From 9add8ed0c11b091744a1d3cb39d78d336f77b2e1 Mon Sep 17 00:00:00 2001 From: nhw_cron Date: Fri, 3 Jul 2020 06:24:07 -0400 Subject: [PATCH] This is cron-daily v1-Jan-20-2020. guidebook updated: doc/Guidebook.txt --- doc/Guidebook.txt | 992 ++++++++++++++++++++++++---------------------- 1 file changed, 529 insertions(+), 463 deletions(-) diff --git a/doc/Guidebook.txt b/doc/Guidebook.txt index b262101eb..77d7965a6 100644 --- a/doc/Guidebook.txt +++ b/doc/Guidebook.txt @@ -1942,35 +1942,35 @@ mand. Monsters can fall prey to traps, too, which can be a very useful defensive strategy. - There is a special pre-mapped branch of the dungeon based on - the classic computer game "Sokoban." The goal is to push the - boulders into the pits or holes. With careful foresight, it is - possible to complete all of the levels according to the tradi- - tional rules of Sokoban. Some allowances are permitted in case - the player gets stuck; however, they will lower your luck. + There is a special pre-mapped multi-level branch of the dun- + geon based on the classic computer game "Sokoban," a puzzle solv- + ing game. In that game, you operate as a warehouse worker who + pushes crates around obstacles to position them at designated lo- + cations. In NetHack, the goal is to push boulders into pits or + holes until those traps have all been nullified, giving access to + whatever is beyond them. In the Sokoban game, you can only move + in the four cardinal compass directions, and a crate in its final + destination blocks further access to that spot. In the Sokoban + levels of NetHack, you can move diagonally (unless that would let + you pass between two neighboring boulders) but you can only push + boulders in the four cardinal directions, and a boulder which + fills a pit or hole removes both the boulder and the trap so + opens up normal access to that spot. With careful foresight, it + is possible to complete all of the levels according to the tradi- + tional rules of Sokoban. (Hint: to solve Sokoban puzzles, you + often need to move things away from their eventual destinations + in order to open up more room to maneuver.) Since NetHack does + not support an undo capability, some allowances are permitted in + case you get stuck. For example, you may drop everything in or- + der to be able to squeeze into the same location as a boulder + (and then presumably move past it), or may destroy a boulder with + magic or tools, or may create new boulders with a scroll of + earth. However, doing such things will lower your luck without + any specific message given about that. See the Conduct section + for information about getting feedback for your actions in + Sokoban. - 5.3. Stairs and ladders (`<', `>') - In general, each level in the dungeon will have a staircase - going up (`<') to the previous level and another going down (`>') - to the next level. There are some exceptions though. For in- - stance, fairly early in the dungeon you will find a level with - two down staircases, one continuing into the dungeon and the oth- - er branching into an area known as the Gnomish Mines. Those - mines eventually hit a dead end, so after exploring them (if you - choose to do so), you'll need to climb back up to the main dun- - geon. - - When you traverse a set of stairs, or trigger a trap which - sends you to another level, the level you're leaving will be de- - activated 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 de- - scribed below). Monsters are only active on the current level; - those on other levels are essentially placed into stasis. @@ -1984,60 +1984,60 @@ - 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 + 5.3. Stairs and ladders (`<', `>') + + In general, each level in the dungeon will have a staircase + going up (`<') to the previous level and another going down (`>') + to the next level. There are some exceptions though. For in- + stance, fairly early in the dungeon you will find a level with + two down staircases, one continuing into the dungeon and the oth- + er branching into an area known as the Gnomish Mines. Those + mines eventually hit a dead end, so after exploring them (if you + choose to do so), you'll need to climb back up to the main dun- + geon. + + When you traverse a set of stairs, or trigger a trap which + sends you to another level, the level you're leaving will be de- + activated 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 de- + scribed below). Monsters are only active on the current level; + those on other levels are essentially placed into stasis. + + Ordinarily when you climb a set of stairs, you will arrive + on the corresponding staircase at your destination. However, + pets (see below) and some other monsters will follow along if they're close enough when you travel up or down stairs, and occa- - sionally one of these creatures will displace you during the + sionally one of these creatures will displace you during the climb. When that occurs, the pet or other monster will arrive on the staircase and you will end up nearby. - Ladders serve the same purpose as staircases, and the two - types of inter-level connections are nearly indistinguishable + Ladders serve the same purpose as staircases, and the two + types of inter-level connections are nearly indistinguishable during game play. 5.4. Shops and shopping - Occasionally you will run across a room with a shopkeeper - near the door and many items lying on the floor. You can buy + Occasionally you will run across a room with a shopkeeper + near the door and many