4225 lines
179 KiB
Plaintext
4225 lines
179 KiB
Plaintext
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A Guide to the Mazes of Menace
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(Guidebook for NetHack)
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Eric S. Raymond
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(Edited and expanded for 3.6)
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1. 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, steal‐
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ing, crusading, and combat have haunted you in your sleep for
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many months, but you aren’t sure of the reason. You wonder
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whether you have in fact been having those dreams all your life,
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and somehow managed to forget about them until now. Some nights
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you awaken suddenly and cry out, terrified at the vivid recollec‐
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tion of the strange and powerful creatures that seem to be lurk‐
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ing behind every corner of the dungeon in your dream. Could
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these details haunting your dreams be real? As each night pass‐
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es, you feel the desire to enter the mysterious caverns near the
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ruins grow stronger. Each morning, however, you quickly put the
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idea out of your head as you recall the tales of those who en‐
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tered the caverns before you and did not return. Eventually you
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can resist the yearning to seek out the fantastic place in your
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dreams no longer. After all, when other adventurers came back
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this way after spending time in the caverns, they usually seemed
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better off than when they passed through the first time. And who
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was to say that all of those who did not return had not just kept
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going?
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Asking around, you hear about a bauble, called the Amulet of
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Yendor by some, which, if you can find it, will bring you great
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wealth. One legend you were told even mentioned that the one who
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finds the amulet will be granted immortality by the gods. The
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amulet is rumored to be somewhere beyond the Valley of Gehennom,
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deep within the Mazes of Menace. Upon hearing the legends, you
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immediately realize that there is some profound and undiscovered
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reason that you are to descend into the caverns and seek out that
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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
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sell the tales of your adventures to the local minstrels for a
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tidy sum, especially if you encounter any of the terrifying and
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magical creatures of your dreams along the way. You spend one
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last night fortifying yourself at the local inn, becoming more
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and more depressed as you watch the odds of your success being
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posted on the inn’s walls getting lower and lower.
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NetHack Guidebook 1
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NetHack Guidebook 2
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In the morning you awake, collect your belongings, and set
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off for the dungeon. After several days of uneventful travel,
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you see the ancient ruins that mark the entrance to the Mazes of
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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 morn‐
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ing, you gather your gear, eat what may be your last meal out‐
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side, and enter the dungeon...
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2. What is going on here?
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You have just begun a game of NetHack. Your goal is to grab
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as much treasure as you can, retrieve the Amulet of Yendor, and
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escape the Mazes of Menace alive.
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Your abilities and strengths for dealing with the hazards of
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adventure will vary with your background and training:
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Archeologists understand dungeons pretty well; this enables
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them to move quickly and sneak up on the local nasties. They
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start equipped with the tools for a proper scientific expedition.
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Barbarians are warriors out of the hinterland, hardened to
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battle. They begin their quests with naught but uncommon
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strength, a trusty hauberk, and a great two‐handed sword.
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Cavemen and Cavewomen start with exceptional strength but,
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unfortunately, with neolithic weapons.
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Healers are wise in medicine and apothecary. They know the
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herbs and simples that can restore vitality, ease pain, anes‐
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thetize, and neutralize poisons; and with their instruments, they
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can divine a being’s state of health or sickness. Their medical
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practice earns them quite reasonable amounts of money, with which
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they enter the dungeon.
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Knights are distinguished from the common skirmisher by
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their devotion to the ideals of chivalry and by the surpassing
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excellence of their armor.
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Monks are ascetics, who by rigorous practice of physical and
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mental disciplines have become capable of fighting as effectively
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without weapons as with. They wear no armor but make up for it
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with increased mobility.
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Priests and Priestesses are clerics militant, crusaders ad‐
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vancing 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
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it.
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Rangers are most at home in the woods, and some say slightly
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out of place in a dungeon. They are, however, experts in archery
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as well as tracking and stealthy movement.
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NetHack 3.6 March 27, 2015
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NetHack Guidebook 3
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Rogues are agile and stealthy thieves, with knowledge of
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locks, traps, and poisons. Their advantage lies in surprise,
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which they employ to great advantage.
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Samurai are the elite warriors of feudal Nippon. They are
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lightly armored and quick, and wear the dai‐sho, two swords of
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the deadliest keenness.
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Tourists start out with lots of gold (suitable for shopping
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with), a credit card, lots of food, some maps, and an expensive
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camera. Most monsters don’t like being photographed.
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Valkyries are hardy warrior women. Their upbringing in the
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harsh Northlands makes them strong, inures them to extremes of
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cold, and instills in them stealth and cunning.
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Wizards start out with a knowledge of magic, a selection of
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magical items, and a particular affinity for dweomercraft. Al‐
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though seemingly weak and easy to overcome at first sight, an ex‐
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perienced Wizard is a deadly foe.
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You may also choose the race of your character:
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Dwarves are smaller than humans or elves, but are stocky and
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solid individuals. Dwarves’ most notable trait is their great
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expertise in mining and metalwork. Dwarvish armor is said to be
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second in quality not even to the mithril armor of the Elves.
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Elves are agile, quick, and perceptive; very little of what
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goes on will escape an Elf. The quality of Elven craftsmanship
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often gives them an advantage in arms and armor.
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Gnomes are smaller than but generally similar to dwarves.
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Gnomes are known to be expert miners, and it is known that a se‐
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cret underground mine complex built by this race exists within
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the Mazes of Menace, filled with both riches and danger.
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Humans are by far the most common race of the surface world,
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and are thus the norm to which other races are often compared.
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Although they have no special abilities, they can succeed in any
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role.
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Orcs are a cruel and barbaric race that hate every living
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thing (including other orcs). Above all others, Orcs hate Elves
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with a passion unequalled, and will go out of their way to kill
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one at any opportunity. The armor and weapons fashioned by the
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Orcs are typically of inferior quality.
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3. What do all those things on the screen mean?
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On the screen is kept a map of where you have been and what
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you have seen on the current dungeon level; as you explore more
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of the level, it appears on the screen in front of you.
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NetHack 3.6 March 27, 2015
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NetHack Guidebook 4
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When NetHack’s ancestor rogue first appeared, its screen
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orientation was almost unique among computer fantasy games.
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Since then, screen orientation has become the norm rather than
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the exception; NetHack continues this fine tradition. Unlike
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text adventure games that accept commands in pseudo‐English sen‐
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tences and explain the results in words, NetHack commands are all
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one or two keystrokes and the results are displayed graphically
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on the screen. A minimum screen size of 24 lines by 80 columns
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is recommended; if the screen is larger, only a 21x80 section
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will be used for the map.
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NetHack can even be played by blind players, with the assis‐
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tance of Braille readers or speech synthesisers. Instructions
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for configuring NetHack for the blind are included later in this
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document.
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NetHack generates a new dungeon every time you play it; even
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the authors still find it an entertaining and exciting game de‐
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spite having won several times.
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NetHack offers a variety of display options. The options
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available to you will vary from port to port, depending on the
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capabilities of your hardware and software, and whether various
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compile‐time options were enabled when your executable was creat‐
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ed. The three possible display options are: a monochrome charac‐
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ter interface, a color character interface, and a graphical in‐
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terface using small pictures called tiles. The two character in‐
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terfaces allow fonts with other characters to be substituted, but
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the default assignments use standard ASCII characters to repre‐
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sent everything. There is no difference between the various dis‐
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play options with respect to game play. Because we cannot repro‐
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duce the tiles or colors in the Guidebook, and because it is com‐
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mon to all ports, we will use the default ASCII characters from
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the monochrome character display when referring to things you
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might see on the screen during your game.
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In order to understand what is going on in NetHack, first
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you must understand what NetHack is doing with the screen. The
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NetHack screen replaces the ‘‘You see ...’’ descriptions of text
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adventure games. Figure 1 is a sample of what a NetHack screen
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might look like. The way the screen looks for you depends on
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your platform.
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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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NetHack 3.6 March 27, 2015
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NetHack Guidebook 5
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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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Figure 1
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3.1. The status lines (bottom)
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The bottom two lines of the screen contain several cryptic
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pieces of information describing your current status. If either
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status line becomes longer than the width of the screen, you
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might not see all of it. Here are explanations of what the vari‐
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ous status items mean (though your configuration may not have all
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the status items listed below):
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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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Strength
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A measure of your character’s strength; one of your six ba‐
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sic attributes. A human character’s attributes can range
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from 3 to 18 inclusive; non‐humans may exceed these limits
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(occasionally you may get super‐strengths of the form 18/xx,
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and magic can also cause attributes to exceed the normal
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limits). The higher your strength, the stronger you are.
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Strength affects how successfully you perform physical
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tasks, how much damage you do in combat, and how much loot
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you can carry.
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Dexterity
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Dexterity affects your chances to hit in combat, to avoid
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traps, and do other tasks requiring agility or manipulation
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of objects.
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Constitution
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Constitution affects your ability to recover from injuries
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and other strains on your stamina.
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Intelligence
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Intelligence affects your ability to cast spells and read
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spellbooks.
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Wisdom
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Wisdom comes from your practical experience (especially when
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dealing with magic). It affects your magical energy.
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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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NetHack 3.6 March 27, 2015
|
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NetHack Guidebook 6
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Alignment
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Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
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and Chaotic as evil, but legal and ethical do not always co‐
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incide. Your alignment influences how other monsters react
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toward you. Monsters of a like alignment are more likely to
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be non‐aggressive, while those of an opposing alignment are
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more likely to be seriously offended at your presence.
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Dungeon Level
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How deep you are in the dungeon. You start at level one and
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the number increases as you go deeper into the dungeon.
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Some levels are special, and are identified by a name and
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not a number. The Amulet of Yendor is reputed to be some‐
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where beneath the twentieth level.
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Gold
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The number of gold pieces you are openly carrying. Gold
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which you have concealed in containers is not counted.
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Hit Points
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Your current and maximum hit points. Hit points indicate
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how much damage you can take before you die. The more you
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get hit in a fight, the lower they get. You can regain hit
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points by resting, or by using certain magical items or
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spells. The number in parentheses is the maximum number
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your hit points can reach.
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Power
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Spell points. This tells you how much mystic energy (mana)
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you have available for spell casting. Again, resting will
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regenerate the amount available.
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Armor Class
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A measure of how effectively your armor stops blows from un‐
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friendly creatures. The lower this number is, the more ef‐
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fective the armor; it is quite possible to have negative ar‐
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mor class.
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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 experi‐
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ence point totals, you gain an experience level. The more
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experienced you are, the better you fight and withstand mag‐
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ical attacks. Many dungeons show only your experience level
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here.
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Time
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The number of turns elapsed so far, displayed if you have
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the time option set.
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Hunger status
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Your current hunger status, ranging from Satiated down to
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Fainting. If your hunger status is normal, it is not dis‐
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played.
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NetHack 3.6 March 27, 2015
|
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NetHack Guidebook 7
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Additional status flags may appear after the hunger status:
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Conf when you’re confused, FoodPois or Ill when sick, Blind when
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you can’t see, Stun when stunned, and Hallu when hallucinating.
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3.2. The message line (top)
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The top line of the screen is reserved for messages that de‐
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scribe things that are impossible to represent visually. If you
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see a ‘‘‐‐More‐‐’’ 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
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certain that you’ve read the one that is there first. To read
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the next message, just press the space bar.
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3.3. The map (rest of the screen)
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The rest of the screen is the map of the level as you have
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explored it so far. Each symbol on the screen represents some‐
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thing. You can set various graphics options to change some of
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the symbols the game uses; otherwise, the game will use default
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symbols. Here is a list of what the default symbols mean:
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‐ and |
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The walls of a room, or an open door. Or a grave (|).
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. The floor of a room, ice, or a doorless doorway.
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# A corridor, or iron bars, or a tree, or possibly a kitchen
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sink (if your dungeon has sinks), or a drawbridge.
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> Stairs down: a way to the next level.
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< Stairs up: a way to the previous level.
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+ A closed door, or a spellbook containing a spell you may be
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able to learn.
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@ Your character or a human.
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$ A pile of gold.
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^ A trap (once you have detected it).
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) A weapon.
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[ A suit or piece of armor.
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% Something edible (not necessarily healthy).
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? A scroll.
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/ A wand.
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= A ring.
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NetHack 3.6 March 27, 2015
|
||
|
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NetHack Guidebook 8
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! A potion.
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( A useful item (pick‐axe, key, lamp...).
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" An amulet or a spider web.
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* A gem or rock (possibly valuable, possibly worthless).
|
||
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‘ A boulder or statue.
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0 An iron ball.
|
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_ An altar, or an iron chain.
|
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{ A fountain.
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} A pool of water or moat or a pool of lava.
|
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\ An opulent throne.
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a‐zA‐Z and other symbols
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Letters and certain other symbols represent the various in‐
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habitants of the Mazes of Menace. Watch out, they can be
|
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nasty and vicious. Sometimes, however, they can be helpful.
|
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I This marks the last known location of an invisible or other‐
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wise unseen monster. Note that the monster could have
|
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moved. The ’F’ and ’m’ commands may be useful here.
|
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You need not memorize all these symbols; you can ask the
|
||
game what any symbol represents with the ‘/’ command (see the
|
||
next section for more info).
|
||
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|
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4. Commands
|
||
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Commands are initiated by typing one or two characters.
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||
Some commands, like ‘‘search’’, do not require that any more in‐
|
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formation be collected by NetHack. Other commands might require
|
||
additional information, for example a direction, or an object to
|
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be used. For those commands that require additional information,
|
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NetHack will present you with either a menu of choices or with a
|
||
command line prompt requesting information. Which you are pre‐
|
||
sented with will depend chiefly on how you have set the menustyle
|
||
option.
|
||
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||
For example, a common question, in the form ‘‘What do you
|
||
want to use? [a‐zA‐Z ?*]’’, asks you to choose an object you are
|
||
carrying. Here, ‘‘a‐zA‐Z’’ are the inventory letters of your
|
||
possible choices. Typing ‘?’ gives you an inventory list of
|
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these items, so you can see what each letter refers to. In this
|
||
example, there is also a ‘*’ indicating that you may choose an
|
||
object not on the list, if you wanted to use something unexpect‐
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ed. Typing a ‘*’ lists your entire inventory, so you can see the
|
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|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 9
|
||
|
||
|
||
|
||
inventory letters of every object you’re carrying. Finally, if
|
||
you change your mind and decide you don’t want to do this command
|
||
after all, you can press the ESC key to abort the command.
|
||
|
||
You can put a number before some commands to repeat them
|
||
that many times; for example, ‘‘10s’’ will search ten times. If
|
||
you have the number_pad option set, you must type ‘n’ to prefix a
|
||
count, so the example above would be typed ‘‘n10s’’ instead.
|
||
Commands for which counts make no sense ignore them. In addi‐
|
||
tion, movement commands can be prefixed for greater control (see
|
||
below). To cancel a count or a prefix, press the ESC key.
|
||
|
||
The list of commands is rather long, but it can be read at
|
||
any time during the game through the ‘?’ command, which accesses
|
||
a menu of helpful texts. Here are the commands for your refer‐
|
||
ence:
|
||
|
||
? Help menu: display one of several help texts available.
|
||
|
||
/ Tell what a symbol represents. You may choose to specify a
|
||
location or type a symbol (or even a whole word) to explain.
|
||
Specifying a location is done by moving the cursor to a par‐
|
||
ticular spot on the map and then pressing one of ‘.’, ‘,’,
|
||
‘;’, or ‘:’. ‘.’ will explain the symbol at the chosen lo‐
|
||
cation, conditionally check for ‘‘More info?’’ depending up‐
|
||
on whether the help option is on, and then you will be asked
|
||
to pick another location; ‘,’ will explain the symbol but
|
||
skip any additional information; ‘;’ will skip additional
|
||
info and also not bother asking you to choose another loca‐
|
||
tion to examine; ‘:’ will show additional info, if any,
|
||
without asking for confirmation. When picking a location,
|
||
pressing the ESC key will terminate this command, or press‐
|
||
ing ‘?’ will give a brief reminder about how it works.
|
||
|
||
Specifying a name rather than a location always gives any
|
||
additional information available about that name.
|
||
|
||
& Tell what a command does.
|
||
|
||
< Go up to the previous level (if you are on a staircase or
|
||
ladder).
|
||
|
||
> Go down to the next level (if you are on a staircase or lad‐
|
||
der).
|
||
|
||
[yuhjklbn]
|
||
Go one step in the direction indicated (see Figure 2). If
|
||
you sense or remember a monster there, you will fight the
|
||
monster instead. Only these one‐step movement commands
|
||
cause you to fight monsters; the others (below) are
|
||
‘‘safe.’’
|
||
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 10
|
||
|
||
|
||
|
||
y k u 7 8 9
|
||
\ | / \ | /
|
||
h‐ . ‐l 4‐ . ‐6
|
||
/ | \ / | \
|
||
b j n 1 2 3
|
||
(if number_pad is set)
|
||
|
||
Figure 2
|
||
|
||
|
||
[YUHJKLBN]
|
||
Go in that direction until you hit a wall or run into some‐
|
||
thing.
