diff --git a/doc/Guidebook.tex b/doc/Guidebook.tex new file mode 100644 index 000000000..db6ef2784 --- /dev/null +++ b/doc/Guidebook.tex @@ -0,0 +1,2856 @@ +\documentstyle[titlepage]{article} + +\textheight 220mm +\textwidth 160mm +\oddsidemargin 0mm +\evensidemargin 0mm +\topmargin 0mm + +\newcommand{\nd}{\noindent} + +\newcommand{\tb}[1]{\tt #1 \hfill} +\newcommand{\bb}[1]{\bf #1 \hfill} +\newcommand{\ib}[1]{\it #1 \hfill} + +\newcommand{\blist}[1] +{\begin{list}{$\bullet$} + {\leftmargin 30mm \topsep 2mm \partopsep 0mm \parsep 0mm \itemsep 1mm + \labelwidth 28mm \labelsep 2mm + #1}} + +\newcommand{\elist}{\end{list}} + +% this will make \tt underscores look better, but requires that +% math subscripts will never be used in this document +\catcode`\_=12 + +\begin{document} +% +% input file: guidebook.mn +% +%.ds h0 " +%.ds h1 %.ds h2 \% +%.ds f0 " + +%.mt +\title{\LARGE A Guide to the Mazes of Menace:\\ +\Large Guidebook for {\it NetHack\/} 3.3} + +%.au +\author{Eric S. Raymond\\ +(Extensively edited and expanded for 3.3)} +\date{January 1, 2002} + +\maketitle + +%.hn 1 +\section{Introduction} + +%.pg + +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 +\nd 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\ldots + +%.hn 1 +\section{What is going on here?} + +%.pg +You have just begun a game of {\it 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 +% +\blist{} +\item[\bb{Archeologists}]% +understand dungeons pretty well; this enables them +to move quickly and sneak up on the local nasties. They start equipped +with the tools for a proper scientific expedition. +%.pg +% +\item[\bb{Barbarians}]% +are warriors out of the hinterland, hardened to battle. +They begin their quests with naught but uncommon strength, a trusty hauberk, +and a great two-handed sword. +%.pg +% +\item[\bb{Cavemen {\rm and} Cavewomen}] +start with exceptional strength, but unfortunately, neolithic weapons. +%.pg +% +\item[\bb{Healers}]% +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 +% +\item[\bb{Knights}]% +are distinguished from the common skirmisher by their +devotion to the ideals of chivalry and by the surpassing excellence of +their armor. +%.pg +% +\item[\bb{Monks}]% +are ascetics, who by rigorous practice of physical and mental +disciplines have become capable of fighting as effectively without weapons +as with. They wear no armor but make up for it with increased mobility. +%.pg +% +\item[\bb{Priests {\rm and} Priestesses}]% +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 +% +\item[\bb{Rangers}]% +are most at home in the woods, and some say slightly out +of place in a dungeon. They are, however, experts in archery as well +as tracking and stealthy movement. +%.pg +% +\item[\bb{Rogues}]% +are agile and stealthy thieves, with knowledge of locks, +traps, and poisons. Their advantage lies in surprise, which they employ +to great advantage. +%.pg +% +\item[\bb{Samurai}]% +are the elite warriors of feudal Nippon. They are lightly +armored and quick, and wear the % +{\it dai-sho}, two swords of the deadliest +keenness. +%.pg +% +\item[\bb{Tourists}]% +start out with lots of gold (suitable for shopping with), +a credit card, lots of food, some maps, and an expensive camera. Most +monsters don't like being photographed. +%.pg +% +\item[\bb{Valkyries}]% +are hardy warrior women. Their upbringing in the harsh +Northlands makes them strong, inures them to extremes of cold, and instills +in them stealth and cunning. +%.pg +% +\item[\bb{Wizards}]% +start out with a knowledge of magic, a selection of magical +items, and a particular affinity for dweomercraft. Although seemingly weak +and easy to overcome at first sight, an experienced Wizard is a deadly foe. +\elist + +%.pg +You may also choose the race of your character: + +%.pg +% +\blist{} +\item[\bb{Dwarves}]% +are smaller than humans or elves, but are stocky and solid +individuals. Dwarves' most notable trait is their great expertise in mining +and metalwork. Dwarvish armor is said to be second in quality not even to the +mithril armor of the Elves. +%.pg +% +\item[\bb{Elves}]% +are agile, quick, and perceptive; very little of what goes +on will escape an Elf. The quality of Elven craftsmanship often gives +them an advantage in arms and armor. +%.pg +% +\item[\bb{Gnomes}]% +are smaller than but generally similar to dwarves. Gnomes are +known to be expert miners, and it is known that a secret underground mine +complex built by this race exists within the Mazes of Menace, filled with +both riches and danger. +%.pg +% +\item[\bb{Humans}]% +are by far the most common race of the surface world, and +are thus the norm by which other races are often compared. Although +they have no special abilities, they can succeed in any role. +%.pg +% +\item[\bb{Orcs}]% +are a cruel and barbaric race that hate every living thing +(including other orcs). Above all others, Orcs hate Elves with a passion +unequalled, and will go out of their way to kill one at any opportunity. +The armor and weapons fashioned by the Orcs are typically of inferior quality. +\elist + +%.hn 1 +\section{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 {\it NetHack\/}'s ancestor {\it rogue\/} first appeared, its screen +orientation was almost unique among computer fantasy games. Since +then, screen orientation has become the norm rather than the +exception; {\it NetHack\/} continues this fine tradition. Unlike text +adventure games that accept commands in pseudo-English sentences and +explain the results in words, {\it 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 $21\times80$ section will be used for the map. + +%.pg +{\it NetHack\/} can even be played by blind players, with the assistance of +Braille readers or speech synthesisers. Instructions for configuring +{\it NetHack\/} for the blind are included later in this document. + +%.pg +{\it 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 +{\it 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 {\it NetHack}, first you must +understand what {\it NetHack\/} is doing with the screen. The {\it NetHack\/} +screen replaces the ``You see \ldots'' descriptions of text adventure games. +Figure 1 is a sample of what a {\it NetHack\/} screen might look like. + +\vbox{ +\begin{verbatim} + 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 +\end{verbatim} +\begin{center} +Figure 1 +\end{center} +} + +%.hn 2 +\subsection*{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 +\blist{} +\item[\bb{Rank}] +Your character's name and professional ranking (based on the +experience level, see below). +%.lp +\item[\bb{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 +\item[\bb{Dexterity}] +Dexterity affects your chances to hit in combat, to avoid traps, and +do other tasks requiring agility or manipulation of objects. +%.lp +\item[\bb{Constitution}] +Constitution affects your ability to recover from injuries and other +strains on your stamina. +%.lp +\item[\bb{Intelligence}] +Intelligence affects your