items lying on the floor. You can buy items by picking them up and then using the `p' command. You can - inquire about the price of an item prior to picking it up by us- + inquire about the price of an item prior to picking it up by us- ing the "#chat" command while standing on it. Using an item pri- or to paying for it will incur a charge, and the shopkeeper won't allow you to leave the shop until you have paid any debt you owe. - You can sell items to a shopkeeper by dropping them to the - floor while inside a shop. You will either be offered an amount - of gold and asked whether you're willing to sell, or you'll be - told that the shopkeeper isn't interested (generally, your item - needs to be compatible with the type of merchandise carried by + You can sell items to a shopkeeper by dropping them to the + floor while inside a shop. You will either be offered an amount + of gold and asked whether you're willing to sell, or you'll be + told that the shopkeeper isn't interested (generally, your item + needs to be compatible with the type of merchandise carried by the shop). - If you drop something in a shop by accident, the shopkeeper - will usually claim ownership without offering any compensation. - You'll have to buy it back if you want to reclaim it. - - Shopkeepers sometimes run out of money. When that happens, - you'll be offered credit instead of gold when you try to sell - something. Credit can be used to pay for purchases, but it is - only good in the shop where it was obtained; other shopkeepers - won't honor it. (If you happen to find a "credit card" in the - dungeon, don't bother trying to use it in shops; shopkeepers will - not accept it.) - - The `$' command, which reports the amount of gold you are - carrying (in inventory, not inside bags or boxes), will also show - current shop debt or credit, if any. The "Iu" command lists un- - paid items (those which still belong to the shop) if you are car- - rying any. The "Ix" command shows an inventory-like display of - any unpaid items which have been used up, along with other shop - fees, if any. - - 5.4.1. Shop idiosyncrasies - - Several aspects of shop behavior might be unexpected. - - + If you drop something in a shop by accident, the shopkeeper + will usually claim ownership without offering any compensation. NetHack 3.7 July 2, 2020 @@ -2050,15 +2050,37 @@ + You'll have to buy it back if you want to reclaim it. + + Shopkeepers sometimes run out of money. When that happens, + you'll be offered credit instead of gold when you try to sell + something. Credit can be used to pay for purchases, but it is + only good in the shop where it was obtained; other shopkeepers + won't honor it. (If you happen to find a "credit card" in the + dungeon, don't bother trying to use it in shops; shopkeepers will + not accept it.) + + The `$' command, which reports the amount of gold you are + carrying (in inventory, not inside bags or boxes), will also show + current shop debt or credit, if any. The "Iu" command lists un- + paid items (those which still belong to the shop) if you are car- + rying any. The "Ix" command shows an inventory-like display of + any unpaid items which have been used up, along with other shop + fees, if any. + + 5.4.1. Shop idiosyncrasies + + Several aspects of shop behavior might be unexpected. + * The price of a given item can vary due to a variety of factors. - * A shopkeeper treats the spot immediately inside the door as if + * A shopkeeper treats the spot immediately inside the door as if it were outside the shop. * While the shopkeeper watches you like a hawk, he will generally ignore any other customers. - * If a shop is "closed for inventory," it will not open of its + * If a shop is "closed for inventory," it will not open of its own accord. * Shops do not get restocked with new items, regardless of inven- @@ -2066,44 +2088,22 @@ 5.5. Movement feedback - Moving around the map usually provides no feedback--other - than drawing the hero at the new location--unless you step on an - object or pile of objects, or on a trap, or attempt to move onto - a spot where a monster is located. There are several options + Moving around the map usually provides no feedback--other + than drawing the hero at the new location--unless you step on an + object or pile of objects, or on a trap, or attempt to move onto + a spot where a monster is located. There are several options which can be used to augment the normal feedback. - The pile_limit option controls how many objects can be in a + The pile_limit option controls how many objects can be in a pile--sharing the same map location--for the game to state "there - are objects here" instead of listing them. The default is 5. + are objects here" instead of listing them. The default is 5. Setting it to 1 would always give that message instead of listing any objects. Setting it to 0 is a special case which will always list all objects no matter how big a pile is. Note that the num- - ber refers to the count of separate stacks of objects present - rather than the sum of the quantities of those stacks (so 7 ar- - rows or 25 gold pieces will each count as 1 rather than as 7 and - 25, respectively, and total to 2 when both are at the same loca- - tion). - - The "nopickup" command prefix (default `m') can be used be- - fore a movement direction to step on objects without attempting - auto-pickup and without giving feedback about them. - - The mention_walls option controls whether you get feedback - if you try to walk into a wall or