|
||
|
||
m[yuhjklbn]
|
||
Prefix: move without picking up objects or fighting (even
|
||
if you remember a monster there)
|
||
|
||
F[yuhjklbn]
|
||
Prefix: fight a monster (even if you only guess one is
|
||
there)
|
||
|
||
M[yuhjklbn]
|
||
Prefix: move far, no pickup.
|
||
|
||
g[yuhjklbn]
|
||
Prefix: move until something interesting is found.
|
||
|
||
G[yuhjklbn] or <CONTROL‐>[yuhjklbn]
|
||
Prefix: same as ‘g’, but forking of corridors is not con‐
|
||
sidered interesting.
|
||
|
||
_ Travel to a map location via a shortest‐path algorithm.
|
||
|
||
The shortest path is computed over map locations the hero
|
||
knows about (e.g. seen or previously traversed). If there
|
||
is no known path, a guess is made instead. Stops on most of
|
||
the same conditions as the ‘G’ command, but without picking
|
||
up objects, similar to the ‘M’ command. For ports with
|
||
mouse support, the command is also invoked when a mouse‐
|
||
click takes place on a location other than the current posi‐
|
||
tion.
|
||
|
||
. Rest, do nothing for one turn.
|
||
|
||
a Apply (use) a tool (pick‐axe, key, lamp...).
|
||
|
||
A Remove one or more worn items, such as armor.
|
||
|
||
Use ‘T’ (take off) to take off only one piece of armor or
|
||
‘R’ (remove) to take off only one accessory.
|
||
|
||
^A Redo the previous command.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 11
|
||
|
||
|
||
|
||
c Close a door.
|
||
|
||
C Call (name) a monster, an individual object, or a type of
|
||
object.
|
||
|
||
Same as extended command ‘‘#name’’.
|
||
|
||
^C Panic button. Quit the game.
|
||
|
||
d Drop something.
|
||
|
||
Ex. ‘‘d7a’’ means drop seven items of object a.
|
||
|
||
D Drop several things.
|
||
|
||
In answer to the question
|
||
|
||
‘‘What kinds of things do you want to drop? [!%= BUCXaium]’’
|
||
|
||
you should type zero or more object symbols possibly fol‐
|
||
lowed by ‘a’ and/or ‘i’ and/or ‘u’ and/or ‘m’. In addition,
|
||
one or more of the blessed/uncursed/cursed groups may be
|
||
typed.
|
||
|
||
DB ‐ drop all objects known to be blessed.
|
||
DU ‐ drop all objects known to be uncursed.
|
||
DC ‐ drop all objects known to be cursed.
|
||
DX ‐ drop all objects of unknown B/U/C status.
|
||
Da ‐ drop all objects, without asking for confirmation.
|
||
Di ‐ examine your inventory before dropping anything.
|
||
Du ‐ drop only unpaid objects (when in a shop).
|
||
Dm ‐ use a menu to pick which object(s) to drop.
|
||
D%u ‐ drop only unpaid food.
|
||
|
||
^D Kick something (usually a door).
|
||
|
||
e Eat food.
|
||
|
||
E Engrave a message on the floor.
|
||
|
||
E‐ ‐ write in the dust with your fingers.
|
||
|
||
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 ver‐
|
||
sion might not have it.)
|
||
|
||
f Fire one of the objects placed in your quiver (or quiver
|
||
sack, or that you have at the ready). You may select ammu‐
|
||
nition with a previous ‘Q’ command, or let the computer pick
|
||
something appropriate if autoquiver is true.
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 12
|
||
|
||
|
||
|
||
i List your inventory (everything you’re carrying).
|
||
|
||
I List selected parts of your inventory.
|
||
|
||
I* ‐ list all gems in inventory;
|
||
Iu ‐ list all unpaid items;
|
||
Ix ‐ list all used up items that are on your shopping bill;
|
||
I$ ‐ count your money.
|
||
|
||
o Open a door.
|
||
|
||
O Set options.
|
||
|
||
A menu showing the current option values will be displayed.
|
||
You can change most values simply by selecting the menu en‐
|
||
try for the given option (ie, by typing its letter or click‐
|
||
ing 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 be‐
|
||
fore the game rather than with the ‘O’ command; see the sec‐
|
||
tion on options below.
|
||
|
||
p Pay your shopping bill.
|
||
|
||
P Put on a ring or other accessory (amulet, blindfold).
|
||
|
||
Use the ’W’ command to wear armor.
|
||
|
||
^P Repeat previous message.
|
||
|
||
Subsequent ^P’s repeat earlier messages. The behavior can
|
||
be varied via the msg_window option.
|
||
|
||
q Quaff (drink) something (potion, water, etc).
|
||
|
||
Q Select an object for your quiver, quiver sack, or just gen‐
|
||
erally at the ready (only one of these is available at a
|
||
time). You can then throw this (or one of these) using the
|
||
‘f’ command. (In versions prior to 3.3 this was the command
|
||
to quit the game, which has now been moved to ‘#quit’.)
|
||
|
||
r Read a scroll or spellbook.
|
||
|
||
R Remove an accessory (ring, amulet, etc).
|
||
|
||
If you’re wearing more than one, you’ll be prompted for
|
||
which one to remove. If you’re only wearing one, then by
|
||
default it will be removed without asking, but you can set
|
||
the paranoid_confirmation option to require a prompt.
|
||
|
||
Use the ’T’ command to take off armor.
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 13
|
||
|
||
|
||
|
||
^R Redraw the screen.
|
||
|
||
s Search for secret doors and traps around you. It usually
|
||
takes several tries to find something.
|
||
|
||
S Save (and suspend) the game. The game will be restored au‐
|
||
tomatically the next time you play.
|
||
|
||
t Throw an object or shoot a projectile.
|
||
|
||
T Take off armor.
|
||
|
||
If you’re wearing more than one piece, you’ll be prompted
|
||
for which one to take off. If you’re only wearing one, then
|
||
by default it will be taken off without asking, but you can
|
||
set the paranoid_confirmation option to require a prompt.
|
||
|
||
Use the ’R’ command to remove accessories.
|
||
|
||
^T Teleport, if you have the ability.
|
||
|
||
v Display version number.
|
||
|
||
V Display the game history.
|
||
|
||
w Wield weapon.
|
||
|
||
w‐ ‐ wield nothing, use your bare hands.
|
||
|
||
Some characters can wield two weapons and once; use the
|
||
‘‘#twoweapon’’ extended command to do so.
|
||
|
||
W Wear armor.
|
||
|
||
Use the ’P’ command to put on accessories.
|
||
|
||
x Exchange your wielded weapon with the item in your alternate
|
||
weapon slot.
|
||
|
||
The latter is used as your secondary weapon when engaging in
|
||
two‐weapon combat. Note that if one of these slots is emp‐
|
||
ty, the exchange still takes place.
|
||
|
||
X Toggle two‐weapon combat, if your character can do it. Also
|
||
available via the ‘‘#twoweapon’’ extended command
|
||
|
||
^X Display basic information about your character.
|
||
|
||
Displays name, role, race, gender (unless role name makes
|
||
that redundant, such as Caveman or Priestess), and align‐
|
||
ment, along with your patron deity and his or her opposi‐
|
||
tion. It also shows most of the various items of informa‐
|
||
tion from the status line(s) in a less terse form, including
|
||
several additional things which don’t appear in the normal
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 14
|
||
|
||
|
||
|
||
status display due to space considerations.
|
||
|
||
z Zap a wand.
|
||
|
||
z. ‐ to aim at yourself, use ‘.’ for the direction.
|
||
|
||
Z Zap (cast) a spell.
|
||
|
||
Z. ‐ to cast at yourself, use ‘.’ for the direction.
|
||
|
||
^Z Suspend the game (UNIX(R) versions with job control only).
|
||
|
||
: Look at what is here.
|
||
|
||
; Show what type of thing a visible symbol corresponds to.
|
||
|
||
, Pick up some things from the floor beneath you.
|
||
|
||
May be preceded by ‘m’ to force a selection menu.
|
||
|
||
@ Toggle the autopickup option on and off.
|
||
|
||
^ Ask for the type of a trap you found earlier.
|
||
|
||
) Tell what weapon you are wielding.
|
||
|
||
[ Tell what armor you are wearing.
|
||
|
||
= Tell what rings you are wearing.
|
||
|
||
" Tell what amulet you are wearing.
|
||
|
||
( Tell what tools you are using.
|
||
|
||
* Tell what equipment you are using.
|
||
|
||
Combines the preceding five type‐specific commands into one.
|
||
|
||
$ Count your gold pieces.
|
||
|
||
+ List the spells you know.
|
||
|
||
Using this command, you can also rearrange the order in
|
||
which your spells are listed, either by sorting the entire
|
||
list or by picking one spell from the menu then picking an‐
|
||
other to swap places with it. Swapping pairs of spells
|
||
changes their casting letters, so the change lasts after the
|
||
current ‘+’ command finishes. Sorting the whole list is
|
||
temporary. To make the most recent sort order persist be‐
|
||
yond the current ‘+’ command, choose the sort option again
|
||
and then pick "reassign casting letters". (Any spells
|
||
|
||
__________
|
||
(R)UNIX is a registered trademark of AT&T.
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 15
|
||
|
||
|
||
|
||
learned after that will be added to the end of the list
|
||
rather than be inserted into the sorted ordering.)
|
||
|
||
\ Show what types of objects have been discovered.
|
||
|
||
‘ Show discovered types for one class of objects.
|
||
|
||
! Escape to a shell.
|
||
|
||
# Perform an extended command.
|
||
|
||
As you can see, the authors of NetHack used up all the let‐
|
||
ters, 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.
|
||
|
||
#adjust
|
||
Adjust inventory letters (most useful when the fixinv option
|
||
is ‘‘on’’).
|
||
|
||
This command allows you to move an item from one particular
|
||
inventory slot to another so that it has a letter which is
|
||
more meaningful for you or that it will appear in a particu‐
|
||
lar location when inventory listings are displayed. ‘‘#ad‐
|
||
just’’ can also be used to split a stack of objects; when
|
||
choosing the item to adjust, enter a count prior to its let‐
|
||
ter.
|
||
|
||
#chat
|
||
Talk to someone.
|
||
|
||
#conduct
|
||
List voluntary challenges you have maintained.
|
||
|
||
See the section below entitled ‘‘Conduct’’ for details.
|
||
|
||
#dip
|
||
Dip an object into something.
|
||
|
||
#enhance
|
||
Advance or check weapon and spell skills.
|
||
|
||
#force
|
||
Force a lock.
|
||
|
||
#invoke
|
||
Invoke an object’s special powers.
|
||
|
||
#jump
|
||
Jump to another location.
|
||
|
||
#loot
|
||
Loot a box or bag on the floor beneath you, or the saddle
|
||
from a steed standing next to you.
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 16
|
||
|
||
|
||
|
||
#monster
|
||
Use a monster’s special ability (when polymorphed into mon‐
|
||
ster form).
|
||
|
||
#name
|
||
Name a monster, an individual object, or a type of object.
|
||
Same as ‘C’.
|
||
|
||
#offer
|
||
Offer a sacrifice to the gods.
|
||
|
||
You’ll need to find an altar to have any chance at success.
|
||
Corpses of recently killed monsters are the fodder of
|
||
choice.
|
||
|
||
#pray
|
||
Pray to the gods for help.
|
||
|
||
Praying too soon after receiving prior help is a bad idea.
|
||
(Hint: entering the dungeon alive is treated as having re‐
|
||
ceived help. You probably shouldn’t start off a new game by
|
||
praying right away.) Since using this command by accident
|
||
can cause trouble, there is an option to make you confirm
|
||
your intent before praying. It is enabled by default, and
|
||
you can reset the paranoid_confirmation option to disable
|
||
it.
|
||
|
||
#quit
|
||
Quit the program without saving your game.
|
||
|
||
Since using this command by accident would throw away the
|
||
current game, you are asked to confirm your intent before
|
||
quitting. By default a response of ’y’ acknowledges that
|
||
intent. You can set the paranoid_confirmation option to re‐
|
||
quire a response of "yes" instead.
|
||
|
||
#ride
|
||
Ride (or stop riding) a monster.
|
||
|
||
#rub
|
||
Rub a lamp or a stone.
|
||
|
||
#sit
|
||
Sit down.
|
||
|
||
#terrain
|
||
Show bare map without displaying monsters, objects, or
|
||
traps.
|
||
|
||
#tip
|
||
Tip over a container (bag or box) to pour out its contents.
|
||
|
||
#turn
|
||
Turn undead.
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 17
|
||
|
||
|
||
|
||
#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.
|
||
|
||
#untrap
|
||
Untrap something (trap, door, or chest).
|
||
|
||
In some circumstances it can also be used to rescue trapped
|
||
monsters.
|
||
|
||
#version
|
||
Print compile time options for this version of NetHack.
|
||
|
||
#wipe
|
||
Wipe off your face.
|
||
|
||
#?
|
||
Help menu: get the list of available extended commands.
|
||
|
||
If your keyboard has a meta key (which, when pressed in com‐
|
||
bination with another key, modifies it by setting the ‘meta’
|
||
[8th, or ‘high’] bit), you can invoke many extended commands by
|
||
meta‐ing the first letter of the command. In NT, OS/2, PC and ST
|
||
NetHack, the ‘Alt’ key can be used in this fashion; on the Amiga,
|
||
set the altmeta option to get this behavior. On other systems,
|
||
if typing ‘Alt’ plus another key transmits a two character se‐
|
||
quence consisting of an Escape followed by the other key, you may
|
||
set the altmeta option to have nethack combine them into
|
||
meta+key.
|
||
|
||
M‐? #? (not supported by all platforms)
|
||
|
||
M‐2 #twoweapon (unless the number_pad option is enabled)
|
||
|
||
M‐a #adjust
|
||
|
||
M‐A #annotate (if supported)
|
||
|
||
M‐c #chat
|
||
|
||
M‐C #conduct
|
||
|
||
M‐d #dip
|
||
|
||
M‐e #enhance
|
||
|
||
M‐f #force
|
||
|
||
M‐i #invoke
|
||
|
||
M‐j #jump
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 18
|
||
|
||
|
||
|
||
M‐l #loot
|
||
|
||
M‐m #monster
|
||
|
||
M‐n #name
|
||
|
||
M‐o #offer
|
||
|
||
M‐O #overview (if supported)
|
||
|
||
M‐p #pray
|
||
|
||
M‐q #quit
|
||
|
||
M‐r #rub
|
||
|
||
M‐R #ride (if supported)
|
||
|
||
M‐s #sit
|
||
|
||
M‐t #turn
|
||
|
||
M‐T #tip
|
||
|
||
M‐u #untrap
|
||
|
||
M‐v #version
|
||
|
||
M‐w #wipe
|
||
|
||
If the number_pad option is on, some additional letter com‐
|
||
mands are available:
|
||
|
||
h Help menu: display one of several help texts available,
|
||
like ‘‘?’’.
|
||
|
||
j Jump to another location. Same as ‘‘#jump’’ or ‘‘M‐j’’.
|
||
|
||
k Kick something (usually a door). Same as ‘^D’.
|
||
|
||
l Loot a box or bag on the floor beneath you, or the saddle
|
||
from a steed standing next to you. Same as ‘‘#loot’’ or
|
||
‘‘M‐l’’.
|
||
|
||
N Name a monster, an individual object, or a type of object.
|
||
Same as ‘‘#name’’ (or ‘‘M‐n’’) which is the same as the ‘C’
|
||
command.
|
||
|
||
u Untrap a trap, door, or chest. Same as ‘‘#untrap’’ or ‘‘M‐
|
||
u’’.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 19
|
||
|
||
|
||
|
||
5. Rooms and corridors
|
||
|
||
Rooms and corridors in the dungeon are either lit or dark.
|
||
Any lit areas within your line of sight will be displayed; dark
|
||
areas are only displayed if they are within one space of you.
|
||
Walls and corridors remain on the map as you explore them.
|
||
|
||
Secret corridors are hidden. You can find them with the ‘s’
|
||
(search) command.
|
||
|
||
5.1. Doorways
|
||
|
||
Doorways connect rooms and corridors. Some doorways have no
|
||
doors; you can walk right through. Others have doors in them,
|
||
which may be open, closed, or locked. To open a closed door, use
|
||
the ‘o’ (open) command; to close it again, use the ‘c’ (close)
|
||
command.
|
||
|
||
You can get through a locked door by using a tool to pick
|
||
the lock with the ‘a’ (apply) command, or by kicking it open with
|
||
the ‘^D’ (kick) command.
|
||
|
||
Open doors cannot be entered diagonally; you must approach
|
||
them straight on, horizontally or vertically. Doorways without
|
||
doors are not restricted in this fashion.
|
||
|
||
Doors can be useful for shutting out monsters. Most mon‐
|
||
sters cannot open doors, although a few don’t need to (ex. ghosts
|
||
can walk through doors).
|
||
|
||
Secret doors are hidden. You can find them with the ‘s’
|
||
(search) command. Once found they are in all ways equivalent to
|
||
normal doors.