ability to cast spells and read spellbooks. +%.lp +\item[\bb{Wisdom}] +Wisdom comes from your practical experience (especially when dealing with +magic). It affects your magical energy. +%.lp +\item[\bb{Charisma}] +Charisma affects how certain creatures react toward you. In +particular, it can affect the prices shopkeepers offer you. +%.lp +\item[\bb{Alignment}] +% +{\it Lawful}, {\it Neutral\/} or {\it Chaotic}. Often, Lawful is +taken as good and Chaotic is 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 +\item[\bb{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 +\item[\bb{Gold}] +The number of gold pieces you are openly carrying. Gold which you have +concealed in containers is not counted. +%.lp +\item[\bb{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 +\item[\bb{Power}] +Spell points. This tells you how much mystic energy ({\it mana\/}) +you have available for spell casting. Again, resting will regenerate the +amount available. +%.lp +\item[\bb{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 +\item[\bb{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 +\item[\bb{Time}] +The number of turns elapsed so far, displayed if you have the +{\it time\/} option set. +%.lp +\item[\bb{Hunger Status}] +Your current hunger status, ranging from % +{\it Satiated\/} down to {\it Fainting}. If your hunger status is normal, +it is not displayed. +%.pg +Additional status flags may appear after the hunger status: +{\it Conf\/} when you're confused, {\it FoodPois\/} or {\it Ill\/} +when sick, {\it Blind\/} +when you can't see, {\it Stun\/} when stunned, and {\it Hallu\/} when +hallucinating. +\elist + +%.hn 2 +\subsection*{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 +``{\tt --More--}'' on the top line, this means that {\it 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 +\subsection*{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: + +\blist{} +%.lp +\item[\tb{- {\rm and} |}] +The walls of a room, or an open door. Or a grave ({\tt |}). +%.lp +\item[\tb{.}] +The floor of a room, ice, or a doorless doorway. +%.lp +\item[\tb{\#}] +A corridor, or iron bars, or a tree, or possibly a kitchen sink (if +your dungeon has sinks), or a drawbridge. +%.lp +\item[\tb{>}] +Stairs down: a way to the next level. +%.lp +\item[\tb{<}] +Stairs up: a way to the previous level. +%.lp +\item[\tb{+}] +A closed door, or a spellbook containing a spell you may be able to learn. +%.lp +\item[\tb{@}] +Your character or a human. +%.lp +\item[\tb{\$}] +A pile of gold. +%.lp +\item[\tb{\^}] +A trap (once you have detected it). +%.lp +\item[\tb{)}] +A weapon. +%.lp +\item[\tb{[}] +A suit or piece of armor. +%.lp +\item[\tb{\%}] +Something edible (not necessarily healthy). +%.lp +\item[\tb{?}] +A scroll. +%.lp +\item[\tb{/}] +A wand. +%.lp +\item[\tb{=}] +A ring. +%.lp +\item[\tb{!}] +A potion. +%.lp +\item[\tb{(}] +A useful item (pick-axe, key, lamp \ldots). +%.lp +\item[\tb{"}] +An amulet or a spider web. +%.lp +\item[\tb{*}] +A gem or rock (possibly valuable, possibly worthless). +%.lp +\item[\tb{`}] +A boulder or statue. +%.lp +\item[\tb{0}] +An iron ball. +%.lp +\item[\tb{_}] +An altar, or an iron chain. +%.lp +\item[\tb{\{}] +A fountain. +%.lp +\item[\tb{\}}] +A pool of water or moat or a pool of lava. +%.lp +\item[\tb{$\backslash$}] +An opulent throne. +%.lp +\item[\tb{a-zA-Z {\rm \& 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 +\item[\tb{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. + +\elist +%.pg +You need not memorize all these symbols; you can ask the game what any +symbol represents with the `{\tt /}' command (see the next section for +more info). + +%.hn 1 +\section{Commands} + +%.pg +Commands are initiated by typing one or two characters. Some commands, +like ``{\tt search}'', do not require that any more information be collected +by {\it NetHack\/}. Other commands might require additional information, for +example a direction, or an object to be used. For those commands that +require additional information, {\it 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 +`{\it menustyle\/}' +option. + +%.pg +For example, a common question in the form ``{\tt What do you want to +use? [a-zA-Z\ ?*]}'', asks you to choose an object you are carrying. +Here, ``{\tt a-zA-Z}'' are the inventory letters of your possible choices. +Typing `{\tt ?}' gives you an inventory list of these items, so you can see +what each letter refers to. In this example, there is also a `{\tt *}' +indicating that you may choose an object not on the list, if you +wanted to use something unexpected. Typing a `{\tt *}' 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, ``{\tt 10s}'' will search ten times. If you have the +{\it number\_pad\/} +option set, you must type `{\tt n}' to prefix a count, so the example above +would be typed ``{\tt 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 `{\tt ?}' command, which accesses a menu of +helpful texts. Here are the commands for your reference: + +\blist{} +%.lp +\item[\tb{?}] +Help menu: display one of several help texts available. +%.lp +\item[\tb{/}] +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 `{\tt .}', `{\tt ,}', `{\tt ;}', +or `{\tt :}'. `{\tt .}' will explain the symbol at the chosen location, +conditionally check for ``{\tt More info?}'' depending upon whether the +{\it help\/} +option is on, and then you will be asked to pick another location; +`{\tt ,}' will explain the symbol but skip any additional +information; `{\tt ;}' will skip additional info and also not bother asking +you to choose another location to examine; `{\tt :}' will show additional +info, if any, without asking for confirmation. When picking a location, +pressing the {\tt ESC} key will terminate this command, or pressing `{\tt ?}' +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 +\item[\tb{\&}] +Tell what a command does. +%.lp +\item[\tb{<}] +Go up to the previous level (if you are on a staircase or ladder). +%.lp +\item[\tb{>}] +Go down to the next level (if you are on a staircase or ladder). +%.lp +\item[\tb{[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 +\begin{center} +\begin{tabular}{cc} +\verb+ y k u + & \verb+ 7 8 9 +\\ +\verb+ \ | / + & \verb+ \ | / +\\ +\verb+ h- . -l + & \verb+ 4- . -6 +\\ +\verb+ / | \ + & \verb+ / | \ +\\ +\verb+ b j n + & \verb+ 1 2 3 +\\ + & (if {\it number\_pad\/} set) +\end{tabular} +\end{center} +%.ed +\begin{center} +Figure 2 +\end{center} +%.lp +\item[\tb{[YUHJKLBN]}] +Go in that direction until you hit a wall or run into something. +%.lp +\item[\tb{m[yuhjklbn]}] +Prefix: move without picking up objects or fighting (even if you remember +a monster there) +%.lp +\item[\tb{F[yuhjklbn]}] +Prefix: fight a monster (even if you only guess one is there) +%.lp +\item[\tb{M[yuhjklbn]}] +Prefix: Move far, no pickup. +%.lp +\item[\tb{g[yuhjklbn]}] +Prefix: Move until something interesting is found. +%.lp +\item[\tb{G[yuhjklbn] {\rm or} [yuhjklbn]}] +Prefix: Same as `{\tt g}', but forking of corridors is not considered +interesting. +%.lp +\item[\tb{_}] +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 +\item[\tb{.