- Guidebook said traval command would stop similar to the G command, but did not say it differed from the G command in that it disables autopickup
3058 lines
112 KiB
TeX
3058 lines
112 KiB
TeX
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\begin{document}
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%
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% input file: guidebook.mn
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% $Revision: 1.38 $ $Date: 2002/03/31 06:27:18 $
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%
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%.ds h0 "
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%.ds h1 %.ds h2 \%
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%.ds f0 "
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%.mt
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\title{\LARGE A Guide to the Mazes of Menace:\\
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|
\Large Guidebook for {\it NetHack\/}}
|
|
|
|
%.au
|
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\author{Eric S. Raymond\\
|
|
(Extensively edited and expanded for 3.4)}
|
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\date{March 20, 2002}
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|
|
\maketitle
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|
|
|
%.hn 1
|
|
\section{Introduction}
|
|
|
|
%.pg
|
|
|
|
Recently, you have begun to find yourself unfulfilled and distant
|
|
in your daily occupation. Strange dreams of prospecting, stealing,
|
|
crusading, and combat have haunted you in your sleep for many months,
|
|
but you aren't sure of the reason. You wonder whether you have in
|
|
fact been having those dreams all your life, and somehow managed to
|
|
forget about them until now. Some nights you awaken suddenly
|
|
and cry out, terrified at the vivid recollection of the strange and
|
|
powerful creatures that seem to be lurking behind every corner of the
|
|
dungeon in your dream. Could these details haunting your dreams be real?
|
|
As each night passes, you feel the desire to enter the mysterious caverns
|
|
near the ruins grow stronger. Each morning, however, you quickly put
|
|
the idea out of your head as you recall the tales of those who entered
|
|
the caverns before you and did not return. Eventually you can resist
|
|
the yearning to seek out the fantastic place in your dreams no longer.
|
|
After all, when other adventurers came back this way after spending time
|
|
in the caverns, they usually seemed better off than when they passed
|
|
through the first time. And who was to say that all of those who did
|
|
not return had not just kept going?
|
|
%.pg
|
|
|
|
Asking around, you hear about a bauble, called the Amulet of Yendor by some,
|
|
which, if you can find it, will bring you great wealth. One legend you were
|
|
told even mentioned that the one who finds the amulet will be granted
|
|
immortality by the gods. The amulet is rumored to be somewhere beyond the
|
|
Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the
|
|
legends, you immediately realize that there is some profound and
|
|
undiscovered reason that you are to descend into the caverns and seek
|
|
out that amulet of which they spoke. Even if the rumors of the amulet's
|
|
powers are untrue, you decide that you should at least be able to sell the
|
|
tales of your adventures to the local minstrels for a tidy sum, especially
|
|
if you encounter any of the terrifying and magical creatures of
|
|
your dreams along the way. You spend one last night fortifying yourself
|
|
at the local inn, becoming more and more depressed as you watch the odds
|
|
of your success being posted on the inn's walls getting lower and lower.
|
|
|
|
%.pg
|
|
\nd In the morning you awake, collect your belongings, and
|
|
set off for the dungeon. After several days of uneventful
|
|
travel, you see the ancient ruins that mark the entrance to the
|
|
Mazes of Menace. It is late at night, so you make camp at the entrance
|
|
and spend the night sleeping under the open skies. In the morning, you
|
|
gather your gear, eat what may be your last meal outside, and enter the
|
|
dungeon\ldots
|
|
|
|
%.hn 1
|
|
\section{What is going on here?}
|
|
|
|
%.pg
|
|
You have just begun a game of {\it NetHack}. Your goal is to grab as much
|
|
treasure as you can, retrieve the Amulet of Yendor, and escape the
|
|
Mazes of Menace alive.
|
|
|
|
%.pg
|
|
Your abilities and strengths for dealing with the hazards of adventure
|
|
will vary with your background and training:
|
|
|
|
%.pg
|
|
%
|
|
\blist{}
|
|
\item[\bb{Archeologists}]%
|
|
understand dungeons pretty well; this enables them
|
|
to move quickly and sneak up on the local nasties. They start equipped
|
|
with the tools for a proper scientific expedition.
|
|
%.pg
|
|
%
|
|
\item[\bb{Barbarians}]%
|
|
are warriors out of the hinterland, hardened to battle.
|
|
They begin their quests with naught but uncommon strength, a trusty hauberk,
|
|
and a great two-handed sword.
|
|
%.pg
|
|
%
|
|
\item[\bb{Cavemen {\rm and} Cavewomen}]
|
|
start with exceptional strength, but unfortunately, neolithic weapons.
|
|
%.pg
|
|
%
|
|
\item[\bb{Healers}]%
|
|
are wise in medicine and apothecary. They know the
|
|
herbs and simples that can restore vitality, ease pain, anesthetize,
|
|
and neutralize
|
|
poisons; and with their instruments, they can divine a being's state
|
|
of health or sickness. Their medical practice earns them quite reasonable
|
|
amounts of money, with which they enter the dungeon.
|
|
%.pg
|
|
%
|
|
\item[\bb{Knights}]%
|
|
are distinguished from the common skirmisher by their
|
|
devotion to the ideals of chivalry and by the surpassing excellence of
|
|
their armor.
|
|
%.pg
|
|
%
|
|
\item[\bb{Monks}]%
|
|
are ascetics, who by rigorous practice of physical and mental
|
|
disciplines have become capable of fighting as effectively without weapons
|
|
as with. They wear no armor but make up for it with increased mobility.
|
|
%.pg
|
|
%
|
|
\item[\bb{Priests {\rm and} Priestesses}]%
|
|
are clerics militant, crusaders
|
|
advancing the cause of righteousness with arms, armor, and arts
|
|
thaumaturgic. Their ability to commune with deities via prayer
|
|
occasionally extricates them from peril, but can also put them in it.
|
|
%.pg
|
|
%
|
|
\item[\bb{Rangers}]%
|
|
are most at home in the woods, and some say slightly out
|
|
of place in a dungeon. They are, however, experts in archery as well
|
|
as tracking and stealthy movement.
|
|
%.pg
|
|
%
|
|
\item[\bb{Rogues}]%
|
|
are agile and stealthy thieves, with knowledge of locks,
|
|
traps, and poisons. Their advantage lies in surprise, which they employ
|
|
to great advantage.
