2307 lines
96 KiB
Plaintext
2307 lines
96 KiB
Plaintext
.ds h0 "NetHack Guidebook
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.ds h1
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.ds h2 %
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.ds vr "NetHack 3.3
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.ds f0 "\*(vr
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.ds f1
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.ds f2 "January 1, 2002
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.mt
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A Guide to the Mazes of Menace
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(Guidebook for NetHack)
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.au
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Eric S. Raymond
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(Extensively edited and expanded for 3.3)
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.hn 1
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Introduction
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Recently, you have begun to find yourself unfulfilled and distant
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in your daily occupation. Strange dreams of prospecting, stealing,
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crusading, and combat have haunted you in your sleep for many months,
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but you aren't sure of the reason. You wonder whether you have in
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fact been having those dreams all your life, and somehow managed to
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forget about them until now. Some nights you awaken suddenly
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and cry out, terrified at the vivid recollection of the strange and
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powerful creatures that seem to be lurking behind every corner of the
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dungeon in your dream. Could these details haunting your dreams be real?
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As each night passes, you feel the desire to enter the mysterious caverns
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near the ruins grow stronger. Each morning, however, you quickly put
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the idea out of your head as you recall the tales of those who entered
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the caverns before you and did not return. Eventually you can resist
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the yearning to seek out the fantastic place in your dreams no longer.
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After all, when other adventurers came back this way after spending time
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in the caverns, they usually seemed better off than when they passed
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through the first time. And who was to say that all of those who did
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not return had not just kept going?
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.pg
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Asking around, you hear about a bauble, called the Amulet of Yendor by some,
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which, if you can find it, will bring you great wealth. One legend you were
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told even mentioned that the one who finds the amulet will be granted
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immortality by the gods. The amulet is rumored to be somewhere beyond the
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Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the
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legends, you immediately realize that there is some profound and
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undiscovered reason that you are to descend into the caverns and seek
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out that amulet of which they spoke. Even if the rumors of the amulet's
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powers are untrue, you decide that you should at least be able to sell the
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tales of your adventures to the local minstrels for a tidy sum, especially
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if you encounter any of the terrifying and magical creatures of
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your dreams along the way. You spend one last night fortifying yourself
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at the local inn, becoming more and more depressed as you watch the odds
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of your success being posted on the inn's walls getting lower and lower.
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.pg
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In the morning you awake, collect your belongings, and
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set off for the dungeon. After several days of uneventful
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travel, you see the ancient ruins that mark the entrance to the
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Mazes of Menace. It is late at night, so you make camp at the entrance
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and spend the night sleeping under the open skies. In the morning, you
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gather your gear, eat what may be your last meal outside, and enter the
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dungeon...
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.hn 1
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What is going on here?
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.pg
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You have just begun a game of NetHack. Your goal is to grab as much
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treasure as you can, retrieve the Amulet of Yendor, and escape the
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Mazes of Menace alive.
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.pg
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Your abilities and strengths for dealing with the hazards of adventure
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will vary with your background and training:
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.pg
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\fIArcheologists\fP understand dungeons pretty well; this enables them
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to move quickly and sneak up on the local nasties. They start equipped
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with the tools for a proper scientific expedition.
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.pg
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\fIBarbarians\fP are warriors out of the hinterland, hardened to battle.
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They begin their quests with naught but uncommon strength, a trusty hauberk,
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and a great two-handed sword.
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.pg
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\fICavemen\fP and \fICavewomen\fP start with exceptional strength but,
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unfortunately, with neolithic weapons.
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.pg
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\fIHealers\fP are wise in medicine and apothecary. They know the
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herbs and simples that can restore vitality, ease pain, anesthetize,
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and neutralize poisons; and with their instruments, they can divine a
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being's state of health or sickness. Their medical practice earns them
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quite reasonable amounts of money, with which they enter the dungeon.
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.pg
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\fIKnights\fP are distinguished from the common skirmisher by their
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devotion to the ideals of chivalry and by the surpassing excellence of
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their armor.
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.pg
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\fIMonks\fP are ascetics, who by rigorous practice of physical and mental
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disciplines have become capable of fighting as effectively without weapons
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as with. They wear no armor but make up for it with increased mobility.
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.pg
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\fIPriests\fP and \fIPriestesses\fP are clerics militant, crusaders
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advancing the cause of righteousness with arms, armor, and arts
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thaumaturgic. Their ability to commune with deities via prayer
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occasionally extricates them from peril, but can also put them in it.
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.pg
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\fIRangers\fP are most at home in the woods, and some say slightly out
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of place in a dungeon. They are, however, experts in archery as well
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as tracking and stealthy movement.
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.pg
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\fIRogues\fP are agile and stealthy thieves, with knowledge of locks,
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traps, and poisons. Their advantage lies in surprise, which they employ
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to great advantage.
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.pg
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\fISamurai\fP are the elite warriors of feudal Nippon. They are lightly
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armored and quick, and wear the \fIdai-sho\fP, two swords of the deadliest
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keenness.
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.pg
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\fITourists\fP start out with lots of gold (suitable for shopping with),
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a credit card, lots of food, some maps, and an expensive camera. Most
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monsters don't like being photographed.
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.pg
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\fIValkyries\fP are hardy warrior women. Their upbringing in the harsh
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Northlands makes them strong, inures them to extremes of cold, and instills
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in them stealth and cunning.
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.pg
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\fIWizards\fP start out with a knowledge of magic, a selection of magical
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items, and a particular affinity for dweomercraft. Although seemingly weak
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and easy to overcome at first sight, an experienced Wizard is a deadly foe.
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.pg
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You may also choose the race of your character:
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.pg
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\fIDwarves\fP are smaller than humans or elves, but are stocky and solid
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individuals. Dwarves' most notable trait is their great expertise in mining
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and metalwork. Dwarvish armor is said to be second in quality not even to the
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mithril armor of the Elves.
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.pg
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\fIElves\fP are agile, quick, and perceptive; very little of what goes
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on will escape an Elf. The quality of Elven craftsmanship often gives
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them an advantage in arms and armor.
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.pg
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\fIGnomes\fP are smaller than but generally similar to dwarves. Gnomes are
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known to be expert miners, and it is known that a secret underground mine
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complex built by this race exists within the Mazes of Menace, filled with
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both riches and danger.
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.pg
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\fIHumans\fP are by far the most common race of the surface world, and
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are thus the norm by which other races are often compared. Although
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they have no special abilities, they can succeed in any role.
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.pg
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\fIOrcs\fP are a cruel and barbaric race that hate every living thing
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(including other orcs). Above all others, Orcs hate Elves with a passion
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unequalled, and will go out of their way to kill one at any opportunity.
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The armor and weapons fashioned by the Orcs are typically of inferior quality.
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.hn 1
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What do all those things on the screen mean?
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.pg
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On the screen is kept a map of where you have
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been and what you have seen on the current dungeon level; as you
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explore more of the level, it appears on the screen in front of you.
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.pg
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When NetHack's ancestor \fIrogue\fP first appeared, its screen
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orientation was almost unique among computer fantasy games. Since
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then, screen orientation has become the norm rather than the
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exception; NetHack continues this fine tradition. Unlike text
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adventure games that accept commands in pseudo-English sentences and
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explain the results in words, NetHack commands are all one or two
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keystrokes and the results are displayed graphically on the screen. A
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minimum screen size of 24 lines by 80 columns is recommended; if the
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screen is larger, only a 21x80 section will be used for the map.
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.pg
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NetHack can even be played by blind players, with the assistance of Braille
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readers or speech synthesisers. Instructions for configuring NetHack for
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the blind are included later in this document.
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.pg
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NetHack generates a new dungeon every time you play it; even the
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authors still find it an entertaining and exciting game despite
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having won several times.
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.pg
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NetHack offers a variety of display options. The options available to you
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will vary from port to port, depending on the capabilities of your
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hardware and software, and whether various compile-time options were
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enabled when your executable was created. The three possible display
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options are: a monochrome character interface, a color character interface,
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and a graphical interface using small pictures called tiles. The two
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character interfaces allow fonts with other characters to be substituted,
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but the default assignments use standard ASCII characters to represent
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everything. There is no difference between the various display options
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with respect to game play. Because we cannot reproduce the tiles or
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colors in the Guidebook, and because it is common to all ports, we will
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use the default ASCII characters from the monochrome character display
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when referring to things you might see on the screen during your game.
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.pg
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In order to understand what is going on in NetHack, first you must
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understand what NetHack is doing with the screen. The NetHack screen
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replaces the ``You see ...'' descriptions of text adventure games.
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Figure 1 is a sample of what a NetHack screen might look like.
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.TS S
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center tab(~);
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a.
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_
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The bat bites!
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------
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|....| ----------
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|.<..|####...@...$.|
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|....-# |...B....+
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|....| |.d......|
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------ -------|--
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Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
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Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
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_
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.TE
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.ce 1
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Figure 1
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.hn 2
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The status lines (bottom)
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.pg
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The bottom two lines of the screen contain several cryptic pieces of
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information describing your current status. If either status line
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becomes longer than the width of the screen, you might not see all of
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it. Here are explanations of what the various status items mean
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(though your configuration may not have all the status items listed
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below):
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.lp "Rank "
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Your character's name and professional ranking (based on the
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experience level, see below).
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.lp Strength
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A measure of your character's strength; one of your six basic
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attributes. Your attributes can range from 3 to 18 inclusive
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(occasionally you may get super-strengths of the form 18/xx, and magic can
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cause attributes to exceed the normal limits). The
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higher your strength, the stronger you are. Strength affects how
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successfully you perform physical tasks, how much damage you do in
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combat, and how much loot you can carry.
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.lp Dexterity
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Dexterity affects your chances to hit in combat, to avoid traps, and
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do other tasks requiring agility or manipulation of objects.
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.lp Constitution
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Constitution affects your ability to recover from injuries and other
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strains on your stamina.
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.lp Intelligence
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Intelligence affects your ability to cast spells and read spellbooks.
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.lp Wisdom
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Wisdom comes from your practical experience (especially when dealing with
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magic). It affects your magical energy.
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.lp Charisma
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Charisma affects how certain creatures react toward you. In
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particular, it can affect the prices shopkeepers offer you.
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.lp Alignment
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\fBLawful\fP, \fBNeutral\fP, or \fBChaotic\fP. Often, Lawful is
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taken as good and Chaotic as evil, but legal and ethical do not always
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coincide. Your alignment influences how other
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monsters react toward you. Monsters of a like alignment are more likely
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to be non-aggressive, while those of an opposing alignment are more likely
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to be seriously offended at your presence.
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.lp "Dungeon Level
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How deep you are in the dungeon. You start at level one and the number
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increases as you go deeper into the dungeon. Some levels are special,
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and are identified by a name and not a number. The Amulet of Yendor is
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reputed to be somewhere beneath the twentieth level.
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.lp "Gold "
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The number of gold pieces you are openly carrying. Gold which you have
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concealed in containers is not counted.
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.lp "Hit Points
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Your current and maximum hit points. Hit points indicate how much
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damage you can take before you die. The more you get hit in a fight,
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the lower they get. You can regain hit points by resting, or by using
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certain magical items or spells. The number in parentheses is the maximum
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number your hit points can reach.
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.lp Power
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Spell points. This tells you how much mystic energy (\fImana\fP)
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you have available for spell casting. Again, resting will regenerate the
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amount available.
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.lp "Armor Class
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A measure of how effectively your armor stops blows from unfriendly
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creatures. The lower this number is, the more effective the armor; it
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is quite possible to have negative armor class.
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.lp Experience
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Your current experience level and experience points. As you
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adventure, you gain experience points. At certain experience point
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totals, you gain an experience level. The more experienced you are,
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the better you fight and withstand magical attacks. Many dungeons
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show only your experience level here.
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.lp "Time "
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The number of turns elapsed so far, displayed if you have the
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.op time
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option set.
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.lp "Hunger status
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Your current hunger status, ranging from \fBSatiated\fP down to
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\fBFainting\fP. If your hunger status is normal, it is not displayed.
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.pg
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Additional status flags may appear after the hunger status: \fBConf\fP
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when you're confused, \fBFoodPois\fP or \fBIll\fP
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when sick, \fBBlind\fP when you can't
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see, \fBStun\fP when stunned, and \fBHallu\fP when hallucinating.
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.hn 2
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The message line (top)
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.pg
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The top line of the screen is reserved for messages that describe
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things that are impossible to represent visually. If you see a
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``\fB--More--\fP'' on the top line, this means that NetHack has
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another message to display on the screen, but it wants to make certain
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that you've read the one that is there first. To read the next message,
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just press the space bar.
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.hn 2
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The map (rest of the screen)
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.pg
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The rest of the screen is the map of the level as you have explored it
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so far. Each symbol on the screen represents something. You can set
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various graphics options to change some of the symbols the game uses;
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otherwise, the game will use default symbols. Here is a list of what the
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default symbols mean:
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.lp "- and |
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The walls of a room, or an open door. Or a grave (|).
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.lp .
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The floor of a room, ice, or a doorless doorway.
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.lp #
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A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
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your dungeon has sinks), or a drawbridge.
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.lp >
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Stairs down: a way to the next level.
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.lp <
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Stairs up: a way to the previous level.
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.lp +
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A closed door, or a spellbook containing a spell you may be able to learn.