}] +Rest, do nothing for one turn. +%.lp +\item[\tb{a}] +Apply (use) a tool (pick-axe, key, lamp \ldots). +%.lp +\item[\tb{A}] +Remove one or more worn items, such as armor. +Use `{\tt T}' (take off) to take off only one piece of armor +or `{\tt R}' (remove) to take off only one accessory. +%.lp +\item[\tb{\^{}A}] +Redo the previous command. +%.lp +\item[\tb{c}] +Close a door. +%.lp +\item[\tb{C}] +Call (name) an individual monster. +%.lp +\item[\tb{\^{}C}] +Panic button. Quit the game. +%.lp +\item[\tb{d}] +Drop something.\\ +{\tt d7a} --- drop seven items of object +{\it a}. +%.lp +\item[\tb{D}] +Drop several things. In answer to the question +``{\tt What kinds of things do you want to drop? [!\%= aium]}'' +you should type zero or more object symbols possibly followed by +`{\tt a}' and/or `{\tt i}' and/or `{\tt u}' and/or `{\tt m}'.\\ +%.sd +%.si +{\tt Da} --- drop all objects, without asking for confirmation.\\ +{\tt Di} --- examine your intentory before dropping anything.\\ +{\tt Du} --- drop only unpaid objects (when in a shop).\\ +{\tt Dm} --- use a menu to pick which object(s) to drop.\\ +{\tt D\%u} --- drop only unpaid food. +%.ei +%.ed +%.lp +\item[\tb{\^{}D}] +Kick something (usually a door). +%.lp +\item[\tb{e}] +Eat food. +%.lp +\item[\tb{E}] +Engrave a message on the floor. +Engraving the word ``{\tt 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 +{\tt E-} --- write in the dust with your fingers. +%.ei +%.ed +%.Ip +\item[\tb{f}] +Fire one of the objects placed in your quiver. You may select +ammunition with a previous `{\tt Q}' command, or let the computer pick +something appropriate if {\it autoquiver\/} is true. +%.lp +\item[\tb{i}] +List your inventory (everything you're carrying). +%.lp +\item[\tb{I}] +List selected parts of your inventory.\\ +%.sd +%.si +{\tt I*} --- list all gems in inventory;\\ +{\tt Iu} --- list all unpaid items;\\ +{\tt Ix} --- list all used up items that are on your shopping bill;\\ +{\tt I\$} --- count your money. +%.ei +%.ed +%.lp +\item[\tb{o}] +Open a door. +%.lp +\item[\tb{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 `{\tt O}' command; see the section on options below. +%.lp +\item[\tb{p}] +Pay your shopping bill. +%.lp +\item[\tb{P}] +Put on a ring or other accessory (amulet, blindfold). +%.lp +\item[\tb{\^{}P}] +Repeat previous message (subsequent {\tt \^{}P}'s repeat earlier messages). +%.lp +\item[\tb{q}] +Quaff (drink) a potion. +%.lp +\item[\tb{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 `{\tt \#quit}'.) +%.lp +\item[\tb{r}] +Read a scroll or spellbook. +%.lp +\item[\tb{R}] +Remove an accessory (ring, amulet, etc). +%.lp +\item[\tb{\^{}R}] +Redraw the screen. +%.lp +\item[\tb{s}] +Search for secret doors and traps around you. It usually takes several +tries to find something. +%.lp +\item[\tb{S}] +Save (and suspend) the game. The game will be restored automatically the +next time you play. +%.lp +\item[\tb{t}] +Throw an object or shoot a projectile. +%.lp +\item[\tb{T}] +Take off armor. +%.lp +\item[\tb{\^{}T}] +Teleport, if you have the ability. +%.lp +\item[\tb{v}] +Display version number. +%.lp +\item[\tb{V}] +Display the game history. +%.lp +\item[\tb{w}] +Wield weapon.\\ +%.sd +%.si +{\tt w-} --- wield nothing, use your bare hands. +%.ei +%.ed +%.lp +\item[\tb{W}] +Wear armor. +%.lp +\item[\tb{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 +\item[\tb{X}] +Enter explore (discovery) mode, explained in its own section later. +%.lp +\item[\tb{\^{}X}] +Display your name, role, race, gender, and alignment as well as +the various deities in your game. +%.lp +\item[\tb{z}] +Zap a wand. To aim at yourself, use `{\tt .}' for the direction. +%.lp +\item[\tb{Z}] +Zap (cast) a spell. To cast at yourself, use `{\tt .}' for the direction. +%.lp +\item[\tb{\^{}Z}] +Suspend the game (UNIX versions with job control only). +%.lp +\item[\tb{:}] +Look at what is here. +%.lp +\item[\tb{;}] +Show what type of thing a visible symbol corresponds to. +%.lp +\item[\tb{,}] +Pick up some things. +%.lp +\item[\tb{@}] +Toggle the {\it autopickup\/} option on and off. +%.lp +\item[\tb{\^{}}] +Ask for the type of a trap you found earlier. +%.lp +\item[\tb{)}] +Tell what weapon you are wielding. +%.lp +\item[\tb{[}] +Tell what armor you are wearing. +%.lp +\item[\tb{=}] +Tell what rings you are wearing. +%.lp +\item[\tb{"}] +Tell what amulet you are wearing. +%.lp +\item[\tb{(}] +Tell what tools you are using. +%.lp +\item[\tb{*}] +Tell what equipment you are using; combines the preceding five type-specific +commands into one. +%.lp +\item[\tb{\$}] +Count your gold pieces. +%.lp +\item[\tb{+}] +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 +\item[\tb{$\backslash$}] +Show what types of objects have been discovered. +%.lp +\item[\tb{!}] +Escape to a shell. +%.lp +\item[\tb{\#}] +Perform an extended command. As you can see, the authors of {\it 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 +\item[\tb{\#adjust}] +Adjust inventory letters (most useful when the +{\it fixinv\/} +option is ``on''). +%.lp +\item[\tb{\#chat}] +Talk to someone. +%.lp +\item[\tb{\#conduct}] +List which challenges you have adhered to. See the section below entitled +``Conduct'' for details. +%.lp +\item[\tb{\#dip}] +Dip an object into something. +%.lp +\item[\tb{\#enhance}] +Advance or check weapons and spell skills. +%.lp +\item[\tb{\#force}] +Force a lock. +%.lp +\item[\tb{\#invoke}] +Invoke an object's special powers. +%.lp +\item[\tb{\#jump}] +Jump to another location. +%.lp +\item[\tb{\#loot}] +Loot a box or bag on the floor beneath you, or the saddle +from a horse standing next to you. +%.lp +\item[\tb{\#monster}] +Use a monster's special ability (when polymorphed into monster form). +%.lp +\item[\tb{\#name}] +Name an item or type of object. +%.lp +\item[\tb{\#offer}] +Offer a sacrifice to the gods. +%.lp +\item[\tb{\#pray}] +Pray to the gods for help. +%.lp +\item[\tb{\#quit}] +Quit the program without saving your game. +%.lp +\item[\tb{\#ride}] +Ride (or stop riding) a monster. +%.lp +\item[\tb{\#rub}] +Rub a lamp. +%.lp +\item[\tb{\#sit}] +Sit down. +%.lp +\item[\tb{\#turn}] +Turn undead. +%.lp +\item[\tb{\#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 +\item[\tb{\#untrap}] +Untrap something (trap, door, or chest). +%.lp +\item[\tb{\#version}] +Print compile time options for this version of {\it NetHack}. +%.lp +\item[\tb{\#wipe}] +Wipe off your face. +%.lp +\item[\tb{\#?