c +Close a door. +.lp C +Call (name) an individual monster. +.lp ^C +Panic button. Quit the game. +.lp d +Drop something. Ex. ``d7a'' means drop seven items of object \fIa\fP. +.lp 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'. +.sd +.si +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. +.ei +.ed +.lp ^D +Kick something (usually a door). +.lp e +Eat food. +.lp E +Engrave a message on the floor. +Engraving the word ``Elbereth'' 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.) +.sd +.si +E- - write in the dust with your fingers. +.ei +.ed +.lp 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 +.op autoquiver +is true. +.lp i +List your inventory (everything you're carrying). +.lp I +List selected parts of your inventory. +.sd +.si +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. +.ei +.ed +.lp o +Open a door. +.lp O +Set options. A menu showing the current option values will be +displayed. You can change most values simply by selecting the menu +entry for the given option (ie, by typing its letter or clicking upon +it, depending on your user interface). For the non-boolean choices, +a further menu or prompt will appear once you've closed this menu. +The available 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. +.lp p +Pay your shopping bill. +.lp P +Put on a ring or other accessory (amulet, blindfold). +.lp ^P +Repeat previous message (subsequent ^P's repeat earlier messages). +.lp q +Quaff (drink) a potion. +.lp 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'.) +.lp r +Read a scroll or spellbook. +.lp R +Remove an accessory (ring, amulet, etc). +.lp ^R +Redraw the screen. +.lp s +Search for secret doors and traps around you. It usually takes several +tries to find something. +.lp S +Save (and suspend) the game. The game will be restored automatically the +next time you play. +.lp t +Throw an object or shoot a projectile. +.lp T +Take off armor. +.lp ^T +Teleport, if you have the ability. +.lp v +Display version number. +.lp V +Display the game history. +.lp w +Wield weapon. +.sd +.si +w- - wield nothing, use your bare hands. +.ei +.ed +.lp W +Wear armor. +.lp 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 empty, +the exchange still takes place. +.lp X +Enter explore (discovery) mode, explained in its own section later. +.lp ^X +Display your name, role, race, gender, and alignment as well as +the various deities in your game. +.lp z +Zap a wand. To aim at yourself, use `.' for the direction. +.lp Z +Zap (cast) a spell. To cast at yourself, use `.' for the direction. +.lp ^Z +Suspend the game +.ux " versions with job control only)." ( +.lp : +Look at what is here. +.lp ; +Show what type of thing a visible symbol corresponds to. +.lp , +Pick up some things. +.lp @ +Toggle the +.op autopickup +option on and off. +.lp ^ +Ask for the type of a trap you found earlier. +.lp ) +Tell what weapon you are wielding. +.lp [ +Tell what armor you are wearing. +.lp = +Tell what rings you are wearing. +.lp """ +Tell what amulet you are wearing. +.lp ( +Tell what tools you are using. +.lp * +Tell what equipment you are using; combines the preceding five type-specific +commands into one. +.lp $ +Count your gold pieces. +.lp + +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 exchanges. +.lp "\e +Show what types of objects have been discovered. +.lp ! +Escape to a shell. +.lp # +Perform an extended command. As you can see, the authors of NetHack +used up all the letters, so this is a way to introduce the less frequently +used commands. +What extended commands are available depends on what features the game was +compiled with. +.lp #adjust +Adjust inventory letters (most useful when the +.op fixinv +option is ``on''). +.lp #chat +Talk to someone. +.lp #conduct +List which challenges you have adhered to. See the section below entitled +``Conduct'' for details. +.lp #dip +Dip an object into something. +.lp #enhance +Advance or check weapons and spell skills. +.lp #force +Force a lock. +.lp #invoke +Invoke an object's special powers. +.lp #jump +Jump to another location. +.lp #loot +Loot a box or bag on the floor beneath you, or the saddle +from a horse standing next to you. +.lp #monster +Use a monster's special ability (when polymorphed into monster form). +.lp #name +Name an item or type of object. +.lp #offer +Offer a sacrifice to the gods. +.lp #pray +Pray to the gods for help. +.lp #quit +Quit the program without saving your game. +.lp #ride +Ride (or stop riding) a monster. +.lp #rub +Rub a lamp. +.lp #sit +Sit down. +.lp #turn +Turn undead. +.lp #twoweapon +Toggle two-weapon combat on or off. Note that you must +use suitable weapons for this type of combat, or it will +be automatically turned off. +.lp #untrap +Untrap something (trap, door, or chest). +.lp #version +Print compile time options for this version of NetHack. +.lp #wipe +Wipe off your face. +.lp #? +Help menu: get the list of available extended commands. +.pg +If your keyboard has a meta key (which, when pressed in combination +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 {\it NT, OS/2, PC\/ {\rm and} ST NetHack}, +.\" the `Alt' key can be used in this fashion; +.