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.lp @
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Your character or a human.
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.lp $
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A pile of gold.
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.lp ^
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A trap (once you have detected it).
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.lp )
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A weapon.
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.lp [
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A suit or piece of armor.
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.lp %
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Something edible (not necessarily healthy).
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.lp ?
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A scroll.
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.lp /
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A wand.
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.lp =
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A ring.
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.lp !
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A potion.
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.lp (
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A useful item (pick-axe, key, lamp...).
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.lp """
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An amulet or a spider web.
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.lp *
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A gem or rock (possibly valuable, possibly worthless).
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.lp `
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A boulder or statue.
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.lp 0
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An iron ball.
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.lp _
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An altar, or an iron chain.
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.lp {
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A fountain.
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.lp }
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A pool of water or moat or a pool of lava.
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.lp "\e
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An opulent throne.
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.lp "a-zA-Z and other symbols
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Letters and certain other symbols represent the various inhabitants
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of the Mazes of Menace. Watch out, they can be nasty and vicious.
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Sometimes, however, they can be helpful.
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.lp I
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This marks the last known location of an invisible or otherwise unseen
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monster. Note that the monster could have moved. The 'f' and 'm' commands
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may be useful here.
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.pg
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You need not memorize all these symbols; you can ask the game what any
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symbol represents with the `/' command (see the next section for
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more info).
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.hn 1
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Commands
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.pg
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Commands are initiated by typing one or two characters. Some commands,
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like ``search'', do not require that any more information be collected by
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NetHack. Other commands might require additional information, for
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example a direction, or an object to be used. For those commands that
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require additional information, NetHack will present you with either a
|
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menu of choices or with a command line prompt requesting information. Which
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you are presented with will depend chiefly on how you have set the
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.op menustyle
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option.
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.pg
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For example, a common question, in the form ``What do you want to
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use?\ [a-zA-Z\ ?*]'', asks you to choose an object you are carrying.
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Here, ``a-zA-Z'' are the inventory letters of your possible choices.
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Typing `?' gives you an inventory list of these items, so you can see
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what each letter refers to. In this example, there is also a `*'
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indicating that you may choose an object not on the list, if you
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wanted to use something unexpected. Typing a `*' lists your entire
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inventory, so you can see the inventory letters of every object you're
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carrying. Finally, if you change your mind and decide you don't want
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to do this command after all, you can press the ESC key to abort the
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command.
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.pg
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You can put a number before some commands to repeat them that many
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times; for example, ``10s'' will search ten times. If you have the
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.op number_pad
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option set, you must type `n' to prefix a count, so the example above
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would be typed ``n10s'' instead. Commands for which counts make no
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sense ignore them. In addition, movement commands can be prefixed for
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greater control (see below). To cancel a count or a prefix, press the
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ESC key.
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.pg
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The list of commands is rather long, but it can be read at any time
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during the game through the `?' command, which accesses a menu of
|
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helpful texts. Here are the commands for your reference:
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.lp ?
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Help menu: display one of several help texts available.
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.lp /
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Tell what a symbol represents. You may choose to specify a location
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or type a symbol (or even a whole word) to explain.
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Specifying a location is done by moving the cursor to a particular spot
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on the map and then pressing one of `.', `,', `;',
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or `:'. `.' will explain the symbol at the chosen location,
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conditionally check for ``More info?'' depending upon whether the
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.op help
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option is on, and then you will be asked to pick another location;
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`,' will explain the symbol but skip any additional
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information; `;' will skip additional info and also not bother asking
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you to choose another location to examine; `:' will show additional
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info, if any, without asking for confirmation. When picking a location,
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pressing the ESC key will terminate this command, or pressing `?'
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will give a brief reminder about how it works.
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.pg
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Specifying a name rather than a location
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always gives any additional information available about that name.
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.lp &
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Tell what a command does.
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.lp <
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Go up to the previous level (if you are on a staircase or ladder).
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.lp >
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Go down to the next level (if you are on a staircase or ladder).
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.lp [yuhjklbn]
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Go one step in the direction indicated (see Figure 2). If you sense
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or remember
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a monster there, you will fight the monster instead. Only these
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one-step movement commands cause you to fight monsters; the others
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(below) are ``safe.''
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.sd
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.TS S
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center;
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c c.
|
|
y k u 7 8 9
|
|
\e | / \e | /
|
|
h- . -l 4- . -6
|
|
/ | \e / | \e
|
|
b j n 1 2 3
|
|
(if \fBnumber_pad\fP is set)
|
|
.TE
|
|
.ed
|
|
.ce 1
|
|
Figure 2
|
|
|
|
.lp [YUHJKLBN]
|
|
Go in that direction until you hit a wall or run into something.
|
|
.lp m[yuhjklbn]
|
|
Prefix: move without picking up objects or fighting (even if you remember
|
|
a monster there)
|
|
.lp F[yuhjklbn]
|
|
Prefix: fight a monster (even if you only guess one is there)
|
|
.lp M[yuhjklbn]
|
|
Prefix: move far, no pickup.
|
|
.lp "g[yuhjklbn]
|
|
Prefix: move until something interesting is found.
|
|
.lp "G[yuhjklbn] or <CONTROL->[yuhjklbn]
|
|
Prefix: same as `g', but forking of corridors is not considered interesting.
|
|
.lp _
|
|
Travel to a map location via a shortest-path algorithm. Stops on most of
|
|
the same conditions as the Rush commands do. For ports with mouse
|
|
support, the command is also invoked when a mouse-click takes place on a
|
|
location further than 1 cell away from the current position.
|
|
.lp .
|
|
Rest, do nothing for one turn.
|
|
.lp a
|
|
Apply (use) a tool (pick-axe, key, lamp...).
|
|
.lp A
|
|
Remove one or more worn items, such as armor.
|
|
Use `T' (take off) to take off only one piece of armor
|
|
or `R' (remove) to take off only one accessory.
|
|
.lp ^A
|
|
Redo the previous command.
|
|
.lp c
|
|
Close a door.
|
|
.lp C
|
|
Call (name) an individual monster.
|
|
.lp ^C
|
|
Panic button. Quit the game.
|
|
.lp d
|
|
Drop something. Ex. ``d7a'' means drop seven items of object \fIa\fP.
|
|
.lp D
|
|
Drop several things. In answer to the question
|
|
``What kinds of things do you want to drop? [!%= aium]''
|
|
you should type zero or more object symbols possibly followed by
|
|
`a' and/or `i' and/or `u' and/or `m'.
|
|
.sd
|
|
.si
|
|
Da - drop all objects, without asking for confirmation.
|
|
Di - examine your inventory before dropping anything.
|
|
Du - drop only unpaid objects (when in a shop).
|
|
Dm - use a menu to pick which object(s) to drop.
|
|
D%u - drop only unpaid food.
|
|
.ei
|
|
.ed
|
|
.lp ^D
|
|
Kick something (usually a door).
|
|
.lp e
|
|
Eat food.
|
|
.lp E
|
|
Engrave a message on the floor.
|
|
Engraving the word ``Elbereth'' will cause most monsters to not attack
|
|
you hand-to-hand (but if you attack, you will rub it out); this is
|
|
often useful to give yourself a breather. (This feature may be compiled out
|
|
of the game, so your version might not have it.)
|
|
.sd
|
|
.si
|
|
E- - write in the dust with your fingers.
|
|
.ei
|
|
.ed
|
|
.lp f
|
|
Fire one of the objects placed in your quiver. You may select
|
|
ammunition with a previous `Q' command, or let the computer pick
|
|
something appropriate if
|
|
.op autoquiver
|
|
is true.
|
|
.lp i
|
|
List your inventory (everything you're carrying).
|
|
.lp I
|
|
List selected parts of your inventory.
|
|
.sd
|
|
.si
|
|
I* - list all gems in inventory;
|
|
Iu - list all unpaid items;
|
|
Ix - list all used up items that are on your shopping bill;
|
|
I$ - count your money.
|
|
.ei
|
|
.ed
|
|
.lp o
|
|
Open a door.
|
|
.lp O
|
|
Set options. A menu showing the current option values will be
|
|
displayed. You can change most values simply by selecting the menu
|
|
entry for the given option (ie, by typing its letter or clicking upon
|
|
it, depending on your user interface). For the non-boolean choices,
|
|
a further menu or prompt will appear once you've closed this menu.
|
|
The available options
|
|
are listed later in this Guidebook. Options are usually set before the
|
|
game rather than with the `O' command; see the section on options below.
|
|
.lp p
|
|
Pay your shopping bill.
|
|
.lp P
|
|
Put on a ring or other accessory (amulet, blindfold).
|
|
.lp ^P
|
|
Repeat previous message (subsequent ^P's repeat earlier messages).
|
|
.lp q
|
|
Quaff (drink) a potion.
|
|
.lp Q
|
|
Select an object for your quiver. You can then throw this using
|
|
the `f' command. (In versions prior to 3.3 this was the command to quit
|
|
the game, which has now been moved to `#quit'.)
|
|
.lp r
|
|
Read a scroll or spellbook.
|
|
.lp R
|
|
Remove an accessory (ring, amulet, etc).
|
|
.lp ^R
|
|
Redraw the screen.
|
|
.lp s
|
|
Search for secret doors and traps around you. It usually takes several
|
|
tries to find something.
|
|
.lp S
|
|
Save (and suspend) the game. The game will be restored automatically the
|
|
next time you play.
|
|
.lp t
|
|
Throw an object or shoot a projectile.
|
|
.lp T
|
|
Take off armor.
|
|
.lp ^T
|
|
Teleport, if you have the ability.
|
|
.lp v
|
|
Display version number.
|
|
.lp V
|
|
Display the game history.
|
|
.lp w
|
|
Wield weapon.
|
|
.sd
|
|
.si
|
|
w- - wield nothing, use your bare hands.
|
|
.ei
|
|
.ed
|
|
.lp W
|
|
Wear armor.
|
|
.lp x
|
|
Exchange your wielded weapon with the item in your secondary
|
|
weapon slot. The latter is used as your second weapon in
|
|
two-weapon combat. Note that if one of these slots is empty,
|
|
the exchange still takes place.
|
|
.lp X
|
|
Enter explore (discovery) mode, explained in its own section later.
|
|
.lp ^X
|
|
Display your name, role, race, gender, and alignment as well as
|
|
the various deities in your game.
|
|
.lp z
|
|
Zap a wand. To aim at yourself, use `.' for the direction.
|
|
.lp Z
|
|
Zap (cast) a spell. To cast at yourself, use `.' for the direction.
|
|
.lp ^Z
|
|
Suspend the game
|
|
.ux " versions with job control only)." (
|
|
.lp :
|
|
Look at what is here.
|
|
.lp ;
|
|
Show what type of thing a visible symbol corresponds to.
|
|
.lp ,
|
|
Pick up some things.
|
|
.lp @
|
|
Toggle the
|
|
.op autopickup
|
|
option on and off.
|
|
.lp ^
|
|
Ask for the type of a trap you found earlier.
|
|
.lp )
|
|
Tell what weapon you are wielding.
|
|
.lp [
|
|
Tell what armor you are wearing.
|
|
.lp =
|
|
Tell what rings you are wearing.
|
|
.lp """
|
|
Tell what amulet you are wearing.
|
|
.lp (
|
|
Tell what tools you are using.
|
|
.lp *
|
|
Tell what equipment you are using; combines the preceding five type-specific
|
|
commands into one.
|
|
.lp $
|
|
Count your gold pieces.
|
|
.lp +
|
|
List the spells you know. Using this command, you can also rearrange
|
|
the order in which your spells are listed. They are shown via a menu,
|
|
and if you select a spell in that menu, you'll be re-prompted for
|
|
another spell to swap places with it, and then have opportunity to
|
|
make further exchanges.
|
|
.lp "\e
|
|
Show what types of objects have been discovered.
|
|
.lp !
|
|
Escape to a shell.
|
|
.lp #
|
|
Perform an extended command. As you can see, the authors of NetHack
|
|
used up all the letters, so this is a way to introduce the less frequently
|
|
used commands.
|
|
What extended commands are available depends on what features the game was
|
|
compiled with.
|
|
.lp #adjust
|
|
Adjust inventory letters (most useful when the
|
|
.op fixinv
|
|
option is ``on'').
|
|
.lp #chat
|
|
Talk to someone.
|
|
.lp #conduct
|
|
List which challenges you have adhered to. See the section below entitled
|
|
``Conduct'' for details.
|
|
.lp #dip
|
|
Dip an object into something.
|
|
.lp #enhance
|
|
Advance or check weapons and spell skills.
|
|
.lp #force
|
|
Force a lock.
|
|
.lp #invoke
|
|
Invoke an object's special powers.
|
|
.lp #jump
|
|
Jump to another location.
|
|
.lp #loot
|
|
Loot a box or bag on the floor beneath you, or the saddle
|
|
from a horse standing next to you.
|
|
.lp #monster
|
|
Use a monster's special ability (when polymorphed into monster form).
|
|
.lp #name
|
|
Name an item or type of object.
|
|
.lp #offer
|
|
Offer a sacrifice to the gods.
|
|
.lp #pray
|
|
Pray to the gods for help.
|
|
.lp #quit
|
|
Quit the program without saving your game.
|
|
.lp #ride
|
|
Ride (or stop riding) a monster.