|
|
%.pg
|
|
%
|
|
\item[\bb{Samurai}]%
|
|
are the elite warriors of feudal Nippon. They are lightly
|
|
armored and quick, and wear the %
|
|
{\it dai-sho}, two swords of the deadliest
|
|
keenness.
|
|
%.pg
|
|
%
|
|
\item[\bb{Tourists}]%
|
|
start out with lots of gold (suitable for shopping with),
|
|
a credit card, lots of food, some maps, and an expensive camera. Most
|
|
monsters don't like being photographed.
|
|
%.pg
|
|
%
|
|
\item[\bb{Valkyries}]%
|
|
are hardy warrior women. Their upbringing in the harsh
|
|
Northlands makes them strong, inures them to extremes of cold, and instills
|
|
in them stealth and cunning.
|
|
%.pg
|
|
%
|
|
\item[\bb{Wizards}]%
|
|
start out with a knowledge of magic, a selection of magical
|
|
items, and a particular affinity for dweomercraft. Although seemingly weak
|
|
and easy to overcome at first sight, an experienced Wizard is a deadly foe.
|
|
\elist
|
|
|
|
%.pg
|
|
You may also choose the race of your character:
|
|
|
|
%.pg
|
|
%
|
|
\blist{}
|
|
\item[\bb{Dwarves}]%
|
|
are smaller than humans or elves, but are stocky and solid
|
|
individuals. Dwarves' most notable trait is their great expertise in mining
|
|
and metalwork. Dwarvish armor is said to be second in quality not even to the
|
|
mithril armor of the Elves.
|
|
%.pg
|
|
%
|
|
\item[\bb{Elves}]%
|
|
are agile, quick, and perceptive; very little of what goes
|
|
on will escape an Elf. The quality of Elven craftsmanship often gives
|
|
them an advantage in arms and armor.
|
|
%.pg
|
|
%
|
|
\item[\bb{Gnomes}]%
|
|
are smaller than but generally similar to dwarves. Gnomes are
|
|
known to be expert miners, and it is known that a secret underground mine
|
|
complex built by this race exists within the Mazes of Menace, filled with
|
|
both riches and danger.
|
|
%.pg
|
|
%
|
|
\item[\bb{Humans}]%
|
|
are by far the most common race of the surface world, and
|
|
are thus the norm by which other races are often compared. Although
|
|
they have no special abilities, they can succeed in any role.
|
|
%.pg
|
|
%
|
|
\item[\bb{Orcs}]%
|
|
are a cruel and barbaric race that hate every living thing
|
|
(including other orcs). Above all others, Orcs hate Elves with a passion
|
|
unequalled, and will go out of their way to kill one at any opportunity.
|
|
The armor and weapons fashioned by the Orcs are typically of inferior quality.
|
|
\elist
|
|
|
|
%.hn 1
|
|
\section{What do all those things on the screen mean?}
|
|
%.pg
|
|
On the screen is kept a map of where you have been and what you have
|
|
seen on the current dungeon level; as you explore more of the level,
|
|
it appears on the screen in front of you.
|
|
|
|
%.pg
|
|
When {\it NetHack\/}'s ancestor {\it rogue\/} first appeared, its screen
|
|
orientation was almost unique among computer fantasy games. Since
|
|
then, screen orientation has become the norm rather than the
|
|
exception; {\it NetHack\/} continues this fine tradition. Unlike text
|
|
adventure games that accept commands in pseudo-English sentences and
|
|
explain the results in words, {\it NetHack\/} commands are all one or two
|
|
keystrokes and the results are displayed graphically on the screen. A
|
|
minimum screen size of 24 lines by 80 columns is recommended; if the
|
|
screen is larger, only a $21\times80$ section will be used for the map.
|
|
|
|
%.pg
|
|
{\it NetHack\/} can even be played by blind players, with the assistance of
|
|
Braille readers or speech synthesisers. Instructions for configuring
|
|
{\it NetHack\/} for the blind are included later in this document.
|
|
|
|
%.pg
|
|
{\it NetHack\/} generates a new dungeon every time you play it; even the
|
|
authors still find it an entertaining and exciting game despite
|
|
having won several times.
|
|
|
|
%.pg
|
|
{\it NetHack\/} offers a variety of display options. The options available to
|
|
you will vary from port to port, depending on the capabilities of your
|
|
hardware and software, and whether various compile-time options were
|
|
enabled when your executable was created. The three possible display
|
|
options are: a monochrome character interface, a color character interface,
|
|
and a graphical interface using small pictures called tiles. The two
|
|
character interfaces allow fonts with other characters to be substituted,
|
|
but the default assignments use standard ASCII characters to represent
|
|
everything. There is no difference between the various display options
|
|
with respect to game play. Because we cannot reproduce the tiles or
|
|
colors in the Guidebook, and because it is common to all ports, we will
|
|
use the default ASCII characters from the monochrome character display
|
|
when referring to things you might see on the screen during your game.
|
|
%.pg
|
|
In order to understand what is going on in {\it NetHack}, first you must
|
|
understand what {\it NetHack\/} is doing with the screen. The {\it NetHack\/}
|
|
screen replaces the ``You see \ldots'' descriptions of text adventure games.
|
|
Figure 1 is a sample of what a {\it NetHack\/} screen might look like.
|
|
The way the screen looks for you depends on your platform.
|
|
|
|
\vbox{
|
|
\begin{verbatim}
|
|
The bat bites!
|
|
|
|
------
|
|
|....| ----------
|
|
|.<..|####...@...$.|
|
|
|....-# |...B....+
|
|
|....| |.d......|
|
|
------ -------|--
|
|
|
|
|
|
|
|
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
|
|
Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
|
|
\end{verbatim}
|
|
\begin{center}
|
|
Figure 1
|
|
\end{center}
|
|
}
|
|
|
|
%.hn 2
|
|
\subsection*{The status lines (bottom)}
|
|
|
|
%.pg
|
|
The bottom two lines of the screen contain several cryptic pieces of
|
|
information describing your current status. If either status line
|
|
becomes longer than the width of the screen, you might not see all of
|
|
it. Here are explanations of what the various status items mean
|
|
(though your configuration may not have all the status items listed
|
|
below):
|
|
|
|
%.lp
|
|
\blist{}
|
|
\item[\bb{Rank}]
|
|
Your character's name and professional ranking (based on the
|
|
experience level, see below).