solid stone or off the edge of - the map. Normally nothing happens (unless the hero is blind and - no wall is shown, then the wall that is being bumped into will be - drawn on the map). This option also gives feedback when rushing - or running stops for some non-obvious reason. - - The mention_decor option controls whether you get feedback - when walking on "furniture." Normally stepping onto stairs or a - fountain or an altar or various other things doesn't elicit any- - thing unless it is covered by one or more objects so is obscured - on the map. Setting this option to true will describe such - things even when they aren't obscured. Doorless doorways and - open doors aren't considered worthy of mention; closed doors (if - you can move onto their spots) and broken doors are. Assuming - that you're able to do so, moving onto water or lava or ice will + ber refers to the count of separate stacks of objects present + rather than the sum of the quantities of those stacks (so 7 ar- + rows or 25 gold pieces will each count as 1 rather than as 7 and + 25, respectively, and total to 2 when both are at the same NetHack 3.7 July 2, 2020 @@ -2116,24 +2116,46 @@ - give feedback if not yet on that type of terrain but not repeat - it (unless there has been some intervening message) when moving + location). + + The "nopickup" command prefix (default `m') can be used be- + fore a movement direction to step on objects without attempting + auto-pickup and without giving feedback about them. + + The mention_walls option controls whether you get feedback + if you try to walk into a wall or solid stone or off the edge of + the map. Normally nothing happens (unless the hero is blind and + no wall is shown, then the wall that is being bumped into will be + drawn on the map). This option also gives feedback when rushing + or running stops for some non-obvious reason. + + The mention_decor option controls whether you get feedback + when walking on "furniture." Normally stepping onto stairs or a + fountain or an altar or various other things doesn't elicit any- + thing unless it is covered by one or more objects so is obscured + on the map. Setting this option to true will describe such + things even when they aren't obscured. Doorless doorways and + open doors aren't considered worthy of mention; closed doors (if + you can move onto their spots) and broken doors are. Assuming + that you're able to do so, moving onto water or lava or ice will + give feedback if not yet on that type of terrain but not repeat + it (unless there has been some intervening message) when moving from water to another water spot, or lava to lava, or ice to ice. - Moving off of any of those back onto "normal" terrain will give - one message too, unless there is feedback about one or more ob- + Moving off of any of those back onto "normal" terrain will give + one message too, unless there is feedback about one or more ob- jects, in which case the back on land circumstance is implied. - The confirm and safe_pet options control what happens when - you try to move onto a peaceful monster's spot or a tame one's + The confirm and safe_pet options control what happens when + you try to move onto a peaceful monster's spot or a tame one's spot. - The "nopickup" command prefix (default `m') is also the + The "nopickup" command prefix (default `m') is also the move-without-attacking prefix and can be used to try to step onto a visible monster's spot without the move being considered an at- - tack (see the Fighting subsection of Monsters below). The - "fight" command prefix (default `F'; also `-' if number_pad is + tack (see the Fighting subsection of Monsters below). The + "fight" command prefix (default `F'; also `-' if number_pad is on) can be used to force an attack, when guessing where an unseen - monster is or when deliberately attacking a peaceful or tame + monster is or when deliberately attacking a peaceful or tame creature. The run_mode option controls how frequently the map gets re- @@ -2142,34 +2164,12 @@ 6. Monsters - Monsters you cannot see are not displayed on the screen. - Beware! You may suddenly come upon one in a dark place. Some - magic items can help you locate them before they locate you + Monsters you cannot see are not displayed on the screen. + Beware! You may suddenly come upon one in a dark place. Some + magic items can help you locate them before they locate you (which some monsters can do very well). - The commands `/' and `;' may be used to obtain information - about those monsters who are displayed on the screen. The com- - mand "#name" (by default bound to `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. - The extended command "#chat" can be used to interact with an - adjacent monster. There is no actual dialog (in other words, you - don't get to choose what you'll say), but chatting with some mon- - sters such as a shopkeeper or the Oracle of Delphi can produce - useful results. - - 6.1. Fighting - - If you see a monster and you wish to fight it, just attempt - to walk into it. Many monsters you find will mind their own - business unless you attack them. Some of them are very dangerous - when angered. Remember: discretion is the better part of valor. - - In most circumstances, if you attempt to attack a peaceful - monster by moving into its location, you'll be asked to confirm - your intent. By default an answer of `y' acknowledges that NetHack 3.7 July 2, 2020 @@ -2182,59 +2182,59 @@ - intent, which can be error prone if you're using `y' to move. - You