|
|
.lp #rub
|
|
Rub a lamp.
|
|
.lp #sit
|
|
Sit down.
|
|
.lp #turn
|
|
Turn undead.
|
|
.lp #twoweapon
|
|
Toggle two-weapon combat on or off. Note that you must
|
|
use suitable weapons for this type of combat, or it will
|
|
be automatically turned off.
|
|
.lp #untrap
|
|
Untrap something (trap, door, or chest).
|
|
.lp #version
|
|
Print compile time options for this version of NetHack.
|
|
.lp #wipe
|
|
Wipe off your face.
|
|
.lp #?
|
|
Help menu: get the list of available extended commands.
|
|
.pg
|
|
If your keyboard has a meta key (which, when pressed in combination
|
|
with another key, modifies it by setting the `meta' [8th, or `high']
|
|
bit), you can invoke many extended commands by meta-ing the first
|
|
letter of the command.
|
|
.\" In {\it NT, OS/2, PC\/ {\rm and} ST NetHack},
|
|
.\" the `Alt' key can be used in this fashion;
|
|
.\" on the Amiga set the {\it altmeta\/} option to get this behavior.
|
|
In NT, OS/2, and PC NetHack, the `Alt' key
|
|
can be used in this fashion.
|
|
.lp M-2
|
|
#twoweapon
|
|
.lp M-a
|
|
#adjust
|
|
.lp M-c
|
|
#chat
|
|
.lp M-d
|
|
#dip
|
|
.lp M-e
|
|
#enhance
|
|
.lp M-f
|
|
#force
|
|
.lp M-i
|
|
#invoke
|
|
.lp M-j
|
|
#jump
|
|
.lp M-l
|
|
#loot
|
|
.lp M-m
|
|
#monster
|
|
.lp M-n
|
|
#name
|
|
.lp M-o
|
|
#offer
|
|
.lp M-p
|
|
#pray
|
|
.lp M-q
|
|
#quit
|
|
.lp M-r
|
|
#rub
|
|
.lp M-s
|
|
#sit
|
|
.lp M-t
|
|
#turn
|
|
.lp M-u
|
|
#untrap
|
|
.lp M-v
|
|
#version
|
|
.lp M-w
|
|
#wipe
|
|
.pg
|
|
If the
|
|
.op number_pad
|
|
option is on, some additional letter commands are available:
|
|
.lp j
|
|
Jump to another location. Same as ``#jump'' or ``M-j''.
|
|
.lp k
|
|
Kick something (usually a door). Same as `^D'.
|
|
.lp l
|
|
Loot a box or bag on the floor beneath you, or the saddle
|
|
from a horse standing next to you. Same as ``#loot'' or ``M-l''.
|
|
.lp N
|
|
Name an item or type of object. Same as ``#name'' or ``M-N''.
|
|
.lp u
|
|
Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-u''.
|
|
|
|
.hn 1
|
|
Rooms and corridors
|
|
.pg
|
|
Rooms and corridors in the dungeon are either lit or dark.
|
|
Any lit areas within your line of sight will be displayed;
|
|
dark areas are only displayed if they are within one space of you.
|
|
Walls and corridors remain on the map as you explore them.
|
|
.pg
|
|
Secret corridors are hidden. You can find them with the `s' (search)
|
|
command.
|
|
.hn 2
|
|
Doorways
|
|
.pg
|
|
Doorways connect rooms and corridors. Some doorways have no doors;
|
|
you can walk right through. Others have doors in them, which may be
|
|
open, closed, or locked. To open a closed door, use the `o' (open)
|
|
command; to close it again, use the `c' (close) command.
|
|
.pg
|
|
You can get through a locked door by using a tool to pick the lock
|
|
with the `a' (apply) command, or by kicking it open with the `^D'
|
|
(kick) command.
|
|
.pg
|
|
Open doors cannot be entered diagonally; you must approach them
|
|
straight on, horizontally or vertically. Doorways without doors are
|
|
not restricted in this fashion.
|
|
.pg
|
|
Doors can be useful for shutting out monsters. Most monsters cannot
|
|
open doors, although a few don't need to (ex. ghosts can walk through
|
|
doors).
|
|
.pg
|
|
Secret doors are hidden. You can find them with the `s' (search)
|
|
command. Once found they are in all ways equivalent to normal doors.
|
|
.hn 2
|
|
Traps (`^')
|
|
.pg
|
|
There are traps throughout the dungeon to snare the unwary delver.
|
|
For example, you may suddenly fall into a pit and be stuck for a few
|
|
turns trying to climb out. Traps don't appear on your map until you
|
|
see one triggered by moving onto it, see something fall into it, or you
|
|
discover it with the `s' (search) command. Monsters can fall prey to
|
|
traps, too, which can be a very useful defensive strategy.
|
|
.pg
|
|
There is a special pre-mapped branch of the dungeon based on the
|
|
classic computer game ``Sokoban.'' The goal is to push the boulders
|
|
into the pits or holes. With careful foresight, it is possible to
|
|
complete all of the levels according to the traditional rules of
|
|
Sokoban. Some allowances are permitted in case the player gets stuck;
|
|
however, they will lower your luck.
|
|
.hn 2
|
|
Stairs (`<', `>')
|
|
.pg
|
|
In general, each level in the dungeon will have a staircase going up
|
|
(`<') to the previous level and another going down (`>') to the next
|
|
level. There are some exceptions though. For instance, fairly early
|
|
in the dungeon you will find a level with two down staircases, one
|
|
continuing into the dungeon and the other branching into an area
|
|
known as the Gnomish Mines. Those mines eventually hit a dead end,
|
|
so after exploring them (if you choose to do so), you'll need to
|
|
climb back up to the main dungeon.
|
|
.pg
|
|
When you traverse a set of stairs, or trigger a trap which sends you
|
|
to another level, the level you're leaving will be deactivated and
|
|
stored in a file on disk. If you're moving to a previously visited
|
|
level, it will be loaded from its file on disk and reactivated. If
|
|
you're moving to a level which has not yet been visited, it will be
|
|
created (from scratch for most random levels, from a template for
|
|
some ``special'' levels, or loaded from the remains of an earlier game
|
|
for a ``bones'' level as briefly described below). Monsters are only
|
|
active on the current level; those on other levels are essentially
|
|
placed into stasis.
|
|
.pg
|
|
Ordinarily when you climb a set of stairs, you will arrive on the
|
|
corresponding staircase at your destination. However, pets (see below)
|
|
and some other monsters will follow along if they're close enough when
|
|
you travel up or down stairs, and occasionally one of these creatures
|
|
will displace you during the climb. When that occurs, the pet or other
|
|
monster will arrive on the staircase and you will end up nearby.
|
|
.hn 2
|
|
Ladders (`<', `>')
|
|
.pg
|
|
Ladders serve the same purpose as staircases, and the two types of
|
|
inter-level connections are nearly indistinguishable during game play.
|
|
|
|
.hn 1
|
|
Monsters
|
|
.pg
|
|
Monsters you cannot see are not displayed on the screen. Beware!
|
|
You may suddenly come upon one in a dark place. Some magic items can
|
|
help you locate them before they locate you (which some monsters can do
|
|
very well).
|
|
.pg
|
|
The commands `/' and `;' may be used to obtain information about those
|
|
monsters who are displayed on the screen. The command `C' allows you
|
|
to assign a name to a monster, which may be useful to help distinguish
|
|
one from another when multiple monsters are present. Assigning a name
|
|
which is just a space will remove any prior name.
|
|
.pg
|
|
The extended command ``#chat'' can be used to interact with an adjacent
|
|
monster. There is no actual dialog (in other words, you don't get to
|
|
choose what you'll say), but chatting with some monsters such as a
|
|
shopkeeper or the Oracle of Delphi can produce useful results.
|
|
.hn 2
|
|
Fighting
|
|
.pg
|
|
If you see a monster and you wish to fight it, just attempt to walk
|
|
into it. Many monsters you find will mind their own business unless
|
|
you attack them. Some of them are very dangerous when angered.
|
|
Remember: discretion is the better part of valor.
|
|
.pg
|
|
If you can't see a monster (if it is invisible, or if you are blinded),
|
|
the symbol `I' will be shown when you learn of its presence.
|
|
If you attempt to walk into it, you will try to fight it just like
|
|
a monster that you can see; of course,
|
|
if the monster has moved, you will attack empty air. If you guess
|
|
that the monster has moved and you don't wish to fight, you can use the `m'
|
|
command to move without fighting; likewise, if you don't remember a monster
|
|
but want to try fighting anyway, you can use the `f' command.
|
|
.hn 2
|
|
Your pet
|
|
.pg
|
|
You start the game with a little dog (`d'), cat (`f'), or pony (`u'), which
|
|
follows you about the dungeon and fights monsters with you. Like you, your
|
|
pet needs food to survive. It usually feeds itself on fresh carrion
|
|
and other meats. If you're worried about it or want to train it, you
|
|
can feed it, too, by throwing it food. A properly trained pet can be
|
|
very useful under certain circumstances.
|
|
.pg
|
|
Your pet also gains experience from killing monsters, and can grow
|
|
over time, gaining hit points and doing more damage. Initially, your
|
|
pet may even be better at killing things than you, which makes pets
|
|
useful for low-level characters.
|
|
.pg
|
|
Your pet will follow you up and down staircases if it is next to you
|
|
when you move. Otherwise your pet will be stranded and may become
|
|
wild. Similarly, when you trigger certain types of traps which alter
|
|
your location (for instance, a trap door which drops you to a lower
|
|
dungeon level), any adjacent pet will accompany you and any non-adjacent
|
|
pet will be left behind. Your pet may trigger such traps itself; you
|
|
will not be carried along with it even if adjacent at the time.
|
|
.hn 2
|
|
Steeds
|
|
.pg
|
|
Some types of creatures in the dungeon can actually be ridden if you
|
|
have the right equipment and skill. Convincing a wild beast to let
|
|
you saddle it up is difficult to say the least. Many a dungeoneer
|
|
has had to resort to magic and wizardry in order to forge the alliance.
|
|
Once you do have the beast under your control however, you can
|
|
easily climb in and out of the saddle with the `#ride' command. Lead
|
|
the beast around the dungeon when riding, in the same manner as
|
|
you would move yourself. It is the beast that you will see displayed
|
|
on the map.
|
|
.pg
|
|
Riding skill is managed by the `#enhance' command. See the section
|
|
on Weapon proficiency for more information about that.
|
|
.hn 2
|
|
Bones levels
|
|
.pg
|
|
You may encounter the shades and corpses of other adventurers (or even
|
|
former incarnations of yourself!) and their personal effects. Ghosts
|
|
are hard to kill, but easy to avoid, since they're slow and do little
|
|
damage. You can plunder the deceased adventurer's possessions;
|
|
however, they are likely to be cursed. Beware of whatever killed the
|
|
former player; it is probably still lurking around, gloating over its
|
|
last victory.
|
|
|
|
.hn 1
|
|
Objects
|
|
.pg
|
|
When you find something in the dungeon, it is common to want to pick
|
|
it up. In NetHack, this is accomplished automatically by walking over
|
|
the object (unless you turn off the
|
|
.op autopickup
|
|
option (see below), or move with the `m' prefix (see above)), or
|
|
manually by using the `,' command.
|
|
.pg
|
|
If you're carrying too many items, NetHack will tell you so and you won't
|
|
be able to pick
|
|
up anything more. Otherwise, it will add the object(s) to your pack and tell
|
|
you what you just picked up.
|
|
.pg
|
|
As you add items to your inventory, you also add the weight of that object
|
|
to your load. The amount that you can carry depends on your strength and
|
|
your constitution. The
|
|
stronger you are, the less the additional load will affect you. There comes
|
|
a point, though, when the weight of all of that stuff you are carrying around
|
|
with you through the dungeon will encumber you. Your reactions
|
|
will get slower and you'll burn calories faster, requiring food more frequently
|
|
to cope with it. Eventually, you'll be so overloaded that you'll either have
|
|
to discard some of what you're carrying or collapse under its weight.
|
|
.pg
|
|
NetHack will tell you how badly you have loaded yourself. The symbols
|
|
`Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are
|
|
displayed on the bottom line display to indicate your condition.
|
|
.pg
|
|
When you pick up an object, it is assigned an inventory letter. Many
|
|
commands that operate on objects must ask you to find out which object
|
|
you want to use. When NetHack asks you to choose a particular object
|
|
you are carrying, you are usually presented with a list of inventory
|
|
letters to choose from (see Commands, above).
|
|
.pg
|
|
Some objects, such as weapons, are easily differentiated. Others, like
|
|
scrolls and potions, are given descriptions which vary according to
|
|
type. During a game, any two objects with the same description are
|
|
the same type. However, the descriptions will vary from game to game.
|
|
.pg
|
|
When you use one of these objects, if its effect is obvious, NetHack
|
|
will remember what it is for you. If its effect isn't extremely
|
|
obvious, you will be asked what you want to call this type of object
|
|
so you will recognize it later. You can also use the ``#name''
|
|
command for the same purpose at any time, to name all objects of a
|
|
particular type or just an individual object.
|
|
When you use ``#name'' on an object which has already been named,
|
|
specifying a space as the value will remove the prior name instead
|
|
of assigning a new one.