|
||
|
||
5.2. Traps (‘^’)
|
||
|
||
There are traps throughout the dungeon to snare the unwary
|
||
delver. For example, you may suddenly fall into a pit and be
|
||
stuck for a few turns trying to climb out. Traps don’t appear on
|
||
your map until you see one triggered by moving onto it, see some‐
|
||
thing fall into it, or you discover it with the ‘s’ (search) com‐
|
||
mand. Monsters can fall prey to traps, too, which can be a very
|
||
useful defensive strategy.
|
||
|
||
There is a special pre‐mapped branch of the dungeon based on
|
||
the classic computer game ‘‘Sokoban.’’ The goal is to push the
|
||
boulders into the pits or holes. With careful foresight, it is
|
||
possible to complete all of the levels according to the tradi‐
|
||
tional rules of Sokoban. Some allowances are permitted in case
|
||
the player gets stuck; however, they will lower your luck.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 20
|
||
|
||
|
||
|
||
5.3. Stairs (‘<’, ‘>’)
|
||
|
||
In general, each level in the dungeon will have a staircase
|
||
going up (‘<’) to the previous level and another going down (‘>’)
|
||
to the next level. There are some exceptions though. For in‐
|
||
stance, fairly early in the dungeon you will find a level with
|
||
two down staircases, one continuing into the dungeon and the oth‐
|
||
er branching into an area known as the Gnomish Mines. Those
|
||
mines eventually hit a dead end, so after exploring them (if you
|
||
choose to do so), you’ll need to climb back up to the main dun‐
|
||
geon.
|
||
|
||
When you traverse a set of stairs, or trigger a trap which
|
||
sends you to another level, the level you’re leaving will be de‐
|
||
activated and stored in a file on disk. If you’re moving to a
|
||
previously visited level, it will be loaded from its file on disk
|
||
and reactivated. If you’re moving to a level which has not yet
|
||
been visited, it will be created (from scratch for most random
|
||
levels, from a template for some ‘‘special’’ levels, or loaded
|
||
from the remains of an earlier game for a ‘‘bones’’ level as
|
||
briefly described below). Monsters are only active on the cur‐
|
||
rent level; those on other levels are essentially placed into
|
||
stasis.
|
||
|
||
Ordinarily when you climb a set of stairs, you will arrive
|
||
on the corresponding staircase at your destination. However,
|
||
pets (see below) and some other monsters will follow along if
|
||
they’re close enough when you travel up or down stairs, and occa‐
|
||
sionally one of these creatures will displace you during the
|
||
climb. When that occurs, the pet or other monster will arrive on
|
||
the staircase and you will end up nearby.
|
||
|
||
5.4. Ladders (‘<’, ‘>’)
|
||
|
||
Ladders serve the same purpose as staircases, and the two
|
||
types of inter‐level connections are nearly indistinguishable
|
||
during game play.
|
||
|
||
5.5. Shops and shopping
|
||
|
||
Occasionally you will run across a room with a shopkeeper
|
||
near the door and many items lying on the floor. You can buy
|
||
items by picking them up and then using the ‘p’ command. You can
|
||
inquire about the price of an item prior to picking it up by us‐
|
||
ing the ‘‘#chat’’ command while standing on it. Using an item
|
||
prior to paying for it will incur a charge, and the shopkeeper
|
||
won’t allow you to leave the shop until you have paid any debt
|
||
you owe.
|
||
|
||
You can sell items to a shopkeeper by dropping them to the
|
||
floor while inside a shop. You will either be offered an amount
|
||
of gold and asked whether you’re willing to sell, or you’ll be
|
||
told that the shopkeeper isn’t interested (generally, your item
|
||
needs to be compatible with the type of merchandise carried by
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 21
|
||
|
||
|
||
|
||
the shop).
|
||
|
||
If you drop something in a shop by accident, the shopkeeper
|
||
will usually claim ownership without offering any compensation.
|
||
You’ll have to buy it back if you want to reclaim it.
|
||
|
||
Shopkeepers sometimes run out of money. When that happens,
|
||
you’ll be offered credit instead of gold when you try to sell
|
||
something. Credit can be used to pay for purchases, but it is
|
||
only good in the shop where it was obtained; other shopkeepers
|
||
won’t honor it. (If you happen to find a "credit card" in the
|
||
dungeon, don’t bother trying to use it in shops; shopkeepers will
|
||
not accept it.)
|
||
|
||
The ‘$’ command, which reports the amount of gold you are
|
||
carrying (in inventory, not inside bags or boxes), will also show
|
||
current shop debt or credit, if any. The ‘Iu’ command lists un‐
|
||
paid items (those which still belong to the shop) if you are car‐
|
||
rying any. The ‘Ix’ command shows an inventory‐like display of
|
||
any unpaid items which have been used up, along with other shop
|
||
fees, if any.
|
||
|
||
5.5.1. Shop idiosyncracies
|
||
|
||
Several aspects of shop behavior might be unexpected.
|
||
|
||
* The price of a given item can vary due to a variety of factors.
|
||
|
||
* A shopkeeper treats the spot immediately inside the door as if
|
||
it were outside the shop.
|
||
|
||
* While the shopkeeper watches you like a hawk, he will generally
|
||
ignore any other customers.
|
||
|
||
* If a shop is "closed for inventory", it will not open of its
|
||
own accord.
|
||
|
||
* Shops do not get restocked with new items, regardless of inven‐
|
||
tory depletion.
|
||
|
||
|
||
6. Monsters
|
||
|
||
Monsters you cannot see are not displayed on the screen.
|
||
Beware! You may suddenly come upon one in a dark place. Some
|
||
magic items can help you locate them before they locate you
|
||
(which some monsters can do very well).
|
||
|
||
The commands ‘/’ and ‘;’ may be used to obtain information
|
||
about those monsters who are displayed on the screen. The com‐
|
||
mand ‘‘#name’’, or its synonym ‘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.
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 22
|
||
|
||
|
||
|
||
The extended command ‘‘#chat’’ can be used to interact with
|
||
an adjacent monster. There is no actual dialog (in other words,
|
||
you don’t get to choose what you’ll say), but chatting with some
|
||
monsters such as a shopkeeper or the Oracle of Delphi can produce
|
||
useful results.
|
||
|
||
6.1. Fighting
|
||
|
||
If you see a monster and you wish to fight it, just attempt
|
||
to walk into it. Many monsters you find will mind their own
|
||
business unless you attack them. Some of them are very dangerous
|
||
when angered. Remember: discretion is the better part of valor.
|
||
|
||
In most circumstances, if you attempt to attack a peaceful
|
||
monster by moving into its location, you’ll be asked to confirm
|
||
your intent. By default an answer of ’y’ acknowledges that in‐
|
||
tent, which can be error prone if you’re using ’y’ to move. You
|
||
can set the paranoid_confirmation option to require a response of
|
||
"yes" instead.
|
||
|
||
If you can’t see a monster (if it is invisible, or if you
|
||
are blinded), the symbol ‘I’ will be shown when you learn of its
|
||
presence. If you attempt to walk into it, you will try to fight
|
||
it just like a monster that you can see; of course, if the mon‐
|
||
ster has moved, you will attack empty air. If you guess that the
|
||
monster has moved and you don’t wish to fight, you can use the
|
||
‘m’ command to move without fighting; likewise, if you don’t re‐
|
||
member a monster but want to try fighting anyway, you can use the
|
||
‘F’ command.
|
||
|
||
6.2. Your pet
|
||
|
||
You start the game with a little dog (‘d’), cat (‘f’), or
|
||
pony (‘u’), which follows you about the dungeon and fights mon‐
|
||
sters with you. Like you, your pet needs food to survive. It
|
||
usually feeds itself on fresh carrion and other meats. If you’re
|
||
worried about it or want to train it, you can feed it, too, by
|
||
throwing it food. A properly trained pet can be very useful un‐
|
||
der certain circumstances.
|
||
|
||
Your pet also gains experience from killing monsters, and
|
||
can grow over time, gaining hit points and doing more damage.
|
||
Initially, your pet may even be better at killing things than
|
||
you, which makes pets useful for low‐level characters.
|
||
|
||
Your pet will follow you up and down staircases if it is
|
||
next to you when you move. Otherwise your pet will be stranded
|
||
and may become wild. Similarly, when you trigger certain types
|
||
of traps which alter your location (for instance, a trap door
|
||
which drops you to a lower dungeon level), any adjacent pet will
|
||
accompany you and any non‐adjacent pet will be left behind. Your
|
||
pet may trigger such traps itself; you will not be carried along
|
||
with it even if adjacent at the time.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 23
|
||
|
||
|
||
|
||
6.3. Steeds
|
||
|
||
Some types of creatures in the dungeon can actually be rid‐
|
||
den if you have the right equipment and skill. Convincing a wild
|
||
beast to let you saddle it up is difficult to say the least.
|
||
Many a dungeoneer has had to resort to magic and wizardry in or‐
|
||
der to forge the alliance. Once you do have the beast under your
|
||
control however, you can easily climb in and out of the saddle
|
||
with the ‘#ride’ command. Lead the beast around the dungeon when
|
||
riding, in the same manner as you would move yourself. It is the
|
||
beast that you will see displayed on the map.
|
||
|
||
Riding skill is managed by the ‘#enhance’ command. See the
|
||
section on Weapon proficiency for more information about that.
|
||
|
||
6.4. Bones levels
|
||
|
||
You may encounter the shades and corpses of other adventur‐
|
||
ers (or even former incarnations of yourself!) and their personal
|
||
effects. Ghosts are hard to kill, but easy to avoid, since
|
||
they’re slow and do little damage. You can plunder the deceased
|
||
adventurer’s possessions; however, they are likely to be cursed.
|
||
Beware of whatever killed the former player; it is probably still
|
||
lurking around, gloating over its last victory.
|
||
|
||
|
||
7. Objects
|
||
|
||
When you find something in the dungeon, it is common to want
|
||
to pick it up. In NetHack, this is accomplished automatically by
|
||
walking over the object (unless you turn off the autopickup op‐
|
||
tion (see below), or move with the ‘m’ prefix (see above)), or
|
||
manually by using the ‘,’ command.
|
||
|
||
If you’re carrying too many items, NetHack will tell you so
|
||
and you won’t be able to pick up anything more. Otherwise, it
|
||
will add the object(s) to your pack and tell you what you just
|
||
picked up.
|
||
|
||
As you add items to your inventory, you also add the weight
|
||
of that object to your load. The amount that you can carry de‐
|
||
pends on your strength and your constitution. The stronger you
|
||
are, the less the additional load will affect you. There comes a
|
||
point, though, when the weight of all of that stuff you are car‐
|
||
rying around with you through the dungeon will encumber you.
|
||
Your reactions will get slower and you’ll burn calories faster,
|
||
requiring food more frequently to cope with it. Eventually,
|
||
you’ll be so overloaded that you’ll either have to discard some
|
||
of what you’re carrying or collapse under its weight.
|
||
|
||
NetHack will tell you how badly you have loaded yourself.
|
||
The symbols ‘Burdened’, ‘Stressed’, ‘Strained’, ‘Overtaxed’ and
|
||
‘Overloaded’ are displayed on the bottom line display to indicate
|
||
your condition.
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 24
|
||
|
||
|
||
|
||
When you pick up an object, it is assigned an inventory let‐
|
||
ter. 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 pre‐
|
||
sented with a list of inventory letters to choose from (see Com‐
|
||
mands, above).
|
||
|
||
Some objects, such as weapons, are easily differentiated.
|
||
Others, like scrolls and potions, are given descriptions which
|
||
vary according to type. During a game, any two objects with the
|
||
same description are the same type. However, the descriptions
|
||
will vary from game to game.
|
||
|
||
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, or its synonym ‘C’, 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.
|
||
|
||
7.1. Curses and Blessings
|
||
|
||
Any object that you find may be cursed, even if the object
|
||
is otherwise helpful. The most common effect of a curse is being
|
||
stuck with (and to) the item. Cursed weapons weld themselves to
|
||
your hand when wielded, so you cannot unwield them. Any cursed
|
||
item you wear is not removable by ordinary means. In addition,
|
||
cursed arms and armor usually, but not always, bear negative en‐
|
||
chantments that make them less effective in combat. Other cursed
|
||
objects may act poorly or detrimentally in other ways.
|
||
|
||
Objects can also be blessed. Blessed items usually work
|
||
better or more beneficially than normal uncursed items. For ex‐
|
||
ample, a blessed weapon will do more damage against demons.
|
||
|
||
There are magical means of bestowing or removing curses upon
|
||
objects, so even if you are stuck with one, you can still have
|
||
the curse lifted and the item removed. Priests and Priestesses
|
||
have an innate sensitivity to this property in any object, so
|
||
they can more easily avoid cursed objects than other character
|
||
roles.
|
||
|
||
An item with unknown status will be reported in your inven‐
|
||
tory with no prefix. An item which you know the state of will be
|
||
distinguished in your inventory by the presence of the word
|
||
‘‘cursed’’, ‘‘uncursed’’ or ‘‘blessed’’ in the description of the
|
||
item.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 25
|
||
|
||
|
||
|
||
7.2. Weapons (‘)’)
|
||
|
||
Given a chance, most monsters in the Mazes of Menace will
|
||
gratuitously try to kill you. You need weapons for self‐defense
|
||
(killing them first). Without a weapon, you do only 1‐2 hit
|
||
points of damage (plus bonuses, if any). Monk characters are an
|
||
exception; they normally do much more damage with bare hands than
|
||
they do with weapons.
|
||
|
||
There are wielded weapons, like maces and swords, and thrown
|
||
weapons, like arrows and spears. To hit monsters with a weapon,
|
||
you must wield it and attack them, or throw it at them. You can
|
||
simply elect to throw a spear. To shoot an arrow, you should
|
||
first wield a bow, then throw the arrow. Crossbows shoot cross‐
|
||
bow bolts. Slings hurl rocks and (other) stones (like gems).
|
||
|
||
Enchanted weapons have a ‘‘plus’’ (or ‘‘to hit enhancement’’
|
||
which can be either positive or negative) that adds to your
|
||
chance to hit and the damage you do to a monster. The only way
|
||
to determine a weapon’s enchantment is to have it magically iden‐
|
||
tified somehow. Most weapons are subject to some type of damage
|
||
like rust. Such ‘‘erosion’’ damage can be repaired.
|
||
|
||
The chance that an attack will successfully hit a monster,
|
||
and the amount of damage such a hit will do, depends upon many
|
||
factors. Among them are: type of weapon, quality of weapon (en‐
|
||
chantment and/or erosion), experience level, strength, dexterity,
|
||
encumbrance, and proficiency (see below). The monster’s armor
|
||
class ‐ a general defense rating, not necessarily due to wearing
|
||
of armor ‐ is a factor too; also, some monsters are particularly
|
||
vulnerable to certain types of weapons.
|
||
|
||
Many weapons can be wielded in one hand; some require both
|
||
hands. When wielding a two‐handed weapon, you can not wear a
|
||
shield, and vice versa. When wielding a one‐handed weapon, you
|
||
can have another weapon ready to use by setting things up with
|
||
the ‘x’ command, which exchanges your primary (the one being
|
||
wielded) and alternate weapons. And if you have proficiency in
|
||
the ‘‘two weapon combat’’ skill, you may wield both weapons si‐
|
||
multaneously as primary and secondary; use the ‘#twoweapon’ ex‐
|
||
tended 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 in‐
|
||
curs a penalty in the chance to hit your target compared to using
|
||
just one weapon at a time.
|
||
|
||
There might be times when you’d rather not wield any weapon
|
||
at all. To accomplish that, wield ‘‐’, or else use the ‘A’ com‐
|
||
mand which allows you to unwield the current weapon in addition
|
||
to taking off other worn items.
|
||
|
||
Those of you in the audience who are AD&D players, be aware
|
||
that each weapon which existed in AD&D does roughly the same dam‐
|
||
age to monsters in NetHack. Some of the more obscure weapons
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 26
|
||
|
||
|
||
|
||
(such as the aklys, lucern hammer, and bec‐de‐corbin) are defined
|
||
in an appendix to Unearthed Arcana, an AD&D supplement.
|
||
|
||
The commands to use weapons are ‘w’ (wield), ‘t’ (throw),
|
||
‘f’ (fire, an alternative way of throwing), ‘Q’ (quiver), ‘x’
|
||
(exchange), ‘#twoweapon’, and ‘#enhance’ (see below).
|
||
|
||
7.2.1. Throwing and shooting
|
||
|
||
You can throw just about anything via the ‘t’ command. It
|
||
will prompt for the item to throw; picking ‘?’ will list things
|
||
in your inventory which are considered likely to be thrown, or
|
||
picking ‘*’ will list your entire inventory. After you’ve chosen
|
||
what to throw, you will be prompted for a direction rather than
|
||
for a specific target. The distance something can be thrown de‐
|
||
pends mainly on the type of object and your strength. Arrows can
|
||
be thrown by hand, but can be thrown much farther and will be
|
||
more likely to hit when thrown while you are wielding a bow.
|
||
|
||
You can simplify the throwing operation by using the ‘Q’
|
||
command to select your preferred ‘‘missile’’, then using the ‘f’
|
||
command to throw it. You’ll be prompted for a direction as
|
||
above, but you don’t have to specify which item to throw each
|
||
time you use ‘f’. There is also an option, autoquiver, which has
|
||
NetHack choose another item to automatically fill your quiver (or
|
||
quiver sack, or have at the ready) when the inventory slot used
|
||
for ‘Q’ runs out.