can set the paranoid_confirmation option to require a re- - sponse of "yes" instead. + The commands `/' and `;' may be used to obtain information + about those monsters who are displayed on the screen. The com- + mand "#name" (by default bound to `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. - 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 mon- + The extended command "#chat" can be used to interact with an + adjacent monster. There is no actual dialog (in other words, you + don't get to choose what you'll say), but chatting with some mon- + sters such as a shopkeeper or the Oracle of Delphi can produce + useful results. + + 6.1. Fighting + + If you see a monster and you wish to fight it, just attempt + to walk into it. Many monsters you find will mind their own + business unless you attack them. Some of them are very dangerous + when angered. Remember: discretion is the better part of valor. + + In most circumstances, if you attempt to attack a peaceful + monster by moving into its location, you'll be asked to confirm + your intent. By default an answer of `y' acknowledges that in- + tent, which can be error prone if you're using `y' to move. You + can set the paranoid_confirmation option to require a response of + "yes" instead. + + 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 mon- ster 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 re- + 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 re- member a monster but want to try fighting anyway, you can use the `F' command. 6.2. Your pet You start the game with a little dog (`d'), kitten (`f'), or - pony (`u'), which follows you about the dungeon and fights mon- - sters with you. Like you, your pet needs food to survive. Dogs - and cats usually feed themselves on fresh carrion and other - meats; horses need vegetarian food which is harder to come by. - If you're worried about your pet or want to train it, you can + pony (`u'), which follows you about the dungeon and fights mon- + sters with you. Like you, your pet needs food to survive. Dogs + and cats usually feed themselves on fresh carrion and other + meats; horses need vegetarian food which is harder to come by. + If you're worried about your pet or want to train it, you can feed it, too, by throwing it food. A properly trained pet can be very useful under certain circumstances. - Your pet also gains experience from killing monsters, and - can grow over time, gaining hit points and doing more damage. - Initially, your pet may even be better at killing things than + Your pet also gains experience from killing monsters, and + can grow over time, gaining hit points and doing more damage. + Initially, your pet may even be better at killing things than you, which makes pets useful for low-level characters. - Your pet will follow you up and down staircases if it is - next to you when you move. Otherwise your pet will be stranded - and may become wild. Similarly, when you trigger certain types - of traps which alter your location (for instance, a trap door - which drops you to a lower dungeon level), any adjacent pet will - accompany you and any non-adjacent pet will be left behind. Your - pet may trigger such traps itself; you will not be carried along - with it even if adjacent at the time. - - 6.3. Steeds - - Some types of creatures in the dungeon can actually be rid- - den if you have the right equipment and skill. Convincing a wild - beast to let you saddle it up is difficult to say the least. - Many a dungeoneer has had to resort to magic and wizardry in or- - der to forge the alliance. Once you do have the beast under your - control however, you can easily climb in and out of the saddle - with the "#ride" command. Lead the beast around the dungeon when - riding, in the same manner as you would move yourself. It is the - beast that you will see displayed on the map. - - Riding skill is managed by the "#enhance" command. See the - section on Weapon proficiency for more information about that. @@ -2248,60 +2248,60 @@ + Your pet will follow you up and down staircases if it is + next to you when you move. Otherwise your pet will be stranded + and may become wild. Similarly, when you trigger certain types + of traps which alter your location (for instance, a trap door + which drops you to a lower dungeon level), any adjacent pet will + accompany you and any non-adjacent pet will be left behind. Your + pet may trigger such traps itself; you will not be carried along + with it even if adjacent at the time. + + 6.3. Steeds + + Some types of creatures in the dungeon can actually be rid- + den if you have the right equipment and skill. Convincing a wild + beast to let you saddle it up is difficult to say the least. + Many a dungeoneer has had to resort to magic and wizardry in or- + der to forge the alliance. Once you do have the beast under your + control however, you can easily climb in and out of the saddle + with the "#ride" command. Lead the beast around the dungeon when + riding, in the same manner as you would move yourself. It is the + beast that you will see displayed on the map. + + Riding skill is managed by the "#enhance" command. See the + section on Weapon proficiency for more information about that. + Use the `a' (apply) command and pick a saddle in your inven- - tory to attempt to put that saddle on an adjacent creature. If + tory to attempt to put that saddle on an adjacent creature. If successful, it will be transferred to that creature's inventory. Use the "#loot" command while adjacent to a saddled creature - to try to remove the saddle from that creature. If successful, + to try to remove the saddle from that creature. If successful, it will be transferred to your inventory. 