|
|
%.lp
|
|
\item[\bb{Strength}]
|
|
A measure of your character's strength; one of your six basic
|
|
attributes. A human character's attributes can range from 3 to 18 inclusive;
|
|
non-humans may exceed these limits
|
|
(occasionally you may get super-strengths of the form 18/xx, and magic can
|
|
also cause attributes to exceed the normal limits). The
|
|
higher your strength, the stronger you are. Strength affects how
|
|
successfully you perform physical tasks, how much damage you do in
|
|
combat, and how much loot you can carry.
|
|
%.lp
|
|
\item[\bb{Dexterity}]
|
|
Dexterity affects your chances to hit in combat, to avoid traps, and
|
|
do other tasks requiring agility or manipulation of objects.
|
|
%.lp
|
|
\item[\bb{Constitution}]
|
|
Constitution affects your ability to recover from injuries and other
|
|
strains on your stamina.
|
|
%.lp
|
|
\item[\bb{Intelligence}]
|
|
Intelligence affects your ability to cast spells and read spellbooks.
|
|
%.lp
|
|
\item[\bb{Wisdom}]
|
|
Wisdom comes from your practical experience (especially when dealing with
|
|
magic). It affects your magical energy.
|
|
%.lp
|
|
\item[\bb{Charisma}]
|
|
Charisma affects how certain creatures react toward you. In
|
|
particular, it can affect the prices shopkeepers offer you.
|
|
%.lp
|
|
\item[\bb{Alignment}]
|
|
%
|
|
{\it Lawful}, {\it Neutral\/} or {\it Chaotic}. Often, Lawful is
|
|
taken as good and Chaotic is evil, but legal and ethical do not always
|
|
coincide. Your alignment influences how other
|
|
monsters react toward you. Monsters of a like alignment are more likely
|
|
to be non-aggressive, while those of an opposing alignment are more likely
|
|
to be seriously offended at your presence.
|
|
%.lp
|
|
\item[\bb{Dungeon Level}]
|
|
How deep you are in the dungeon. You start at level one and the number
|
|
increases as you go deeper into the dungeon. Some levels are special,
|
|
and are identified by a name and not a number. The Amulet of Yendor is
|
|
reputed to be somewhere beneath the twentieth level.
|
|
%.lp
|
|
\item[\bb{Gold}]
|
|
The number of gold pieces you are openly carrying. Gold which you have
|
|
concealed in containers is not counted.
|
|
%.lp
|
|
\item[\bb{Hit Points}]
|
|
Your current and maximum hit points. Hit points indicate how much
|
|
damage you can take before you die. The more you get hit in a fight,
|
|
the lower they get. You can regain hit points by resting, or by using
|
|
certain magical items or spells. The number in parentheses is the maximum
|
|
number your hit points can reach.
|
|
%.lp
|
|
\item[\bb{Power}]
|
|
Spell points. This tells you how much mystic energy ({\it mana\/})
|
|
you have available for spell casting. Again, resting will regenerate the
|
|
amount available.
|
|
%.lp
|
|
\item[\bb{Armor Class}]
|
|
A measure of how effectively your armor stops blows from unfriendly
|
|
creatures. The lower this number is, the more effective the armor; it
|
|
is quite possible to have negative armor class.
|
|
%.lp
|
|
\item[\bb{Experience}]
|
|
Your current experience level and experience points. As you
|
|
adventure, you gain experience points. At certain experience point
|
|
totals, you gain an experience level. The more experienced you are,
|
|
the better you fight and withstand magical attacks. Many dungeons
|
|
show only your experience level here.
|
|
%.lp
|
|
\item[\bb{Time}]
|
|
The number of turns elapsed so far, displayed if you have the
|
|
{\it time\/} option set.
|
|
%.lp
|
|
\item[\bb{Hunger Status}]
|
|
Your current hunger status, ranging from %
|
|
{\it Satiated\/} down to {\it Fainting}. If your hunger status is normal,
|
|
it is not displayed.
|
|
%.pg
|
|
Additional status flags may appear after the hunger status:
|
|
{\it Conf\/} when you're confused, {\it FoodPois\/} or {\it Ill\/}
|
|
when sick, {\it Blind\/}
|
|
when you can't see, {\it Stun\/} when stunned, and {\it Hallu\/} when
|
|
hallucinating.
|
|
\elist
|
|
|
|
%.hn 2
|
|
\subsection*{The message line (top)}
|
|
|
|
%.pg
|
|
The top line of the screen is reserved for messages that describe
|
|
things that are impossible to represent visually. If you see a
|
|
``{\tt --More--}'' on the top line, this means that {\it NetHack\/} has
|
|
another message to display on the screen, but it wants to make certain
|
|
that you've read the one that is there first. To read the next message,
|
|
just press the space bar.
|
|
|
|
%.hn 2
|
|
\subsection*{The map (rest of the screen)}
|
|
|
|
%.pg
|
|
The rest of the screen is the map of the level as you have explored it
|
|
so far. Each symbol on the screen represents something. You can set
|
|
various graphics
|
|
options to change some of the symbols the game uses; otherwise, the
|
|
game will use default symbols. Here is a list of what the default
|
|
symbols mean:
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\tb{- {\rm and} |}]
|
|
The walls of a room, or an open door. Or a grave ({\tt |}).
|
|
%.lp
|
|
\item[\tb{.}]
|
|
The floor of a room, ice, or a doorless doorway.
|
|
%.lp
|
|
\item[\tb{\#}]
|
|
A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
|
|
your dungeon has sinks), or a drawbridge.
|
|
%.lp
|
|
\item[\tb{>}]
|
|
Stairs down: a way to the next level.
|
|
%.lp
|
|
\item[\tb{<}]
|
|
Stairs up: a way to the previous level.
|
|
%.lp
|
|
\item[\tb{+}]
|
|
A closed door, or a spellbook containing a spell you may be able to learn.
|
|
%.lp
|
|
\item[\tb{@}]
|
|
Your character or a human.
|
|
%.lp
|
|
\item[\tb{\$}]
|
|
A pile of gold.
|
|
%.lp
|
|
\item[\tb{\^}]
|
|
A trap (once you have detected it).
|
|
%.lp
|
|
\item[\tb{)}]
|
|
A weapon.