\" on the Amiga set the {\it altmeta\/} option to get this behavior. +In NT, OS/2, and PC NetHack, the `Alt' key +can be used in this fashion. +.lp M-2 +#twoweapon +.lp M-a +#adjust +.lp M-c +#chat +.lp M-d +#dip +.lp M-e +#enhance +.lp M-f +#force +.lp M-i +#invoke +.lp M-j +#jump +.lp M-l +#loot +.lp M-m +#monster +.lp M-n +#name +.lp M-o +#offer +.lp M-p +#pray +.lp M-q +#quit +.lp M-r +#rub +.lp M-s +#sit +.lp M-t +#turn +.lp M-u +#untrap +.lp M-v +#version +.lp M-w +#wipe +.pg +If the +.op number_pad +option is on, some additional letter commands are available: +.lp j +Jump to another location. Same as ``#jump'' or ``M-j''. +.lp k +Kick something (usually a door). Same as `^D'. +.lp 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''. +.lp N +Name an item or type of object. Same as ``#name'' or ``M-N''. +.lp u +Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-u''. + +.hn 1 +Rooms and corridors +.pg +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. +.pg +Secret corridors are hidden. You can find them with the `s' (search) +command. +.hn 2 +Doorways +.pg +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. +.pg +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. +.pg +Open doors cannot be entered diagonally; you must approach them +straight on, horizontally or vertically. Doorways without doors are +not restricted in this fashion. +.pg +Doors can be useful for shutting out monsters. Most monsters cannot +open doors, although a few don't need to (ex. ghosts can walk through +doors). +.pg +Secret doors are hidden. You can find them with the `s' (search) +command. Once found they are in all ways equivalent to normal doors. +.hn 2 +Traps (`^') +.pg +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 something fall into it, or you +discover it with the `s' (search) command. Monsters can fall prey to +traps, too, which can be a very useful defensive strategy. +.pg +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 traditional rules of +Sokoban. Some allowances are permitted in case the player gets stuck; +however, they will lower your luck. +.hn 2 +Stairs (`<', `>') +.pg +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 instance, fairly early +in the dungeon you will find a level with two down staircases, one +continuing into the dungeon and the other 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. +.pg +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. +.pg +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 occasionally 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. +.hn 2 +Ladders (`<', `>') +.pg +Ladders serve the same purpose as staircases, and the two types of +inter-level connections are nearly indistinguishable during game play. + +.hn 1 +Monsters +.pg +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). +.pg +The commands `/' and `;' may be used to obtain information about those +monsters who are displayed on the screen. The command `C' allows you +to assign a name to a monster, which may be useful to help distinguish +one from another when multiple monsters are present. Assigning a name +which is just a space will remove any prior name. +.pg +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. +.hn 2 +Fighting +.pg +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. +.pg +If you can't see a monster (if it is invisible, or if you are blinded), +the symbol `I' will be shown when you learn of its presence. +If you attempt to walk into it, you will try to fight it just like +a monster that you can see; of course, +if the monster has moved, you will attack empty air. If you guess +that the monster has moved and you don't wish to fight, you can use the `m' +command to move without fighting; likewise, if you don't remember a monster +but want to try fighting anyway, you can use the `f' command. +.hn 2 +Your pet +.pg +You start the game with a little dog (`d'), cat (`f'), or pony (`u'), which +follows you about the dungeon and fights monsters 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. +.pg +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. +.pg +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. +.hn 2 +Steeds +.pg +Some types of creatures in the dungeon can actually be ridden 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 order 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. +.pg +Riding skill is managed by the `#enhance' command. See the section +on Weapon proficiency for more information about that. +.hn 2 +Bones levels +.pg +You may encounter the shades and corpses of other adventurers (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. + +.hn 1 +Objects +.pg +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 +.op autopickup +option (see below), or move with the `m' prefix (see above)), or +manually by using the `,' command. +.pg +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. +.pg +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 carrying 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. +.pg +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. +.pg +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). +.pg +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. +.pg +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 instead +of assigning a new one. +.hn 2 +Curses and Blessings +.pg +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 enchantments that make them +less effective in combat. Other cursed objects may act poorly or +detrimentally in other ways. +.pg +Objects can also be blessed. Blessed items usually work better or +more beneficially than normal uncursed items. For example, a blessed +weapon will do more damage against demons. +.pg +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. +.pg +An item with unknown status will be reported in your inventory 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. +.hn 2 +Weapons (`)') +.pg +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. +.pg +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). +.pg +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 identified somehow. +Most weapons are subject to some type of damage like rust. Such +``erosion'' damage can be repaired. +.pg +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 (enchantment 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. +.pg +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 characters (barbarians, for instance) have the necessary +skill available. 