|
|
.hn 2
|
|
Curses and Blessings
|
|
.pg
|
|
Any object that you find may be cursed, even if the object is
|
|
otherwise helpful. The most common effect of a curse is being stuck
|
|
with (and to) the item. Cursed weapons weld themselves to your hand
|
|
when wielded, so you cannot unwield them. Any cursed item you wear
|
|
is not removable by ordinary means. In addition, cursed arms and armor
|
|
usually, but not always, bear negative enchantments that make them
|
|
less effective in combat. Other cursed objects may act poorly or
|
|
detrimentally in other ways.
|
|
.pg
|
|
Objects can also be blessed. Blessed items usually work better or
|
|
more beneficially than normal uncursed items. For example, a blessed
|
|
weapon will do more damage against demons.
|
|
.pg
|
|
There are magical means of bestowing or removing curses upon objects,
|
|
so even if you are stuck with one, you can still have the curse
|
|
lifted and the item removed. Priests and Priestesses have an innate
|
|
sensitivity to this property in any object, so they can more easily avoid
|
|
cursed objects than other character roles.
|
|
.pg
|
|
An item with unknown status will be reported in your inventory with no prefix.
|
|
An item which you know the state of will be distinguished in your inventory
|
|
by the presence of the word ``cursed'', ``uncursed'' or ``blessed'' in the
|
|
description of the item.
|
|
.hn 2
|
|
Weapons (`)')
|
|
.pg
|
|
Given a chance, most monsters in the Mazes of Menace will gratuitously try to
|
|
kill you. You need weapons for self-defense (killing them first). Without a
|
|
weapon, you do only 1-2 hit points of damage (plus bonuses, if any).
|
|
Monk characters are an exception; they normally do much more damage with
|
|
bare hands than they do with weapons.
|
|
.pg
|
|
There are wielded weapons, like maces and swords, and thrown weapons,
|
|
like arrows and spears. To hit monsters with a weapon, you must wield it and
|
|
attack them, or throw it at them. You can simply elect to throw a spear.
|
|
To shoot an arrow, you should first wield a bow, then throw the arrow.
|
|
Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones
|
|
(like gems).
|
|
.pg
|
|
Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be
|
|
either positive or negative) that adds to your chance to
|
|
hit and the damage you do to a monster. The only way to determine a weapon's
|
|
enchantment is to have it magically identified somehow.
|
|
Most weapons are subject to some type of damage like rust. Such
|
|
``erosion'' damage can be repaired.
|
|
.pg
|
|
The chance that an attack will successfully hit a monster, and the amount
|
|
of damage such a hit will do, depends upon many factors. Among them are:
|
|
type of weapon, quality of weapon (enchantment and/or erosion), experience
|
|
level, strength, dexterity, encumbrance, and proficiency (see below). The
|
|
monster's armor class - a general defense rating, not necessarily due to
|
|
wearing of armor - is a factor too; also, some monsters are particularly
|
|
vulnerable to certain types of weapons.
|
|
.pg
|
|
Many weapons can be wielded in one hand; some require both hands.
|
|
When wielding a two-handed weapon, you can not wear a shield, and
|
|
vice versa. When wielding a one-handed weapon, you can have another
|
|
weapon ready to use by setting things up with the `x' command, which
|
|
exchanges your primary (the one being wielded) and secondary weapons.
|
|
And if you have proficiency in the ``two weapon combat'' skill, you
|
|
may wield both primary and secondary weapons simultaneously; use the
|
|
`#twoweapon' extended command to engage or disengage that. Only
|
|
some types of characters (barbarians, for instance) have the necessary
|
|
skill available. Even with that skill, using two weapons at once incurs
|
|
a penalty in the chance to hit your target compared to using just one
|
|
weapon at a time.
|
|
.pg
|
|
There might be times when you'd rather not wield any weapon at all.
|
|
To accomplish that, wield `-', or else use the `A' command which
|
|
allows you to unwield the current weapon in addition to taking off
|
|
other worn items.
|
|
.pg
|
|
Those of you in the audience who are AD&D players, be aware that each
|
|
weapon which existed in AD&D does roughly the same damage to monsters in
|
|
NetHack. Some of the more obscure weapons (such as the \fIaklys\fP,
|
|
\fIlucern hammer\fP, and \fIbec-de-corbin\fP) are defined in an
|
|
appendix to \fIUnearthed Arcana\fP, an AD&D supplement.
|
|
.pg
|
|
The commands to use weapons are `w' (wield), `t' (throw),
|
|
`f' (fire, an alternative way of throwing), `Q' (quiver),
|
|
`x' (exchange), `#twoweapon', and `#enhance' (see below).
|
|
.hn 3
|
|
Throwing and shooting
|
|
.pg
|
|
You can throw just about anything via the `t' command. It will prompt
|
|
for the item to throw; picking `?' will list things in your inventory
|
|
which are considered likely to be thrown, or picking `*' will list
|
|
your entire inventory. After you've chosen what to throw, you will
|
|
be prompted for a direction rather than for a specific target. The
|
|
distance something can be thrown depends mainly on the type of object
|
|
and your strength. Arrows can be thrown by hand, but can be thrown
|
|
much farther and will be more likely to hit when thrown while you are
|
|
wielding a bow.
|
|
.pg
|
|
You can simplify the throwing operation by using the `Q' command to
|
|
select your preferred ``missile'', then using the `f' command to
|
|
throw it. You'll be prompted for a direction as above, but you don't
|
|
have to specify which item to throw each time you use `f'. There is
|
|
also an option,
|
|
.op autoquiver,
|
|
which has NetHack choose another item to automatically fill your
|
|
quiver when the inventory slot used for `Q' runs out.
|
|
.pg
|
|
Some characters have the ability fire a volley of multiple items in a
|
|
single turn. Knowing how to load several rounds of ammunition at
|
|
once -- or hold several missiles in your hand -- and still hit a
|
|
target is not an easy task. Rangers are among those who are adept
|
|
at this task, as are those with a high level of proficiency in the
|
|
relevant weapon skill (in bow skill if you're wielding one to
|
|
shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
|
|
or in sling skill if you're wielding one to shoot stones).
|
|
The number of items that the character has a chance to fire varies from
|
|
turn to turn. You can explicitly limit the number of shots by using a
|
|
numeric prefix before the `t' or `f' command.
|
|
For example, ``2f'' (or ``n2f'' if using
|
|
.op number_pad
|
|
mode) would ensure that at most 2 arrows are shot
|
|
even if you could have fired 3. If you specify
|
|
a larger number than would have been shot (``4f'' in this example),
|
|
you'll just end up shooting the same number (3, here) as if no limit
|
|
had been specified. Once the volley is in motion, all of the items
|
|
will travel in the same direction; if the first ones kill a monster,
|
|
the others can still continue beyond that spot.
|
|
.hn 3
|
|
Weapon proficiency
|
|
.pg
|
|
You will have varying degrees of skill in the weapons available.
|
|
Weapon proficiency, or weapon skills, affect how well you can use
|
|
particular types of weapons, and you'll be able to improve your skills
|
|
as you progress through a game, depending on your role, your experience
|
|
level, and use of the weapons.
|
|
.pg
|
|
For the purposes of proficiency, weapons have
|
|
been divided up into various groups such as daggers, broadswords, and
|
|
polearms. Each role has a limit on what level of proficiency a character
|
|
can achieve for each group. For instance, wizards can become highly
|
|
skilled in daggers or staves but not in swords or bows.
|
|
.pg
|
|
The `#enhance' extended command is used to review current weapons proficiency
|
|
(also spell proficiency) and to choose which skill(s) to improve when
|
|
you've used one or more skills enough to become eligible to do so. The
|
|
skill rankings are ``none'' (sometimes also referred to as ``restricted'',
|
|
because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
|
|
and ``expert''. Restricted skills simply will not appear in the list
|
|
shown by `#enhance'. (Divine intervention might unrestrict a particular
|
|
skill, in which case it will start at unskilled and be limited to basic.)
|
|
Some characters can enhance their barehanded combat or martial arts skill
|
|
beyond expert to ``master'' or ``grand master''.
|
|
.pg
|
|
Use of a weapon in which you're restricted or unskilled
|
|
will incur a modest penalty in the chance to hit a monster and also in
|
|
the amount of damage done when you do hit; at basic level, there is no
|
|
penalty or bonus; at skilled level, you receive a modest bonus in the
|
|
chance to hit and amount of damage done; at expert level, the bonus is
|
|
higher. A successful hit has a chance to boost your training towards
|
|
the next skill level (unless you've already reached the limit for this
|
|
skill). Once such training reaches the threshold for that next level,
|
|
you'll be told that you feel more confident in your skills. At that
|
|
point you can use `#enhance' to increase one or more skills. Such skills
|
|
are not increased automatically because there is a limit to your total
|
|
overall skills, so you need to actively choose which skills to enhance
|
|
and which to ignore.
|
|
.hn 2
|
|
Armor (`[')
|
|
.pg
|
|
Lots of unfriendly things lurk about; you need armor to protect
|
|
yourself from their blows. Some types of armor offer better
|
|
protection than others. Your armor class is a measure of this
|
|
protection. Armor class (AC) is measured as in AD&D, with 10 being
|
|
the equivalent of no armor, and lower numbers meaning better armor.
|
|
Each suit of armor which exists in AD&D gives the same protection in
|
|
NetHack. Here is an (incomplete) list of the armor classes provided by
|
|
various suits of armor:
|
|
|
|
.TS S
|
|
center;
|
|
a n.
|
|
dragon scale mail 1
|
|
plate mail 3
|
|
crystal plate mail 3
|
|
bronze plate mail 4
|
|
splint mail 4
|
|
banded mail 4
|
|
dwarvish mithril-coat 4
|
|
elven mithril-coat 5
|
|
chain mail 5
|
|
orcish chain mail 6
|
|
scale mail 6
|
|
studded leather armor 7
|
|
ring mail 7
|
|
orcish ring mail 8
|
|
leather armor 8
|
|
leather jacket 9
|
|
no armor 10
|
|
.TE
|
|
.pg
|
|
You can also wear other pieces of armor (ex. helmets, boots, shields, cloaks)
|
|
to lower your armor class even further, but you can only wear one item
|
|
of each category (one suit of armor, one cloak, one helmet, one
|
|
shield, and so on) at a time.
|
|
.pg
|
|
If a piece of armor is enchanted, its armor protection will be better
|
|
(or worse) than normal, and its ``plus'' (or minus) will subtract from
|
|
your armor class. For example, a +1 chain mail would give you
|
|
better protection than normal chain mail, lowering your armor class one
|
|
unit further to 4. When you put on a piece of armor, you immediately
|
|
find out the armor class and any ``plusses'' it provides. Cursed
|
|
pieces of armor usually have negative enchantments (minuses) in
|
|
addition to being unremovable.
|
|
.pg
|
|
Many types of armor are subject to some kind of damage like rust. Such
|
|
damage can be repaired. Some types of armor may inhibit spell casting.
|
|
.pg
|
|
The commands to use armor are `W' (wear) and `T' (take off).
|
|
The `A' command can also be used to take off armor as well as other
|
|
worn items.
|
|
.hn 2
|
|
Food (`%')
|
|
.pg
|
|
Food is necessary to survive. If you go too long without eating you
|
|
will faint, and eventually die of starvation. Some types of food will
|
|
spoil, and become unhealthy to eat, if not protected. Food stored in
|
|
ice boxes or tins (``cans'') will usually stay fresh, but
|
|
ice boxes are heavy, and tins take a while to open.
|
|
.pg
|
|
When you kill monsters, they usually leave corpses which are also
|
|
``food.'' Many, but not all, of these are edible; some also give you
|
|
special powers when you eat them. A good rule of thumb is ``you are
|
|
what you eat.''
|
|
.pg
|
|
Some character roles and some monsters are vegetarian. Vegetarian monsters
|
|
will typically never eat animal corpses, while vegetarian players can,
|
|
but with some rather unpleasant side-effects.
|
|
.pg
|
|
You can name one food item after something you like to eat with the
|
|
.op fruit
|
|
option.
|
|
.pg
|
|
The command to eat food is `e'.
|
|
.hn 2
|
|
Scrolls (`?')
|
|
.pg
|
|
Scrolls are labeled with various titles, probably chosen by ancient wizards
|
|
for their amusement value (ex. ``READ ME,'' or ``THANX MAUD'' backwards).
|
|
Scrolls disappear after you read them (except for blank ones, without
|
|
magic spells on them).
|
|
.pg
|
|
One of the most useful of these is the \fIscroll of identify\fP, which
|
|
can be used to determine what another object is, whether it is cursed or
|
|
blessed, and how many uses it has left. Some objects of subtle
|
|
enchantment are difficult to identify without these.
|
|
.pg
|
|
A mail daemon may run up and deliver mail to you as a
|
|
\fIscroll of mail\fP (on versions compiled with this feature).
|
|
To use this feature on versions where NetHack mail delivery is triggered
|
|
by electronic mail appearing in your system mailbox,
|
|
you must let NetHack know where to look for new mail by setting
|
|
the ``MAIL'' environment variable to the file name of your mailbox.
|
|
You may also want to set the ``MAILREADER'' environment
|
|
variable to the file name of your favorite reader, so NetHack can shell to it
|
|
when you read the scroll.
|
|
On versions of NetHack where mail is randomly generated internal to the game,
|
|
these environment variables are ignored.