|
|
%.lp
|
|
\item[\tb{[}]
|
|
A suit or piece of armor.
|
|
%.lp
|
|
\item[\tb{\%}]
|
|
Something edible (not necessarily healthy).
|
|
%.lp
|
|
\item[\tb{?}]
|
|
A scroll.
|
|
%.lp
|
|
\item[\tb{/}]
|
|
A wand.
|
|
%.lp
|
|
\item[\tb{=}]
|
|
A ring.
|
|
%.lp
|
|
\item[\tb{!}]
|
|
A potion.
|
|
%.lp
|
|
\item[\tb{(}]
|
|
A useful item (pick-axe, key, lamp \ldots).
|
|
%.lp
|
|
\item[\tb{"}]
|
|
An amulet or a spider web.
|
|
%.lp
|
|
\item[\tb{*}]
|
|
A gem or rock (possibly valuable, possibly worthless).
|
|
%.lp
|
|
\item[\tb{`}]
|
|
A boulder or statue.
|
|
%.lp
|
|
\item[\tb{0}]
|
|
An iron ball.
|
|
%.lp
|
|
\item[\tb{_}]
|
|
An altar, or an iron chain.
|
|
%.lp
|
|
\item[\tb{\{}]
|
|
A fountain.
|
|
%.lp
|
|
\item[\tb{\}}]
|
|
A pool of water or moat or a pool of lava.
|
|
%.lp
|
|
\item[\tb{$\backslash$}]
|
|
An opulent throne.
|
|
%.lp
|
|
\item[\tb{a-zA-Z {\rm \& other symbols}}]
|
|
Letters and certain other symbols represent the various inhabitants
|
|
of the Mazes of Menace. Watch out, they can be nasty and vicious.
|
|
Sometimes, however, they can be helpful.
|
|
%.lp
|
|
\item[\tb{I}]
|
|
This marks the last known location of an invisible or otherwise unseen
|
|
monster. Note that the monster could have moved. The `F' and `m' commands
|
|
may be useful here.
|
|
|
|
\elist
|
|
%.pg
|
|
You need not memorize all these symbols; you can ask the game what any
|
|
symbol represents with the `{\tt /}' command (see the next section for
|
|
more info).
|
|
|
|
%.hn 1
|
|
\section{Commands}
|
|
|
|
%.pg
|
|
Commands are initiated by typing one or two characters. Some commands,
|
|
like ``{\tt search}'', do not require that any more information be collected
|
|
by {\it NetHack\/}. Other commands might require additional information, for
|
|
example a direction, or an object to be used. For those commands that
|
|
require additional information, {\it NetHack\/} will present you with either
|
|
a menu of choices, or with a command line prompt requesting information. Which
|
|
you are presented with will depend chiefly on how you have set the
|
|
`{\it menustyle\/}'
|
|
option.
|
|
|
|
%.pg
|
|
For example, a common question in the form ``{\tt What do you want to
|
|
use? [a-zA-Z\ ?*]}'', asks you to choose an object you are carrying.
|
|
Here, ``{\tt a-zA-Z}'' are the inventory letters of your possible choices.
|
|
Typing `{\tt ?}' gives you an inventory list of these items, so you can see
|
|
what each letter refers to. In this example, there is also a `{\tt *}'
|
|
indicating that you may choose an object not on the list, if you
|
|
wanted to use something unexpected. Typing a `{\tt *}' lists your entire
|
|
inventory, so you can see the inventory letters of every object you're
|
|
carrying. Finally, if you change your mind and decide you don't want
|
|
to do this command after all, you can press the `ESC' key to abort the
|
|
command.
|
|
|
|
%.pg
|
|
You can put a number before some commands to repeat them that many
|
|
times; for example, ``{\tt 10s}'' will search ten times. If you have the
|
|
{\it number\_pad\/}
|
|
option set, you must type `{\tt n}' to prefix a count, so the example above
|
|
would be typed ``{\tt n10s}'' instead. Commands for which counts make no
|
|
sense ignore them. In addition, movement commands can be prefixed for
|
|
greater control (see below). To cancel a count or a prefix, press the
|
|
`ESC' key.
|
|
|
|
%.pg
|
|
The list of commands is rather long, but it can be read at any time
|
|
during the game through the `{\tt ?}' command, which accesses a menu of
|
|
helpful texts. Here are the commands for your reference:
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\tb{?}]
|
|
Help menu: display one of several help texts available.
|
|
%.lp
|
|
\item[\tb{/}]
|
|
Tell what a symbol represents. You may choose to specify a location
|
|
or type a symbol (or even a whole word) to explain.
|
|
Specifying a location is done by moving the cursor to a particular spot
|
|
on the map and then pressing one of `{\tt .}', `{\tt ,}', `{\tt ;}',
|
|
or `{\tt :}'. `{\tt .}' will explain the symbol at the chosen location,
|
|
conditionally check for ``{\tt More info?}'' depending upon whether the
|
|
{\it help\/}
|
|
option is on, and then you will be asked to pick another location;
|
|
`{\tt ,}' will explain the symbol but skip any additional
|
|
information; `{\tt ;}' will skip additional info and also not bother asking
|
|
you to choose another location to examine; `{\tt :}' will show additional
|
|
info, if any, without asking for confirmation. When picking a location,
|
|
pressing the {\tt ESC} key will terminate this command, or pressing `{\tt ?}'
|
|
will give a brief reminder about how it works.
|
|
|
|
%.pg
|
|
Specifying a name rather than a location
|
|
always gives any additional information available about that name.
|
|
%.lp
|
|
\item[\tb{\&}]
|
|
Tell what a command does.
|
|
%.lp
|
|
\item[\tb{<}]
|
|
Go up to the previous level (if you are on a staircase or ladder).
|
|
%.lp
|
|
\item[\tb{>}]
|
|
Go down to the next level (if you are on a staircase or ladder).
|
|
%.lp
|
|
\item[\tb{[yuhjklbn]}]
|
|
Go one step in the direction indicated (see Figure 2). If you sense
|
|
or remember
|
|
a monster there, you will fight the monster instead. Only these
|
|
one-step movement commands cause you to fight monsters; the others
|
|
(below) are ``safe.''