6.4. Bones levels - You may encounter the shades and corpses of other adventur- + You may encounter the shades and corpses of other adventur- ers (or even former incarnations of yourself!) and their personal - effects. Ghosts are hard to kill, but easy to avoid, since - they're slow and do little damage. You can plunder the deceased - adventurer's possessions; however, they are likely to be cursed. + 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. 6.5. Persistence of Monsters Monsters (a generic reference which also includes humans and - pets) are only shown while they can be seen or otherwise sensed. - Moving to a location where you can't see or sense a monster any - more will result in it disappearing from your map, similarly if + pets) are only shown while they can be seen or otherwise sensed. + Moving to a location where you can't see or sense a monster any + more will result in it disappearing from your map, similarly if it is the one who moved rather than you. - However, if you encounter a monster which you can't see or - sense--perhaps it is invisible and has just tapped you on the - noggin--a special "remembered, unseen monster" marker will be - displayed at the location where you think it is. That will per- - sist until you have proven that there is no monster there, even - if the unseen monster moves to another location or you move to a - spot where the marker's location ordinarily wouldn't be seen any - more. - - 7. Objects - - When you find something in the dungeon, it is common to want - to pick it up. In NetHack, this is accomplished automatically by - walking over the object (unless you turn off the autopickup op- - tion (see below), or move with the `m' prefix (see above)), or - manually by using the `,' command. - - If you're carrying too many items, NetHack will tell you so - and you won't be able to pick up anything more. Otherwise, it - will add the object(s) to your pack and tell you what you just - picked up. - - As you add items to your inventory, you also add the weight - of that object to your load. The amount that you can carry de- - pends on your strength and your constitution. The stronger and - sturdier 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 + However, if you encounter a monster which you can't see or + sense--perhaps it is invisible and has just tapped you on the + noggin--a special "remembered, unseen monster" marker will be + displayed at the location where you think it is. That will NetHack 3.7 July 2, 2020 @@ -2314,11 +2314,34 @@ - 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. + persist until you have proven that there is no monster there, + even if the unseen monster moves to another location or you move + to a spot where the marker's location ordinarily wouldn't be seen + any more. + + 7. Objects + + When you find something in the dungeon, it is common to want + to pick it up. In NetHack, this is accomplished automatically by + walking over the object (unless you turn off the autopickup op- + tion (see below), or move with the `m' prefix (see above)), or + manually by using the `,' command. + + If you're carrying too many items, NetHack will tell you so + and you won't be able to pick up anything more. Otherwise, it + will add the object(s) to your pack and tell you what you just + picked up. + + As you add items to your inventory, you also add the weight + of that object to your load. The amount that you can carry de- + pends on your strength and your constitution. The stronger and + sturdier 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 encum- + ber you. Your reactions will get slower and you'll burn calories + faster, requiring food more frequently to cope with it. Eventu- + ally, you'll be so overloaded that you'll either have to discard + some of what you're carrying or collapse under its weight. NetHack will tell you how badly you have loaded yourself. If you are encumbered, one of the conditions "Burdened", @@ -2345,6 +2368,18 @@ the "#name" command, for the same purpose at any time, to name all objects of a particular type or just an individual object. When you use "#name" on an object which has already been named, + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 37 + + + specifying a space as the value will remove the prior name in- stead of assigning a new one. @@ -2369,17 +2404,6 @@ within the game. A "glass half full versus glass half empty" situation; make of that what you will. - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 37 - - - 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 @@ -2410,6 +2434,18 @@ 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 + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 38 + + + first wield a bow, then throw the arrow. Crossbows shoot cross- bow bolts. Slings hurl rocks and (other) stones (like gems). @@ -2434,18 +2470,6 @@ shield, and vice versa. When wielding a one-handed weapon, you can have another weapon ready to use by setting things up with the `x' command, which exchanges your primary (the one being - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 38 - - - wielded) and alternate weapons. And if you have proficiency in the "two weapon combat" skill, you may wield both weapons simul- taneously as primary and secondary; use the `X' command to engage @@ -2476,6 +2500,18 @@ in your