}] +Help menu: get the list of available extended commands. +\elist + +%.pg +\nd 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 {\it NT, OS/2, {\rm and} PC NetHack}, +the `Alt' key can be used in this fashion. +\blist{} +%.lp +\item[\tb{M-2}] +{\tt\#twoweapon} +%.lp +\item[\tb{M-a}] +{\tt\#adjust} +%.lp +\item[\tb{M-c}] +{\tt\#chat} +%.lp +\item[\tb{M-d}] +{\tt\#dip} +%.lp +\item[\tb{M-e}] +{\tt\#enhance} +%.lp +\item[\tb{M-f}] +{\tt\#force} +%.lp +\item[\tb{M-i}] +{\tt\#invoke} +%.lp +\item[\tb{M-j}] +{\tt\#jump} +%.lp +\item[\tb{M-l}] +{\tt\#loot} +%.lp +\item[\tb{M-m}] +{\tt\#monster} +%.lp +\item[\tb{M-n}] +{\tt\#name} +%.lp +\item[\tb{M-o}] +{\tt\#offer} +%.lp +\item[\tb{M-p}] +{\tt\#pray} +%.Ip +\item[\tb{M-q}] +{\tt\#quit} +%.lp +\item[\tb{M-r}] +{\tt\#rub} +%.lp +\item[\tb{M-s}] +{\tt\#sit} +%.lp +\item[\tb{M-t}] +{\tt\#turn} +%.lp +\item[\tb{M-u}] +{\tt\#untrap} +%.lp +\item[\tb{M-v}] +{\tt\#version} +%.lp +\item[\tb{M-w}] +{\tt\#wipe} +\elist + +%.pg +\nd If the {\it number\_pad\/} option is on, some additional letter commands +are available: +\blist{} +%.lp +\item[\tb{j}] +Jump to another location. Same as ``{\tt \#jump}'' or ``{\tt M-j}''. +%.lp +\item[\tb{k}] +Kick something (usually a door). Same as `{\tt \^{}D}'. +%.lp +\item[\tb{l}] +Loot a box or bag on the floor beneath you, or the saddle +from a horse standing next to you. Same as ``{\tt \#loot}'' or ``{\tt M-l}''. +%.lp +\item[\tb{N}] +Name an object or type of object. Same as ``{\tt \#name}'' or ``{\tt M-N}''. +%.lp +\item[\tb{u}] +Untrap a trap, door, or chest. Same as ``{\tt \#untrap}'' or ``{\tt M-u}''. +\elist + +%.hn 1 +\section{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 `{\tt s}' (search) +command. + +%.hn 2 +\subsection*{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 `{\tt o}' (open) +command; to close it again, use the `{\tt c}' (close) command. + +%.pg +You can get through a locked door by using a tool to pick the lock +with the `{\tt a}' (apply) command, or by kicking it open with the +`{\tt \^{}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 `{\tt s}' (search) +command. Once found they are in all ways equivalent to normal doors. + +%.hn 2 +\subsection*{Traps (`{\tt \^{}}')} + +%.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 `{\tt 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 ``{\tt 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. + +\subsection*{Stairs (`{\tt <}', `{\tt >}')} + +%.pg +In general, each level in the dungeon will have a staircase going up +(`{\tt <}') to the previous level and another going down (`{\tt >}') +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. + +\subsection*{Ladders (`{\tt <}', `{\tt >}')} + +%.pg +Ladders serve the same purpose as staircases, and the two types of +inter-level connections are nearly indistinguishable during game play. + +%.hn 1 +\section{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 `{\tt /}' and `{\tt ;}' may be used to obtain information +about those +monsters who are displayed on the screen. The command `{\tt 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 ``{\tt \#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 +\subsection*{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 +\subsection*{Your pet} + +%.pg +You start the game with a little dog (`{\tt d}'), cat (`{\tt f}'), +or pony (`{\tt 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 +\subsection*{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 `{\tt \#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 `{\tt \#enhance}' command. See the section +on Weapon proficiency for more information about that. + +%.hn 2 +\subsection*{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 +\section{Objects} + +%.pg +When you find something in the dungeon, it is common to want to pick +it up. In {\it NetHack}, this is accomplished automatically by walking over +the object (unless you turn off the {\it autopickup\/} +option (see below), or move with the `{\tt m}' prefix (see above)), or +manually by using the `{\tt ,}' command. +%.pg +If you're carrying too many items, {\it 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 {\it 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, {\it 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 ``{\tt \#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 ``{\tt \#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 +\subsection*{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 +\subsection*{Weapons (`{\tt )}')} + +%.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 `{\tt 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 +`{\tt \#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 `{\tt -}', or else use the `{\tt 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 +{\it NetHack}. Some of the more obscure weapons (such as the % +{\it aklys}, {\it lucern hammer}, and {\it bec-de-corbin\/}) are defined +in an appendix to {\it Unearthed Arcana}, an AD\&D supplement. + +%.pg +The commands to use weapons are `{\tt w}' (wield), `{\tt t}' (throw), +`{\tt f}' (fire, an alternative way of throwing), `{\tt Q}' (quiver), +`{\tt x}' (exchange), `{\tt \#twoweapon}', and `{\tt \#enhance}' (see below). + +%.hn 3 +\subsection*{Throwing and shooting} + +%.pg +You can throw just about anything via the `{\tt t}' command. It will prompt +for the item to throw; picking `{\tt ?}' will list things in your inventory +which are considered likely to be thrown, or picking `{\tt *}' 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 `{\tt Q}' command to +select your preferred ``missile'', then using the `{\tt 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 `{\tt f}'. There is +also an option, +{\it autoquiver}, +which has {\it NetHack\/} choose another item to automatically fill your +quiver when the inventory slot used for `{\tt 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 `{\tt t}' or `{\tt f}' command. +For example, ``{\tt 2f}'' (or ``{\tt n2f}'' if using +{\it 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 (``{\tt 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 +\subsection*{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 `{\tt \#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 `{\tt \#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 `{\tt \#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 +\subsection*{Armor (`{\tt [}')} + +%.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 +{\it NetHack}. Here is an (incomplete) list of the armor classes provided by +various suits of armor: + +\begin{center} +\begin{tabular}{lllll} +dragon scale mail & 1 & \makebox[20mm]{} & 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 +\end{tabular} +\end{center} + +%.pg +\nd 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 `{\tt W}' (wear) and `{\tt T}' (take off). +The `{\tt A}' command can also be used to take off armor as well as other +worn items. + +%.hn 2 +\subsection*{Food (`{\tt \%}')} + +%.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 +{\it fruit\/} option. + +%.pg +The command to eat food is `{\tt e}'. + +%.hn 2 +\subsection*{Scrolls (`{\tt ?}')} + +%.