|
|
You can disable the mail daemon by turning off the
|
|
.op mail
|
|
option.
|
|
.pg
|
|
The command to read a scroll is `r'.
|
|
.hn 2
|
|
Potions (`!')
|
|
.pg
|
|
Potions are distinguished by the color of the liquid inside the flask.
|
|
They disappear after you quaff them.
|
|
.pg
|
|
Clear potions are potions of water. Sometimes these are blessed or cursed,
|
|
resulting in holy or unholy water. Holy water is the bane of the undead, so
|
|
potions of holy water are good things to throw (`t') at them. It is also
|
|
sometimes very useful to dip (``#dip'') an object into a potion.
|
|
.pg
|
|
The command to drink a potion is `q' (quaff).
|
|
.hn 2
|
|
Wands (`/')
|
|
.pg
|
|
Magic wands usually have multiple magical charges. Some wands are
|
|
directional\(emyou must give a direction in which to zap them. You can also
|
|
zap them at yourself (just give a `.' or `s' for the direction). Be warned,
|
|
however, for this is often unwise. Other wands are nondirectional\(emthey
|
|
don't require a direction. The number of charges in a wand is random and
|
|
decreases by one whenever you use it.
|
|
.pg
|
|
When the number of charges left in a wand becomes zero, attempts to use the
|
|
wand will usually result in nothing happening. Occasionally, however, it may
|
|
be possible to squeeze the last few mana points from an otherwise spent wand,
|
|
destroying it in the process. A wand may be recharged by using suitable
|
|
magic, but doing so runs the risk of causing it to explode. The chance
|
|
for such an explosion starts out very small and increases each time the
|
|
wand is recharged.
|
|
.pg
|
|
In a truly desperate situation, when your back is up against the wall, you
|
|
might decide to go for broke and break your wand. This is not for the faint
|
|
of heart. Doing so will almost certainly cause a catastrophic release of
|
|
magical energies.
|
|
.pg
|
|
When you have fully identified a particular wand, inventory display will
|
|
include additional information in parentheses: the number of times it has
|
|
been recharged followed by a colon and then by its current number of charges.
|
|
A current charge count of -1 is a special case indicating that the wand
|
|
has been cancelled.
|
|
.pg
|
|
The command to use a wand is `z' (zap). To break one, use the `a' (apply)
|
|
command.
|
|
.hn 2
|
|
Rings (`=')
|
|
.pg
|
|
Rings are very useful items, since they are relatively permanent
|
|
magic, unlike the usually fleeting effects of potions, scrolls, and
|
|
wands.
|
|
.pg
|
|
Putting on a ring activates its magic. You can wear only two
|
|
rings, one on each ring finger.
|
|
.pg
|
|
Most rings also cause you to grow hungry more rapidly, the rate
|
|
varying with the type of ring.
|
|
.pg
|
|
The commands to use rings are `P' (put on) and `R' (remove).
|
|
.hn 2
|
|
Spellbooks (`+')
|
|
.pg
|
|
Spellbooks are tomes of mighty magic. When studied with the `r' (read)
|
|
command, they transfer to the reader the knowledge of a spell (and
|
|
therefore eventually become unreadable) \(em unless the attempt backfires.
|
|
Reading a cursed spellbook or one with mystic runes beyond
|
|
your ken can be harmful to your health!
|
|
.pg
|
|
A spell (even when learned) can also backfire when you cast it. If you
|
|
attempt to cast a spell well above your experience level, or if you have
|
|
little skill with the appropriate spell type, or cast it at
|
|
a time when your luck is particularly bad, you can end up wasting both the
|
|
energy and the time required in casting.
|
|
.pg
|
|
Casting a spell calls forth magical energies and focuses them with
|
|
your naked mind. Releasing the magical energy releases some of your
|
|
memory of the spell with it. Each time you cast a spell, your
|
|
familiarity with it will dwindle, until you eventually forget the
|
|
details completely and must relearn it.
|
|
.pg
|
|
Some spells are
|
|
directional\(emyou must give a direction in which to cast them. You can also
|
|
cast them at yourself (just give a `.' or `s' for the direction). Be warned,
|
|
however, for this is often unwise. Other spells are nondirectional\(emthey
|
|
don't require a direction.
|
|
.pg
|
|
Just as weapons are divided into groups in which a character can become
|
|
proficient (to varying degrees), spells are similarly grouped.
|
|
Successfully casting a spell exercises the skill group; sufficient skill
|
|
may increase the potency of the spell and reduce the risk of spell failure.
|
|
Skill slots are shared with weapons skills. (See also the section on
|
|
``Weapon proficiency''.)
|
|
.pg
|
|
Casting a spell also requires flexible movement, and wearing various types
|
|
of armor may interfere with that.
|
|
.pg
|
|
The command to read a spellbook is the same as for scrolls, `r'
|
|
(read). The `+' command lists your current spells and the number of
|
|
spell points they require. The `Z' (cast) command casts a spell.
|
|
.hn 2
|
|
Tools (`(')
|
|
.pg
|
|
Tools are miscellaneous objects with various purposes. Some tools
|
|
have a limited number of uses, akin to wand charges. For example, lamps burn
|
|
out after a while. Other tools are containers, which objects can
|
|
be placed into or taken out of.
|
|
.pg
|
|
The command to use tools is `a' (apply).
|
|
.hn 3
|
|
Containers
|
|
.pg
|
|
You may encounter bags, boxes, and chests in your travels. A tool of
|
|
this sort can be opened with the ``#loot'' extended command when
|
|
you are standing on top of it (that is, on the same floor spot),
|
|
or with the `a' (apply) command when you are carrying it. However,
|
|
chests are often locked, and are in any case unwieldy objects.
|
|
You must set one down before unlocking it by
|
|
using a key or lock-picking tool with the `a' (apply) command,
|
|
by kicking it with the `^D' command,
|
|
or by using a weapon to force the lock with the ``#force'' extended command.
|
|
.pg
|
|
Some chests are trapped, causing nasty things to happen when you
|
|
unlock or open them. You can check for and try to deactivate traps
|
|
with the ``#untrap'' extended command.
|
|
.hn 2
|
|
Amulets (`"')
|
|
.pg
|
|
Amulets are very similar to rings, and often more powerful. Like
|
|
rings, amulets have various magical properties, some beneficial,
|
|
some harmful, which are activated by putting them on.
|
|
.pg
|
|
Only one amulet may be worn at a time, around your neck.
|
|
.pg
|
|
The commands to use amulets are the same as for rings, `P' (put on)
|
|
and `R' (remove).
|
|
.hn 2
|
|
Gems (`*')
|
|
.pg
|
|
Some gems are valuable, and can be sold for a lot of gold. They are also
|
|
a far more efficient way of carrying your riches. Valuable gems increase
|
|
your score if you bring them with you when you exit.
|
|
.pg
|
|
Other small rocks are also categorized as gems, but they are much less
|
|
valuable. All rocks, however, can be used as projectile weapons (if you
|
|
have a sling). In the most desperate of cases, you can still throw them
|
|
by hand.
|
|
.hn 2
|
|
Large rocks (`\`')
|
|
.pg
|
|
Statues and boulders are not particularly useful, and are generally
|
|
heavy. It is rumored that some statues are not what they seem.
|
|
.pg
|
|
Very large humanoids (giants and their ilk) have been known to use boulders
|
|
as weapons.
|
|
.hn 2
|
|
Gold (`$')
|
|
.pg
|
|
Gold adds to your score, and you can buy things in shops with it.
|
|
There are a number
|
|
of monsters in the dungeon that may be influenced by the amount of gold
|
|
you are carrying (shopkeepers aside).
|
|
|
|
.hn 1
|
|
Conduct
|
|
.pg
|
|
As if winning NetHack were not difficult enough, certain players
|
|
seek to challenge themselves by imposing restrictions on the
|
|
way they play the game. The game automatically tracks some of
|
|
these challenges, which can be checked at any time with the #conduct
|
|
command or at the end of the game. When you perform an action which
|
|
breaks a challenge, it will no longer be listed. This gives
|
|
players extra ``bragging rights'' for winning the game with these
|
|
challenges. Note that it is perfectly acceptable to win the game
|
|
without resorting to these restrictions and that it is unusual for
|
|
players to adhere to challenges the first time they win the game.
|
|
.pg
|
|
Several of the challenges are related to eating behavior. The most
|
|
difficult of these is the foodless challenge. Although creatures
|
|
can survive long periods of time without food, there is a physiological
|
|
need for water; thus there is no restriction on drinking beverages,
|
|
even if they provide some minor food benefits.
|
|
Calling upon your god for help with starvation does
|
|
not violate any food challenges either.
|
|
.pg
|
|
A strict vegan diet is one which avoids any food derived from animals.
|
|
The primary source of nutrition is fruits and vegetables. The
|
|
corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') are
|
|
also considered to be vegetable matter. Certain human
|
|
food is prepared without animal products; namely, lembas wafers, cram
|
|
rations, food rations (gunyoki), K-rations, and C-rations.
|
|
Metal or another normally indigestible material eaten while polymorphed
|
|
into a creature that can digest it is also considered vegan food.
|
|
Note however that eating such items still counts against foodless conduct.
|
|
.pg
|
|
Vegetarians do not eat animals;
|
|
however, they are less selective about eating animal byproducts than vegans.
|
|
In addition to the vegan items listed above, they may eat any kind
|
|
of pudding (`P') other than the black puddings,
|
|
eggs and food made from eggs (fortune cookies and pancakes),
|
|
food made with milk (cream pies and candy bars), and lumps of
|
|
royal jelly. Monks are expected to observe a vegetarian diet.
|
|
.pg
|
|
Eating any kind of meat violates the vegetarian, vegan, and foodless
|
|
conducts. This includes tripe rations, the corpses or tins of any
|
|
monsters not mentioned above, and the various other chunks of meat
|
|
found in the dungeon. Swallowing and digesting a monster while polymorphed
|
|
is treated as if you ate the creature's corpse.
|
|
Eating leather, dragon hide, or bone items while
|
|
polymorphed into a creature that can digest it, or eating monster brains
|
|
while polymorphed into a (master) mind flayer, is considered eating
|
|
an animal, although wax is only an animal byproduct.
|
|
.pg
|
|
Regardless of conduct, there will be some items which are indigestible,
|
|
and others which are hazardous to eat. Using a swallow-and-digest
|
|
attack against a monster is equivalent to eating the monster's corpse.
|
|
Please note that the term ``vegan'' is used here only in the context of
|
|
diet. You are still free to choose not to use or wear items derived
|
|
from animals (e.g. leather, dragon hide, bone, horns, coral), but the
|
|
game will not keep track of this for you. Also note that ``milky''
|
|
potions may be a translucent white, but they do not contain milk,
|
|
so they are compatible with a vegan diet. Slime molds or
|
|
player-defined ``fruits'', although they could be anything
|
|
from ``cherries'' to ``pork chops'', are also assumed to be vegan.
|
|
.pg
|
|
An atheist is one who rejects religion. This means that you cannot
|
|
#pray, #offer sacrifices to any god, #turn undead, or #chat with a priest.
|
|
Particularly selective readers may argue that playing Monk or Priest
|
|
characters should violate this conduct; that is a choice left to the
|
|
player. Offering the Amulet of Yendor to your god is necessary to
|
|
win the game and is not counted against this conduct. You are also
|
|
not penalized for being spoken to by an angry god, priest(ess), or
|
|
other religious figure; a true atheist would hear the words but
|
|
attach no special meaning to them.
|
|
.pg
|
|
Most players fight with a wielded weapon (or tool intended to be
|
|
wielded as a weapon). Another challenge is to win the game without
|
|
using such a wielded weapon. You are still permitted to throw,
|
|
fire, and kick weapons; use a wand, spell, or other type of item;
|
|
or fight with your hands and feet.
|
|
.pg
|
|
In NetHack, a pacifist refuses to cause the death of any other monster
|
|
(i.e. if you would get experience for the death). This is a particularly
|
|
difficult challenge, although it is still possible to gain experience
|
|
by other means.
|
|
.pg
|
|
An illiterate character cannot read or write. This includes reading
|
|
a scroll, spellbook, fortune cookie message, or t-shirt; writing a
|
|
scroll; or making an engraving of anything other than a single ``x'' (the
|
|
traditional signature of an illiterate person). Reading an engraving,
|
|
or any item that is absolutely necessary to win the game, is not counted
|
|
against this conduct. The identity of scrolls and spellbooks (and
|
|
knowledge of spells) in your starting inventory is assumed to be
|
|
learned from your teachers prior to the start of the game and isn't
|
|
counted.
|
|
.pg
|
|
There are several other minor challenges. It is possible to eliminate
|
|
a species of monsters by genocide; playing without this feature is
|
|
considered a challenge. You can change the form of any object into
|
|
another object of the same type (``polypiling'') or the form of your own
|
|
body into another creature (``polyself'') by wand, spell, or potion of
|
|
polymorph; avoiding these effects are each considered challenges.
|
|
Finally, you may sometimes receive wishes; a game without an attempt to
|
|
wish for an object is a challenge, as is a game without wishing for
|
|
an artifact (even if the artifact immediately disappears).