|
|
%.sd
|
|
\begin{center}
|
|
\begin{tabular}{cc}
|
|
\verb+ y k u + & \verb+ 7 8 9 +\\
|
|
\verb+ \ | / + & \verb+ \ | / +\\
|
|
\verb+ h- . -l + & \verb+ 4- . -6 +\\
|
|
\verb+ / | \ + & \verb+ / | \ +\\
|
|
\verb+ b j n + & \verb+ 1 2 3 +\\
|
|
& (if {\it number\_pad\/} set)
|
|
\end{tabular}
|
|
\end{center}
|
|
%.ed
|
|
\begin{center}
|
|
Figure 2
|
|
\end{center}
|
|
%.lp
|
|
\item[\tb{[YUHJKLBN]}]
|
|
Go in that direction until you hit a wall or run into something.
|
|
%.lp
|
|
\item[\tb{m[yuhjklbn]}]
|
|
Prefix: move without picking up objects or fighting (even if you remember
|
|
a monster there)
|
|
%.lp
|
|
\item[\tb{F[yuhjklbn]}]
|
|
Prefix: fight a monster (even if you only guess one is there)
|
|
%.lp
|
|
\item[\tb{M[yuhjklbn]}]
|
|
Prefix: Move far, no pickup.
|
|
%.lp
|
|
\item[\tb{g[yuhjklbn]}]
|
|
Prefix: Move until something interesting is found.
|
|
%.lp
|
|
\item[\tb{G[yuhjklbn] {\rm or} <CONTROL->[yuhjklbn]}]
|
|
Prefix: Same as `{\tt g}', but forking of corridors is not considered
|
|
interesting.
|
|
%.lp
|
|
\item[\tb{_}]
|
|
Travel to a map location via a shortest-path algorithm. Stops on most of
|
|
the same conditions as the `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 further than 1 cell away from the current position.
|
|
%.lp
|
|
\item[\tb{.}]
|
|
Rest, do nothing for one turn.
|
|
%.lp
|
|
\item[\tb{a}]
|
|
Apply (use) a tool (pick-axe, key, lamp \ldots).
|
|
%.lp
|
|
\item[\tb{A}]
|
|
Remove one or more worn items, such as armor.
|
|
Use `{\tt T}' (take off) to take off only one piece of armor
|
|
or `{\tt R}' (remove) to take off only one accessory.
|
|
%.lp
|
|
\item[\tb{\^{}A}]
|
|
Redo the previous command.
|
|
%.lp
|
|
\item[\tb{c}]
|
|
Close a door.
|
|
%.lp
|
|
\item[\tb{C}]
|
|
Call (name) an individual monster.
|
|
%.lp
|
|
\item[\tb{\^{}C}]
|
|
Panic button. Quit the game.
|
|
%.lp
|
|
\item[\tb{d}]
|
|
Drop something.\\
|
|
{\tt d7a} --- drop seven items of object
|
|
{\it a}.
|
|
%.lp
|
|
\item[\tb{D}]
|
|
Drop several things. In answer to the question
|
|
``{\tt What kinds of things do you want to drop? [!\%= aium]}''
|
|
you should type zero or more object symbols possibly followed by
|
|
`{\tt a}' and/or `{\tt i}' and/or `{\tt u}' and/or `{\tt m}'.\\
|
|
%.sd
|
|
%.si
|
|
{\tt Da} --- drop all objects, without asking for confirmation.\\
|
|
{\tt Di} --- examine your intentory before dropping anything.\\
|
|
{\tt Du} --- drop only unpaid objects (when in a shop).\\
|
|
{\tt Dm} --- use a menu to pick which object(s) to drop.\\
|
|
{\tt D\%u} --- drop only unpaid food.
|
|
%.ei
|
|
%.ed
|
|
%.lp
|
|
\item[\tb{\^{}D}]
|
|
Kick something (usually a door).
|
|
%.lp
|
|
\item[\tb{e}]
|
|
Eat food.
|
|
%.lp
|
|
\item[\tb{E}]
|
|
Engrave a message on the floor.
|
|
Engraving the word ``{\tt Elbereth}'' will cause most monsters to not attack
|
|
you hand-to-hand (but if you attack, you will rub it out); this is
|
|
often useful to give yourself a breather. (This feature may be compiled out
|
|
of the game, so your version might not have it.)\\
|
|
%.sd
|
|
%.si
|
|
{\tt E-} --- write in the dust with your fingers.
|
|
%.ei
|
|
%.ed
|
|
%.Ip
|
|
\item[\tb{f}]
|
|
Fire one of the objects placed in your quiver. You may select
|
|
ammunition with a previous `{\tt Q}' command, or let the computer pick
|
|
something appropriate if {\it autoquiver\/} is true.
|
|
%.lp
|
|
\item[\tb{i}]
|
|
List your inventory (everything you're carrying).
|
|
%.lp
|
|
\item[\tb{I}]
|
|
List selected parts of your inventory.\\
|
|
%.sd
|
|
%.si
|
|
{\tt I*} --- list all gems in inventory;\\
|
|
{\tt Iu} --- list all unpaid items;\\
|
|
{\tt Ix} --- list all used up items that are on your shopping bill;\\
|
|
{\tt I\$} --- count your money.
|
|
%.ei
|
|
%.ed
|
|
%.lp
|
|
\item[\tb{o}]
|
|
Open a door.
|
|
%.lp
|
|
\item[\tb{O}]
|
|
Set options. A menu showing the current option values will be
|
|
displayed. You can change most values simply by selecting the menu
|
|
entry for the given option (ie, by typing its letter or clicking upon
|
|
it, depending on your user interface). For the non-boolean choices,
|
|
a further menu or prompt will appear once you've closed this menu.
|
|
The available options
|
|
are listed later in this Guidebook. Options are usually set before the
|
|
game rather than with the `{\tt O}' command; see the section on options below.
|
|
%.lp
|
|
\item[\tb{p}]
|
|
Pay your shopping bill.
|
|
%.lp
|
|
\item[\tb{P}]
|
|
Put on a ring or other accessory (amulet, blindfold).
|
|
%.lp
|
|
\item[\tb{\^{}P}]
|
|
Repeat previous message (subsequent {\tt \^{}P}'s repeat earlier messages).
|
|
%.lp
|
|
\item[\tb{q}]
|
|
Quaff (drink) a potion.