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 % +{\it scroll of identify}, which +can be used to determine what another object is, whether it is cursed or +blessed, and how many uses it has left. Some objects of subtle +enchantment are difficult to identify without these. + +%.pg +A mail daemon may run up and deliver mail to you as a % +{\it scroll of mail} (on versions compiled with this feature). +To use this feature on versions where {\it NetHack\/} +mail delivery is triggered by electronic mail appearing in your system mailbox, +you must let {\it 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 {\it NetHack\/} can shell to it when you +read the scroll. +On versions of {\it 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 +{\it mail\/} option. + +%.pg +The command to read a scroll is `{\tt r}'. + +%.hn 2 +\subsection*{Potions (`{\tt !}')} + +%.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 (`{\tt t}') at them. It is also sometimes very useful to dip +(``{\tt \#dip}'') an object into a potion. + +%.pg +The command to drink a potion is `{\tt q}' (quaff). + +%.hn 2 +\subsection*{Wands (`{\tt /}')} + +%.pg +Magic wands usually have multiple magical charges. Some wands are +directional---you must give a direction in which to zap them. You can also +zap them at yourself (just give a `{\tt .}' or `{\tt s}' for the direction). +Be warned, however, for this is often unwise. Other wands are +nondirectional---they don't require a direction. The number of charges in a +wand is random and decreases by one whenever you use it. + +%.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 {\tt -1} is a special case indicating that the wand +has been cancelled. + +%.pg +The command to use a wand is `{\tt z}' (zap). To break one, use the `{\tt a}' +(apply) command. + +%.hn 2 +\subsection*{Rings (`{\tt =}')} + +%.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 `{\tt P}' (put on) and `{\tt R}' (remove). + +%.hn 2 +\subsection*{Spellbooks (`{\tt +}')} + +%.pg +Spellbooks are tomes of mighty magic. When studied with the `{\tt r}' (read) +command, they transfer to the reader the knowledge of a spell (and +therefore eventually become unreadable) --- unless the attempt backfires. +Reading a cursed spellbook or one with mystic runes beyond +your ken can be harmful to your health! + +%.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---you must give a direction in which to cast them. You can also +cast them at yourself (just give a `{\tt .}' or `{\tt s}' for the direction). +Be warned, however, for this is often unwise. Other spells are +nondirectional---they 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, `{\tt r}' +(read). The `{\tt +}' command lists your current spells and the number of +spell points they require. The `{\tt Z}' (cast) command casts a spell. + +%.hn 2 +\subsection*{Tools (`{\tt (}')} + +%.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 `{\tt a}' (apply). + +%.hn 3 +\subsection*{Containers} + +%.pg +You may encounter bags, boxes, and chests in your travels. A tool of +this sort can be opened with the ``{\tt \#loot}'' extended command when +you are standing on top of it (that is, on the same floor spot), +or with the `{\tt 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 `{\tt a}' (apply) command, +by kicking it with the `{\tt \^{}D}' command, +or by using a weapon to force the lock with the ``{\tt \#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 ``{\tt \#untrap}'' extended command. + +%.hn 2 +\subsection*{Amulets (`{\tt "}')} + +%.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, `{\tt P}' (put on) +and `{\tt R}' (remove). + +%.hn 2 +\subsection*{Gems (`{\tt *}')} + +%.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 +\subsection*{Large rocks (`{\tt `}')} +%.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 +\subsection*{Gold (`{\tt \$}')} + +%.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 +\section{Conduct} + +%.pg +As if winning {\it 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 {\tt \#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 +{\tt \#pray}, {\tt \#offer} sacrifices to any god, +{\tt \#turn} undead, or {\tt \#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 {\it 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 +\section{Options} + +%.pg +Due to variations in personal tastes and conceptions of how {\it NetHack\/} +should do things, there are options you can set to change how {\it NetHack\/} +behaves. + +%.hn 2 +\subsection*{Setting the options} + +%.pg +Options may be set in a number of ways. Within the game, the `{\tt 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 {\it NetHack\/} also have front-end programs that allow +you to set options before starting the game. + +%.hn 2 +\subsection*{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 `{\tt !}' or ``{\tt 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 {\it autoquiver\/} +is on, {\it autopickup\/} is off, the {\it name\/} is set to ``Blue Meanie'', +and the {\it fruit\/} is set to ``papaya'', you would enter the command +%.sd +\begin{verbatim} + setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya" +\end{verbatim} +%.ed + +\nd in {\it csh} +(note the need to escape the ! since it's special to the shell), or +%.sd +\begin{verbatim} + NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya" + export NETHACKOPTIONS +\end{verbatim} +%.ed + +\nd in {\it sh\/} or {\it ksh}. + +%.hn 2 +\subsection*{Using a configuration file} + +%.pg +Any line in the configuration file starting with ``{\tt OPTIONS=}'' may be +filled out with options in the same syntax as in NETHACKOPTIONS. +Any line starting with ``{\tt DUNGEON=}'', ``{\tt EFFECTS=}'', +``{\tt MONSTERS=}'', ``{\tt OBJECTS=}'', ``{\tt TRAPS=}'', +or ``{\tt BOULDER=}'' +is taken as defining the corresponding {\it dungeon}, +{\it effects}, {\it monsters}, {\it objects}, {\it traps\/} or +{\it 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 +`{\tt \verb+\+}' at the end of each line to be continued. +Any line starting with `{\tt \#}' 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 `{\tt @}'). + +%.hn 2 +\subsection*{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. + +\blist{} +%.lp +\item[\ib{align}] +Your starting alignment ({\tt align:lawful}, {\tt align:neutral}, +or {\tt align:chaotic}). You may specify just the first letter. +The default is to randomly pick an appropriate alignment. +Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{autopickup}] +Automatically pick up things onto which you move (default on). +%.Ip +\item[\ib{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 +\item[\ib{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, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only). +%.lp +\item[\ib{boulder}] +Set the character used to display boulders (default is rock class symbol). +%.lp +\item[\ib{catname}] +Name your starting cat (ex.\ ``{\tt catname:Morris}''). +Cannot be set with the `{\tt O}' command. +%.lp character +\item[\ib{character}] +Pick your type of character (ex.