|
|
|
|
.hn 1
|
|
Options
|
|
.pg
|
|
Due to variations in personal tastes and conceptions of how NetHack
|
|
should do things, there are options you can set to change how NetHack
|
|
behaves.
|
|
.hn 2
|
|
Setting the options
|
|
.pg
|
|
Options may be set in a number of ways. Within the game, the `O'
|
|
command allows you to view all options and change most of them.
|
|
You can also set options automatically by placing them in the
|
|
NETHACKOPTIONS environment variable or in a configuration file.
|
|
Some versions of NetHack also have front-end programs that allow
|
|
you to set options before starting the game.
|
|
.hn 2
|
|
Using the NETHACKOPTIONS environment variable
|
|
.pg
|
|
The NETHACKOPTIONS variable is a comma-separated list of initial
|
|
values for the various options. Some can only be turned on or off.
|
|
You turn one of these on by adding the name of the option to the list,
|
|
and turn it off by typing a `!' or ``no'' before the name. Others take a
|
|
character string as a value. You can set string options by typing
|
|
the option name, a colon or equals sign, and then the value of the string.
|
|
The value is terminated by the next comma or the end of string.
|
|
.pg
|
|
For example, to set up an environment variable so that ``autoquiver'' is on,
|
|
``autopickup'' is off, the name is set to ``Blue Meanie'', and the fruit
|
|
is set to ``papaya'', you would enter the command
|
|
.sd
|
|
% \fBsetenv NETHACKOPTIONS "autoquiver,\e!autopickup,name:Blue Meanie,fruit:papaya"\fP
|
|
.ed
|
|
in \fIcsh\fP (note the need to escape the ! since it's special to the shell), or
|
|
.sd
|
|
$ \fBNETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"\fP
|
|
$ \fBexport NETHACKOPTIONS\fP
|
|
.ed
|
|
in \fIsh\fP or \fIksh\fP.
|
|
.hn 2
|
|
Using a configuration file
|
|
.pg
|
|
Any line in the configuration file starting with ``OPTIONS='' may be
|
|
filled out with options in the same syntax as in NETHACKOPTIONS.
|
|
Any line starting with ``DUNGEON='', ``EFFECTS='', ``MONSTERS='',
|
|
``OBJECTS='', ``TRAPS='', or ``BOULDER=''
|
|
is taken as defining the corresponding
|
|
.op dungeon,
|
|
.op effects,
|
|
.op monsters,
|
|
.op objects
|
|
.op traps
|
|
or
|
|
.op boulder
|
|
option in a different syntax,
|
|
a sequence of decimal numbers giving the character position
|
|
in the current font to be used in displaying each entry.
|
|
Such a sequence can be continued to multiple lines by putting a `\e'
|
|
at the end of each line to be continued.
|
|
Any line starting with `#' is treated as a comment.
|
|
.pg
|
|
The default name of the configuration file varies on different
|
|
operating systems, but NETHACKOPTIONS can also be set to
|
|
the full name of a file you want to use (possibly preceded by an `@').
|
|
.hn 2
|
|
Customization options
|
|
.pg
|
|
Here are explanations of what the various options do.
|
|
Character strings that are too long may be truncated.
|
|
Some of the options listed may be inactive in your dungeon.
|
|
.lp align
|
|
Your starting alignment (align:lawful, align:neutral,
|
|
or align:chaotic). You may specify just the first letter.
|
|
The default is to randomly pick an appropriate alignment.
|
|
Cannot be set with the `O' command.
|
|
.lp "autopickup "
|
|
Automatically pick up things onto which you move (default on).
|
|
.lp "autoquiver "
|
|
This option controls what happens when you attempt the `f' (fire)
|
|
command with an empty quiver. When true, the computer will fill
|
|
your quiver with some suitable weapon. Note that it will not take
|
|
into account the blessed/cursed status, enchantment, damage, or
|
|
quality of the weapon; you are free to manually fill your quiver with
|
|
the `Q' command instead. If no weapon is found or the option is
|
|
false, the `t' (throw) command is executed instead. (default false)
|
|
.lp "BIOS "
|
|
Use BIOS calls to update the screen
|
|
display quickly and to read the keyboard (allowing the use of arrow
|
|
keys to move) on machines with an IBM PC compatible BIOS ROM (default off,
|
|
OS/2, PC, and ST NetHack only).
|
|
.lp boulder
|
|
Set the character used to display boulders (default is rock class symbol).
|
|
.lp catname
|
|
Name your starting cat (ex. ``catname:Morris'').
|
|
Cannot be set with the `O' command.
|
|
.lp character
|
|
Pick your type of character (ex. ``character:Monk'');
|
|
synonym for ``role''. See ``name'' for an alternate method
|
|
of specifying your role. Normally only the first letter of
|
|
the value is examined; the string ``random'' is an exception.
|
|
.lp checkpoint
|
|
Save game state after each level change, for possible recovery after
|
|
program crash (default on).
|
|
.lp checkspace
|
|
Check free disk space before writing files to disk (default on).
|
|
You may have to turn this off if you have more than 2 GB free space
|
|
on the partition used for your save and level files.
|
|
Only applies when MFLOPPY was defined during compilation.
|
|
.lp "color "
|
|
Use color for different monsters, objects, and dungeon features
|
|
(default on for microcomputers).
|
|
.lp "confirm "
|
|
Have user confirm attacks on pets, shopkeepers, and other
|
|
peaceable creatures (default on).
|
|
.lp DECgraphics
|
|
Use a predefined selection of characters from the DEC VT-xxx/DEC
|
|
Rainbow/ANSI line-drawing character set to display the dungeon/effects/traps
|
|
instead of having to define a full graphics set yourself (default off).
|
|
This option also sets up proper handling of graphics
|
|
characters for such terminals, so you should specify it when appropriate
|
|
even if you override the selections with your own graphics strings.
|
|
.lp disclose
|
|
Offer to disclose various information when the game ends (default all).
|
|
The possibilities are identifying your inventory ('i'),
|
|
disclosing your attributes ('a'), summarizing monsters that have been
|
|
vanquished ('v'), listing monster species that have been genocided ('g'),
|
|
and displaying your conduct ('c').
|
|
Note that the vanquished monsters list includes all monsters killed by
|
|
traps and each other as well as by you.
|
|
.lp dogname
|
|
Name your starting dog (ex. ``dogname:Fang'').
|
|
Cannot be set with the `O' command.
|
|
.lp dungeon
|
|
Set the graphics symbols for displaying the dungeon
|
|
(default \&``\ |--------||.-|++##.##<><>_|\e\e#{}.}..##\ #}'').
|
|
The
|
|
.op dungeon
|
|
option should be followed by a string of 1-41
|
|
characters to be used instead of the default map-drawing characters.
|
|
The dungeon map will use the characters you specify instead of the
|
|
default symbols, and default symbols for any you do not specify.
|
|
Remember that you may need to escape some of these characters
|
|
on a command line if they are special to your shell.
|
|
|
|
Note that NetHack escape-processes this option string in conventional C
|
|
fashion. This means that `\e' is a prefix to take the following
|
|
character literally. Thus `\e' needs to be represented as `\e\e'.
|
|
The special escape
|
|
form `\em' switches on the meta bit in the following character, and the `^'
|
|
prefix causes the following character to be treated as a control
|
|
character.
|
|
|
|
The order of the symbols is: solid rock, vertical wall, horizontal
|
|
wall, upper left corner, upper right corner, lower left corner, lower
|
|
right corner, cross wall, upward T wall, downward T wall, leftward T
|
|
wall, rightward T wall, no door, vertical open door, horizontal open
|
|
door, vertical closed door, horizontal closed door, iron bars, tree,
|
|
floor of a room, dark corridor, lit corridor, stairs up, stairs down,
|
|
ladder up, ladder down, altar, grave, throne, kitchen sink, fountain, pool or moat,
|
|
ice, lava, vertical lowered drawbridge, horizontal lowered drawbridge,
|
|
vertical raised drawbridge, horizontal raised drawbridge, air, cloud,
|
|
under water.
|
|
|
|
You might want to use `+' for the corners and T walls for a more
|
|
aesthetic, boxier display. Note that in the next release, new symbols
|
|
may be added, or the present ones rearranged.
|
|
|
|
Cannot be set with the `O' command.
|
|
.lp effects
|
|
Set the graphics symbols for displaying special effects
|
|
(default \&``|-\e\e/*!)(0#@*/-\e\e||\e\e-//-\e\e|\ |\e\e-/'').
|
|
The
|
|
.op effects
|
|
option should be followed by a string of 1-29
|
|
characters to be used instead of the default special-effects characters.
|
|
This string is subjected to the same processing as the
|
|
.op dungeon
|
|
option.
|
|
|
|
The order of the symbols is: vertical beam, horizontal beam, left slant,
|
|
right slant, digging beam, camera flash beam, left boomerang, right boomerang,
|
|
four glyphs giving the sequence for magic resistance displays,
|
|
the eight surrounding glyphs for swallowed display,
|
|
nine glyphs for explosions.
|
|
An explosion consists of three rows (top, middle, and bottom) of three
|
|
characters. The explosion is centered in the center of this 3 by 3
|
|
array.
|
|
|
|
Note that in the next release, new symbols may be added,
|
|
or the present ones rearranged.
|
|
|
|
Cannot be set with the `O' command.
|
|
.lp eight_bit_tty
|
|
Pass eight-bit character values (for example, specified with the
|
|
.op traps
|
|
option) straight through to your terminal (default off). Only applies
|
|
to the tty port.
|
|
.lp extmenu
|
|
Changes the extended commands interface to pop-up a menu of available commands.
|
|
It is keystroke compatible with the traditional interface except that it does
|
|
not require that you hit Enter. It is implemented only by the tty port
|
|
(default off), when the game has been compiled to support tty graphics.
|
|
.lp female
|
|
An obsolete synonym for ``gender:female''.
|
|
Cannot be set with the `O' command.
|
|
.lp fixinv
|
|
An object's inventory letter sticks to it when it's dropped (default on).
|
|
If this is off, dropping an object shifts all the remaining inventory letters.
|
|
.lp "fruit "
|
|
Name a fruit after something you enjoy eating (ex. ``fruit:mango'')
|
|
(default ``slime mold''). Basically a nostalgic whimsy that NetHack uses
|
|
from time to time. You should set this to something you find more
|
|
appetizing than slime mold. Apples, oranges, pears, bananas, and melons
|
|
already exist in NetHack, so don't use those.
|
|
.lp gender
|
|
Your starting gender (gender:male or gender:female).
|
|
You may specify just the first letter. Although you can
|
|
still denote your gender using the ``male'' and ``female''
|
|
options, the ``gender'' option will take precedence.
|
|
The default is to randomly pick an appropriate gender.
|
|
Cannot be set with the `O' command.
|
|
.lp help
|
|
If more information is available for an object looked at
|
|
with the `/' command, ask if you want to see it (default on). Turning help
|
|
off makes just looking at things faster, since you aren't interrupted with the
|
|
``More info?'' prompt, but it also means that you might miss some
|
|
interesting and/or important information.
|
|
.lp hilite_pet
|
|
Visually distinguish pets from similar animals (default off).
|
|
In text windowing, use text highlighting when color is turned off;
|
|
with X tiles, display a heart symbol near pets.
|
|
.lp horsename
|
|
Name your starting horse (ex. ``horsename:Trigger'').
|
|
Cannot be set with the `O' command.
|
|
.lp IBMgraphics
|
|
Use a predefined selection of IBM extended ASCII characters to display the
|
|
dungeon/effects/traps instead of having to define a full graphics set
|
|
yourself (default off).
|
|
This option also sets up proper handling of graphics
|
|
characters for such terminals, so you should specify it when appropriate
|
|
even if you override the selections with your own graphics strings.
|
|
.lp ignintr
|
|
Ignore interrupt signals, including breaks (default off).
|
|
.lp legacy
|
|
Display an introductory message when starting the game (default on).
|
|
.lp lit_corridor
|
|
Show corridor squares seen by night vision or a light source held by your
|
|
character as lit (default off).
|
|
.lp "mail "
|
|
Enable mail delivery during the game.
|
|
.lp "male "
|
|
An obsolete synonym for ``gender:male''.
|
|
Cannot be set with the `O' command.
|
|
.lp menustyle
|
|
Controls the interface used when you need to choose various objects (in
|
|
response to the Drop command, for instance). The value specified should
|
|
be the first letter of one of the following: traditional, combination,
|
|
partial, or full. Traditional was the only interface available for
|
|
earlier versions; it consists of a prompt for object class characters,
|
|
followed by an object-by-object prompt for all items matching the selected
|
|
object class(es). Combination starts with a prompt for object class(es)
|
|
of interest, but then displays a menu of matching objects rather than
|
|
prompting one-by-one. Partial skips the object class filtering and
|
|
immediately displays a menu of all objects. Full displays a menu of
|
|
object classes rather than a character prompt, and then a menu of matching
|
|
objects for selection.
|
|
.lp menu_deselect_all
|
|
Menu character accelerator to deselect all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default '-'.
|
|
.lp menu_deselect_page
|
|
Menu character accelerator deselect all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '\e'.
|
|
.lp menu_first_page
|
|
Menu character accelerator to jump to the first page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '^'.
|
|
.lp menu_invert_all
|
|
Menu character accelerator to invert all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default '@'.