|
|
%.lp
|
|
\item[\tb{Q}]
|
|
Select an object for your quiver. You can then throw this using
|
|
the `f' command. (In versions prior to 3.3 this was the command to quit
|
|
the game, which has now been moved to `{\tt \#quit}'.)
|
|
%.lp
|
|
\item[\tb{r}]
|
|
Read a scroll or spellbook.
|
|
%.lp
|
|
\item[\tb{R}]
|
|
Remove an accessory (ring, amulet, etc).
|
|
%.lp
|
|
\item[\tb{\^{}R}]
|
|
Redraw the screen.
|
|
%.lp
|
|
\item[\tb{s}]
|
|
Search for secret doors and traps around you. It usually takes several
|
|
tries to find something.
|
|
%.lp
|
|
\item[\tb{S}]
|
|
Save (and suspend) the game. The game will be restored automatically the
|
|
next time you play.
|
|
%.lp
|
|
\item[\tb{t}]
|
|
Throw an object or shoot a projectile.
|
|
%.lp
|
|
\item[\tb{T}]
|
|
Take off armor.
|
|
%.lp
|
|
\item[\tb{\^{}T}]
|
|
Teleport, if you have the ability.
|
|
%.lp
|
|
\item[\tb{v}]
|
|
Display version number.
|
|
%.lp
|
|
\item[\tb{V}]
|
|
Display the game history.
|
|
%.lp
|
|
\item[\tb{w}]
|
|
Wield weapon.\\
|
|
%.sd
|
|
%.si
|
|
{\tt w-} --- wield nothing, use your bare hands.
|
|
%.ei
|
|
%.ed
|
|
%.lp
|
|
\item[\tb{W}]
|
|
Wear armor.
|
|
%.lp
|
|
\item[\tb{x}]
|
|
Exchange your wielded weapon with the item in your secondary
|
|
weapon slot. The latter is used as your second weapon in
|
|
two-weapon combat. Note that if one of these slots is empty,
|
|
the exchange still takes place.
|
|
%.lp
|
|
\item[\tb{X}]
|
|
Enter explore (discovery) mode, explained in its own section later.
|
|
%.lp
|
|
\item[\tb{\^{}X}]
|
|
Display your name, role, race, gender, and alignment as well as
|
|
the various deities in your game.
|
|
%.lp
|
|
\item[\tb{z}]
|
|
Zap a wand. To aim at yourself, use `{\tt .}' for the direction.
|
|
%.lp
|
|
\item[\tb{Z}]
|
|
Zap (cast) a spell. To cast at yourself, use `{\tt .}' for the direction.
|
|
%.lp
|
|
\item[\tb{\^{}Z}]
|
|
Suspend the game (UNIX versions with job control only).
|
|
%.lp
|
|
\item[\tb{:}]
|
|
Look at what is here.
|
|
%.lp
|
|
\item[\tb{;}]
|
|
Show what type of thing a visible symbol corresponds to.
|
|
%.lp
|
|
\item[\tb{,}]
|
|
Pick up some things.
|
|
%.lp
|
|
\item[\tb{@}]
|
|
Toggle the {\it autopickup\/} option on and off.
|
|
%.lp
|
|
\item[\tb{\^{}}]
|
|
Ask for the type of a trap you found earlier.
|
|
%.lp
|
|
\item[\tb{)}]
|
|
Tell what weapon you are wielding.
|
|
%.lp
|
|
\item[\tb{[}]
|
|
Tell what armor you are wearing.
|
|
%.lp
|
|
\item[\tb{=}]
|
|
Tell what rings you are wearing.
|
|
%.lp
|
|
\item[\tb{"}]
|
|
Tell what amulet you are wearing.
|
|
%.lp
|
|
\item[\tb{(}]
|
|
Tell what tools you are using.
|
|
%.lp
|
|
\item[\tb{*}]
|
|
Tell what equipment you are using; combines the preceding five type-specific
|
|
commands into one.
|
|
%.lp
|
|
\item[\tb{\$}]
|
|
Count your gold pieces.
|
|
%.lp
|
|
\item[\tb{+}]
|
|
List the spells you know. Using this command, you can also rearrange
|
|
the order in which your spells are listed. They are shown via a menu,
|
|
and if you select a spell in that menu, you'll be re-prompted for
|
|
another spell to swap places with it, and then have opportunity to
|
|
make further exchanges.
|
|
%.lp
|
|
\item[\tb{$\backslash$}]
|
|
Show what types of objects have been discovered.
|
|
%.lp
|
|
\item[\tb{!}]
|
|
Escape to a shell.
|
|
%.lp
|
|
\item[\tb{\#}]
|
|
Perform an extended command. As you can see, the authors of {\it NetHack\/}
|
|
used up all the letters, so this is a way to introduce the less frequently
|
|
used commands.
|
|
What extended commands are available depends on what features
|
|
the game was compiled with.
|
|
%.lp
|
|
\item[\tb{\#adjust}]
|
|
Adjust inventory letters (most useful when the
|
|
{\it fixinv\/}
|
|
option is ``on'').
|
|
%.lp
|
|
\item[\tb{\#chat}]
|
|
Talk to someone.
|
|
%.lp
|
|
\item[\tb{\#conduct}]
|
|
List which challenges you have adhered to. See the section below entitled
|
|
``Conduct'' for details.
|
|
%.lp
|
|
\item[\tb{\#dip}]
|
|
Dip an object into something.
|
|
%.lp
|
|
\item[\tb{\#enhance}]
|
|
Advance or check weapons and spell skills.
|
|
%.lp
|
|
\item[\tb{\#force}]
|
|
Force a lock.
|
|
%.lp
|
|
\item[\tb{\#invoke}]
|
|
Invoke an object's special powers.
|
|
%.lp
|
|
\item[\tb{\#jump}]
|
|
Jump to another location.
|
|
%.lp
|
|
\item[\tb{\#loot}]
|
|
Loot a box or bag on the floor beneath you, or the saddle
|
|
from a horse standing next to you.
|
|
%.lp
|
|
\item[\tb{\#monster}]
|
|
Use a monster's special ability (when polymorphed into monster form).
|
|
%.lp
|
|
\item[\tb{\#name}]
|
|
Name an item or type of object.
|
|
%.lp
|
|
\item[\tb{\#offer}]
|
|
Offer a sacrifice to the gods.