\ ``{\tt character:Monk}''); +synonym for ``{\it role\/}''. See ``{\it name\/}'' for an alternate method +of specifying your role. Normally only the first letter of +the value is examined; the string ``{\tt random}'' is an exception. +%.lp +\item[\ib{checkpoint}] +Save game state after each level change, for possible recovery after +program crash (default on). +%.lp +\item[\ib{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 +\item[\ib{color}] +Use color for different monsters, objects, and dungeon features +(default on for microcomputers). +%.lp +\item[\ib{confirm}] +Have user confirm attacks on pets, shopkeepers, and other +peaceable creatures (default on). +%.lp +\item[\ib{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 +\item[\ib{disclose}] +Offer to disclose various information when the game ends (default all). +The possibilities are identifying your inventory (`{\tt i}'), +disclosing your attributes (`{\tt a}'), summarizing monsters that have been +vanquished (`{\tt v}'), listing monster species that have been +genocided (`{\tt g}'), and displaying your conduct (`{\tt c}'). +Note that the vanquished monsters list includes all monsters killed by +traps and each other as well as by you. +%.lp +\item[\ib{dogname}] +Name your starting dog (ex.\ ``{\tt dogname:Fang}''). +Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{dungeon}] +Set the graphics symbols for displaying the dungeon (default +``\verb& |--------||.-|++##& \verb&.##<><>_|\\#{}.}..## #}&''). +The {\it 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 {\it NetHack\/} escape-processes this option string in conventional C +fashion. This means that `\verb+\+' is a prefix to take the following +character literally. Thus `\verb+\+' needs to be represented as `\verb+\\+'. +The special escape form +`\verb+\m+' switches on the meta bit in the following character, and the +`{\tt \^{}}' 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 `{\tt +}' 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 `{\tt O}' command. +%.lp +\item[\ib{effects}] +Set the graphics symbols for displaying special effects (default +``\verb&|-\\/*!)(0#@*/-\\& \verb&||\\-//-\\| |\\-/&''). +The {\it 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 {\it 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 $3 \times 3$ +array. + +Note that in the next release, new symbols may be added, +or the present ones rearranged. + +Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{eight\_bit\_tty}] +Pass eight-bit character values (for example, specified with the {\it +traps \/} option) straight through to your terminal (default off). +Only applies to the tty port. +%.lp +\item[\ib{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 +\item[\ib{female}] +An obsolete synonym for ``{\tt gender:female}''. Cannot be set with the +`{\tt O}' command. +%.lp +\item[\ib{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 +\item[\ib{fruit}] +Name a fruit after something you enjoy eating (ex.\ ``{\tt fruit:mango}'') +(default ``{\tt slime mold}''). Basically a nostalgic whimsy that +{\it 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 {\it NetHack}, so don't use those. +%.Ip +\item[\ib{gender}] +Your starting gender ({\tt gender:male} or {\tt gender:female}). +You may specify just the first letter. Although you can +still denote your gender using the ``{\tt male}'' and ``{\tt female}'' +options, the ``{\tt gender}'' option will take precedence. +The default is to randomly pick an appropriate gender. +Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{help}] +If more information is available for an object looked at +with the `{\tt /}' 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 ``{\tt More info?}'' prompt, but it also means that you +might miss some interesting and/or important information. +%.lp +\item[\ib{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 +\item[\ib{horsename}] +Name your starting horse (ex.\ ``{\tt horsename:Trigger}''). +Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{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 +\item[\ib{ignintr}] +Ignore interrupt signals, including breaks (default off). +%.lp +\item[\ib{legacy}] +Display an introductory message when starting the game (default on). +%.lp +\item[\ib{lit\_corridor}] +Show corridor squares seen by night vision or a light source held by your +character as lit (default off). +%.lp +\item[\ib{mail}] +Enable mail delivery during the game. +%.lp +\item[\ib{male}] +An obsolete synonym for ``{\tt gender:male}''. Cannot be set with the +`{\tt O}' command. +%.lp +\item[\ib{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. +\item[\ib{menu\_deselect\_all}] +Menu character accelerator to deselect all items in a menu. +Implemented by the Amiga, Gem, X11 and tty ports. +Default `-'. +\item[\ib{menu\_deselect\_page}] +Menu character accelerator deselect all items on this page of a menu. +Implemented by the Amiga, Gem and tty ports. +Default `\verb+\+'. +\item[\ib{menu\_first\_page}] +Menu character accelerator to jump to the first page in a menu. +Implemented by the Amiga, Gem and tty ports. +Default `\verb+^+'. +\item[\ib{menu\_invert\_all}] +Menu character accelerator to invert all items in a menu. +Implemented by the Amiga, Gem, X11 and tty ports. +Default `@'. +\item[\ib{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 `\verb+~+'. +\item[\ib{menu\_last\_page}] +Menu character accelerator to jump to the last page in a menu. +Implemented by the Amiga, Gem and tty ports. +Default `\verb+|+'. +\item[\ib{menu\_next\_page}] +Menu character accelerator to goto the next menu page. +Implemented by the Amiga, Gem and tty ports. +Default `\verb+>+'. +\item[\ib{menu\_previous\_page}] +Menu character accelerator to goto the previous menu page. +Implemented by the Amiga, Gem and tty ports. +Default `\verb+<+'. +\item[\ib{menu\_search}] +Menu character accelerator to search for a menu item. +Implemented by the Amiga, Gem and X11 ports. +Default `:'. +\item[\ib{menu\_select\_all}] +Menu character accelerator to select all items in a menu. +Implemented by the Amiga, Gem, X11 and tty ports. +Default `.'. +\item[\ib{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 +\item[\ib{monsters}] +Set the characters used to display monster classes (default +``\verb+abcdefghijklmnopqrstuv+ +\verb+wxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@ '&;:~]+''). +This string is subjected to the same processing as the {\it 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 `{\tt O}' command. +%.lp +\item[\ib{msghistory}] +The number of top line messages to save (and recall with `{\tt \^{}P}') +(default 20). Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{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 +``{\tt -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W}''). +If ``{\tt -@}'' is used for the role, then a random one will be +automatically chosen. +Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{news}] +Read the {\it 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 `{\tt O}' command. +%.lp +\item[\ib{null}] +Send padding nulls to the terminal (default off). +%.lp +\item[\ib{number\_pad}] +Use the number keys to move instead of {\tt [yuhjklbn]} (default off). +%.lp +\item[\ib{objects}] +Set the characters used to display object classes (default +``\verb&])[="(%!?