|
||
|
||
Some characters have the ability to fire a volley of multi‐
|
||
ple 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
|
||
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 speci‐
|
||
fied. Once the volley is in motion, all of the items will travel
|
||
in the same direction; if the first ones kill a monster, the oth‐
|
||
ers can still continue beyond that spot.
|
||
|
||
7.2.2. Weapon proficiency
|
||
|
||
You will have varying degrees of skill in the weapons avail‐
|
||
able. Weapon proficiency, or weapon skills, affect how well you
|
||
can use particular types of weapons, and you’ll be able to im‐
|
||
prove your skills as you progress through a game, depending on
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 27
|
||
|
||
|
||
|
||
your role, your experience level, and use of the weapons.
|
||
|
||
For the purposes of proficiency, weapons have been divided
|
||
up into various groups such as daggers, broadswords, and
|
||
polearms. Each role has a limit on what level of proficiency a
|
||
character can achieve for each group. For instance, wizards can
|
||
become highly skilled in daggers or staves but not in swords or
|
||
bows.
|
||
|
||
The ‘#enhance’ extended command is used to review current
|
||
weapons proficiency (also spell proficiency) and to choose which
|
||
skill(s) to improve when you’ve used one or more skills enough to
|
||
become eligible to do so. The skill rankings are ‘‘none’’ (some‐
|
||
times also referred to as ‘‘restricted’’, because you won’t be
|
||
able to advance), ‘‘unskilled’’, ‘‘basic’’, ‘‘skilled’’, and
|
||
‘‘expert’’. Restricted skills simply will not appear in the list
|
||
shown by ‘#enhance’. (Divine intervention might unrestrict a
|
||
particular skill, in which case it will start at unskilled and be
|
||
limited to basic.) Some characters can enhance their barehanded
|
||
combat or martial arts skill beyond expert to ‘‘master’’ or
|
||
‘‘grand master’’.
|
||
|
||
Use of a weapon in which you’re restricted or unskilled will
|
||
incur a modest penalty in the chance to hit a monster and also in
|
||
the amount of damage done when you do hit; at basic level, there
|
||
is no penalty or bonus; at skilled level, you receive a modest
|
||
bonus in the chance to hit and amount of damage done; at expert
|
||
level, the bonus is higher. A successful hit has a chance to
|
||
boost your training towards the next skill level (unless you’ve
|
||
already reached the limit for this skill). Once such training
|
||
reaches the threshold for that next level, you’ll be told that
|
||
you feel more confident in your skills. At that point you can
|
||
use ‘#enhance’ to increase one or more skills. Such skills are
|
||
not increased automatically because there is a limit to your to‐
|
||
tal overall skills, so you need to actively choose which skills
|
||
to enhance and which to ignore.
|
||
|
||
7.2.3. Two‐Weapon combat
|
||
|
||
Some characters can use two weapons at once. Setting things
|
||
up to do so can seem cumbersome but becomes second nature with
|
||
use. To wield two weapons, you need to use the ‘‘#twoweapon’’
|
||
command. But first you need to have a weapon in each hand.
|
||
(Note that your two weapons are not fully equal; the one in the
|
||
hand you normally wield with is considered primary and the other
|
||
one is considered secondary. The most noticeable difference is
|
||
after you stop‐‐or before you begin, for that matter‐‐wielding
|
||
two weapons at once. The primary is your wielded weapon and the
|
||
secondary is just an item in your inventory that’s been designat‐
|
||
ed as alternate weapon.)
|
||
|
||
If your primary weapon is wielded but your off hand is empty
|
||
or has the wrong weapon, use the sequence ’x’, ’w’, ’x’ to first
|
||
swap your primary into your off hand, wield whatever you want as
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 28
|
||
|
||
|
||
|
||
secondary weapon, then swap them both back into the intended
|
||
hands. If your secondary or alternate weapon is correct but your
|
||
primary one is not, simply use ’w’ to wield the primary. Lastly,
|
||
if neither hand holds the correct weapon, use ’w’, ’x’, ’w’ to
|
||
first wield the intended secondary, swap it to off hand, and then
|
||
wield the primary.
|
||
|
||
The whole process can be simplified via use of the push‐
|
||
weapon option. When it is enabled, then using ’w’ to wield some‐
|
||
thing causes the currently wielded weapon to become your alter‐
|
||
nate weapon. So the sequence ’w’, ’w’ can be used to first wield
|
||
the weapon you intend to be secondary, and then wield the one you
|
||
want as primary which will push the first into secondary posi‐
|
||
tion.
|
||
|
||
When in two‐weapon combat mode, using the ‘‘#twoweapon’’
|
||
command toggles back to single‐weapon mode. Throwing or dropping
|
||
either of the weapons or having one of them be stolen or de‐
|
||
stroyed will also make you revert to single‐weapon combat.
|
||
|
||
7.3. Armor (‘[’)
|
||
|
||
Lots of unfriendly things lurk about; you need armor to pro‐
|
||
tect yourself from their blows. Some types of armor offer better
|
||
protection than others. Your armor class is a measure of this
|
||
protection. Armor class (AC) is measured as in AD&D, with 10 be‐
|
||
ing the equivalent of no armor, and lower numbers meaning better
|
||
armor. Each suit of armor which exists in AD&D gives the same
|
||
protection in NetHack. Here is an (incomplete) list of the armor
|
||
classes provided by various suits of armor:
|
||
|
||
dragon scale mail 1
|
||
plate mail 3
|
||
crystal plate mail 3
|
||
bronze plate mail 4
|
||
splint mail 4
|
||
banded mail 4
|
||
dwarvish mithril‐coat 4
|
||
elven mithril‐coat 5
|
||
chain mail 5
|
||
orcish chain mail 6
|
||
scale mail 6
|
||
studded leather armor 7
|
||
ring mail 7
|
||
orcish ring mail 8
|
||
leather armor 8
|
||
leather jacket 9
|
||
no armor 10
|
||
|
||
You can also wear other pieces of armor (ex. helmets, boots,
|
||
shields, cloaks) to lower your armor class even further, but you
|
||
can only wear one item of each category (one suit of armor, one
|
||
cloak, one helmet, one shield, and so on) at a time.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 29
|
||
|
||
|
||
|
||
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.
|
||
|
||
Many types of armor are subject to some kind of damage like
|
||
rust. Such damage can be repaired. Some types of armor may in‐
|
||
hibit spell casting.
|
||
|
||
The commands to use armor are ‘W’ (wear) and ‘T’ (take off).
|
||
The ‘A’ command can also be used to take off armor as well as
|
||
other worn items.
|
||
|
||
7.4. Food (‘%’)
|
||
|
||
Food is necessary to survive. If you go too long without
|
||
eating you will faint, and eventually die of starvation. Some
|
||
types of food will spoil, and become unhealthy to eat, if not
|
||
protected. Food stored in ice boxes or tins (‘‘cans’’) will usu‐
|
||
ally stay fresh, but ice boxes are heavy, and tins take a while
|
||
to open.
|
||
|
||
When you kill monsters, they usually leave corpses which are
|
||
also ‘‘food.’’ Many, but not all, of these are edible; some also
|
||
give you special powers when you eat them. A good rule of thumb
|
||
is ‘‘you are what you eat.’’
|
||
|
||
Some character roles and some monsters are vegetarian. Veg‐
|
||
etarian monsters will typically never eat animal corpses, while
|
||
vegetarian players can, but with some rather unpleasant side‐ef‐
|
||
fects.
|
||
|
||
You can name one food item after something you like to eat
|
||
with the fruit option.
|
||
|
||
The command to eat food is ‘e’.
|
||
|
||
7.5. Scrolls (‘?’)
|
||
|
||
Scrolls are labeled with various titles, probably chosen by
|
||
ancient wizards for their amusement value (ex. ‘‘READ ME,’’ or
|
||
‘‘THANX MAUD’’ backwards). Scrolls disappear after you read them
|
||
(except for blank ones, without magic spells on them).
|
||
|
||
One of the most useful of these is the scroll of identify,
|
||
which can be used to determine what another object is, whether it
|
||
is cursed or blessed, and how many uses it has left. Some ob‐
|
||
jects of subtle enchantment are difficult to identify without
|
||
these.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 30
|
||
|
||
|
||
|
||
A mail daemon may run up and deliver mail to you as a scroll
|
||
of mail (on versions compiled with this feature). To use this
|
||
feature on versions where NetHack mail delivery is triggered by
|
||
electronic mail appearing in your system mailbox, you must let
|
||
NetHack know where to look for new mail by setting the ‘‘MAIL’’
|
||
environment variable to the file name of your mailbox. You may
|
||
also want to set the ‘‘MAILREADER’’ environment variable to the
|
||
file name of your favorite reader, so NetHack can shell to it
|
||
when you read the scroll. On versions of NetHack where mail is
|
||
randomly generated internal to the game, these environment vari‐
|
||
ables are ignored. You can disable the mail daemon by turning
|
||
off the mail option.
|
||
|
||
The command to read a scroll is ‘r’.
|
||
|
||
7.6. Potions (‘!’)
|
||
|
||
Potions are distinguished by the color of the liquid inside
|
||
the flask. They disappear after you quaff them.
|
||
|
||
Clear potions are potions of water. Sometimes these are
|
||
blessed or cursed, resulting in holy or unholy water. Holy water
|
||
is the bane of the undead, so potions of holy water are good
|
||
things to throw (‘t’) at them. It is also sometimes very useful
|
||
to dip (‘‘#dip’’) an object into a potion.
|
||
|
||
The command to drink a potion is ‘q’ (quaff).
|
||
|
||
7.7. Wands (‘/’)
|
||
|
||
Magic wands usually have multiple magical charges. Some
|
||
wands are directional—you must give a direction in which to zap
|
||
them. You can also zap them at yourself (just give a ‘.’ or ‘s’
|
||
for the direction). Be warned, however, for this is often unwise.
|
||
Other wands are nondirectional—they don’t require a direction.
|
||
The number of charges in a wand is random and decreases by one
|
||
whenever you use it.
|
||
|
||
When the number of charges left in a wand becomes zero, at‐
|
||
tempts to use the wand will usually result in nothing happening.
|
||
Occasionally, however, it may be possible to squeeze the last few
|
||
mana points from an otherwise spent wand, destroying it in the
|
||
process. A wand may be recharged by using suitable magic, but
|
||
doing so runs the risk of causing it to explode. The chance for
|
||
such an explosion starts out very small and increases each time
|
||
the wand is recharged.
|
||
|
||
In a truly desperate situation, when your back is up against
|
||
the wall, you might decide to go for broke and break your wand.
|
||
This is not for the faint of heart. Doing so will almost cer‐
|
||
tainly cause a catastrophic release of magical energies.
|
||
|
||
When you have fully identified a particular wand, inventory
|
||
display will include additional information in parentheses: the
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 31
|
||
|
||
|
||
|
||
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.
|
||
|
||
The command to use a wand is ‘z’ (zap). To break one, use
|
||
the ‘a’ (apply) command.
|
||
|
||
7.8. Rings (‘=’)
|
||
|
||
Rings are very useful items, since they are relatively per‐
|
||
manent magic, unlike the usually fleeting effects of potions,
|
||
scrolls, and wands.
|
||
|
||
Putting on a ring activates its magic. You can wear only
|
||
two rings, one on each ring finger.
|
||
|
||
Most rings also cause you to grow hungry more rapidly, the
|
||
rate varying with the type of ring.
|
||
|
||
The commands to use rings are ‘P’ (put on) and ‘R’ (remove).
|
||
|
||
7.9. Spellbooks (‘+’)
|
||
|
||
Spellbooks are tomes of mighty magic. When studied with the
|
||
‘r’ (read) command, they transfer to the reader the knowledge of
|
||
a spell (and therefore eventually become unreadable) — unless the
|
||
attempt backfires. Reading a cursed spellbook or one with mystic
|
||
runes beyond your ken can be harmful to your health!
|
||
|
||
A spell (even when learned) can also backfire when you cast
|
||
it. If you attempt to cast a spell well above your experience
|
||
level, or if you have little skill with the appropriate spell
|
||
type, or cast it at a time when your luck is particularly bad,
|
||
you can end up wasting both the energy and the time required in
|
||
casting.
|
||
|
||
Casting a spell calls forth magical energies and focuses
|
||
them with your naked mind. Some of the magical energy released
|
||
comes from within you, and casting several spells in a row may
|
||
tire you. Casting of spells also requires practice. With prac‐
|
||
tice, your skill in each category of spell casting will improve.
|
||
Over time, however, your memory of each spell will dim, and you
|
||
will need to relearn it.
|
||
|
||
Some spells are directional—you 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—they don’t
|
||
require a direction.
|
||
|
||
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 its skill group;
|
||
using the ‘#enhance’ command to advance a sufficiently exercised
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 32
|
||
|
||
|
||
|
||
skill will affect all spells within the group. Advanced skill
|
||
may increase the potency of spells, reduce their risk of failure
|
||
during casting attempts, and improve the accuracy of the estimate
|
||
for how much longer they will be retained in your memory. Skill
|
||
slots are shared with weapons skills. (See also the section on
|
||
‘‘Weapon proficiency’’.)
|
||
|
||
Casting a spell also requires flexible movement, and wearing
|
||
various types of armor may interfere with that.
|
||
|
||
The command to read a spellbook is the same as for scrolls,
|
||
‘r’ (read). The ‘+’ command lists each spell you know along with
|
||
its level, skill category, chance of failure when casting, and an
|
||
estimate of how strongly it is remembered. The ‘Z’ (cast) com‐
|
||
mand casts a spell.
|
||
|
||
7.10. Tools (‘(’)
|
||
|
||
Tools are miscellaneous objects with various purposes. Some
|
||
tools have a limited number of uses, akin to wand charges. For
|
||
example, lamps burn out after a while. Other tools are contain‐
|
||
ers, which objects can be placed into or taken out of.
|
||
|
||
The command to use tools is ‘a’ (apply).
|
||
|
||
7.10.1. Containers
|
||
|
||
You may encounter bags, boxes, and chests in your travels.
|
||
A tool of this sort can be opened with the ‘‘#loot’’ extended
|
||
command when you are standing on top of it (that is, on the same
|
||
floor spot), or with the ‘a’ (apply) command when you are carry‐
|
||
ing it. However, chests are often locked, and are in any case
|
||
unwieldy objects. You must set one down before unlocking it by
|
||
using a key or lock‐picking tool with the ‘a’ (apply) command, by
|
||
kicking it with the ‘^D’ command, or by using a weapon to force
|
||
the lock with the ‘‘#force’’ extended command.
|
||
|
||
Some chests are trapped, causing nasty things to happen when
|
||
you unlock or open them. You can check for and try to deactivate
|
||
traps with the ‘‘#untrap’’ extended command.
|
||
|
||
7.11. Amulets (‘"’)
|
||
|
||
Amulets are very similar to rings, and often more powerful.
|
||
Like rings, amulets have various magical properties, some benefi‐
|
||
cial, some harmful, which are activated by putting them on.
|
||
|
||
Only one amulet may be worn at a time, around your neck.
|
||
|
||
The commands to use amulets are the same as for rings, ‘P’
|
||
(put on) and ‘R’ (remove).
|
||
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 33
|
||
|
||
|
||
|
||
7.12. Gems (‘*’)
|
||
|
||
Some gems are valuable, and can be sold for a lot of gold.
|
||
They are also a far more efficient way of carrying your riches.
|
||
Valuable gems increase your score if you bring them with you when
|
||
you exit.
|
||
|
||
Other small rocks are also categorized as gems, but they are
|
||
much less valuable. All rocks, however, can be used as projec‐
|
||
tile weapons (if you have a sling). In the most desperate of
|
||
cases, you can still throw them by hand.
|
||
|
||
7.13. Large rocks (‘`’)
|
||
|
||
Statues and boulders are not particularly useful, and are
|
||
generally heavy. It is rumored that some statues are not what
|
||
they seem.
|
||
|
||
Very large humanoids (giants and their ilk) have been known
|
||
to use boulders as weapons.
|
||
|
||
7.14. Gold (‘$’)
|
||
|
||
Gold adds to your score, and you can buy things in shops
|
||
with it. There are a number of monsters in the dungeon that may
|
||
be influenced by the amount of gold you are carrying (shopkeepers
|
||
aside).
|
||
|
||
|
||
8. Conduct
|
||
|
||
As if winning NetHack were not difficult enough, certain
|
||
players seek to challenge themselves by imposing restrictions on
|
||
the way they play the game. The game automatically tracks some
|
||
of these challenges, which can be checked at any time with the
|
||
#conduct command or at the end of the game. When you perform an
|
||
action which breaks a challenge, it will no longer be listed.
|
||
This gives players extra ‘‘bragging rights’’ for winning the game
|
||
with these challenges. Note that it is perfectly acceptable to
|
||
win the game without resorting to these restrictions and that it
|
||
is unusual for players to adhere to challenges the first time
|
||
they win the game.
|
||
|
||
Several of the challenges are related to eating behavior.