|
|
%.lp
|
|
\item[\tb{\#pray}]
|
|
Pray to the gods for help.
|
|
%.lp
|
|
\item[\tb{\#quit}]
|
|
Quit the program without saving your game.
|
|
%.lp
|
|
\item[\tb{\#ride}]
|
|
Ride (or stop riding) a monster.
|
|
%.lp
|
|
\item[\tb{\#rub}]
|
|
Rub a lamp or a stone.
|
|
%.lp
|
|
\item[\tb{\#sit}]
|
|
Sit down.
|
|
%.lp
|
|
\item[\tb{\#turn}]
|
|
Turn undead.
|
|
%.lp
|
|
\item[\tb{\#twoweapon}]
|
|
Toggle two-weapon combat on or off. Note that you must
|
|
use suitable weapons for this type of combat, or it will
|
|
be automatically turned off.
|
|
%.lp
|
|
\item[\tb{\#untrap}]
|
|
Untrap something (trap, door, or chest).
|
|
%.lp
|
|
\item[\tb{\#version}]
|
|
Print compile time options for this version of {\it NetHack}.
|
|
%.lp
|
|
\item[\tb{\#wipe}]
|
|
Wipe off your face.
|
|
%.lp
|
|
\item[\tb{\#?}]
|
|
Help menu: get the list of available extended commands.
|
|
\elist
|
|
|
|
%.pg
|
|
\nd If your keyboard has a meta key (which, when pressed in combination
|
|
with another key, modifies it by setting the `meta' [8th, or `high']
|
|
bit), you can invoke many extended commands by meta-ing the first
|
|
letter of the command.
|
|
%- In {\it NT, OS/2, PC\/ {\rm and} ST NetHack},
|
|
%- the `Alt' key can be used in this fashion;
|
|
%- on the Amiga set the {\it altmeta\/} option to get this behavior.
|
|
In {\it NT, OS/2, {\rm and} PC NetHack},
|
|
the `Alt' key can be used in this fashion.
|
|
\blist{}
|
|
%.lp
|
|
\item[\tb{M-?}]
|
|
{\tt\#?} (not supported by all platforms)
|
|
%.lp
|
|
\item[\tb{M-2}]
|
|
{\tt\#twoweapon} (unless the {\it number\_pad\/} option is enabled)
|
|
%.lp
|
|
\item[\tb{M-a}]
|
|
{\tt\#adjust}
|
|
%.lp
|
|
\item[\tb{M-c}]
|
|
{\tt\#chat}
|
|
%.lp
|
|
\item[\tb{M-d}]
|
|
{\tt\#dip}
|
|
%.lp
|
|
\item[\tb{M-e}]
|
|
{\tt\#enhance}
|
|
%.lp
|
|
\item[\tb{M-f}]
|
|
{\tt\#force}
|
|
%.lp
|
|
\item[\tb{M-i}]
|
|
{\tt\#invoke}
|
|
%.lp
|
|
\item[\tb{M-j}]
|
|
{\tt\#jump}
|
|
%.lp
|
|
\item[\tb{M-l}]
|
|
{\tt\#loot}
|
|
%.lp
|
|
\item[\tb{M-m}]
|
|
{\tt\#monster}
|
|
%.lp
|
|
\item[\tb{M-n}]
|
|
{\tt\#name}
|
|
%.lp
|
|
\item[\tb{M-o}]
|
|
{\tt\#offer}
|
|
%.lp
|
|
\item[\tb{M-p}]
|
|
{\tt\#pray}
|
|
%.Ip
|
|
\item[\tb{M-q}]
|
|
{\tt\#quit}
|
|
%.lp
|
|
\item[\tb{M-r}]
|
|
{\tt\#rub}
|
|
%.lp
|
|
\item[\tb{M-s}]
|
|
{\tt\#sit}
|
|
%.lp
|
|
\item[\tb{M-t}]
|
|
{\tt\#turn}
|
|
%.lp
|
|
\item[\tb{M-u}]
|
|
{\tt\#untrap}
|
|
%.lp
|
|
\item[\tb{M-v}]
|
|
{\tt\#version}
|
|
%.lp
|
|
\item[\tb{M-w}]
|
|
{\tt\#wipe}
|
|
\elist
|
|
|
|
%.pg
|
|
\nd If the {\it number\_pad\/} option is on, some additional letter commands
|
|
are available:
|
|
\blist{}
|
|
%.lp
|
|
\item[\tb{h}]
|
|
Help menu: display one of several help texts available, like ``{\tt ?}''.
|
|
%.lp
|
|
\item[\tb{j}]
|
|
Jump to another location. Same as ``{\tt \#jump}'' or ``{\tt M-j}''.
|
|
%.lp
|
|
\item[\tb{k}]
|
|
Kick something (usually a door). Same as `{\tt \^{}D}'.
|
|
%.lp
|
|
\item[\tb{l}]
|
|
Loot a box or bag on the floor beneath you, or the saddle
|
|
from a horse standing next to you. Same as ``{\tt \#loot}'' or ``{\tt M-l}''.
|
|
%.lp
|
|
\item[\tb{N}]
|
|
Name an object or type of object. Same as ``{\tt \#name}'' or ``{\tt M-n}''.
|
|
%.lp
|
|
\item[\tb{u}]
|
|
Untrap a trap, door, or chest. Same as ``{\tt \#untrap}'' or ``{\tt M-u}''.
|
|
\elist
|
|
|
|
%.hn 1
|
|
\section{Rooms and corridors}
|
|
|
|
%.pg
|
|
Rooms and corridors in the dungeon are either lit or dark.
|
|
Any lit areas within your line of sight will be displayed;
|
|
dark areas are only displayed if they are within one space of you.
|
|
Walls and corridors remain on the map as you explore them.
|
|
|
|
%.pg
|
|
Secret corridors are hidden. You can find them with the `{\tt s}' (search)
|
|
command.
|
|
|
|
%.hn 2
|
|
\subsection*{Doorways}
|
|
|
|
%.pg
|
|
Doorways connect rooms and corridors. Some doorways have no doors;
|
|
you can walk right through. Others have doors in them, which may be
|
|
open, closed, or locked. To open a closed door, use the `{\tt o}' (open)
|
|
command; to close it again, use the `{\tt c}' (close) command.