+/$*`0_.&''). +This string is subjected to the same processing as the {\it 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 `{\tt O}' command. +%.lp +\item[\ib{packorder}] +Specify the order to list object types in (default +``\verb&")[%?+!=/(*`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 +\item[\ib{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 +\item[\ib{pettype}] +Specify the type of your initial pet, if you are playing a character class +that uses multiple types of pets. Possible values are ``{\tt cat}'' +and ``{\tt dog}''. +Cannot be set with the `{\tt O}' command. +%.Ip +\item[\ib{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 +\item[\ib{pickup\_types}] +Specify the object types to be picked up when {\it autopickup\/} +is on. Default is all types. +%.lp +\item[\ib{prayconfirm}] +Prompt for confirmation before praying (default on). +%.lp +\item[\ib{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 `{\tt O}' command. +%.lp +\item[\ib{pushweapon}] +Using the `w' (wield) command when already wielding +something pushes the old item into your secondary weapon slot (default off). +%.Ip +\item[\ib{race}] +Selects your race (for example, ``{\tt race:human}''). Default is random. +Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{rawio}] +Force raw (non-cbreak) mode for faster output and more +bulletproof input (MS-DOS sometimes treats `{\tt \^{}P}' as a printer toggle +without it) (default off). Note: DEC Rainbows hang if this is turned on. +Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{rest\_on\_space}] +Make the space bar a synonym for the `{\tt .}' (rest) command (default off). +%.lp +\item[\ib{role}] +Pick your type of character (ex.\ ``{\tt role:Samurai}''); +synonym for ``{\it character\/}''. See ``{\it name\/}'' for an alternate method +of specifying your role. Normally only the first letter of the +value is examined; `r' is an exception with ``{\tt Rogue}'', {\tt Ranger}'', +and ``{\tt random}'' values. +%.lp +\item[\ib{safe\_pet}] +Prevent you from (knowingly) attacking your pets (default on). +%.lp +\item[\ib{scores}] +Control what parts of the score list you are shown at the end (ex.\ +``{\tt scores:5top scores/4around my score/own scores}''). Only the first +letter of each category (`{\tt t}', `{\tt a}' or `{\tt o}') is necessary. +%.lp +\item[\ib{showexp}] +Show your accumulated experience points on bottom line (default off). +%.lp +\item[\ib{showscore}] +Show your approximate accumulated score on bottom line (default off). +%.lp +\item[\ib{silent}] +Suppress terminal beeps (default on). +%.lp +\item[\ib{sortpack}] +Sort the pack contents by type when displaying inventory (default on). +%.lp +\item[\ib{standout}] +Boldface monsters and ``{\tt --More--}'' (default off). +%.lp +\item[\ib{sparkle}] +Display a sparkly effect when a monster (including yourself) is hit by an +attack to which it is resistant (default on). +%.lp +\item[\ib{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.\ ``{\tt suppress\_alert:3.3.1}'') +%.lp +\item[\ib{time}] +Show the elapsed game time in turns on bottom line (default off). +%.lp +\item[\ib{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 +\item[\ib{tombstone}] +Draw a tombstone graphic upon your death (default on). +%.lp +\item[\ib{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 +\item[\ib{traps}] +Set the graphics symbols for displaying traps (default +``\verb&^^^^^^^^^^^^^^^^^"^^^^&''). +The {\it 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 {\it 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 `{\tt O}' command. +%.lp +\item[\ib{verbose}] +Provide more commentary during the game (default on). +%.lp +\item[\ib{videocolors}] +\begin{sloppypar} +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 `{\tt O}' command. +\end{sloppypar} +%.lp +\item[\ib{videoshades}] +Set the intensity level of the three gray scales available +(default dark normal light, {\it PC\/ NetHack\/} only). +If the game display is difficult to read, try adjusting these scales; +if this does not correct the problem, try {\tt !color}. +Cannot be set with the `{\tt O}' command. +%.lp +\item[\ib{windowtype}] +Select which windowing system to use, such as ``{\tt tty}'' or ``{\tt X11}'' +(default depends on version). +Cannot be set with the `{\tt O}' command. +\elist + +%.hn 2 +\subsection*{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 {\it defaults.nh\/} +file to accomplish this, novices may find this task somewhat daunting. +Included in all official distributions of NetHack is a file called +{\it NHAccess.nh\/}. Replacing {\it defaults.nh\/} with this file will cause +the game to run in a manner accessible to the blind. After you have gained +some experience with the game and with editing files, you may want to alter +settings to better suit your preferences. Instructions on how to do this +are included in the {\it NHAccess.nh\/} file itself. The most crucial +settings to make the game accessible are: +%.pg +\blist{} +%.lp +\item[\ib{IBMgraphics}] +Disable IBMgraphics by commenting out this option. +%.lp +\item[\ib{menustyle:traditional}] +This will assist in the interface to speech synthesizers. +%.lp +\item[\ib{!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 +\item[\ib{Character graphics}] +Comment out all character graphics sets found near the bottom of the +{\it defaults.nh\/} file. Most of these replace {\it NetHack\/}'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. +\elist + +%.hn 1 +\section{Scoring} + +%.pg +{\it 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 +{\it 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 +\begin{verbatim} + nethack -s all +\end{verbatim} +on most versions. + +%.hn 1 +\section{Explore mode} + +%.pg +{\it 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 {\tt -X} +switch. The other is to issue the `{\tt X}' command while already playing +the game. The other benefits of explore mode are left for the trepid +reader to discover. + +%.hn +\section{Credits} +%.pg +The original % +{\it hack\/} game was modeled on the Berkeley +%.ux +UNIX +{\it rogue\/} game. Large portions of this paper were shamelessly +cribbed from % +{\it A Guide to the Dungeons of Doom}, by Michael C. Toy +and Kenneth C. R. C. Arnold. Small portions were adapted from +{\it Further Exploration of the Dungeons of Doom}, by Ken Arromdee. + +%.pg +{\it NetHack\/} is the product of literally dozens of people's work. +Main events in the course of the game development are described below: + +%.pg +\bigskip +\nd {\it Jay Fenlason\/} wrote the original {\it Hack\/} with help from {\it +Kenny Woodland}, {\it Mike Thome}, and {\it Jon Payne}. + +%.pg +\medskip +\nd {\it Andries Brouwer\/} did a major re-write, transforming {\it Hack\/} +into a very different game, and published (at least) three versions (1.0.1, +1.0.2, and 