|
||
The most difficult of these is the foodless challenge. Although
|
||
creatures can survive long periods of time without food, there is
|
||
a physiological need for water; thus there is no restriction on
|
||
drinking beverages, even if they provide some minor food bene‐
|
||
fits. Calling upon your god for help with starvation does not
|
||
violate any food challenges either.
|
||
|
||
A strict vegan diet is one which avoids any food derived
|
||
from animals. The primary source of nutrition is fruits and veg‐
|
||
etables. The corpses and tins of blobs (‘b’), jellies (‘j’), and
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 34
|
||
|
||
|
||
|
||
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 con‐
|
||
sidered vegan food. Note however that eating such items still
|
||
counts against foodless conduct.
|
||
|
||
Vegetarians do not eat animals; however, they are less se‐
|
||
lective 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.
|
||
|
||
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 poly‐
|
||
morphed into a creature that can digest it, or eating monster
|
||
brains while polymorphed into a mind flayer, is considered eating
|
||
an animal, although wax is only an animal byproduct.
|
||
|
||
Regardless of conduct, there will be some items which are
|
||
indigestible, and others which are hazardous to eat. Using a
|
||
swallow‐and‐digest attack against a monster is equivalent to eat‐
|
||
ing the monster’s corpse. Please note that the term ‘‘vegan’’ is
|
||
used here only in the context of diet. You are still free to
|
||
choose not to use or wear items derived from animals (e.g.
|
||
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.
|
||
|
||
An atheist is one who rejects religion. This means that you
|
||
cannot #pray, #offer sacrifices to any god, #turn undead, or
|
||
#chat with a priest. Particularly selective readers may argue
|
||
that playing Monk or Priest characters should violate this con‐
|
||
duct; that is a choice left to the player. Offering the Amulet
|
||
of Yendor to your god is necessary to win the game and is not
|
||
counted against this conduct. You are also not penalized for be‐
|
||
ing spoken to by an angry god, priest(ess), or other religious
|
||
figure; a true atheist would hear the words but attach no special
|
||
meaning to them.
|
||
|
||
Most players fight with a wielded weapon (or tool intended
|
||
to be wielded as a weapon). Another challenge is to win the game
|
||
without using such a wielded weapon. You are still permitted to
|
||
throw, fire, and kick weapons; use a wand, spell, or other type
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 35
|
||
|
||
|
||
|
||
of item; or fight with your hands and feet.
|
||
|
||
In NetHack, a pacifist refuses to cause the death of any
|
||
other monster (i.e. if you would get experience for the death).
|
||
This is a particularly difficult challenge, although it is still
|
||
possible to gain experience by other means.
|
||
|
||
An illiterate character cannot read or write. This includes
|
||
reading a scroll, spellbook, fortune cookie message, or t‐shirt;
|
||
writing a scroll; or making an engraving of anything other than a
|
||
single ‘‘x’’ (the traditional signature of an illiterate person).
|
||
Reading an engraving, or any item that is absolutely necessary to
|
||
win the game, is not counted against this conduct. The identity
|
||
of scrolls and spellbooks (and knowledge of spells) in your
|
||
starting inventory is assumed to be learned from your teachers
|
||
prior to the start of the game and isn’t counted.
|
||
|
||
There are several other challenges tracked by the game. It
|
||
is possible to eliminate one or more species of monsters by geno‐
|
||
cide; playing without this feature is considered a challenge.
|
||
When the game offers you an opportunity to genocide monsters, you
|
||
may respond with the monster type ‘‘none’’ if you want to de‐
|
||
cline. You can change the form of an item into another item of
|
||
the same type (‘‘polypiling’’) or the form of your own body into
|
||
another creature (‘‘polyself’’) by wand, spell, or potion of
|
||
polymorph; avoiding these effects are each considered challenges.
|
||
Polymorphing monsters, including pets, does not break either of
|
||
these challenges. Finally, you may sometimes receive wishes; a
|
||
game without an attempt to wish for any items is a challenge, as
|
||
is a game without wishing for an artifact (even if the artifact
|
||
immediately disappears). When the game offers you an opportunity
|
||
to make a wish for an item, you may choose ‘‘nothing’’ if you
|
||
want to decline.
|
||
|
||
|
||
9. Options
|
||
|
||
Due to variations in personal tastes and conceptions of how
|
||
NetHack should do things, there are options you can set to change
|
||
how NetHack behaves.
|
||
|
||
9.1. Setting the options
|
||
|
||
Options may be set in a number of ways. Within the game,
|
||
the ‘O’ command allows you to view all options and change most of
|
||
them. You can also set options automatically by placing them in
|
||
the NETHACKOPTIONS environment variable or in a configuration
|
||
file. Some versions of NetHack also have front‐end programs that
|
||
allow you to set options before starting the game or a global
|
||
configuration for system administrators.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 36
|
||
|
||
|
||
|
||
9.2. Using the NETHACKOPTIONS environment variable
|
||
|
||
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’’ be‐
|
||
fore the name. Others take a character string as a value. You
|
||
can set string options by typing the option name, a colon or
|
||
equals sign, and then the value of the string. The value is ter‐
|
||
minated by the next comma or the end of string.
|
||
|
||
For example, to set up an environment variable so that ‘‘au‐
|
||
toquiver’’ is on, ‘‘autopickup’’ is off, the name is set to
|
||
‘‘Blue Meanie’’, and the fruit is set to ‘‘papaya’’, you would
|
||
enter the command
|
||
|
||
% setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
|
||
|
||
in csh (note the need to escape the ! since it’s special to the
|
||
shell), or
|
||
|
||
$ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
|
||
$ export NETHACKOPTIONS
|
||
|
||
in sh or ksh.
|
||
|
||
9.3. Using a configuration file
|
||
|
||
Any line in the configuration file starting with ‘#’ is
|
||
treated as a comment. Any line in the configuration file start‐
|
||
ing with ‘‘OPTIONS=’’ may be filled out with options in the same
|
||
syntax as in NETHACKOPTIONS. Any line starting with ‘‘SYMBOLS=’’
|
||
is taken as defining the corresponding symbol in a different syn‐
|
||
tax, 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 ‘\’ at
|
||
the end of each line to be continued.
|
||
|
||
Any line starting with ‘‘AUTOPICKUP_EXCEPTION=’’ is taken as
|
||
defining an exception to the pickup_types option. There is a
|
||
section of this Guidebook that discusses that.
|
||
|
||
The default name of the configuration file varies on differ‐
|
||
ent operating systems, but NETHACKOPTIONS can also be set to the
|
||
full name of a file you want to use (possibly preceded by an
|
||
‘@’).
|
||
|
||
9.4. Customization options
|
||
|
||
Here are explanations of what the various options do. Char‐
|
||
acter strings that are too long may be truncated. Some of the
|
||
options listed may be inactive in your dungeon.
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 37
|
||
|
||
|
||
|
||
acoustics
|
||
Enable messages about what your character hears (default on).
|
||
Note that this has nothing to do with your computer’s audio ca‐
|
||
pabilities.
|
||
|
||
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. If you
|
||
prefix a ‘!’ or ‘‘no’’ to the value, you can exclude that
|
||
alignment from being picked randomly. Cannot be set with the
|
||
‘O’ command.
|
||
|
||
autodig
|
||
Automatically dig if you are wielding a digging tool and moving
|
||
into a place that can be dug (default false).
|
||
|
||
autopickup
|
||
Automatically pick up things onto which you move (default on).
|
||
See pickup_types to refine the behavior.
|
||
|
||
autoquiver
|
||
This option controls what happens when you attempt the ‘f’
|
||
(fire) command with an empty quiver (or quiver sack or have
|
||
nothing at the ready). When true, the computer will fill your
|
||
quiver or quiver sack or make ready 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 or quiver sack or make ready with the
|
||
‘Q’ command instead. If no weapon is found or the option is
|
||
false, the ‘t’ (throw) command is executed instead. (default
|
||
false)
|
||
|
||
bones
|
||
Allow saving and loading bones files. (default true)
|
||
|
||
boulder
|
||
Set the character used to display boulders (default is rock
|
||
class symbol).
|
||
|
||
catname
|
||
Name your starting cat (ex. ‘‘catname:Morris’’). Cannot be set
|
||
with the ‘O’ command.
|
||
|
||
character
|
||
Pick your type of character (ex. ‘‘character:Monk’’); synonym
|
||
for ‘‘role’’. See ‘‘name’’ for an alternate method of specify‐
|
||
ing your role. Normally only the first letter of the value is
|
||
examined; the string ‘‘random’’ is an exception.
|
||
|
||
checkpoint
|
||
Save game state after each level change, for possible recovery
|
||
after program crash (default on).
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 38
|
||
|
||
|
||
|
||
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.
|
||
|
||
clicklook
|
||
Allows looking at things on the screen by navigating the mouse
|
||
over them and clicking the right mouse button (default off).
|
||
|
||
cmdassist
|
||
Have the game provide some additional command assistance for
|
||
new players if it detects some anticipated mistakes (default
|
||
on).
|
||
|
||
confirm
|
||
Have user confirm attacks on pets, shopkeepers, and other
|
||
peaceable creatures (default on).
|
||
|
||
disclose
|
||
Controls what information the program reveals when the game
|
||
ends. Value is a space separated list of prompting/category
|
||
pairs (default is ‘ni na nv ng nc no’, prompt with default re‐
|
||
sponse of ‘n’ for each candidate). The possibilities are:
|
||
|
||
i ‐ disclose your inventory;
|
||
a ‐ disclose your attributes;
|
||
v ‐ summarize monsters that have been vanquished;
|
||
g ‐ list monster species that have been genocided;
|
||
c ‐ display your conduct;
|
||
o ‐ display dungeon overview.
|
||
|
||
Each disclosure possibility can optionally be preceded by a
|
||
prefix which lets you refine how it behaves. Here are the
|
||
valid prefixes:
|
||
|
||
y ‐ prompt you and default to yes on the prompt;
|
||
n ‐ prompt you and default to no on the prompt;
|
||
+ ‐ disclose it without prompting;
|
||
‐ ‐ do not disclose it and do not prompt.
|
||
|
||
Omitted categories are implicitly added with ‘n’ prefix. Spec‐
|
||
ified categories with omitted prefix implicitly use ‘+’ prefix.
|
||
Order of the disclosure categories does not matter, program
|
||
display for end‐of‐game disclosure follows a set sequence.
|
||
|
||
(ex. ‘‘disclose:yi na +v ‐g o’’) The example sets inventory to
|
||
prompt and default to yes, attributes to prompt and default to
|
||
no, vanquished to disclose without prompting, genocided to not
|
||
disclose and not prompt, conduct to implicitly prompt and de‐
|
||
fault to no, and overview to disclose without prompting.
|
||
|
||
Note that the vanquished monsters list includes all monsters
|
||
killed by traps and each other as well as by you. And the
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 39
|
||
|
||
|
||
|
||
dungeon overview shows all levels you had visited but does not
|
||
reveal things about them that you hadn’t discovered.
|
||
|
||
dogname
|
||
Name your starting dog (ex. ‘‘dogname:Fang’’). Cannot be set
|
||
with the ‘O’ command.
|
||
|
||
extmenu
|
||
Changes the extended commands interface to pop‐up a menu of
|
||
available commands. It is keystroke compatible with the tradi‐
|
||
tional 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.
|
||
|
||
female
|
||
An obsolete synonym for ‘‘gender:female’’. Cannot be set with
|
||
the ‘O’ command.
|
||
|
||
fixinv
|
||
An object’s inventory letter sticks to it when it’s dropped
|
||
(default on). If this is off, dropping an object shifts all
|
||
the remaining inventory letters.
|
||
|
||
fruit
|
||
Name a fruit after something you enjoy eating (ex. ‘‘fruit:man‐
|
||
go’’) (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.
|
||
|
||
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 ran‐
|
||
domly pick an appropriate gender. If you prefix a ‘!’ or
|
||
‘‘no’’ to the value, you can exclude that gender from being
|
||
picked randomly. Cannot be set with the ‘O’ command.
|
||
|
||
help
|
||
If more information is available for an object looked at with
|
||
the ‘/’ command, ask if you want to see it (default on). Turn‐
|
||
ing 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 in‐
|
||
formation.
|
||
|
||
horsename
|
||
Name your starting horse (ex. ‘‘horsename:Trigger’’). Cannot
|
||
be set with the ‘O’ command.
|
||
|
||
ignintr
|
||
Ignore interrupt signals, including breaks (default off).
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 40
|
||
|
||
|
||
|
||
legacy
|
||
Display an introductory message when starting the game (default
|
||
on).
|
||
|
||
lit_corridor
|
||
Show corridor squares seen by night vision or a light source
|
||
held by your character as lit (default off).
|
||
|
||
lootabc
|
||
Use the old ‘a’, ‘b’, and ‘c’ keyboard shortcuts when looting,
|
||
rather than the mnemonics ‘o’, ‘i’, and ‘b’ (default off).
|
||
|
||
mail
|
||
Enable mail delivery during the game (default on).
|
||
|
||
male
|
||
An obsolete synonym for ‘‘gender:male’’. Cannot be set with
|
||
the ‘O’ command.
|
||
|
||
mention_walls
|
||
Give feedback when walking against a wall (default off).
|
||
|
||
menustyle
|
||
Controls the interface used when you need to choose various ob‐
|
||
jects (in response to the Drop command, for instance). The
|
||
value specified should be the first letter of one of the fol‐
|
||
lowing: traditional, combination, partial, or full. Tradi‐
|
||
tional 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 se‐
|
||
lected 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 ob‐
|
||
jects for selection.
|
||
|
||
menu_deselect_all
|
||
Menu character accelerator to deselect all items in a menu.
|
||
Implemented by the Amiga, Gem, X11 and tty ports. Default ’‐’.
|
||
|
||
menu_deselect_page
|
||
Menu character accelerator to deselect all items on this page
|
||
of a menu. Implemented by the Amiga, Gem and tty ports. De‐
|
||
fault ’\’.
|
||
|
||
menu_first_page
|
||
Menu character accelerator to jump to the first page in a menu.
|
||
Implemented by the Amiga, Gem and tty ports. Default ’^’.
|
||
|
||
menu_headings
|
||
Controls how the headings in a menu are highlighted. Values
|
||
are ’bold’, ’inverse’, or ’underline’. Not all ports can
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 41
|
||
|
||
|
||
|
||
actually display all three types.
|
||
|
||
menu_invert_all
|
||
Menu character accelerator to invert all items in a menu. Im‐
|
||
plemented by the Amiga, Gem, X11 and tty ports. Default ’@’.
|
||
|
||
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
|
||
’~’.
|
||
|
||
menu_last_page
|
||
Menu character accelerator to jump to the last page in a menu.
|
||
Implemented by the Amiga, Gem and tty ports. Default ’|’.
|
||
|
||
menu_next_page
|
||
Menu character accelerator to goto the next menu page. Imple‐
|
||
mented by the Amiga, Gem and tty ports. Default ’>’.
|
||
|
||
menu_objsyms
|
||
Show object symbols in menu headings in menus where the object
|
||
symbols act as menu accelerators (default off).
|
||
|
||
menu_previous_page
|
||
Menu character accelerator to goto the previous menu page. Im‐
|
||
plemented by the Amiga, Gem and tty ports. Default ’<’.
|
||
|
||
menu_search
|
||
Menu character accelerator to search for a menu item. Imple‐
|
||
mented by the Amiga, Gem, X11 and tty ports. Default ’:’.
|
||
|
||
menu_select_all
|
||
Menu character accelerator to select all items in a menu. Im‐
|
||
plemented by the Amiga, Gem, X11 and tty ports. Default ’.’.
|
||
|
||
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
|
||
’,’.
|
||
|
||
msghistory
|
||
The number of top line messages to save (and recall with ^P)
|
||
(default 20). Cannot be set with the ‘O’ command.
|
||
|
||
msg_window
|
||
Allows you to change the way recalled messages are displayed.
|
||
(It is currently implemented for tty only.) The possible val‐
|
||
ues are:
|
||
|
||
s ‐ single message (default; only choice prior to 3.4.0);
|
||
c ‐ combination, two messages as ‘single’, then as ‘full’;
|
||
f ‐ full window, oldest message first;
|
||
r ‐ full window reversed, newest message first.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 42
|
||
|
||
|
||
|
||
For backward compatibility, no value needs to be specified
|
||
(which defaults to ‘full’), or it can be negated (which de‐
|
||
faults to ‘single’).
|
||
|
||
name
|
||
Set your character’s name (defaults to your user name). You
|
||
can also set your character’s role by appending a dash and one
|
||
or more letters of the role (that is, by suffixing one of ‐A ‐B
|
||
‐C ‐H ‐K ‐M ‐P ‐Ra ‐Ro ‐S ‐T ‐V ‐W). If ‐@ is used for the
|
||
role, then a random one will be automatically chosen. Cannot
|
||
be set with the ‘O’ command.
|
||
|
||
news
|
||
Read the NetHack news file, if present (default on). Since the
|
||
news is shown at the beginning of the game, there’s no point in
|
||
setting this with the ‘O’ command.
|
||
|
||
null
|
||
Send padding nulls to the terminal (default on).
|
||
|
||
number_pad
|
||
Use digit keys instead of letters to move (default 0 or off).