|
|
.lp menu_invert_page
|
|
Menu character accelerator to invert all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '~'.
|
|
.lp menu_last_page
|
|
Menu character accelerator to jump to the last page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '|'.
|
|
.lp menu_next_page
|
|
Menu character accelerator to goto the next menu page.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '>'.
|
|
.lp menu_previous_page
|
|
Menu character accelerator to goto the previous menu page.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '<'.
|
|
.lp menu_search
|
|
Menu character accelerator to search for a menu item.
|
|
Implemented by the Amiga, Gem and X11 ports.
|
|
Default ':'.
|
|
.lp menu_select_all
|
|
Menu character accelerator to select all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default '.'.
|
|
.lp menu_select_page
|
|
Menu character accelerator to select all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default ','.
|
|
.lp monsters
|
|
Set the characters used to display monster classes (default
|
|
``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \'&;:~]'').
|
|
This string is subjected to the same processing as the
|
|
.op dungeon
|
|
option.
|
|
The order of the symbols is
|
|
ant or other insect, blob, cockatrice,
|
|
dog or other canine, eye or sphere, feline,
|
|
gremlin, humanoid, imp or minor demon,
|
|
jelly, kobold, leprechaun,
|
|
mimic, nymph, orc,
|
|
piercer, quadruped, rodent,
|
|
spider, trapper or lurker above, horse or unicorn,
|
|
vortex, worm, xan or other mythical/fantastic insect,
|
|
light, zruty,
|
|
angelic being, bat or bird, centaur,
|
|
dragon, elemental, fungus or mold,
|
|
gnome, giant humanoid, invisible monster,
|
|
jabberwock, Keystone Kop, lich,
|
|
mummy, naga, ogre,
|
|
pudding or ooze, quantum mechanic, rust monster,
|
|
snake, troll, umber hulk,
|
|
vampire, wraith, xorn,
|
|
yeti or ape or other large beast, zombie,
|
|
human, ghost, golem,
|
|
demon, sea monster, lizard,
|
|
long worm tail, and mimic.
|
|
Cannot be set with the `O' command.
|
|
.lp msghistory
|
|
The number of top line messages to save (and recall with ^P) (default 20).
|
|
Cannot be set with the `O' command.
|
|
.lp msg_window
|
|
Use a screen-size window to show the previous messages with ^P instead of
|
|
showing them one at a time. (Currently implemented for tty only.)
|
|
.lp "name "
|
|
Set your character's name (defaults to your user name). You can also
|
|
set your character's role by appending a dash and one or more letters of
|
|
the role (that is, by suffixing one of
|
|
.op "-A -B -C -H -K -M -P -Ra -Ro -S -T -V -W" ).
|
|
If
|
|
.op "-@"
|
|
is used for the role, then a random one will be automatically chosen.
|
|
Cannot be set with the `O' command.
|
|
.lp "news "
|
|
Read the NetHack news file, if present (default on).
|
|
Since the news is shown at the beginning of the game, there's no point
|
|
in setting this with the `O' command.
|
|
.lp "null "
|
|
Send padding nulls to the terminal (default off).
|
|
.lp number_pad
|
|
Use the number keys to move instead of [yuhjklbn] (default off).
|
|
.lp objects
|
|
Set the characters used to display object classes
|
|
(default ``])[="(%!?+/$*`0_.'').
|
|
This string is subjected to the same processing as the
|
|
.op dungeon
|
|
option.
|
|
The order of the symbols is
|
|
illegal-object (should never be seen), weapon, armor, ring, amulet, tool,
|
|
food, potion, scroll, spellbook, wand, gold, gem or rock, boulder or statue,
|
|
iron ball, chain, and venom.
|
|
Cannot be set with the `O' command.
|
|
.lp packorder
|
|
Specify the order to list object types in (default ``")[%?+!=/(*`0_'').
|
|
The value of this option should be a string containing the
|
|
symbols for the various object types. Any omitted types are filled in
|
|
at the end from the previous order.
|
|
.lp perm_invent
|
|
If true, always display your current inventory in a window. This only
|
|
makes sense for windowing system interfaces that implement this feature.
|
|
.lp pettype
|
|
Specify the type of your initial pet, if you are playing a character class
|
|
that uses multiple types of pets. Possible values are ``cat'' and ``dog''.
|
|
Cannot be set with the `O' command.
|
|
.lp pickup_burden
|
|
When you pick up an item that would exceed this encumbrance
|
|
level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
|
|
or overLoaded), you will be asked if you want to continue.
|
|
(Default `S').
|
|
.lp pickup_types
|
|
Specify the object types to be picked up when
|
|
.op autopickup
|
|
is on. Default is all types.
|
|
.lp prayconfirm
|
|
Prompt for confirmation before praying (default on).
|
|
.lp preload_tiles
|
|
For the protected mode MSDOS version, control whether tiles
|
|
get pre-loaded into RAM at the start of the game. Doing so
|
|
enhances performance of the tile graphics, but uses more memory. (default on).
|
|
Cannot be set with the `O' command.
|
|
.lp pushweapon
|
|
Using the `w' (wield) command when already wielding
|
|
something pushes the old item into your secondary weapon slot (default off).
|
|
.lp race
|
|
Selects your race (for example, ``race:human''). Default is random.
|
|
Cannot be set with the `O' command.
|
|
.lp "rawio "
|
|
Force raw (non-cbreak) mode for faster output and more
|
|
bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle
|
|
without it) (default off). Note: DEC Rainbows hang if this is turned on.
|
|
Cannot be set with the `O' command.
|
|
.lp rest_on_space
|
|
Make the space bar a synonym for the `.' (rest) command (default off).
|
|
.lp "role "
|
|
Pick your type of character (ex. ``role:Samurai'');
|
|
synonym for ``character''. See ``name'' for an alternate method
|
|
of specifying your role. Normally only the first letter of the
|
|
value is examined; `r' is an exception with ``Rogue'', ``Ranger'',
|
|
and ``random'' values.
|
|
.lp safe_pet
|
|
Prevent you from (knowingly) attacking your pets (default on).
|
|
.lp scores
|
|
Control what parts of the score list you are shown at the end (ex.
|
|
``scores:5 top scores/4 around my score/own scores''). Only the first
|
|
letter of each category (`t', `a', or `o') is necessary.
|
|
.lp showexp
|
|
Show your accumulated experience points on bottom line (default off).
|
|
.lp showscore
|
|
Show your approximate accumulated score on bottom line (default off).
|
|
.lp "silent "
|
|
Suppress terminal beeps (default on).
|
|
.lp sortpack
|
|
Sort the pack contents by type when displaying inventory (default on).
|
|
.lp sparkle
|
|
Display a sparkly effect when a monster (including yourself) is hit by an
|
|
attack to which it is resistant (default on).
|
|
.lp standout
|
|
Boldface monsters and ``\fB--More--\fP'' (default off).
|
|
.lp suppress_alert
|
|
This option may be set to a NetHack version level to suppress
|
|
alert notification messages about feature changes for that
|
|
and prior versions (ex. ``suppress_alert:3.3.1'').
|
|
.lp "time "
|
|
Show the elapsed game time in turns on bottom line (default off).
|
|
.lp timed_delay
|
|
When pausing momentarily for display effect, such as with explosions and
|
|
moving objects, use a timer rather than sending extra characters to the
|
|
screen. (Applies to ``tty'' interface only; ``X11'' interface always
|
|
uses a timer based delay. The default is on if configured into the
|
|
program.)
|
|
.lp tombstone
|
|
Draw a tombstone graphic upon your death (default on).
|
|
.lp toptenwin
|
|
Put the ending display in a NetHack window instead of on stdout (default off).
|
|
Setting this option makes the score list visible when a windowing version
|
|
of NetHack is started without a parent window, but it no longer leaves
|
|
the score list around after game end on a terminal or emulating window.
|
|
.lp traps
|
|
Set the graphics symbols for displaying traps
|
|
(default \&``^^^^^^^^^^^^^^^^^"^^^^'').
|
|
The
|
|
.op traps
|
|
option should be followed by a string of 1-22
|
|
characters to be used instead of the default traps characters.
|
|
This string is subjected to the same processing as the
|
|
.op dungeon
|
|
option.
|
|
|
|
The order of the symbols is:
|
|
arrow trap, dart trap, falling rock trap, squeaky board, bear trap,
|
|
land mine, rolling boulder trap, sleeping gas trap, rust trap, fire trap,
|
|
pit, spiked pit, hole, trap door, teleportation trap, level teleporter,
|
|
magic portal, web, statue trap, magic trap, anti-magic field, polymorph trap.
|
|
|
|
Cannot be set with the `O' command.
|
|
.lp verbose
|
|
Provide more commentary during the game (default on).
|
|
.lp videocolors
|
|
Set the color palette for PC systems using NO_TERMS
|
|
(default 4-2-6-1-5-3-15-12-10-14-9-13-11).
|
|
The order of colors is red, green, brown, blue, magenta, cyan,
|
|
bright.white, bright.red, bright.green, yellow, bright.blue,
|
|
bright.magenta, and bright.cyan.
|
|
Cannot be set with the `O' command.
|
|
.lp videoshades
|
|
Set the intensity level of the three gray scales available
|
|
(default dark normal light, PC NetHack only).
|
|
If the game display is difficult to read, try adjusting these scales;
|
|
if this does not correct the problem, try !color.
|
|
Cannot be set with the `O' command.
|
|
.lp windowtype
|
|
Select which windowing system to use, such as ``tty'' or ``X11''
|
|
(default depends on version).
|
|
Cannot be set with the `O' command.
|
|
.hn 2
|
|
Configuring NetHack for Play by the Blind
|
|
.pg
|
|
NetHack can be set up to use only standard ASCII characters for making
|
|
maps of the dungeons. This makes the MS-DOS versions of NetHack completely
|
|
accessible to the blind who use speech and/or Braille access technologies.
|
|
Players will require a good working knowledge of their screen-reader's
|
|
review features, and will have to know how to navigate horizontally and
|
|
vertically character by character. They will also find the search
|
|
capabilities of their screen-readers to be quite valuable. Be certain to
|
|
examine this Guidebook before playing so you have an idea what the screen
|
|
layout is like. You'll also need to be able to locate the PC cursor. It is
|
|
always where your character is located. Merely searching for an @-sign will
|
|
not always find your character since there are other humanoids represented
|
|
by the same sign. Your screen-reader should also have a function which
|
|
gives you the row and column of your review cursor and the PC cursor.
|
|
These co-ordinates are often useful in giving players a better sense of the
|
|
overall location of items on the screen.
|
|
.pg
|
|
While it is not difficult for experienced users to edit the \fBdefaults.nh\fP
|
|
file to accomplish this, novices may find this task somewhat daunting.
|
|
Included in all official distributions of NetHack is a file called
|
|
\fBNHAccess.nh\fP. Replacing \fBdefaults.nh\fP with this file will cause
|
|
the game to run in a manner accessible to the blind. After you have gained
|
|
some experience with the game and with editing files, you may want to alter
|
|
settings to better suit your preferences. Instructions on how to do this
|
|
are included in the \fBNHAccess.nh\fP file itself. The most crucial settings to
|
|
make the game accessible are:
|
|
.pg
|
|
.lp IBMgraphics
|
|
Disable IBMgraphics by commenting out this option.
|
|
.lp menustyle:traditional
|
|
This will assist in the interface to speech synthesizers.
|
|
.lp \!number_pad
|
|
A lot of speech access programs use the number-pad to review the screen.
|
|
If this is the case, turn off the number_pad option and use the traditional
|
|
Rogue-like commands.
|
|
.lp "Character graphics"
|
|
Comment out all character graphics sets found near the bottom of the
|
|
\fBdefaults.nh\fP file. Most of these replace \fBNetHack\fP's
|
|
default representation of the dungeon using standard ASCII characters
|
|
with fancier characters from extended character sets, and these fancier
|
|
characters can annoy screen-readers.
|
|
.hn 1
|
|
Scoring
|
|
.pg
|
|
NetHack maintains a list of the top scores or scorers on your machine,
|
|
depending on how it is set up. In the latter case, each account on
|
|
the machine can post only one non-winning score on this list. If
|
|
you score higher than someone else on this list, or better your
|
|
previous score, you will be inserted in the proper place under your
|
|
current name. How many scores are kept can also be set up when
|
|
NetHack is compiled.
|
|
.pg
|
|
Your score is chiefly based upon how much experience you gained, how
|
|
much loot you accumulated, how deep you explored, and how the game
|
|
ended. If you quit the game, you escape with all of your gold intact.
|
|
If, however, you get killed in the Mazes of Menace, the guild will
|
|
only hear about 90% of your gold when your corpse is discovered
|
|
(adventurers have been known to collect finder's fees). So, consider
|
|
whether you want to take one last hit at that monster and possibly
|
|
live, or quit and stop with whatever you have. If you quit, you keep
|
|
all your gold, but if you swing and live, you might find more.
|
|
.pg
|
|
If you just want to see what the current top players/games list is, you
|
|
can type \fBnethack -s all\fP on most versions.
|
|
|
|
.hn 1
|
|
Explore mode
|
|
.pg
|
|
NetHack is an intricate and difficult game. Novices might falter
|
|
in fear, aware of their ignorance of the means to survive. Well, fear
|
|
not. Your dungeon may come equipped with an ``explore'' or ``discovery''
|
|
mode that enables you to keep old save files and cheat death, at the
|
|
paltry cost of not getting on the high score list.