inventory which are considered likely to be thrown, or picking `*' will list your entire inventory. After you've chosen what to throw, you will be prompted for a direction rather than + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 39 + + + for a specific target. The distance something can be thrown de- pends mainly on the type of object and your strength. Arrows can be thrown by hand, but can be thrown much farther and will be @@ -2499,28 +2535,16 @@ wielding one to shoot arrows, in crossbow skill if you're wield- ing 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 - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 39 - - - - limit the number of shots by using a numeric prefix before the - `t' or `f' command. For example, "2f" (or "n2f" if using num- - ber_pad mode) would ensure that at most 2 arrows are shot even if - you could have fired 3. If you specify a larger number than - would have been shot ("4f" in this example), you'll just end up - shooting the same number (3, here) as if no limit had been speci- - fied. Once the volley is in motion, all of the items will travel - in the same direction; if the first ones kill a monster, the oth- - ers can still continue beyond that spot. + chance to fire varies from turn to turn. You can explicitly lim- + it the number of shots by using a numeric prefix before the `t' + or `f' command. For example, "2f" (or "n2f" if using number_pad + mode) would ensure that at most 2 arrows are shot even if you + could have fired 3. If you specify a larger number than would + have been shot ("4f" in this example), you'll just end up shoot- + ing 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. 7.2.2. Weapon proficiency @@ -2542,6 +2566,18 @@ skill(s) to improve when you've used one or more skills enough to become eligible to do so. The skill rankings are "none" (some- times also referred to as "restricted", because you won't be able + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 40 + + + to advance), "unskilled", "basic", "skilled", and "expert". Re- stricted skills simply will not appear in the list shown by "#en- hance". (Divine intervention might unrestrict a particular @@ -2564,20 +2600,6 @@ tal overall skills, so you need to actively choose which skills to enhance and which to ignore. - - - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 40 - - - 7.2.3. Two-Weapon combat Some characters can use two weapons at once. Setting things @@ -2610,6 +2632,18 @@ want as primary which will push the first into secondary posi- tion. + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 41 + + + When in two-weapon combat mode, using the `X' command tog- gles back to single-weapon mode. Throwing or dropping either of the weapons or having one of them be stolen or destroyed will al- @@ -2631,19 +2665,6 @@ Plate mail, Crystal plate mail 3 Bronze plate mail, Splint mail, Banded mail, Dwarvish mithril-coat 4 - - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 41 - - - Chain mail, Elven mithril-coat 5 Scale mail, Orcish chain mail 6 Ring mail, Studded leather armor, @@ -2677,6 +2698,18 @@ The nudist option can be set (prior to game start) to at- tempt to play the entire game without wearing any armor (a self- + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 42 + + + imposed challenge which is extremely difficult to accomplish). The commands to use armor are `W' (wear) and `T' (take off). @@ -2698,18 +2731,6 @@ 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 - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 42 - - - is "you are what you eat." Some character roles and some monsters are vegetarian. Veg- @@ -2743,6 +2764,18 @@ vironment variable to the file name of your mailbox. You may al- so want to set the "MAILREADER" environment variable to the file name of your favorite reader, so NetHack can shell to it when you + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 43 + + + read the scroll. On versions of NetHack where mail is randomly generated internal to the game, these environment variables are ignored. You can disable the mail daemon by turning off the mail @@ -2763,19 +2796,6 @@ The command to drink a potion is `q' (quaff). - - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 43 - - - 7.7. Wands (`/') Wands usually have multiple magical charges. Some types of @@ -2808,6 +2828,20 @@ The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. + + + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 44 + + + 7.8. Rings (`=') Rings are very useful items, since they are relatively per- @@ -2830,18 +2864,6 @@ The commands to use rings are `P' (put on) and `R' (remove). `A', `W', and `T' can also be used; see Amulets. - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 44 - - - 7.9. Spellbooks (`+') Spellbooks are tomes of mighty magic. When studied with the @@ -2874,6 +2896,18 @@ Just as weapons are divided into groups in which a character can become proficient (to varying degrees), spells are similarly + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 45 + + + grouped. Successfully casting a spell exercises its skill group; using the "#enhance" command to advance a sufficiently exercised skill will affect all spells within the group. Advanced skill @@ -2896,18 +2930,6 @@ Tools are miscellaneous objects with various purposes. Some tools have a limited number of uses, akin to wand charges. For - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 45 - - - example, lamps burn out after a while. Other tools are contain- ers, which objects can be