|
||
Valid settings are:
|
||
|
||
0 ‐ move by letters; ‘yuhjklbn’
|
||
1 ‐ move by numbers; digit ‘5’ acts as ‘G’ movement prefix
|
||
2 ‐ like 1 but ‘5’ works as ‘g’ prefix instead of as ‘G’
|
||
3 ‐ by numbers using phone key layout; 123 above, 789 below
|
||
4 ‐ combines 3 with 2; phone layout plus MSDOS compatibility
|
||
‐1 ‐ by letters but use ‘z’ to go northwest, ‘y’ to zap wands
|
||
|
||
For backward compatibility, omitting a value is the same as
|
||
specifying 1 and negating number_pad is the same as specifying
|
||
0. (Settings 2 and 4 are for compatibility with MSDOS or old
|
||
PC Hack; in addition to the different behavior for ‘5’, ‘Alt‐5’
|
||
acts as ‘G’ and ‘Alt‐0’ acts as ‘I’. Setting ‐1 is to accommo‐
|
||
date some German keyboards which have the location of the ‘y’
|
||
and ‘z’ keys swapped.) When moving by numbers, to enter a
|
||
count prefix for those commands which accept one (such as
|
||
‘‘12s’’ to search twelve times), precede it with the letter ‘n’
|
||
(‘‘n12s’’).
|
||
|
||
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.
|
||
|
||
paranoid_confirmation
|
||
A space separated list of specific situations where alternate
|
||
prompting is desired. The default is paranoid_confirma‐
|
||
tion:pray.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 43
|
||
|
||
|
||
|
||
Confirm ‐ for any prompts which are set to require "yes" rather
|
||
than ’y’, also require "no" to reject instead of ac‐
|
||
cepting any non‐yes response as no
|
||
quit ‐ require "yes" rather than ’y’ to confirm quitting the
|
||
game or switching into non‐scoring explore mode;
|
||
die ‐ require "yes" rather than ’y’ to confirm dying (not
|
||
useful in normal play; applies to explore mode);
|
||
bones ‐ require "yes" rather than ’y’ to confirm saving bones
|
||
data when dying in debug mode;
|
||
attack ‐ require "yes" rather than ’y’ to confirm attacking a
|
||
peaceful monster;
|
||
pray ‐ require ’y’ to confirm an attempt to pray rather than
|
||
immediately praying; on by default;
|
||
Remove ‐ require selection from inventory for ’R’ and ’T’ com‐
|
||
mands even when wearing just one applicable item.
|
||
|
||
By default, the pray choice is enabled, the others disabled.
|
||
To disable it without setting any of the other choices, use
|
||
‘‘paranoid_confirmation:none’’. To keep it enabled while set‐
|
||
ting any of the others, include it in the list, such as ‘‘para‐
|
||
noid_confirmation:attack pray Remove’’.
|
||
|
||
perm_invent
|
||
If true, always display your current inventory in a window.
|
||
This only makes sense for windowing system interfaces that im‐
|
||
plement this feature.
|
||
|
||
pettype
|
||
Specify the type of your initial pet, if you are playing a
|
||
character class that uses multiple types of pets; or choose to
|
||
have no initial pet at all. Possible values are ‘‘cat’’,
|
||
‘‘dog’’, ‘‘horse’’, and ‘‘none’’. If the choice is not allowed
|
||
for the role you are currently playing, it will be silently ig‐
|
||
nored. For example, ‘‘horse’’ will only be honored when play‐
|
||
ing a knight. Cannot be set with the ‘O’ command.
|
||
|
||
pickup_burden
|
||
When you pick up an item that would exceed this encumbrance
|
||
level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
|
||
or overLoaded), you will be asked if you want to continue.
|
||
(Default ‘S’).
|
||
|
||
pickup_thrown
|
||
If this option is on and autopickup is also on, try to pick up
|
||
things that you threw, even if they aren’t in pickup_types or
|
||
match an autopickup exception. Default is on.
|
||
|
||
pickup_types
|
||
Specify the object types to be picked up when autopickup is on.
|
||
Default is all types. You can use autopickup_exception config‐
|
||
uration file lines to further refine autopickup behavior.
|
||
|
||
pile_limit
|
||
When walking across a pile of objects on the floor, threshold
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 44
|
||
|
||
|
||
|
||
at which the message "there are few/several/many objects here"
|
||
is given instead of showing a popup list of those objects. A
|
||
value of 0 means "no limit" (always list the objects); a value
|
||
of 1 effectively means "never show the objects" since the pile
|
||
size will always be at least that big; default value is 5.
|
||
|
||
playmode
|
||
Values are ‘normal’, ‘explore’, or ‘debug’. Allows selection
|
||
of explore mode (also known as discovery mode) or debug mode
|
||
(also known as wizard mode) instead of normal play. Debug mode
|
||
might only be allowed for someone logged in under a particular
|
||
user name (on multi‐user systems) or specifying a particular
|
||
character name (on single‐user systems) or it might be disabled
|
||
entirely. Requesting it when not allowed or not possible re‐
|
||
sults in explore mode instead. Default is normal play.
|
||
|
||
pushweapon
|
||
Using the ‘w’ (wield) command when already wielding something
|
||
pushes the old item into your alternate weapon slot (default
|
||
off). Likewise for the ‘a’ (apply) command if it causes the
|
||
applied item to become wielded.
|
||
|
||
race
|
||
Selects your race (for example, ‘‘race:human’’). Default is
|
||
random. If you prefix a ‘!’ or ‘‘no’’ to the value, you can
|
||
exclude that race from being picked randomly. Cannot be set
|
||
with the ‘O’ command.
|
||
|
||
rest_on_space
|
||
Make the space bar a synonym for the ‘.’ (rest) command (de‐
|
||
fault off).
|
||
|
||
role
|
||
Pick your type of character (ex. ‘‘role:Samurai’’); synonym for
|
||
‘‘character’’. See ‘‘name’’ for an alternate method of speci‐
|
||
fying your role. Normally only the first letter of the value
|
||
is examined; ‘r’ is an exception with ‘‘Rogue’’, ‘‘Ranger’’,
|
||
and ‘‘random’’ values. If you prefix a ‘!’ or ‘‘no’’ to the
|
||
value, you can exclude that role from being picked randomly.
|
||
|
||
roguesymset
|
||
This option may be used to select one of the named symbol sets
|
||
found within ‘‘symbols’’ to alter the symbols displayed on the
|
||
screen on the rogue level.
|
||
|
||
rlecomp
|
||
When writing out a save file, perform run length compression of
|
||
the map. Not all ports support run length compression. It has
|
||
no effect on reading an existing save file.
|
||
|
||
runmode
|
||
Controls the amount of screen updating for the map window when
|
||
engaged in multi‐turn movement (running via shift+direction or
|
||
control+direction and so forth, or via the travel command or
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 45
|
||
|
||
|
||
|
||
mouse click). The possible values are:
|
||
|
||
teleport ‐ update the map after movement has finished;
|
||
run ‐ update the map after every seven or so steps;
|
||
walk ‐ update the map after each step;
|
||
crawl ‐ like walk, but pause briefly after each step.
|
||
|
||
This option only affects the game’s screen display, not the ac‐
|
||
tual results of moving. The default is ‘run’; versions prior
|
||
to 3.4.1 used ‘teleport’ only. Whether or not the effect is
|
||
noticeable will depend upon the window port used or on the type
|
||
of terminal.
|
||
|
||
safe_pet
|
||
Prevent you from (knowingly) attacking your pets (default on).
|
||
|
||
scores
|
||
Control what parts of the score list you are shown at the end
|
||
(ex. ‘‘scores:5 top scores/4 around my score/own scores’’).
|
||
Only the first letter of each category (‘t’, ‘a’, or ‘o’) is
|
||
necessary.
|
||
|
||
showexp
|
||
Show your accumulated experience points on bottom line (default
|
||
off).
|
||
|
||
showrace
|
||
Display yourself as the glyph for your race, rather than the
|
||
glyph for your role (default off). Note that this setting af‐
|
||
fects only the appearance of the display, not the way the game
|
||
treats you.
|
||
|
||
showscore
|
||
Show your approximate accumulated score on bottom line (default
|
||
off).
|
||
|
||
silent
|
||
Suppress terminal beeps (default on).
|
||
|
||
sortpack
|
||
Sort the pack contents by type when displaying inventory (de‐
|
||
fault on).
|
||
|
||
sparkle
|
||
Display a sparkly effect when a monster (including yourself) is
|
||
hit by an attack to which it is resistant (default on).
|
||
|
||
standout
|
||
Boldface monsters and ‘‘‐‐More‐‐’’ (default off).
|
||
|
||
suppress_alert
|
||
This option may be set to a NetHack version level to suppress
|
||
alert notification messages about feature changes for that and
|
||
prior versions (ex. ‘‘suppress_alert:3.3.1’’).
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 46
|
||
|
||
|
||
|
||
symset
|
||
This option may be used to select one of the named symbol sets
|
||
found within ‘‘symbols’’ to alter the symbols displayed on the
|
||
screen.
|
||
|
||
time
|
||
Show the elapsed game time in turns on bottom line (default
|
||
off).
|
||
|
||
timed_delay
|
||
When pausing momentarily for display effect, such as with ex‐
|
||
plosions 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.)
|
||
|
||
tombstone
|
||
Draw a tombstone graphic upon your death (default on).
|
||
|
||
toptenwin
|
||
Put the ending display in a NetHack window instead of on stdout
|
||
(default off). Setting this option makes the score list visi‐
|
||
ble 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.
|
||
|
||
travel
|
||
Allow the travel command (default on). Turning this option off
|
||
will prevent the game from attempting unintended moves if you
|
||
make inadvertent mouse clicks on the map window.
|
||
|
||
verbose
|
||
Provide more commentary during the game (default on).
|
||
|
||
windowtype
|
||
Select which windowing system to use, such as ‘‘tty’’ or
|
||
‘‘X11’’ (default depends on version). Cannot be set with the
|
||
‘O’ command.
|
||
|
||
zerocomp
|
||
When writing out a save file, perform zero‐comp compression of
|
||
the contents. Not all ports support zero‐comp compression. It
|
||
has no effect on reading an existing save file.
|
||
|
||
9.5. Window Port Customization options
|
||
|
||
Here are explanations of the various options that are used
|
||
to customize and change the characteristics of the windowtype
|
||
that you have chosen. Character strings that are too long may be
|
||
truncated. Not all window ports will adjust for all settings
|
||
listed here. You can safely add any of these options to your
|
||
config file, and if the window port is capable of adjusting to
|
||
suit your preferences, it will attempt to do so. If it can’t it
|
||
will silently ignore it. You can find out if an option is
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 47
|
||
|
||
|
||
|
||
supported by the window port that you are currently using by
|
||
checking to see if it shows up in the Options list. Some options
|
||
are dynamic and can be specified during the game with the ‘O’
|
||
command.
|
||
|
||
align_message
|
||
Where to align or place the message window (top, bottom, left,
|
||
or right)
|
||
|
||
align_status
|
||
Where to align or place the status window (top, bottom, left,
|
||
or right).
|
||
|
||
ascii_map
|
||
NetHack should display an ascii character map if it can.
|
||
|
||
color
|
||
NetHack should display color if it can for different monsters,
|
||
objects, and dungeon features
|
||
|
||
eight_bit_tty
|
||
NetHack should pass eight‐bit character values (for example,
|
||
specified with the traps option) straight through to your ter‐
|
||
minal (default off).
|
||
|
||
font_map
|
||
NetHack should use a font by the chosen name for the map win‐
|
||
dow.
|
||
|
||
font_menu
|
||
NetHack should use a font by the chosen name for menu windows.
|
||
|
||
font_message
|
||
NetHack should use a font by the chosen name for the message
|
||
window.
|
||
|
||
font_status
|
||
NetHack should use a font by the chosen name for the status
|
||
window.
|
||
|
||
font_text
|
||
NetHack should use a font by the chosen name for text windows.
|
||
|
||
font_size_map
|
||
NetHack should use this size font for the map window.
|
||
|
||
font_size_menu
|
||
NetHack should use this size font for menu windows.
|
||
|
||
font_size_message
|
||
NetHack should use this size font for the message window.
|
||
|
||
font_size_status
|
||
NetHack should use this size font for the status window.
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 48
|
||
|
||
|
||
|
||
font_size_text
|
||
NetHack should use this size font for text windows.
|
||
|
||
fullscreen
|
||
NetHack should try and display on the entire screen rather than
|
||
in a window.
|
||
|
||
hilite_pet
|
||
Visually distinguish pets from similar animals (default off).
|
||
The behavior of this option depends on the type of windowing
|
||
you use. In text windowing, text highlighting or inverse video
|
||
is often used; with tiles, generally displays a heart symbol
|
||
near pets.
|
||
|
||
large_font
|
||
NetHack should use a large font.
|
||
|
||
map_mode
|
||
NetHack should display the map in the manner specified.
|
||
|
||
mouse_support
|
||
Allow use of the mouse for input and travel.
|
||
|
||
player_selection
|
||
NetHack should pop up dialog boxes, or use prompts for charac‐
|
||
ter selection.
|
||
|
||
popup_dialog
|
||
NetHack should pop up dialog boxes for input.
|
||
|
||
preload_tiles
|
||
NetHack should preload tiles into memory. For example, in 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. (de‐
|
||
fault on). Cannot be set with the ‘O’ command.
|
||
|
||
scroll_amount
|
||
NetHack should scroll the display by this number of cells when
|
||
the hero reaches the scroll_margin.
|
||
|
||
scroll_margin
|
||
NetHack should scroll the display when the hero or cursor is
|
||
this number of cells away from the edge of the window.
|
||
|
||
selectsaved
|
||
NetHack should display a menu of existing saved games for the
|
||
player to choose from at game startup, if it can. Not all ports
|
||
support this option.
|
||
|
||
softkeyboard
|
||
Display an onscreen keyboard. Handhelds are most likely to
|
||
support this option.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 49
|
||
|
||
|
||
|
||
splash_screen
|
||
NetHack should display an opening splash screen when it starts
|
||
up (default yes).
|
||
|
||
tiled_map
|
||
NetHack should display a tiled map if it can.
|
||
|
||
tile_file
|
||
Specify the name of an alternative tile file to override the
|
||
default.
|
||
|
||
tile_height
|
||
Specify the preferred height of each tile in a tile capable
|
||
port.
|
||
|
||
tile_width
|
||
Specify the preferred width of each tile in a tile capable port
|
||
|
||
use_inverse
|
||
NetHack should display inverse when the game specifies it.
|
||
|
||
vary_msgcount
|
||
NetHack should display this number of messages at a time in the
|
||
message window.
|
||
|
||
windowcolors
|
||
NetHack should display windows with the specified fore‐
|
||
ground/background colors if it can.
|
||
|
||
wraptext
|
||
NetHack port should wrap long lines of text if they don’t fit
|
||
in the visible area of the window.
|
||
|
||
9.6. Platform‐specific Customization options
|
||
|
||
Here are explanations of options that are used by specific
|
||
platforms or ports to customize and change the port behavior.
|
||
|
||
altkeyhandler
|
||
Select an alternate keystroke handler dll to load (Win32 tty
|
||
NetHack only). The name of the handler is specified without
|
||
the .dll extension and without any path information. Cannot be
|
||
set with the ‘O’ command.
|
||
|
||
altmeta
|
||
On Amiga, this option controls whether typing ‘Alt’ plus anoth‐
|
||
er key functions as a meta‐shift for that key (default on).
|
||
|
||
altmeta
|
||
On other (non‐Amiga) systems where this option is available, it
|
||
can be set to tell nethack to convert a two character sequence
|
||
beginning with ESC into a meta‐shifted version of the second
|
||
character (default off).