1.0.3) for UNIX machines to the Usenet. + +%.pg +\medskip +\nd {\it Don G. Kneller\/} ported {\it Hack\/} 1.0.3 to Microsoft C and MS-DOS, +producing {\it 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 +\medskip +\nd {\it R. Black\/} ported {\it PC Hack\/} 3.51 to Lattice C and the Atari +520/1040ST, producing {\it ST Hack\/} 1.03. + +%.pg +\medskip +\nd {\it Mike Stephenson\/} merged these various versions back together, +incorporating many of the added features, and produced {\it NetHack\/} version +1.4. He then coordinated a cast of thousands in enhancing and debugging +{\it NetHack\/} 1.4 and released {\it NetHack\/} versions 2.2 and 2.3. + +%.pg +\medskip +\nd Later, Mike coordinated a major rewrite of the game, heading a team which +included {\it Ken Arromdee}, {\it Jean-Christophe Collet}, {\it Steve Creps}, +{\it Eric Hendrickson}, {\it Izchak Miller}, {\it Eric S. Raymond}, {\it John +Rupley}, {\it Mike Threepoint}, and {\it Janet Walz}, to produce {\it +NetHack\/} 3.0c. + +%.pg +\medskip +\nd {\it NetHack\/} 3.0 was ported to the Atari by {\it Eric R. Smith}, to OS/2 by +{\it Timo Hakulinen}, and to VMS by {\it David Gentzel}. The three of them +and {\it Kevin Darcy\/} later joined the main development team to produce +subsequent revisions of 3.0. + +%.pg +\medskip +\nd {\it Olaf Seibert\/} ported {\it NetHack\/} 2.3 and 3.0 to the Amiga. {\it +Norm Meluch}, {\it Stephen Spackman\/} and {\it Pierre Martineau\/} designed +overlay code for {\it PC NetHack\/} 3.0. {\it Johnny Lee\/} ported {\it +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 +\medskip +\nd Headed by {\it Mike Stephenson\/} and coordinated by {\it Izchak Miller\/} and +{\it Janet Walz}, the development team which now included {\it Ken Arromdee}, +{\it David Cohrs}, {\it Jean-Christophe Collet}, {\it Kevin Darcy}, +{\it Matt Day}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick}, +{\it Pat Rankin}, {\it Eric Raymond}, and {\it Eric Smith\/} undertook a radical +revision of 3.0. They re-structured the game's design, and re-wrote major +parts of the code. They added multiple dungeons, a new display, special +individual character quests, a new endgame and many other new features, and +produced {\it NetHack\/} 3.1. + +%.pg +\medskip +\nd {\it Ken Lorber}, {\it Gregg Wonderly\/} and {\it Greg Olson}, with help +from {\it Richard Addison}, {\it Mike Passaretti}, and {\it Olaf Seibert}, +developed {\it NetHack\/} 3.1 for the Amiga. + +%.pg +\medskip +\nd {\it Norm Meluch\/} and {\it Kevin Smolkowski}, with help from +{\it Carl Schelin}, {\it Stephen Spackman}, {\it Steve VanDevender}, +and {\it Paul Winner}, ported {\it NetHack\/} 3.1 to the PC. + +%.pg +\medskip +\nd {\it Jon W\{tte} and {\it Hao-yang Wang}, +with help from {\it Ross Brown}, {\it Mike Engber}, {\it David Hairston}, +{\it Michael Hamel}, {\it Jonathan Handler}, {\it Johnny Lee}, +{\it Tim Lennan}, {\it Rob Menke}, and {\it Andy Swanson}, +developed {\it NetHack\/} 3.1 for the Macintosh, porting it for MPW. +Building on their development, {\it Barton House} added a Think C port. + +%.pg +\medskip +\nd {\it Timo Hakulinen\/} ported {\it NetHack\/} 3.1 to OS/2. +{\it Eric Smith\/} ported {\it NetHack\/} 3.1 to the Atari. +{\it Pat Rankin}, with help from {\it Joshua Delahunty}, +was responsible for the VMS version of {\it NetHack\/} 3.1. +{\it Michael Allison} ported {\it NetHack\/} 3.1 to Windows NT. + +%.pg +\medskip +\nd {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it NetHack\/} +3.1 for X11. +{\it Warwick Allison} wrote a tiled version of NetHack for the Atari; +he later contributed the tiles to the DevTeam and tile support was +then added to other platforms. + +%.pg +\medskip +\nd The 3.2 development team, comprised of {\it Michael Allison}, {\it Ken +Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it +Kevin Darcy}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick}, +{\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, {\it Janet Walz}, +and {\it Paul Winner}, released version 3.2 in April of 1996. + +%.pg +\medskip +\nd 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, {\it Dr. Izchak Miller}, +was diagnosed with cancer and passed away. That release of the game was +dedicated to him by the development and porting teams. + +%.pg +\medskip +During the lifespan of {\it 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 +\medskip +{\it Tom Proudfoot} and {\it Yuval Oren} created {\it NetHack++}, +which was quickly renamed {\it NetHack$--$}. +Working independently, {\it Stephen White} wrote {\it NetHack Plus}. +{\it Tom Proudfoot} later merged {\it NetHack Plus} +and his own {\it NetHack$--$} to produce {\it SLASH}. +{\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell +casting system with the Wizard Patch. +{\it Warwick Allison} also ported NetHack to use the Qt interface. + +%.pg +\medskip +{\it Warren Cheung} combined {\it SLASH} with the Wizard Patch +to produce {\it Slash'em\/}, and +with the help of {\it Kevin Hugo}, added more features. +Kevin later joined the +DevTeam and incorporated the best of these ideas into NetHack 3.3. + +%.pg +\medskip +The 3.3 development team consisted of {\it Michael Allison}, {\it Ken Arromdee}, +{\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy}, +{\it Timo Hakulinen}, +{\it Kevin Hugo}, {\it Steve Linhart}, {\it Dean Luick}, {\it Pat Rankin}, +{\it Eric Smith}, {\it Mike Stephenson}, {\it Janet Walz}, and {\it Paul Winner}. + +%.pg +\medskip +As with version 3.2, various people contributed to the game as a whole as +well as supporting ports on the different platforms that {\it NetHack\/} +runs on: + +%.pg +\medskip +\nd{\it Pat Rankin} maintained 3.3 for VMS. + +%.pg +\medskip +\nd {\it Michael Allison} maintained NetHack 3.3 for the MS-DOS platform. +{\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement. + +%.pg +\medskip +\nd {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo} maintained and +enhanced the Macintosh port of 3.3. + +%.pg +\medskip +\nd {\it Michael Allison} maintained and enhanced 3.3 for the Microsoft Windows NT platform. + +%.pg +\medskip +\nd {\it Ron Van Iwaarden} took over responsibility for the OS/2 port. + +%.pg +\medskip +\nd The Amiga port of NetHack was resurrected for 3.3.1 by {\it Janne +Salmij\"{a}rvi}. + +%.pg +\medskip +\nd The Atari port of NetHack was resurrected for 3.3.1 by {\it Christian +``Marvin'' Bressler}. + +%.pg +\bigskip +\nd 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 +\begin{center} +\begin{tabular}{lll} +%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 Salmij\"{a}rvi & 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. +\end{tabular} +\end{center} +%.ed + +%\vfill +%\begin{flushleft} +%\small +%Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.\\ +%%%Don't need next line if a UNIX macro automatically inserts footnotes. +%UNIX is a registered trademark of AT\&T.\\ +%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. +%\end{flushleft} + +\end{document}