placed into or taken out of. @@ -2940,6 +2962,18 @@ you unlock or open them. You can check for and try to deactivate traps with the "#untrap" extended command. + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 46 + + + 7.11. Amulets (`"') Amulets are very similar to rings, and often more powerful. @@ -2962,18 +2996,6 @@ 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. - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 46 - - - Valuable gems increase your score if you bring them with you when you exit. @@ -3003,6 +3025,21 @@ longer shown as ``' but by the letter representing the monster they depict instead. + + + + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 47 + + + 7.14. Gold (`$') Gold adds to your score, and you can buy things in shops @@ -3028,18 +3065,6 @@ until you can see or feel that location again. One notable ex- ception is that if the object gets covered by the "remembered, unseen monster" marker. When that marker is later removed after - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 47 - - - you've verified that no monster is there, you will have forgotten that there was any object there regardless of whether the unseen monster actually took the object. If the object is still there, @@ -3069,6 +3094,18 @@ 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 + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 48 + + + drinking beverages, even if they provide some minor food bene- fits. Calling upon your god for help with starvation does not violate any food challenges either. @@ -3094,18 +3131,6 @@ Eating any kind of meat violates the vegetarian, vegan, and foodless conducts. This includes tripe rations, the corpses or - - - NetHack 3.7 July 2, 2020 - - - - - - NetHack Guidebook 48 - - - 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 @@ -3135,6 +3160,18 @@ of Yendor to your god is necessary to win the game and is not counted against this conduct. You are also not penalized for be- ing spoken to by an angry god, priest(ess), or other religious + + + NetHack 3.7 July 2, 2020 + + + + + + NetHack Guidebook 49 + + + figure; a true atheist would hear the words but attach no special meaning to them. @@ -3149,17 +3186,46 @@ This is a particularly difficult challenge, although it is still possible to gain experience by other means. - An illiterate character cannot read or write. This includes - reading a scroll, spellbook, fortune cookie message, or t-shirt; - writing a scroll; or making an engraving of anything other than a - single "X" (the traditional signature of an illiterate person). - Reading an engraving, or any item that is absolutely necessary to - win the game, is not counted against this conduct. The identity - of scrolls and spellbooks (and knowledge of spells) in your - starting inventory is assumed to be learned from your teachers - prior to the start of the game and isn't counted. + An illiterate character does not read or write. This in- + cludes 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. + There is a side-branch to the main dungeon called "Sokoban," + briefly described in the earlier section about Traps. As men- + tioned there, the goal is to push boulders into pits and/or holes + to plug those in order to both get the boulders out of the way + and be able to go past the traps. There are some special "rules" + that are active when in that branch of the dungeon. Some rules + can't be bypassed, such as being unable to push a boulder diago- + nally. Others rules can, such as not smashing boulders with mag- + ic or tools, but doing so causes you to receive a luck penalty. + No message about that is given at the time, but it is tracked as + a conduct. The #conduct command and/or end of game disclosure + will report whether you have abided by the special rules of + Sokoban, and if not, how many times you violated them, providing + you with a way to discover which actions incur bad luck so that + you can be better informed about whether or not to avoid repeat- + ing those actions in the future. (Note: the Sokoban conduct + will only be displayed if you have entered the Sokoban branch of + the dungeon during the current game. Once that has happened, it + becomes part of disclosed conduct even if you haven't done any- + thing interesting there. Ending the game with "obeyed the + Sokoban rules" conduct is most meaningful if you also manage to + perform the "obtained the Sokoban prize" achievement (see + Achievements below).) + There are several other challenges tracked by the game. It + is possible to eliminate one or more species of monsters by geno- + cide; playing without this feature is considered a challenge. + When the game offers you an opportunity to genocide monsters, you + may respond with the monster type "none" if you want to decline. + You can change the form of an item into another item of the same NetHack 3.7 July 2, 2020 @@ -3168,16 +3234,10 @@ - NetHack Guidebook 49 + NetHack Guidebook 50 - There are several other challenges tracked by the game. It - is possible to eliminate one or more species of monsters by geno- - cide; playing without this feature is considered a challenge. - When the game offers you an opportunity to genocide monsters, you - may respond with the monster type "none" if you want to decline. - You can change the form of an item into another item 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. Polymor- @@ -3225,6 +3285,12 @@ Nudist - Never wore any armor. Ascended - Delivered the Amulet to its final destination. + Notes: + + Achievements are recorded and subsequently reported in the + order in which they happen during your current game rather than + the order listed here. + @@ -3234,16 +3300,10 @@ - NetHack Guidebook 50 + NetHack Guidebook 51 - Notes: - - Achievements are recorded and subsequently reported in the - order in which they happen during your current game rather than - the order listed here. - There are nine titles for each role, bestowed at ex- perience levels 1, 3, 6, 10, 14, 18, 22, 26, and 30. The one for experience level 1 is not recorded as an achievement. Losing @@ -3293,6 +3353,12 @@ The default name of the configuration file varies on differ- ent operating systems. + On UNIX, Linux, and Mac OS X it is ".nethackrc" in the us- + er's home directory. The file may not exist, but it is a normal + ASCII text file and can be created with any text editor. + + + NetHack 3.7 July 2, 2020 @@ -3300,14 +3366,10 @@ - NetHack Guidebook 51 + NetHack Guidebook 52 - On UNIX, Linux, and Mac OS X it is ".nethackrc" in the us- - er's home directory. The file may not exist, but it is a normal - ASCII text file and can be created with any text editor. - On Windows, it is ".nethackrc" in the folder "\%USERPRO- FILE%\NetHack\3.6". The file may not exist, but it is a normal ASCII text file can can be created with any text editor. After @@ -3358,6 +3420,10 @@ file so setting HACKDIR to override that is not usually neces- sary or recommended. + LEVELDIR + The location that in-progress level files are stored. Defaults + to HACKDIR, must be writable. + NetHack 3.7 July 2, 2020 @@ -3366,14 +3432,10 @@ - NetHack Guidebook 52 + NetHack Guidebook 53 - LEVELDIR - The location that in-progress level files are stored. Defaults - to HACKDIR, must be writable. - SAVEDIR The location where saved games are kept. Defaults to HACKDIR, must be writable. @@ -3421,8 +3483,12 @@ Example: - - + OPTIONS=color + CHOOSE=char A,char B + [char A] + OPTIONS=role:arc,race:dwa,align:law,gender:fem + [char B] + OPTIONS=role:wiz,race:elf,align:cha,gender:mal @@ -3432,17 +3498,10 @@ - NetHack Guidebook 53 + NetHack Guidebook 54 - OPTIONS=color - CHOOSE=char A,char B - [char A] - OPTIONS=role:arc,race:dwa,align:law,gender:fem - [char B] - OPTIONS=role:wiz,race:elf,align:cha,gender:mal - MENUCOLOR Highlight menu lines with different colors. See the "Configur- ing Menu Colors" section. @@ -3492,13 +3551,20 @@ + + + + + + + NetHack 3.7 July 2, 2020 - NetHack Guidebook 54 + NetHack Guidebook 55 @@ -3564,7 +3630,7 @@ - NetHack Guidebook 55 + NetHack Guidebook 56 @@ -3630,7 +3696,7 @@ - NetHack Guidebook 56 + NetHack Guidebook 57 @@ -3696,7 +3762,7 @@ - NetHack Guidebook 57 + NetHack Guidebook 58 @@ -3762,7 +3828,7 @@ - NetHack Guidebook 58 + NetHack Guidebook 59 @@ -3828,7 +3894,7 @@ - NetHack Guidebook 59 + NetHack Guidebook 60 @@ -3894,7 +3960,7 @@ - NetHack Guidebook 60 + NetHack Guidebook 61 @@ -3960,7 +4026,7 @@ - NetHack Guidebook 61 + NetHack Guidebook 62 @@ -4026,7 +4092,7 @@ - NetHack Guidebook 62 + NetHack Guidebook 63 @@ -4092,7 +4158,7 @@ - NetHack Guidebook 63 + NetHack Guidebook 64 @@ -4158,7 +4224,7 @@ - NetHack Guidebook 64 + NetHack Guidebook 65 @@ -4224,7 +4290,7 @@ - NetHack Guidebook 65 + NetHack Guidebook 66 @@ -4290,7 +4356,7 @@ - NetHack Guidebook 66 + NetHack Guidebook 67 @@ -4356,7 +4422,7 @@ - NetHack Guidebook 67 + NetHack Guidebook 68 @@ -4422,7 +4488,7 @@ - NetHack Guidebook 68 + NetHack Guidebook 69 @@ -4488,7 +4554,7 @@ - NetHack Guidebook 69 + NetHack Guidebook 70 @@ -4554,7 +4620,7 @@ - NetHack Guidebook 70 + NetHack Guidebook 71 @@ -4620,7 +4686,7 @@ - NetHack Guidebook 71 + NetHack Guidebook 72 @@ -4686,7 +4752,7 @@ - NetHack Guidebook 72 + NetHack Guidebook 73 @@ -4752,7 +4818,7 @@ - NetHack Guidebook 73 + NetHack Guidebook 74 @@ -4818,7 +4884,7 @@ - NetHack Guidebook 74 + NetHack Guidebook 75 @@ -4884,7 +4950,7 @@ - NetHack Guidebook 75 + NetHack Guidebook 76 @@ -4950,7 +5016,7 @@ - NetHack Guidebook 76 + NetHack Guidebook 77 @@ -5016,7 +5082,7 @@ - NetHack Guidebook 77 + NetHack Guidebook 78 @@ -5082,7 +5148,7 @@ - NetHack Guidebook 78 + NetHack Guidebook 79 @@ -5148,7 +5214,7 @@ - NetHack Guidebook 79 + NetHack Guidebook 80 @@ -5214,7 +5280,7 @@ - NetHack Guidebook 80 + NetHack Guidebook 81 @@ -5280,7 +5346,7 @@ - NetHack Guidebook 81 + NetHack Guidebook 82 @@ -5346,7 +5412,7 @@ - NetHack Guidebook 82 + NetHack Guidebook 83 @@ -5412,7 +5478,7 @@ - NetHack Guidebook 83 + NetHack Guidebook 84 @@ -5478,7 +5544,7 @@ - NetHack Guidebook 84 + NetHack Guidebook 85 @@ -5544,7 +5610,7 @@ - NetHack Guidebook 85 + NetHack Guidebook 86 @@ -5610,7 +5676,7 @@ - NetHack Guidebook 86 + NetHack Guidebook 87 @@ -5676,7 +5742,7 @@ - NetHack Guidebook 87 + NetHack Guidebook 88 @@ -5742,7 +5808,7 @@ - NetHack Guidebook 88 + NetHack Guidebook 89 @@ -5808,7 +5874,7 @@ - NetHack Guidebook 89 + NetHack Guidebook 90 @@ -5874,7 +5940,7 @@ - NetHack Guidebook 90 + NetHack Guidebook 91 @@ -5940,7 +6006,7 @@ - NetHack Guidebook 91 + NetHack Guidebook 92 @@ -6006,7 +6072,7 @@ - NetHack Guidebook 92 + NetHack Guidebook 93 @@ -6072,7 +6138,7 @@ - NetHack Guidebook 93 + NetHack Guidebook 94 @@ -6138,7 +6204,7 @@ - NetHack Guidebook 94 + NetHack Guidebook 95 @@ -6204,7 +6270,7 @@ - NetHack Guidebook 95 + NetHack Guidebook 96 @@ -6270,7 +6336,7 @@ - NetHack Guidebook 96 + NetHack Guidebook 97 @@ -6336,7 +6402,7 @@ - NetHack Guidebook 97 + NetHack Guidebook 98 @@ -6402,7 +6468,7 @@ - NetHack Guidebook 98 + NetHack Guidebook 99 @@ -6468,7 +6534,7 @@ - NetHack Guidebook 99 + NetHack Guidebook 100