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. +.pg +There might be times when you'd rather not wield any weapon at all. +To accomplish that, wield `-', or else use the `A' command which +allows you to unwield the current weapon in addition to taking off +other worn items. +.pg +Those of you in the audience who are AD&D players, be aware that each +weapon which existed in AD&D does roughly the same damage to monsters in +NetHack. Some of the more obscure weapons (such as the \fIaklys\fP, +\fIlucern hammer\fP, and \fIbec-de-corbin\fP) are defined in an +appendix to \fIUnearthed Arcana\fP, an AD&D supplement. +.pg +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). +.hn 3 +Throwing and shooting +.pg +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 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. +.pg +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, +.op autoquiver, +which has NetHack choose another item to automatically fill your +quiver when the inventory slot used for `Q' runs out. +.pg +Some characters have the ability fire a volley of multiple items in a +single turn. Knowing how to load several rounds of ammunition at +once -- or hold several missiles in your hand -- and still hit a +target is not an easy task. Rangers are among those who are adept +at this task, as are those with a high level of proficiency in the +relevant weapon skill (in bow skill if you're wielding one to +shoot arrows, in crossbow skill if you're wielding one to shoot bolts, +or in sling skill if you're wielding one to shoot stones). +The number of items that the character has a chance to fire varies from +turn to turn. You can explicitly limit the number of shots by using a +numeric prefix before the `t' or `f' command. +For example, ``2f'' (or ``n2f'' if using +.op number_pad +mode) would ensure that at most 2 arrows are shot +even if you could have fired 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. Once the volley is in motion, all of the items +will travel in the same direction; if the first ones kill a monster, +the others can still continue beyond that spot. +.hn 3 +Weapon proficiency +.pg +You will have varying degrees of skill in the weapons available. +Weapon proficiency, or weapon skills, affect how well you can use +particular types of weapons, and you'll be able to improve your skills +as you progress through a game, depending on your role, your experience +level, and use of the weapons. +.pg +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. +.pg +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'' (sometimes 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''. +.pg +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 total +overall skills, so you need to actively choose which skills to enhance +and which to ignore. +.hn 2 +Armor (`[') +.pg +Lots of unfriendly things lurk about; you need armor to protect +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 being +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: + +.TS S +center; +a n. +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 +.TE +.pg +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. +.pg +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 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. +.pg +Many types of armor are subject to some kind of damage like rust. Such +damage can be repaired. Some types of armor may inhibit spell casting. +.pg +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. +.hn 2 +Food (`%') +.pg +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 usually stay fresh, but +ice boxes are heavy, and tins take a while to open. +.pg +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.'' +.pg +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. +.pg +You can name one food item after something you like to eat with the +.op fruit +option. +.pg +The command to eat food is `e'. +.hn 2 +Scrolls (`?') +.pg +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). +.pg +One of the most useful of these is the \fIscroll of identify\fP, which +can be used to determine what another object is, whether it is cursed or +blessed, and how many uses it has left. Some objects of subtle +enchantment are difficult to identify without these. +.pg +A mail daemon may run up and deliver mail to you as a +\fIscroll of mail\fP (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'' 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 variables are ignored. +You can disable the mail daemon by turning off the +.op mail +option. +.pg +The command to read a scroll is `r'. +.hn 2 +Potions (`!') +.pg +Potions are distinguished by the color of the liquid inside the flask. +They disappear after you quaff them. +.pg +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. +.pg +The command to drink a potion is `q' (quaff). +.hn 2 +Wands (`/') +.pg +Magic wands usually have multiple magical charges. Some wands are +directional\(emyou 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\(emthey +don't require a direction. The number of charges in a wand is random and +decreases by one whenever you use it. +.pg +When the number of charges left in a wand becomes zero, attempts 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. +.pg +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 certainly cause a catastrophic release of +magical energies. +.pg +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. +.pg +The command to use a wand is `z' (zap). To break one, use the `a' (apply) +command. +.hn 2 +Rings (`=') +.pg +Rings are very useful items, since they are relatively permanent +magic, unlike the usually fleeting effects of potions, scrolls, and +wands. +.pg +Putting on a ring activates its magic. You can wear only two +rings, one on each ring finger. +.pg +Most rings also cause you to grow hungry more rapidly, the rate +varying with the type of ring. +.pg +The commands to use rings are `P' (put on) and `R' (remove). +.hn 2 +Spellbooks (`+') +.pg +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) \(em unless the attempt backfires. +Reading a cursed spellbook or one with mystic runes beyond +your ken can be harmful to your health! +.pg +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. +.pg +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 eventually forget the +details completely and must relearn it. +.pg +Some spells are +directional\(emyou must give a direction in which to cast them. You can also +cast them at yourself (just give a `.' or `s' for the direction). Be warned, +however, for this is often unwise. Other spells are nondirectional\(emthey +don't require a direction. +.pg +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''.) +.pg +Casting a spell also requires flexible movement, and wearing various types +of armor may interfere with that. +.pg +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. +.hn 2 +Tools (`(') +.pg +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 containers, which objects can +be placed into or taken out of. +.pg +The command to use tools is `a' (apply). +.hn 3 +Containers +.pg +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 carrying 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. +.pg +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. +.hn 2 +Amulets (`"') +.pg +Amulets are very similar to rings, and often more powerful. Like +rings, amulets have various magical properties, some beneficial, +some harmful, which are activated by putting them on. +.pg +Only one amulet may be worn at a time, around your neck. +.pg +The commands to use amulets are the same as for rings, `P' (put on) +and `R' (remove). +.hn 2 +Gems (`*') +.pg +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. +.pg +Other small rocks are also categorized as gems, but they are much less +valuable. All rocks, however, can be used as projectile weapons (if you +have a sling). In the most desperate of cases, you can still throw them +by hand. +.hn 2 +Large rocks (`\`') +.pg +Statues and boulders are not particularly useful, and are generally +heavy. It is rumored that some statues are not what they seem. +.pg +Very large humanoids (giants and their ilk) have been known to use boulders +as weapons. +.hn 2 +Gold (`$') +.pg +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). + +.hn 1 +Conduct +.pg +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. +.pg +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 benefits. +Calling upon your god for help with starvation does +not violate any food challenges either. +.pg +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. Certain human +food is prepared without animal products; namely, lembas 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 considered vegan food. +Note however that eating such items still counts against foodless conduct. +.pg +Vegetarians do not eat animals; +however, they are less selective about eating animal byproducts than vegans. +In addition 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. +.pg +Eating any kind of meat violates the vegetarian, vegan, and foodless +conducts. This includes tripe rations, the corpses or 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 +polymorphed into a creature that can digest it, or eating monster brains +while polymorphed into a (master) mind flayer, is considered eating +an animal, although wax is only an animal byproduct. +.pg +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 eating 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. leather, 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 compatible 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. +.pg +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 conduct; 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 being 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. +.pg +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. +.pg +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. +.pg +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. +.pg +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 receive 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). + +.hn 1 +Options +.pg +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. +.hn 2 +Setting the options +.pg +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. +.hn 2 +Using the NETHACKOPTIONS environment variable +.pg +The NETHACKOPTIONS variable is a comma-separated list of initial +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 option to the list, +and turn it off by typing a `!' or ``no'' before 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 terminated by the next comma or the end of string. +.pg +For example, to set up an environment variable so that ``autoquiver'' is on, +``autopickup'' is off, the name is set to ``Blue Meanie'', and the fruit +is set to ``papaya'', you would enter the command +.sd +% \fBsetenv NETHACKOPTIONS "autoquiver,\e!autopickup,name:Blue Meanie,fruit:papaya"\fP +.ed +in \fIcsh\fP (note the need to escape the ! since it's special to the shell), or +.sd +$ \fBNETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"\fP +$ \fBexport NETHACKOPTIONS\fP +.ed +in \fIsh\fP or \fIksh\fP. +.hn 2 +Using a configuration file +.pg +Any line in the configuration file starting with ``OPTIONS='' may be +filled out with options in the same syntax as in NETHACKOPTIONS. +Any line starting with ``DUNGEON='', ``EFFECTS='', ``MONSTERS='', +``OBJECTS='', ``TRAPS='', or ``BOULDER='' +is taken as defining the corresponding +.op dungeon, +.op effects, +.op monsters, +.op objects +.op traps +or +.op boulder +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 multiple lines by putting a `\e' +at the end of each line to be continued. +Any line starting with `#' is treated as a comment. +.pg +The default name of the configuration file varies on different +operating systems, but NETHACKOPTIONS can also be set to +the full name of a file you want to use (possibly preceded by an `@'). +.hn 2 +Customization options +.pg +Here are explanations of what the various options do. +Character strings that are too long may be truncated. +Some of the options listed may be inactive in your dungeon. +.lp 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. +Cannot be set with the `O' command. +.lp "autopickup " +Automatically pick up things onto which you move (default on). +.lp "autoquiver " +This option controls what happens when you attempt the `f' (fire) +command with an empty quiver. When true, the computer 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) +.lp "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). +.lp boulder +Set the character used to display boulders (default is rock class symbol). +.lp catname +Name your starting cat (ex. ``catname:Morris''). +Cannot be set with the `O' command. +.lp 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 exception. +.lp checkpoint +Save game state after each level change, for possible recovery after +program crash (default on). +.lp 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 compilation. +.lp "color " +Use color for different monsters, objects, and dungeon features +(default on for microcomputers). +.lp "confirm " +Have user confirm attacks on pets, shopkeepers, and other +peaceable creatures (default on). +.lp 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 terminals, so you should specify it when appropriate +even if you override the selections with your own graphics strings. +.lp disclose +Offer to disclose various information when the game ends (default all). +The possibilities are identifying your inventory ('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 includes all monsters killed by +traps and each other as well as by you. +.lp dogname +Name your starting dog (ex. ``dogname:Fang''). +Cannot be set with the `O' command. +.lp dungeon +Set the graphics symbols for displaying the dungeon +(default \&``\ |--------||.-|++##.##<><>_|\e\e#{}.}..##\ #}''). +The +.op dungeon +option should be followed by a string of 1-41 +characters to be used instead of the default map-drawing 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 `\e' is a prefix to take the following +character literally. Thus `\e' needs to be represented as `\e\e'. +The special escape +form `\em' 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 rearranged. + +Cannot be set with the `O' command. +.lp effects +Set the graphics symbols for displaying special effects +(default \&``|-\e\e/*!)(0#@*/-\e\e||\e\e-//-\e\e|\ |\e\e-/''). +The +.op 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 +.op 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 surrounding glyphs for swallowed display, +nine glyphs for explosions. +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. + +Cannot be set with the `O' command. +.lp eight_bit_tty +Pass eight-bit character values (for example, specified with the +.op traps +option) straight through to your terminal (default off). Only applies +to the tty port. +.lp 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 +(default off), when the game has been compiled to support tty graphics. +.lp female +An obsolete synonym for ``gender:female''. +Cannot be set with the `O' command. +.lp 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. +.lp "fruit " +Name a fruit after something you enjoy eating (ex. ``fruit:mango'') +(default ``slime mold''). Basically a nostalgic 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 +already exist in NetHack, so don't use those. +.lp 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'' +options, the ``gender'' option will take precedence. +The default is to randomly pick an appropriate gender. +Cannot be set with the `O' command. +.lp 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. +.lp 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. +.lp horsename +Name your starting horse (ex. ``horsename:Trigger''). +Cannot be set with the `O' command. +.lp 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 option 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. +.lp ignintr +Ignore interrupt signals, including breaks (default off). +.lp legacy +Display an introductory message when starting the game (default on). +.lp lit_corridor +Show corridor squares seen by night vision or a light source held by your +character as lit (default off). +.lp "mail " +Enable mail delivery during the game. +.lp "male " +An obsolete synonym for ``gender:male''. +Cannot be set with the `O' command. +.lp 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 characters, +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. +.lp menu_deselect_all +Menu character accelerator to deselect all items in a menu. +Implemented by the Amiga, Gem, X11 and tty ports. +Default '-'. +.lp menu_deselect_page +Menu character accelerator deselect all items on this page of a menu. +Implemented by the Amiga, Gem and tty ports. +Default '\e'. +.lp menu_first_page +Menu character accelerator to jump to the first page in a menu. +Implemented by the Amiga, Gem and tty ports. +Default '^'. +.lp menu_invert_all +Menu character accelerator to invert all items in a menu. +Implemented by the Amiga, Gem, X11 and tty ports. +Default '@'. +.lp menu_invert_page +Menu character accelerator to invert all items on this page of a menu. +Implemented by the Amiga, Gem and tty ports. +Default '~'. +.lp menu_last_page +Menu character accelerator to jump to the last page in a menu. +Implemented by the Amiga, Gem and tty ports. +Default '|'. +.lp menu_next_page +Menu character accelerator to goto the next menu page. +Implemented by the Amiga, Gem and tty ports. +Default '>'. +.lp menu_previous_page +Menu character accelerator to goto the previous menu page. +Implemented by the Amiga, Gem and tty ports. +Default '<'. +.lp menu_search +Menu character accelerator to search for a menu item. +Implemented by the Amiga, Gem and X11 ports. +Default ':'. +.lp menu_select_all +Menu character accelerator to select all items in a menu. +Implemented by the Amiga, Gem, X11 and tty ports. +Default '.'. +.lp menu_select_page +Menu character accelerator to select all items on this page of a menu. +Implemented by the Amiga, Gem and tty ports. +Default ','. +.lp monsters +Set the characters used to display monster classes (default +``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \'&;:~]''). +This string is subjected to the same processing as the +.op 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, +piercer, 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. +.lp msghistory +The number of top line messages to save (and recall with ^P) (default 20). +Cannot be set with the `O' command. +.lp "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 +.op "-A -B -C -H -K -M -P -Ra -Ro -S -T -V -W" ). +If +.op "-@" +is used for the role, then a random one will be automatically chosen. +Cannot be set with the `O' command. +.lp "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. +.lp "null " +Send padding nulls to the terminal (default off). +.lp number_pad +Use the number keys to move instead of [yuhjklbn] (default off). +.lp objects +Set the characters used to display object classes +(default ``])[="(%!?+/$*`0_.''). +This string is subjected to the same processing as the +.op 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. +.lp 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. +.lp perm_invent +If true, always display your current inventory in a window. This only +makes sense for windowing system interfaces that implement this feature. +.lp 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. +.lp pickup_burden +When you pick up an item that would exceed this encumbrance +level (Unburdened, Burdened, streSsed, straiNed, overTaxed, +or overLoaded), you will be asked if you want to continue. +(Default `S'). +.lp pickup_types +Specify the object types to be picked up when +.op autopickup +is on. Default is all types. +.lp prayconfirm +Prompt for confirmation before praying (default on). +.lp 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. +.lp pushweapon +Using the `w' (wield) command when already wielding +something pushes the old item into your secondary weapon slot (default off). +.lp race +Selects your race (for example, ``race:human''). Default is random. +Cannot be set with the `O' command. +.lp "rawio " +Force raw (non-cbreak) mode for faster output and more +bulletproof 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. +.lp rest_on_space +Make the space bar a synonym for the `.' (rest) command (default off). +.lp "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. +.lp safe_pet +Prevent you from (knowingly) attacking your pets (default on). +.lp 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. +.lp showexp +Show your accumulated experience points on bottom line (default off). +.lp showscore +Show your approximate accumulated score on bottom line (default off). +.lp "silent " +Suppress terminal beeps (default on). +.lp sortpack +Sort the pack contents by type when displaying inventory (default on). +.lp sparkle +Display a sparkly effect when a monster (including yourself) is hit by an +attack to which it is resistant (default on). +.lp standout +Boldface monsters and ``\fB--More--\fP'' (default off). +.lp 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''). +.lp "time " +Show the elapsed game time in turns on bottom line (default off). +.lp timed_delay +When pausing momentarily for display effect, such as with explosions and +moving objects, use a timer rather than sending extra characters to the +screen. (Applies to ``tty'' interface only; ``X11'' interface always +uses a timer based delay. The default is on if configured into the +program.) +.lp tombstone +Draw a tombstone graphic upon your death (default on). +.lp 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 window. +.lp traps +Set the graphics symbols for displaying traps +(default \&``^^^^^^^^^^^^^^^^^"^^^^''). +The +.op 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 +.op 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. + +Cannot be set with the `O' command. +.lp verbose +Provide more commentary during the game (default on). +.lp 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. +.lp 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. +.lp windowtype +Select which windowing system to use, such as ``tty'' or ``X11'' +(default depends on version). +Cannot be set with the `O' command. +.hn 2 +Configuring NetHack for Play by the Blind +.pg +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 +capabilities 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 character 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. +.pg +While it is not difficult for experienced users to edit the \fBdefaults.nh\fP +file to accomplish this, novices may find this task somewhat daunting. +Included in all official distributions of NetHack is a file called +\fBNHAccess.nh\fP. Replacing \fBdefaults.nh\fP 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 included in the \fBNHAccess.nh\fP file itself. The most crucial settings to +make the game accessible are: +.pg +.lp IBMgraphics +Disable IBMgraphics by commenting out this option. +.lp menustyle:traditional +This will assist in the interface to speech synthesizers. +.lp \!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. +.lp "Character graphics" +Comment out all character graphics sets found near the bottom of the +\fBdefaults.nh\fP file. Most of these replace \fBNetHack\fP's +default representation of the dungeon using standard ASCII characters +with fancier characters from extended character sets, and these fancier +characters can annoy screen-readers. +.hn 1 +Scoring +.pg +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. +.pg +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. +.pg +If you just want to see what the current top players/games list is, you +can type \fBnethack -s all\fP on most versions. + +.hn 1 +Explore mode +.pg +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 ``explore'' 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. +.pg +There are two ways of enabling explore mode. One is to start the game +with the +.op -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. + +.hn +Credits +.pg +The original \fIhack\fP game was modeled on the Berkeley +.ux +\fIrogue\fP game. Large portions of this paper were shamelessly +cribbed from \fIA Guide to the Dungeons of Doom\fP, by Michael C. Toy +and Kenneth C. R. C. Arnold. Small portions were adapted from +\fIFurther Exploration of the Dungeons of Doom\fP, by Ken Arromdee. +.pg +NetHack is the product of literally dozens of people's work. +Main events in the course of the game development are described below: + +.pg +\fBJay Fenlason\fP wrote the original Hack, with help from +\fBKenny Woodland\fP, \fBMike Thome\fP and \fBJon Payne\fP. +.pg +\fBAndries Brouwer\fP 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 +.ux +machines to the Usenet. +.pg +\fBDon G. Kneller\fP 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 versions (3.0, 3.2, 3.51, and 3.6). +.pg +\fBR. Black\fP ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST, +producing ST Hack 1.03. +.pg +\fBMike Stephenson\fP 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. +.pg +Later, Mike coordinated a major rewrite of the game, heading a +team which included \fBKen Arromdee\fP, \fBJean-Christophe Collet\fP, \fBSteve +Creps\fP, \fBEric Hendrickson\fP, \fBIzchak Miller\fP, \fBJohn Rupley\fP, +\fBMike Threepoint\fP, and \fBJanet Walz\fP, to produce NetHack 3.0c. +.pg +NetHack 3.0 was ported to the Atari by \fBEric R. Smith\fP, to OS/2 by +\fBTimo Hakulinen\fP, and to VMS by \fBDavid Gentzel\fP. The three of them +and \fBKevin Darcy\fP later joined the main development team to produce +subsequent revisions of 3.0. +.pg +\fBOlaf Seibert\fP ported NetHack 2.3 and 3.0 to the Amiga. +\fBNorm Meluch\fP, \fBStephen Spackman\fP and \fBPierre Martineau\fP designed +overlay code for PC NetHack 3.0. \fBJohnny Lee\fP 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 +revisions of 3.0. +.pg +Headed by \fBMike Stephenson\fP and coordinated by \fBIzchak Miller\fP and +\fBJanet Walz\fP, the development team which now included \fBKen