|
|
.pg
|
|
There are two ways of enabling explore mode. One is to start the game
|
|
with the
|
|
.op -X
|
|
switch. The other is to issue the `X' command while already playing
|
|
the game. The other benefits of explore mode are left for the trepid
|
|
reader to discover.
|
|
|
|
.hn
|
|
Credits
|
|
.pg
|
|
The original \fIhack\fP game was modeled on the Berkeley
|
|
.ux
|
|
\fIrogue\fP game. Large portions of this paper were shamelessly
|
|
cribbed from \fIA Guide to the Dungeons of Doom\fP, by Michael C. Toy
|
|
and Kenneth C. R. C. Arnold. Small portions were adapted from
|
|
\fIFurther Exploration of the Dungeons of Doom\fP, by Ken Arromdee.
|
|
.pg
|
|
NetHack is the product of literally dozens of people's work.
|
|
Main events in the course of the game development are described below:
|
|
|
|
.pg
|
|
\fBJay Fenlason\fP wrote the original Hack, with help from
|
|
\fBKenny Woodland\fP, \fBMike Thome\fP and \fBJon Payne\fP.
|
|
.pg
|
|
\fBAndries Brouwer\fP did a major re-write, transforming Hack into a
|
|
very different game, and published (at least) three versions (1.0.1,
|
|
1.0.2, and 1.0.3) for
|
|
.ux
|
|
machines to the Usenet.
|
|
.pg
|
|
\fBDon G. Kneller\fP ported Hack 1.0.3 to Microsoft C and MS-DOS, producing PC
|
|
HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went
|
|
on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6).
|
|
.pg
|
|
\fBR. Black\fP ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST,
|
|
producing ST Hack 1.03.
|
|
.pg
|
|
\fBMike Stephenson\fP merged these various versions back together,
|
|
incorporating many of the added features, and produced NetHack 1.4.
|
|
He then coordinated a cast of thousands in enhancing and debugging
|
|
NetHack 1.4 and released NetHack versions 2.2 and 2.3.
|
|
.pg
|
|
Later, Mike coordinated a major rewrite of the game, heading a
|
|
team which included \fBKen Arromdee\fP, \fBJean-Christophe Collet\fP, \fBSteve
|
|
Creps\fP, \fBEric Hendrickson\fP, \fBIzchak Miller\fP, \fBJohn Rupley\fP,
|
|
\fBMike Threepoint\fP, and \fBJanet Walz\fP, to produce NetHack 3.0c.
|
|
.pg
|
|
NetHack 3.0 was ported to the Atari by \fBEric R. Smith\fP, to OS/2 by
|
|
\fBTimo Hakulinen\fP, and to VMS by \fBDavid Gentzel\fP. The three of them
|
|
and \fBKevin Darcy\fP later joined the main development team to produce
|
|
subsequent revisions of 3.0.
|
|
.pg
|
|
\fBOlaf Seibert\fP ported NetHack 2.3 and 3.0 to the Amiga.
|
|
\fBNorm Meluch\fP, \fBStephen Spackman\fP and \fBPierre Martineau\fP designed
|
|
overlay code for PC NetHack 3.0. \fBJohnny Lee\fP ported
|
|
NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they
|
|
continued to enhance the PC, Macintosh, and Amiga ports through the later
|
|
revisions of 3.0.
|
|
.pg
|
|
Headed by \fBMike Stephenson\fP and coordinated by \fBIzchak Miller\fP and
|
|
\fBJanet Walz\fP, the development team which now included \fBKen Arromdee\fP,
|
|
\fBDavid Cohrs\fP, \fBJean-Christophe Collet\fP, \fBKevin Darcy\fP,
|
|
\fBMatt Day\fP, \fBTimo Hakulinen\fP, \fBSteve Linhart\fP, \fBDean Luick\fP,
|
|
\fBPat Rankin\fP, \fBEric Raymond\fP, and \fBEric Smith\fP undertook a radical
|
|
revision of 3.0. They re-structured the game's design, and re-wrote major
|
|
parts of the code. They added multiple dungeons, a new display, special
|
|
individual character quests, a new endgame and many other new features, and
|
|
produced NetHack 3.1.
|
|
.pg
|
|
\fBKen Lorber\fP, \fBGregg Wonderly\fP and \fBGreg Olson\fP, with help
|
|
from \fBRichard Addison\fP, \fBMike Passaretti\fP, and \fBOlaf Seibert\fP,
|
|
developed NetHack 3.1 for the Amiga.
|
|
.pg
|
|
\fBNorm Meluch\fP and \fBKevin Smolkowski\fP, with help from
|
|
\fBCarl Schelin\fP, \fBStephen Spackman\fP, \fBSteve VanDevender\fP,
|
|
and \fBPaul Winner\fP, ported NetHack 3.1 to the PC.
|
|
.pg
|
|
\fBJon W{tte\fP and \fBHao-yang Wang\fP, with help from \fBRoss Brown\fP,
|
|
\fBMike Engber\fP, \fBDavid Hairston\fP, \fBMichael Hamel\fP,
|
|
\fBJonathan Handler\fP, \fBJohnny Lee\fP, \fBTim Lennan\fP, \fBRob Menke\fP,
|
|
and \fBAndy Swanson\fP, developed NetHack 3.1 for the Macintosh,
|
|
porting it for MPW. Building on their development, \fBBarton House\fP
|
|
added a Think C port.
|
|
.pg
|
|
\fBTimo Hakulinen\fP ported NetHack 3.1 to OS/2. \fBEric Smith\fP
|
|
ported NetHack 3.1 to the Atari. \fBPat Rankin\fP, with help from
|
|
\fBJoshua Delahunty\fP, was responsible for the VMS version of NetHack 3.1.
|
|
\fBMichael Allison\fP ported NetHack 3.1 to Windows NT.
|
|
.pg
|
|
\fBDean Luick\fP, with help from \fBDavid Cohrs\fP, developed NetHack
|
|
3.1 for X11.
|
|
\fBWarwick Allison\fP wrote a tiled version of NetHack for the Atari;
|
|
he later contributed the tiles to the DevTeam and tile support was
|
|
then added to other platforms.
|
|
.pg
|
|
The 3.2 development team, comprised of \fBMichael Allison\fP, \fBKen
|
|
Arromdee\fP, \fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBSteve Creps\fP,
|
|
\fBKevin Darcy\fP, \fBTimo Hakulinen\fP, \fBSteve Linhart\fP, \fBDean
|
|
Luick\fP, \fBPat Rankin\fP, \fBEric Smith\fP, \fBMike Stephenson\fP,
|
|
\fBJanet Walz\fP, and \fBPaul Winner\fP, released version 3.2 in April of
|
|
1996.
|
|
.pg
|
|
Version 3.2 marked the tenth anniversary of the formation of the development
|
|
team. In a testament to their dedication to the game, all thirteen members
|
|
of the original development team remained on the team at the start of work
|
|
on that release. During the interval between the release of 3.1.3
|
|
and 3.2, one of the founding members of the development team, \fBDr. Izchak
|
|
Miller\fP, was diagnosed with cancer and passed away. That release of the
|
|
game was dedicated to him by the development and porting teams.
|
|
.pg
|
|
During the lifespan of NetHack 3.1 and 3.2, several enthusiasts
|
|
of the game added
|
|
their own modifications to the game and made these ``variants'' publicly
|
|
available:
|
|
.pg
|
|
\fBTom Proudfoot\fP and \fBYuval Oren\fP created NetHack++,
|
|
which was quickly renamed NetHack--.
|
|
Working independently, \fBStephen White\fP wrote NetHack Plus.
|
|
\fBTom Proudfoot\fP later merged NetHack Plus
|
|
and his own NetHack-- to produce SLASH.
|
|
\fBLarry Stewart-Zerba\fP and \fBWarwick Allison\fP improved the spell
|
|
casting system with the Wizard Patch.
|
|
\fBWarwick Allison\fP also ported NetHack to use the Qt interface.
|
|
.pg
|
|
\fBWarren Cheung\fP combined SLASH with the Wizard Patch to produce Slash'em,
|
|
and with the help of \fBKevin Hugo\fP, added more features.
|
|
Kevin later joined the
|
|
DevTeam and incorporated the best of these ideas in NetHack 3.3.
|
|
.pg
|
|
The 3.3 development team initially consisted of \fBMichael Allison\fP, \fBKen Arromdee\fP,
|
|
\fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBSteve Creps\fP, \fBKevin Darcy\fP, \fBTimo Hakulinen\fP,
|
|
\fBKevin Hugo\fP, \fBSteve Linhart\fP, \fBDean Luick\fP, \fBPat Rankin\fP, \fBEric Smith\fP, \fBMike
|
|
Stephenson\fP, \fBJanet Walz\fP, and \fBPaul Winner\fP. \fB Warwick Allison\fP joined
|
|
just before the release of Nethack 3.3.2.
|
|
|
|
.pg
|
|
As with version 3.2, various people contributed to the game as a whole as
|
|
well as supporting ports on the different platforms that NetHack runs on:
|
|
.pg
|
|
\fBPat Rankin\fP maintained 3.3 for VMS.
|
|
.pg
|
|
\fBMichael Allison\fP maintained NetHack 3.3 for the MS-DOS platform. \fBPaul Winner\fP
|
|
and \fBYitzhak Sapir\fP provided encouragement.
|
|
.pg
|
|
\fBDean Luick\fP, \fBMark Modrall\fP, and \fBKevin Hugo\fP maintained and enhanced the
|
|
Macintosh port of 3.3.
|
|
.pg
|
|
\fBMichael Allison\fP maintained and enhanced 3.3 for the Microsoft Windows NT platform.
|
|
.pg
|
|
\fBRon Van Iwaarden\fP took over responsibility for the OS/2 port.
|
|
.pg
|
|
The Amiga port of NetHack was resurrected for 3.3.1 by \fBJanne Salmijarvi\fP.
|
|
.pg
|
|
The Atari port of NetHack was resurrected for 3.3.1 by \fBChristian ``Marvin''
|
|
Bressler\fP.
|
|
.pg
|
|
- - - - - - - - - -
|
|
.pg
|
|
From time to time, some depraved individual out there in netland sends a
|
|
particularly intriguing modification to help out with the game. The Gods of
|
|
the Dungeon sometimes make note of the names of the worst of these miscreants
|
|
in this, the list of Dungeoneers:
|
|
|
|
.sd
|
|
.TS S
|
|
center;
|
|
c c c.
|
|
.\"TABLE_START
|
|
Adam Aronow Irina Rempt-Drijfhout Mike Engber
|
|
Andreas Dorn Izchak Miller Mike Gallop
|
|
Andy Church J. Ali Harlow Mike Passaretti
|
|
Andy Swanson Janet Walz Mike Stephenson
|
|
Ari Huttunen Janne Salmijarvi Norm Meluch
|
|
Barton House Jean-Christophe Collet Olaf Seibert
|
|
Benson I. Margulies Jochen Erwied Pat Rankin
|
|
Bill Dyer John Kallen Paul Winner
|
|
Boudewijn Waijers John Rupley Pierre Martineau
|
|
Bruce Cox John S. Bien Ralf Brown
|
|
Bruce Holloway Johnny Lee Richard Addison
|
|
Bruce Mewborne Jon W{tte Richard Beigel
|
|
Carl Schelin Jonathan Handler Richard P. Hughey
|
|
Chris Russo Joshua Delahunty Rob Menke
|
|
David Cohrs Keizo Yamamoto Robin Johnson
|
|
David Damerell Ken Arnold Roland McGrath
|
|
David Gentzel Ken Arromdee Ron Van Iwaarden
|
|
David Hairston Ken Lorber Ronnen Miller
|
|
Dean Luick Ken Washikita Ross Brown
|
|
Del Lamb Kevin Darcy Sascha Wostmann
|
|
Deron Meranda Kevin Hugo Scott Bigham
|
|
Dylan O'Donnell Kevin Sitze Scott R. Turner
|
|
Eric Backus Kevin Smolkowski Stephen Spackman
|
|
Eric Hendrickson Kevin Sweet Stephen White
|
|
Eric R. Smith Lars Huttar Steve Creps
|
|
Eric S. Raymond Mark Gooderum Steve Linhart
|
|
Erik Andersen Mark Modrall Steve VanDevender
|
|
Frederick Roeber Marvin Bressler Tim Lennan
|
|
Gil Neiger Matthew Day Timo Hakulinen
|
|
Greg Laskin Merlyn LeRoy Tom Almy
|
|
Greg Olson Michael Allison Tom West
|
|
Gregg Wonderly Michael Feir Warren Cheung
|
|
Hao-yang Wang Michael Hamel Warwick Allison
|
|
Helge Hafting Michael Sokolov Yitzhak Sapir
|
|
.\"TABLE_END Do not delete this line.
|
|
.TE
|
|
.ed
|
|
|
|
.\"Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.
|
|
.\"Lattice is a trademark of Lattice, Inc.
|
|
.\"Atari and 1040ST are trademarks of Atari, Inc.
|
|
.\"AMIGA is a trademark of Commodore-Amiga, Inc.
|
|
.sm "Brand and product names are trademarks or registered trademarks \
|
|
of their respective holders."
|