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 50
|
||
|
||
|
||
|
||
This conversion is only done for commands, not for other input
|
||
prompts. Note that typing one or more digits as a count prefix
|
||
prior to a command‐‐preceded by n if the number_pad option is
|
||
set‐‐is also subject to this conversion, so attempting to abort
|
||
the count by typing ESC will leave nethack waiting for another
|
||
character to complete the two character sequence. Type a sec‐
|
||
ond ESC to finish cancelling such a count. At other prompts a
|
||
single ESC suffices.
|
||
|
||
BIOS
|
||
Use BIOS calls to update the screen display quickly and to read
|
||
the keyboard (allowing the use of arrow keys to move) on ma‐
|
||
chines with an IBM PC compatible BIOS ROM (default off, OS/2,
|
||
PC, and ST NetHack only).
|
||
|
||
flush
|
||
(default off, AMIGA NetHack only).
|
||
|
||
MACgraphics
|
||
(default on, Mac NetHack only).
|
||
|
||
page_wait
|
||
(default on, Mac NetHack only).
|
||
|
||
rawio
|
||
Force raw (non‐cbreak) mode for faster output and more bullet‐
|
||
proof input (MS‐DOS sometimes treats ‘^P’ as a printer toggle
|
||
without it) (default off, OS/2, PC, and ST NetHack only).
|
||
Note: DEC Rainbows hang if this is turned on. Cannot be set
|
||
with the ‘O’ command.
|
||
|
||
soundcard
|
||
(default on, PC NetHack only). Cannot be set with the ‘O’ com‐
|
||
mand.
|
||
|
||
subkeyvalue
|
||
(Win32 tty NetHack only). May be used to alter the value of
|
||
keystrokes that the operating system returns to NetHack to help
|
||
compensate for international keyboard issues. OPTIONS=subkey‐
|
||
value:171/92 will return 92 to NetHack, if 171 was originally
|
||
going to be returned. You can use multiple subkeyvalue state‐
|
||
ments in the config file if needed. Cannot be set with the ‘O’
|
||
command.
|
||
|
||
video
|
||
Set the video mode used (PC NetHack only). Values are ‘autode‐
|
||
tect’, ‘default’, or ‘vga’. Setting ‘vga’ (or ‘autodetect’
|
||
with vga hardware present) will cause the game to display
|
||
tiles. Cannot be set with the ‘O’ command.
|
||
|
||
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, (PC NetHack only). The order
|
||
of colors is red, green, brown, blue, magenta, cyan,
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 51
|
||
|
||
|
||
|
||
bright.white, bright.red, bright.green, yellow, bright.blue,
|
||
bright.magenta, and bright.cyan. Cannot be set with the ‘O’
|
||
command.
|
||
|
||
videoshades
|
||
Set the intensity level of the three gray scales available (de‐
|
||
fault 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.
|
||
|
||
9.7. Configuring autopickup exceptions
|
||
|
||
You can further refine the behavior of the autopickup option
|
||
beyond what is available through the pickup_types option.
|
||
|
||
By placing autopickup_exception lines in your configuration
|
||
file, you can define patterns to be checked when the game is
|
||
about to autopickup something.
|
||
|
||
autopickup_exception
|
||
Sets an exception to the pickup_types option. The autopick‐
|
||
up_exception option should be followed by a string of 1‐80
|
||
characters to be used as a pattern to match against the singu‐
|
||
lar form of the description of an object at your location.
|
||
|
||
You may use the following special characters in a pattern:
|
||
|
||
* ‐ matches zero or more characters;
|
||
? ‐ matches any single character.
|
||
|
||
In addition, some characters are treated specially if they oc‐
|
||
cur as the first character in the pattern, specifically:
|
||
|
||
< ‐ always pickup an object that matches rest of pattern;
|
||
> ‐ never pickup an object that matches rest of pattern.
|
||
|
||
A ‘never pickup’ rule takes precedence over an ‘always pickup’
|
||
rule if both match.
|
||
|
||
Exceptions can be set with the ‘O’ command, but ones set that
|
||
way will not be preserved across saves and restores.
|
||
|
||
Here are some examples:
|
||
|
||
autopickup_exception="<*arrow"
|
||
autopickup_exception=">*corpse"
|
||
autopickup_exception=">* cursed*"
|
||
|
||
The first example above will result in autopickup of any
|
||
type of arrow. The second example results in the exclusion of
|
||
any corpse from autopickup. The last example results in the ex‐
|
||
clusion of items known to be cursed from autopickup.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 52
|
||
|
||
|
||
|
||
9.8. Configuring User Sounds
|
||
|
||
Some platforms allow you to define sound files to be played
|
||
when a message that matches a user‐defined pattern is delivered
|
||
to the message window. At this time the Qt port and the win32tty
|
||
and win32gui ports support the use of user sounds.
|
||
|
||
The following config file entries are relevant to mapping
|
||
user sounds to messages:
|
||
|
||
SOUNDDIR
|
||
The directory that houses the sound files to be played.
|
||
|
||
SOUND
|
||
An entry that maps a sound file to a user‐specified message
|
||
pattern. Each SOUND entry is broken down into the following
|
||
parts:
|
||
|
||
MESG ‐ message window mapping (the only one supported in
|
||
3.5);
|
||
pattern ‐ the pattern to match;
|
||
sound file ‐ the sound file to play;
|
||
volume ‐ the volume to be set while playing the sound file.
|
||
|
||
The exact format for the pattern depends on whether the plat‐
|
||
form is built to use ‘‘regular expressions’’ or NetHack’s own
|
||
internal pattern matching facility. The ‘‘regular expressions’’
|
||
matching can be much more sophisticated than the internal
|
||
NetHack pattern matching, but requires 3rd party libraries on
|
||
some platforms. There are plenty of references available else‐
|
||
where for explaining ‘‘regular expressions’’. You can verify
|
||
which pattern matching is used by your port with the #version
|
||
command.
|
||
|
||
NetHack’s internal pattern matching routine uses the following
|
||
special characters in its pattern matching:
|
||
|
||
* ‐ matches 0 or more characters;
|
||
? ‐ matches any single character.
|
||
|
||
Here’s an example of a sound mapping using NetHack’s internal
|
||
pattern matching facility:
|
||
|
||
SOUND=MESG "*chime of a cash register*" "gong.wav" 50
|
||
|
||
specifies that any message with "chime of a cash register" con‐
|
||
tained in it will trigger the playing of file gong.wav. You
|
||
can have multiple SOUND entries in your config file.
|
||
|
||
9.9. Modifying NetHack Symbols
|
||
|
||
NetHack can load entire symbol sets from the symbol file.
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 53
|
||
|
||
|
||
|
||
The options that are used to select a particular symbol set
|
||
from the symbol file are:
|
||
|
||
symset
|
||
Set the name of the symbol set that you want to load.
|
||
|
||
roguesymset
|
||
Set the name of the symbol set that you want to load for dis‐
|
||
play on the rogue level.
|
||
|
||
You can also override one or more symbols using the SYMBOLS
|
||
config file option. Symbols are specified as name:value pairs.
|
||
Note that NetHack escape‐processes the value string in conven‐
|
||
tional C fashion. This means that \ is a prefix to take the fol‐
|
||
lowing character literally. Thus \ needs to be represented as \\.
|
||
The special escape form \m switches on the meta bit in the symbol
|
||
value, and the \^ prefix causes the following character to be
|
||
treated as a control character.
|
||
|
||
NetHack Symbols
|
||
Default Symbol Name Description
|
||
────────────────────────────────────────────────────────────────────────
|
||
S_air (air)
|
||
_ S_altar (altar)
|
||
" S_amulet (amulet)
|
||
A S_angel (angelic being)
|
||
a S_ant (ant or other insect)
|
||
^ S_anti_magic_trap (anti‐magic field)
|
||
[ S_armor (suit or piece of armor)
|
||
[ S_armour (suit or piece of armor)
|
||
^ S_arrow_trap (arrow trap)
|
||
0 S_ball (iron ball)
|
||
# S_bars (iron bars)
|
||
B S_bat (bat or bird)
|
||
^ S_bear_trap (bear trap)
|
||
‐ S_blcorn (bottom left corner)
|
||
b S_blob (blob)
|
||
+ S_book (spellbook)
|
||
) S_boomleft (boomerang open left)
|
||
( S_boomright (boomerang open right)
|
||
‘ S_boulder (boulder)
|
||
‐ S_brcorn (bottom right corner)
|
||
C S_centaur (centaur)
|
||
_ S_chain (iron chain)
|
||
# S_cloud (cloud)
|
||
c S_cockatrice (cockatrice)
|
||
$ S_coin (pile of coins)
|
||
# S_corr (corridor)
|
||
‐ S_crwall (wall)
|
||
^ S_dart_trap (dart trap)
|
||
& S_demon (major demon)
|
||
* S_digbeam (dig beam)
|
||
> S_dnladder (ladder down)
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 54
|
||
|
||
|
||
|
||
> S_dnstair (staircase down)
|
||
d S_dog (dog or other canine)
|
||
D S_dragon (dragon)
|
||
; S_eel (sea monster)
|
||
E S_elemental (elemental)
|
||
/ S_explode1 (explosion top left)
|
||
‐ S_explode2 (explosion top center)
|
||
‘\’ S_explode3 (explosion top right)
|
||
| S_explode4 (explosion middle left)
|
||
S_explode5 (explosion middle center)
|
||
| S_explode6 (explosion middle right)
|
||
‘\’ S_explode7 (explosion bottom left)
|
||
‐ S_explode8 (explosion bottom center)
|
||
/ S_explode9 (explosion bottom right)
|
||
e S_eye (eye or sphere)
|
||
^ S_falling_rock_trap (falling rock trap)
|
||
f S_feline (cat or other feline)
|
||
^ S_fire_trap (fire trap)
|
||
! S_flashbeam (flash beam)
|
||
% S_food (piece of food)
|
||
{ S_fountain (fountain)
|
||
F S_fungus (fungus or mold)
|
||
* S_gem (gem or rock)
|
||
S_ghost (ghost)
|
||
H S_giant (giant humanoid)
|
||
G S_gnome (gnome)
|
||
’ S_golem (golem)
|
||
| S_grave (grave)
|
||
g S_gremlin (gremlin)
|
||
‐ S_hbeam (wall)
|
||
# S_hcdbridge (horizontal raised drawbridge)
|
||
+ S_hcdoor (closed door)
|
||
| S_hodoor (open door)
|
||
^ S_hole (hole)
|
||
@ S_human (human or elf)
|
||
h S_humanoid (humanoid)
|
||
‐ S_hwall (horizontal wall)
|
||
i S_imp (imp or minor demon)
|
||
J S_jabberwock (jabberwock)
|
||
j S_jelly (jelly)
|
||
k S_kobold (kobold)
|
||
K S_kop (Keystone Kop)
|
||
^ S_land_mine (land mine)
|
||
} S_lava (molten lava)
|
||
l S_leprechaun (leprechaun)
|
||
^ S_level_teleporter (level teleporter)
|
||
L S_lich (lich)
|
||
y S_light (light)
|
||
# S_litcorr (lit corridor)
|
||
: S_lizard (lizard)
|
||
‘\’ S_lslant (wall)
|
||
^ S_magic_portal (magic portal)
|
||
^ S_magic_trap (magic trap)
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 55
|
||
|
||
|
||
|
||
m S_mimic (mimic)
|
||
] S_mimic_def (mimic)
|
||
M S_mummy (mummy)
|
||
N S_naga (naga)
|
||
n S_nymph (nymph)
|
||
O S_ogre (ogre)
|
||
o S_orc (orc)
|
||
p S_piercer (piercer)
|
||
^ S_pit (pit)
|
||
^ S_polymorph_trap (polymorph trap)
|
||
} S_pool (water)
|
||
! S_potion (potion)
|
||
P S_pudding (pudding or ooze)
|
||
q S_quadruped (quadruped)
|
||
Q S_quantmech (quantum mechanic)
|
||
= S_ring (ring)
|
||
‘ S_rock (boulder or statue)
|
||
r S_rodent (rodent)
|
||
^ S_rolling_boulder_trap (rolling boulder trap)
|
||
/ S_rslant (wall)
|
||
^ S_rust_trap (rust trap)
|
||
R S_rustmonst (rust monster or disenchanter)
|
||
? S_scroll (scroll)
|
||
# S_sink (sink)
|
||
^ S_sleeping_gas_trap (sleeping gas trap)
|
||
S S_snake (snake)
|
||
s S_spider (arachnid or centipede)
|
||
^ S_spiked_pit (spiked pit)
|
||
^ S_squeaky_board (squeaky board)
|
||
0 S_ss1 (magic shield 1 of 4)
|
||
# S_ss2 (magic shield 2 of 4)
|
||
@ S_ss3 (magic shield 3 of 4)
|
||
* S_ss4 (magic shield 4 of 4)
|
||
^ S_statue_trap (statue trap)
|
||
S_stone (dark part of a room)
|
||
‐ S_sw_bc (swallow bottom center)
|
||
‘\’ S_sw_bl (swallow bottom left)
|
||
/ S_sw_br (swallow bottom right)
|
||
| S_sw_ml (swallow middle left)
|
||
| S_sw_mr (swallow middle right)
|
||
‐ S_sw_tc (swallow top center)
|
||
/ S_sw_tl (swallow top left)
|
||
‘\’ S_sw_tr (swallow top right)
|
||
‐ S_tdwall (wall)
|
||
^ S_teleportation_trap (teleportation trap)
|
||
S_throne (opulent throne)
|
||
‐ S_tlcorn (top left corner)
|
||
| S_tlwall (wall)
|
||
( S_tool (useful item (pick‐axe key lamp...))
|
||
^ S_trap_door (trap door)
|
||
t S_trapper (trapper or lurker above)
|
||
‐ S_trcorn (top right corner)
|
||
# S_tree (tree)
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 56
|
||
|
||
|
||
|
||
T S_troll (troll)
|
||
| S_trwall (wall)
|
||
‐ S_tuwall (wall)
|
||
U S_umber (umber hulk)
|
||
u S_unicorn (unicorn or horse)
|
||
< S_upladder (ladder up)
|
||
< S_upstair (staircase up)
|
||
V S_vampire (vampire)
|
||
| S_vbeam (wall)
|
||
# S_vcdbridge (vertical raised drawbridge)
|
||
+ S_vcdoor (closed door)
|
||
‐ S_vodoor (open door)
|
||
v S_vortex (vortex)
|
||
| S_vwall (vertical wall)
|
||
/ S_wand (wand)
|
||
} S_water (water)
|
||
) S_weapon (weapon)
|
||
" S_web (web)
|
||
w S_worm (worm)
|
||
~ S_worm_tail (long worm tail)
|
||
W S_wraith (wraith)
|
||
x S_xan (xan or other mythical/fantastic insect)
|
||
X S_xorn (xorn)
|
||
Y S_yeti (apelike creature)
|
||
Z S_zombie (zombie)
|
||
z S_zruty (zruty)
|
||
|
||
9.10. Configuring NetHack for Play by the Blind
|
||
|
||
NetHack can be set up to use only standard ASCII characters
|
||
for making maps of the dungeons. This makes the MS‐DOS versions
|
||
of NetHack completely accessible to the blind who use speech
|
||
and/or Braille access technologies. Players will require a good
|
||
working knowledge of their screen‐reader’s review features, and
|
||
will have to know how to navigate horizontally and vertically
|
||
character by character. They will also find the search capabili‐
|
||
ties of their screen‐readers to be quite valuable. Be certain to
|
||
examine this Guidebook before playing so you have an idea what
|
||
the screen layout is like. You’ll also need to be able to locate
|
||
the PC cursor. It is always where your character is located.
|
||
Merely searching for an @‐sign will not always find your charac‐
|
||
ter since there are other humanoids represented by the same sign.
|
||
Your screen‐reader should also have a function which gives you
|
||
the row and column of your review cursor and the PC cursor.
|
||
These co‐ordinates are often useful in giving players a better
|
||
sense of the overall location of items on the screen.
|
||
|
||
While it is not difficult for experienced users to edit the
|
||
defaults.nh file to accomplish this, novices may find this task
|
||
somewhat daunting. Included within the ‘‘symbols’’ file of all
|
||
official distributions of NetHack is a symset called NHAccess.
|
||
Selecting that symset in your configuration 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
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 57
|
||
|
||
|
||
|
||
may want to alter settings via SYMBOLS= in your configuration
|
||
file to better suit your preferences. The most crucial settings
|
||
to make the game accessible are:
|
||
|
||
symset:NHAccess
|
||
Load a symbol set appropriate for use by blind players.
|
||
|
||
roguesymset:NHAccess
|
||
Load a symbol set for the rogue level that is appropriate for
|
||
use by blind players.
|
||
|
||
menustyle:traditional
|
||
This will assist in the interface to speech synthesizers.
|
||
|
||
number_pad
|
||
A lot of speech access programs use the number‐pad to review
|
||
the screen. If this is the case, disable the number_pad option
|
||
and use the traditional Rogue‐like commands.
|
||
|
||
9.11. Global Configuration for System Administrators
|
||
|
||
If NetHack is compiled with the SYSCF option, a system ad‐
|
||
ministrator should set up a global configuration; this is a file
|
||
in the same format as the traditional per‐user configuration file
|
||
(see above). This file should be named sysconf and placed in the
|
||
same directory as the other NetHack support files. The options
|
||
recognized in this file are listed below. Any option not set us‐
|
||
es a compiled‐in default (which may not be appropriate for your
|
||
system).
|
||
|
||
WIZARDS A space‐separated list of user names who are allowed to
|
||
play in wizard mode (the debugging mode, not the magic‐using
|
||
role). A value of a single asterisk (*) allows anyone to start
|
||
a game in wizard mode.
|
||
|
||
SHELLERS A list of users who are allowed to use the shell es‐
|
||
cape command (!). The syntax is the same as WIZARDS.
|
||
|
||
MAXPLAYERS Limit the maximum number of games that can be run‐
|
||
ning at the same time.
|
||
|
||
SUPPORT A string explaining how to get local support (no de‐
|
||
fault value).
|
||
|
||
RECOVER A string explaining how to recover a game on this sys‐
|
||
tem (no default value).
|
||
|
||
SEDUCE 0 or 1 to disable or enable, respectively, the SEDUCE
|
||
option (see the source for details on this function).
|
||
|
||
The following options affect the score file:
|
||
|
||
PERSMAX Maximum number of entries for one person.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 58
|
||
|
||
|
||
|
||
ENTRYMAX Maximum number of entries in the score file.
|
||
|
||
POINTSMIN Minimum number of points to get an entry in the score
|
||
file.