Arromdee\fP, +\fBDavid Cohrs\fP, \fBJean-Christophe Collet\fP, \fBKevin Darcy\fP, +\fBMatt Day\fP, \fBTimo Hakulinen\fP, \fBSteve Linhart\fP, \fBDean Luick\fP, +\fBPat Rankin\fP, \fBEric Raymond\fP, and \fBEric Smith\fP 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. +.pg +\fBKen Lorber\fP, \fBGregg Wonderly\fP and \fBGreg Olson\fP, with help +from \fBRichard Addison\fP, \fBMike Passaretti\fP, and \fBOlaf Seibert\fP, +developed NetHack 3.1 for the Amiga. +.pg +\fBNorm Meluch\fP and \fBKevin Smolkowski\fP, with help from +\fBCarl Schelin\fP, \fBStephen Spackman\fP, \fBSteve VanDevender\fP, +and \fBPaul Winner\fP, ported NetHack 3.1 to the PC. +.pg +\fBJon W{tte\fP and \fBHao-yang Wang\fP, with help from \fBRoss Brown\fP, +\fBMike Engber\fP, \fBDavid Hairston\fP, \fBMichael Hamel\fP, +\fBJonathan Handler\fP, \fBJohnny Lee\fP, \fBTim Lennan\fP, \fBRob Menke\fP, +and \fBAndy Swanson\fP, developed NetHack 3.1 for the Macintosh, +porting it for MPW. Building on their development, \fBBarton House\fP +added a Think C port. +.pg +\fBTimo Hakulinen\fP ported NetHack 3.1 to OS/2. \fBEric Smith\fP +ported NetHack 3.1 to the Atari. \fBPat Rankin\fP, with help from +\fBJoshua Delahunty\fP, was responsible for the VMS version of NetHack 3.1. +\fBMichael Allison\fP ported NetHack 3.1 to Windows NT. +.pg +\fBDean Luick\fP, with help from \fBDavid Cohrs\fP, developed NetHack +3.1 for X11. +\fBWarwick Allison\fP 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. +.pg +The 3.2 development team, comprised of \fBMichael Allison\fP, \fBKen +Arromdee\fP, \fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBSteve Creps\fP, +\fBKevin Darcy\fP, \fBTimo Hakulinen\fP, \fBSteve Linhart\fP, \fBDean +Luick\fP, \fBPat Rankin\fP, \fBEric Smith\fP, \fBMike Stephenson\fP, +\fBJanet Walz\fP, and \fBPaul Winner\fP, released version 3.2 in April of +1996. +.pg +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. During the interval between the release of 3.1.3 +and 3.2, one of the founding members of the development team, \fBDr. Izchak +Miller\fP, was diagnosed with cancer and passed away. That release of the +game was dedicated to him by the development and porting teams. +.pg +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: +.pg +\fBTom Proudfoot\fP and \fBYuval Oren\fP created NetHack++, +which was quickly renamed NetHack--. +Working independently, \fBStephen White\fP wrote NetHack Plus. +\fBTom Proudfoot\fP later merged NetHack Plus +and his own NetHack-- to produce SLASH. +\fBLarry Stewart-Zerba\fP and \fBWarwick Allison\fP improved the spell +casting system with the Wizard Patch. +\fBWarwick Allison\fP also ported NetHack to use the Qt interface. +.pg +\fBWarren Cheung\fP combined SLASH with the Wizard Patch to produce Slash'em, +and with the help of \fBKevin Hugo\fP, added more features. +Kevin later joined the +DevTeam and incorporated the best of these ideas in NetHack 3.3. +.pg +The 3.3 development team consisted of \fBMichael Allison\fP, \fBKen Arromdee\fP, +\fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBSteve Creps\fP, \fBKevin Darcy\fP, \fBTimo Hakulinen\fP, +\fBKevin Hugo\fP, \fBSteve Linhart\fP, \fBDean Luick\fP, \fBPat Rankin\fP, \fBEric Smith\fP, \fBMike +Stephenson\fP, \fBJanet Walz\fP, and \fBPaul Winner\fP. +.pg +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: +.pg +\fBPat Rankin\fP maintained 3.3 for VMS. +.pg +\fBMichael Allison\fP maintained NetHack 3.3 for the MS-DOS platform. \fBPaul Winner\fP +and \fBYitzhak Sapir\fP provided encouragement. +.pg +\fBDean Luick\fP, \fBMark Modrall\fP, and \fBKevin Hugo\fP maintained and enhanced the +Macintosh port of 3.3. +.pg +\fBMichael Allison\fP maintained and enhanced 3.3 for the Microsoft Windows NT platform. +.pg +\fBRon Van Iwaarden\fP took over responsibility for the OS/2 port. +.pg +The Amiga port of NetHack was resurrected for 3.3.1 by \fBJanne Salmijarvi\fP. +.pg +The Atari port of NetHack was resurrected for 3.3.1 by \fBChristian ``Marvin'' +Bressler\fP. +.pg + - - - - - - - - - - +.pg +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: + +.sd +.TS S +center; +c c c. +.\"TABLE_START +Adam Aronow Irina Rempt-Drijfhout Mike Gallop +Andreas Dorn Izchak Miller Mike Passaretti +Andy Church J. Ali Harlow Mike Stephenson +Andy Swanson Janet Walz Norm Meluch +Ari Huttunen Janne Salmijarvi Olaf Seibert +Barton House Jean-Christophe Collet Pat Rankin +Benson I. Margulies Jochen Erwied Paul Winner +Bill Dyer John Kallen Pierre Martineau +Boudewijn Waijers John Rupley Ralf Brown +Bruce Cox John S. Bien Richard Addison +Bruce Holloway Johnny Lee Richard Beigel +Bruce Mewborne Jon W{tte Richard P. Hughey +Carl Schelin Jonathan Handler Rob Menke +Chris Russo Joshua Delahunty Robin Johnson +David Cohrs Keizo Yamamoto Roland McGrath +David Damerell Ken Arromdee Ron Van Iwaarden +David Gentzel Ken Lorber Ronnen Miller +David Hairston Ken Washikita Ross Brown +Dean Luick Kevin Darcy Sascha Wostmann +Del Lamb Kevin Hugo Scott Bigham +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 +.\"TABLE_END Do not delete this line. +.TE +.ed + +.\"Microsoft and MS-DOS are registered trademarks of Microsoft Corporation. +.\"Lattice is a trademark of Lattice, Inc. +.\"Atari and 1040ST are trademarks of Atari, Inc. +.\"AMIGA is a trademark of Commodore-Amiga, Inc. +.sm "Brand and product names are trademarks or registered trademarks \ +of their respective holders."