|
||
|
||
PERS_IS_UID 0 or 1 to use user names or numeric userids, re‐
|
||
spectively, to identify unique people for the score file.
|
||
|
||
MAX_STATUENAME_RANK Maximum number of score file entries to use
|
||
for random statue names (default is 10).
|
||
|
||
10. Scoring
|
||
|
||
NetHack maintains a list of the top scores or scorers on
|
||
your machine, depending on how it is set up. In the latter case,
|
||
each account on the machine can post only one non‐winning score
|
||
on this list. If you score higher than someone else on this
|
||
list, or better your previous score, you will be inserted in the
|
||
proper place under your current name. How many scores are kept
|
||
can also be set up when NetHack is compiled.
|
||
|
||
Your score is chiefly based upon how much experience you
|
||
gained, how much loot you accumulated, how deep you explored, and
|
||
how the game ended. If you quit the game, you escape with all of
|
||
your gold intact. If, however, you get killed in the Mazes of
|
||
Menace, the guild will only hear about 90% of your gold when your
|
||
corpse is discovered (adventurers have been known to collect
|
||
finder’s fees). So, consider whether you want to take one last
|
||
hit at that monster and possibly live, or quit and stop with
|
||
whatever you have. If you quit, you keep all your gold, but if
|
||
you swing and live, you might find more.
|
||
|
||
If you just want to see what the current top players/games
|
||
list is, you can type nethack ‐s all on most versions.
|
||
|
||
|
||
11. Explore mode
|
||
|
||
NetHack is an intricate and difficult game. Novices might
|
||
falter in fear, aware of their ignorance of the means to survive.
|
||
Well, fear not. Your dungeon comes 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.
|
||
|
||
There are two ways of enabling explore mode. One is to
|
||
start the game with the ‐X command‐line switch or with the play‐
|
||
mode:explore option. The other is to issue the ‘‘#exploremode’’
|
||
extended command while already playing the game. Starting a new
|
||
game in explore mode provides your character with a wand of wish‐
|
||
ing in initial inventory; switching during play does not. The
|
||
other benefits of explore mode are left for the trepid reader to
|
||
discover.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 59
|
||
|
||
|
||
|
||
11.1. Debug mode
|
||
|
||
Debug mode, also known as wizard mode, is undocumented aside
|
||
from this brief description. It is intended for tracking down
|
||
problems within the program rather than to provide god‐like pow‐
|
||
ers to your character, and players who attempt debugging are ex‐
|
||
pected to figure out how to use it themselves. It is initiated
|
||
by starting the game with the ‐D command‐line switch or with the
|
||
playmode:debug option.
|
||
|
||
For some systems, the player must be logged in under a par‐
|
||
ticular user name to be allowed to use debug mode; for others,
|
||
the hero must be given a particular character name (but may be
|
||
any role; there’s no connection between ‘‘wizard mode’’ and the
|
||
Wizard role). And on any system, the program might have been
|
||
configured to omit debug mode entirely. Attempting to start a
|
||
game in debug mode when not allowed or not available will result
|
||
in falling back to explore mode instead.
|
||
|
||
|
||
12. Credits
|
||
|
||
The original hack game was modeled on the Berkeley UNIX
|
||
rogue game. Large portions of this paper were shamelessly
|
||
cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
|
||
and Kenneth C. R. C. Arnold. Small portions were adapted from
|
||
Further Exploration of the Dungeons of Doom, by Ken Arromdee.
|
||
|
||
NetHack is the product of literally dozens of people’s work.
|
||
Main events in the course of the game development are described
|
||
below:
|
||
|
||
|
||
Jay Fenlason wrote the original Hack, with help from Kenny
|
||
Woodland, Mike Thome and Jon Payne.
|
||
|
||
Andries Brouwer did a major re‐write, transforming Hack into
|
||
a very different game, and published (at least) three versions
|
||
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
|
||
|
||
Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS‐DOS,
|
||
producing PC HACK 1.01e, added support for DEC Rainbow graphics
|
||
in version 1.03g, and went on to produce at least four more ver‐
|
||
sions (3.0, 3.2, 3.51, and 3.6).
|
||
|
||
R. Black ported PC HACK 3.51 to Lattice C and the Atari
|
||
520/1040ST, producing ST Hack 1.03.
|
||
|
||
Mike Stephenson merged these various versions back together,
|
||
incorporating many of the added features, and produced NetHack
|
||
1.4. He then coordinated a cast of thousands in enhancing and
|
||
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 60
|
||
|
||
|
||
|
||
Later, Mike coordinated a major rewrite of the game, heading
|
||
a team which included Ken Arromdee, Jean‐Christophe Collet, Steve
|
||
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep‐
|
||
oint, and Janet Walz, to produce NetHack 3.0c.
|
||
|
||
NetHack 3.0 was ported to the Atari by Eric R. Smith, to
|
||
OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
|
||
of them and Kevin Darcy later joined the main development team to
|
||
produce subsequent revisions of 3.0.
|
||
|
||
Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
|
||
Meluch, Stephen Spackman and Pierre Martineau designed overlay
|
||
code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
|
||
Macintosh. Along with various other Dungeoneers, they continued
|
||
to enhance the PC, Macintosh, and Amiga ports through the later
|
||
revisions of 3.0.
|
||
|
||
Headed by Mike Stephenson and coordinated by Izchak Miller
|
||
and Janet Walz, the development team which now included Ken Ar‐
|
||
romdee, David Cohrs, Jean‐Christophe Collet, Kevin Darcy, Matt
|
||
Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
|
||
Raymond, and Eric Smith undertook a radical revision of 3.0.
|
||
They re‐structured the game’s design, and re‐wrote major parts of
|
||
the code. They added multiple dungeons, a new display, special
|
||
individual character quests, a new endgame and many other new
|
||
features, and produced NetHack 3.1.
|
||
|
||
Ken Lorber, Gregg Wonderly and Greg Olson, with help from
|
||
Richard Addison, Mike Passaretti, and Olaf Seibert, developed
|
||
NetHack 3.1 for the Amiga.
|
||
|
||
Norm Meluch and Kevin Smolkowski, with help from Carl Sche‐
|
||
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
|
||
NetHack 3.1 to the PC.
|
||
|
||
Jon W{tte and Hao‐yang Wang, with help from Ross Brown, Mike
|
||
Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
|
||
Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
|
||
3.1 for the Macintosh, porting it for MPW. Building on their de‐
|
||
velopment, Barton House added a Think C port.
|
||
|
||
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port‐
|
||
ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
|
||
Delahunty, was responsible for the VMS version of NetHack 3.1.
|
||
Michael Allison ported NetHack 3.1 to Windows NT.
|
||
|
||
Dean Luick, with help from David Cohrs, developed NetHack
|
||
3.1 for X11. Warwick Allison wrote a tiled version of NetHack
|
||
for the Atari; he later contributed the tiles to the DevTeam and
|
||
tile support was then added to other platforms.
|
||
|
||
The 3.2 development team, comprised of Michael Allison, Ken
|
||
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
|
||
Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 61
|
||
|
||
|
||
|
||
Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
|
||
version 3.2 in April of 1996.
|
||
|
||
Version 3.2 marked the tenth anniversary of the formation of
|
||
the development team. In a testament to their dedication to the
|
||
game, all thirteen members of the original development team re‐
|
||
mained 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, Dr. Izchak Miller, was
|
||
diagnosed with cancer and passed away. That release of the game
|
||
was dedicated to him by the development and porting teams.
|
||
|
||
During the lifespan of NetHack 3.1 and 3.2, several enthusi‐
|
||
asts of the game added their own modifications to the game and
|
||
made these ‘‘variants’’ publicly available:
|
||
|
||
Tom Proudfoot and Yuval Oren created NetHack++, which was
|
||
quickly renamed NetHack‐‐. Working independently, Stephen White
|
||
wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
|
||
his own NetHack‐‐ to produce SLASH. Larry Stewart‐Zerba and War‐
|
||
wick Allison improved the spell casting system with the Wizard
|
||
Patch. Warwick Allison also ported NetHack to use the Qt inter‐
|
||
face.
|
||
|
||
Warren Cheung combined SLASH with the Wizard Patch to pro‐
|
||
duce Slash’em, and with the help of Kevin Hugo, added more fea‐
|
||
tures. Kevin later joined the DevTeam and incorporated the best
|
||
of these ideas in NetHack 3.3.
|
||
|
||
The final update to 3.2 was the bug fix release 3.2.3, which
|
||
was released simultaneously with 3.3.0 in December 1999 just in
|
||
time for the Year 2000.
|
||
|
||
The 3.3 development team, consisting of Michael Allison, Ken
|
||
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
|
||
Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
|
||
Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
|
||
Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
|
||
of 2000.
|
||
|
||
Version 3.3 offered many firsts. It was the first version to
|
||
separate race and profession. The Elf class was removed in pref‐
|
||
erence to an elf race, and the races of dwarves, gnomes, and orcs
|
||
made their first appearance in the game alongside the familiar
|
||
human race. Monk and Ranger roles joined Archeologists, Barbar‐
|
||
ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
|
||
Tourists, Valkyries and of course, Wizards. It was also the
|
||
first version to allow you to ride a steed, and was the first
|
||
version to have a publicly available web‐site listing all the
|
||
bugs that had been discovered. Despite that constantly growing
|
||
bug list, 3.3 proved stable enough to last for more than a year
|
||
and a half.
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 62
|
||
|
||
|
||
|
||
The 3.4 development team initially consisted of Michael Al‐
|
||
lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
|
||
Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
|
||
Paul Winner, with Warwick Allison joining just before the re‐
|
||
lease of NetHack 3.4.0 in March 2002.
|
||
|
||
As with version 3.3, various people contributed to the game
|
||
as a whole as well as supporting ports on the different platforms
|
||
that NetHack runs on:
|
||
|
||
Pat Rankin maintained 3.4 for VMS.
|
||
|
||
Michael Allison maintained NetHack 3.4 for the MS‐DOS plat‐
|
||
form. Paul Winner and Yitzhak Sapir provided encouragement.
|
||
|
||
Dean Luick, Mark Modrall, and Kevin Hugo maintained and en‐
|
||
hanced the Macintosh port of 3.4.
|
||
|
||
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
|
||
and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
|
||
Windows platform. Alex Kompel contributed a new graphical inter‐
|
||
face for the Windows port. Alex Kompel also contributed a Win‐
|
||
dows CE port for 3.4.1.
|
||
|
||
Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
|
||
the past several releases. Unfortunately Ron’s last OS/2 machine
|
||
stopped working in early 2006. A great many thanks to Ron for
|
||
keeping NetHack alive on OS/2 all these years.
|
||
|
||
Janne Salmijarvi and Teemu Suikki maintained and enhanced
|
||
the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
|
||
3.3.1.
|
||
|
||
Christian ‘‘Marvin’’ Bressler maintained 3.4 for the Atari
|
||
after he resurrected it for 3.3.1.
|
||
|
||
The release of NetHack 3.4.3 in December 2003 marked the be‐
|
||
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
|
||
stable version that provided continued enjoyment by the community
|
||
for more than a decade. The devteam slowly and quietly continued
|
||
to work on the game behind the scenes during the tenure of 3.4.3.
|
||
It was during that same period that several new variants emerged
|
||
within the NetHack community. Notably sporkhack by Derek S. Ray,
|
||
unnethack by Patric Mueller, nitrohack and its successors origi‐
|
||
nally by Daniel Thaler and then by Alex Smith, and Dynahack by
|
||
Tung Nguyen. Some of those variants continue to be developed,
|
||
maintained, and enjoyed by the community to this day.
|
||
|
||
In September 2014, an interim snapshot of the code under de‐
|
||
velopment was released publicly by other parties. Since that code
|
||
was a work‐in‐progress and had not gone through a period of de‐
|
||
bugging, it was decided that the version numbers present on that
|
||
code snapshot would be retired and never used in an official
|
||
NetHack release. An announcement was posted on the devteam’s
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 63
|
||
|
||
|
||
|
||
official nethack.org website to that effect, stating that there
|
||
would never be a 3.4.4, 3.5, or 3.5.0 official release version.
|
||
|
||
In January 2015, preparation began for the release of
|
||
NetHack 3.6
|
||
|
||
At the beginning of development for what would eventually
|
||
get released as 3.6.0, the development team consisted of Warwick
|
||
Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col‐
|
||
let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
|
||
Walz, and Paul Winner. Leading up to the release of 3.6.0 in
|
||
early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S.
|
||
Ray joined the NetHack development team,
|
||
|
||
3.6.0 TODO insert apprpriate description of 3.6.0 here
|
||
|
||
The development team, as well as Steve VanDevender and Kevin
|
||
Smolkowski ensured that NetHack 3.6.0 continued to operate on
|
||
various Unix flavors as well as maintaining the X11 interface.
|
||
|
||
Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main‐
|
||
tained the port of NetHack 3.6.0 for Mac.
|
||
|
||
Michael Allison, Derek S. Ray, Yitzhak Sapir, Alex Kompel,
|
||
and David Cohrs maintained the port of NetHack 3.6.0 for Mi‐
|
||
crosoft Windows.
|
||
|
||
Jeff Bailey created and maintained a port of NetHack 3.6.0
|
||
for Chrome.
|
||
|
||
TODO Alex Kompel maintained a port of NetHack 3.6.0 to Win‐
|
||
dows Phone.
|
||
|
||
This version of the game is special in a particular way.
|
||
Near the end of the development of 3.6, one of the significant
|
||
inspirations for many of the humorous and fun features found in
|
||
the game, author Terry Pratchett, passed away. This version of
|
||
the game is dedicated to him.
|
||
|
||
The official NetHack web site is maintained by Ken Lorber at
|
||
http://www.nethack.org/.
|
||
|
||
SHOUT‐OUTS
|
||
|
||
The devteam would like to give a special "shout‐out" to
|
||
thank the generous people primarily responsible for the public
|
||
NetHack servers available for playing the game at nethack.alt.org
|
||
and devnull.net. In addition to providing a way for the public to
|
||
play a game of NetHack from almost anywhere, they have hosted an‐
|
||
nual NetHack tournaments for many, many years.
|
||
|
||
On behalf of the NetHack community, thank you very much to
|
||
M. Drew Streib, Pasi Kallinen and Robin Bandy.
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|
||
|
||
|
||
NetHack Guidebook 64
|
||
|
||
|
||
|
||
‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐ ‐
|
||
|
||
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:
|
||
|
||
Adam Aronow J. Ali Harlow Mike Stephenson
|
||
Alex Kompel Janet Walz Norm Meluch
|
||
Andreas Dorn Janne Salmijarvi Olaf Seibert
|
||
Andy Church Jean‐Christophe Collet Pasi Kallinen
|
||
Andy Swanson Jeff Bailey Pat Rankin
|
||
Ari Huttunen Jochen Erwied Paul Winner
|
||
Barton House John Kallen Pierre Martineau
|
||
Benson I. Margulies John Rupley Ralf Brown
|
||
Bill Dyer John S. Bien Ray Chason
|
||
Boudewijn Waijers Johnny Lee Richard Addison
|
||
Bruce Cox Jon W{tte Richard Beigel
|
||
Bruce Holloway Jonathan Handler Richard P. Hughey
|
||
Bruce Mewborne Joshua Delahunty Rob Menke
|
||
Carl Schelin Keizo Yamamoto Robin Bandy
|
||
Chris Russo Ken Arnold Robin Johnson
|
||
David Cohrs Ken Arromdee Roderick Schertler
|
||
David Damerell Ken Lorber Roland McGrath
|
||
David Gentzel Ken Washikita Ron Van Iwaarden
|
||
David Hairston Kevin Darcy Ronnen Miller
|
||
Dean Luick Kevin Hugo Ross Brown
|
||
Del Lamb Kevin Sitze Sascha Wostmann
|
||
Derek S. Ray Kevin Smolkowski Scott Bigham
|
||
Deron Meranda Kevin Sweet Scott R. Turner
|
||
Dion Nicolaas Lars Huttar Sean Hunt
|
||
Dylan O’Donnell Leon Arnott Stephen Spackman
|
||
Eric Backus M. Drew Streib Stephen White
|
||
Eric Hendrickson Malcolm Ryan Steve Creps
|
||
Eric R. Smith Mark Gooderum Steve Linhart
|
||
Eric S. Raymond Mark Modrall Steve VanDevender
|
||
Erik Andersen Marvin Bressler Teemu Suikki
|
||
Frederick Roeber Matthew Day Tim Lennan
|
||
Gil Neiger Merlyn LeRoy Timo Hakulinen
|
||
Greg Laskin Michael Allison Tom Almy
|
||
Greg Olson Michael Feir Tom West
|
||
Gregg Wonderly Michael Hamel Warren Cheung
|
||
Hao‐yang Wang Michael Sokolov Warwick Allison
|
||
Helge Hafting Mike Engber Yitzhak Sapir
|
||
Irina Rempt‐Drijfhout Mike Gallop
|
||
Izchak Miller Mike Passaretti
|
||
|
||
Brand and product names are trademarks or registered trademarks
|
||
of their respective holders.
|
||
|
||
|
||
|
||
|
||
|
||
|
||
NetHack 3.6 March 27, 2015
|
||
|
||
|
||
|