|
|
|
|
%.pg
|
|
You can get through a locked door by using a tool to pick the lock
|
|
with the `{\tt a}' (apply) command, or by kicking it open with the
|
|
`{\tt \^{}D}' (kick) command.
|
|
|
|
%.pg
|
|
Open doors cannot be entered diagonally; you must approach them
|
|
straight on, horizontally or vertically. Doorways without doors are
|
|
not restricted in this fashion.
|
|
|
|
%.pg
|
|
Doors can be useful for shutting out monsters. Most monsters cannot
|
|
open doors, although a few don't need to (ex.\ ghosts can walk through
|
|
doors).
|
|
|
|
%.pg
|
|
Secret doors are hidden. You can find them with the `{\tt s}' (search)
|
|
command. Once found they are in all ways equivalent to normal doors.
|
|
|
|
%.hn 2
|
|
\subsection*{Traps (`{\tt \^{}}')}
|
|
|
|
%.pg
|
|
There are traps throughout the dungeon to snare the unwary delver.
|
|
For example, you may suddenly fall into a pit and be stuck for a few
|
|
turns trying to climb out. Traps don't appear on your map until you
|
|
see one triggered by moving onto it, see something fall into it, or you
|
|
discover it with the `{\tt s}' (search) command. Monsters can fall prey to
|
|
traps, too, which can be a very useful defensive strategy.
|
|
|
|
%.pg
|
|
There is a special pre-mapped branch of the dungeon based on the
|
|
classic computer game ``{\tt Sokoban}.'' The goal is to push the boulders
|
|
into the pits or holes. With careful foresight, it is possible to
|
|
complete all of the levels according to the traditional rules of
|
|
Sokoban. Some allowances are permitted in case the player gets stuck;
|
|
however, they will lower your luck.
|
|
|
|
\subsection*{Stairs (`{\tt <}', `{\tt >}')}
|
|
|
|
%.pg
|
|
In general, each level in the dungeon will have a staircase going up
|
|
(`{\tt <}') to the previous level and another going down (`{\tt >}')
|
|
to the next
|
|
level. There are some exceptions though. For instance, fairly early
|
|
in the dungeon you will find a level with two down staircases, one
|
|
continuing into the dungeon and the other branching into an area
|
|
known as the Gnomish Mines. Those mines eventually hit a dead end,
|
|
so after exploring them (if you choose to do so), you'll need to
|
|
climb back up to the main dungeon.
|
|
|
|
%.pg
|
|
When you traverse a set of stairs, or trigger a trap which sends you
|
|
to another level, the level you're leaving will be deactivated and
|
|
stored in a file on disk. If you're moving to a previously visited
|
|
level, it will be loaded from its file on disk and reactivated. If
|
|
you're moving to a level which has not yet been visited, it will be
|
|
created (from scratch for most random levels, from a template for
|
|
some ``special'' levels, or loaded from the remains of an earlier game
|
|
for a ``bones'' level as briefly described below). Monsters are only
|
|
active on the current level; those on other levels are essentially
|
|
placed into stasis.
|
|
|
|
%.pg
|
|
Ordinarily when you climb a set of stairs, you will arrive on the
|
|
corresponding staircase at your destination. However, pets (see below)
|
|
and some other monsters will follow along if they're close enough when
|
|
you travel up or down stairs, and occasionally one of these creatures
|
|
will displace you during the climb. When that occurs, the pet or other
|
|
monster will arrive on the staircase and you will end up nearby.
|
|
|
|
\subsection*{Ladders (`{\tt <}', `{\tt >}')}
|
|
|
|
%.pg
|
|
Ladders serve the same purpose as staircases, and the two types of
|
|
inter-level connections are nearly indistinguishable during game play.
|
|
|
|
%.hn 1
|
|
\section{Monsters}
|
|
|
|
%.pg
|
|
Monsters you cannot see are not displayed on the screen. Beware!
|
|
You may suddenly come upon one in a dark place. Some magic items can
|
|
help you locate them before they locate you (which some monsters can do
|
|
very well).
|
|
|
|
%.pg
|
|
The commands `{\tt /}' and `{\tt ;}' may be used to obtain information
|
|
about those
|
|
monsters who are displayed on the screen. The command `{\tt C}' allows you
|
|
to assign a name to a monster, which may be useful to help distinguish
|
|
one from another when multiple monsters are present. Assigning a name
|
|
which is just a space will remove any prior name.
|
|
|
|
%.pg
|
|
The extended command ``{\tt \#chat}'' can be used to interact with an adjacent
|
|
monster. There is no actual dialog (in other words, you don't get to
|
|
choose what you'll say), but chatting with some monsters such as a
|
|
shopkeeper or the Oracle of Delphi can produce useful results.
|
|
|
|
%.hn 2
|
|
\subsection*{Fighting}
|
|
|
|
%.pg
|
|
If you see a monster and you wish to fight it, just attempt to walk
|
|
into it. Many monsters you find will mind their own business unless
|
|
you attack them. Some of them are very dangerous when angered.
|
|
Remember: discretion is the better part of valor.
|
|
|
|
%.pg
|
|
If you can't see a monster (if it is invisible, or if you are blinded),
|
|
the symbol `I' will be shown when you learn of its presence.
|
|
If you attempt to walk into it, you will try to fight it just like
|
|
a monster that you can see; of course,
|
|
if the monster has moved, you will attack empty air. If you guess
|
|
that the monster has moved and you don't wish to fight, you can use the `m'
|
|
command to move without fighting; likewise, if you don't remember a monster
|
|
but want to try fighting anyway, you can use the `F' command.
|
|
|
|
%.hn 2
|
|
\subsection*{Your pet}
|
|
|
|
%.pg
|
|
You start the game with a little dog (`{\tt d}'), cat (`{\tt f}'),
|
|
or pony (`{\tt u}'), which follows
|
|
you about the dungeon and fights monsters with you. Like you, your
|
|
pet needs food to survive. It usually feeds itself on fresh carrion
|
|
and other meats. If you're worried about it or want to train it, you
|
|
can feed it, too, by throwing it food. A properly trained pet can be
|
|
very useful under certain circumstances.
|
|
|
|
%.pg
|
|
Your pet also gains experience from killing monsters, and can grow
|
|
over time, gaining hit points and doing more damage. Initially, your
|
|
pet may even be better at killing things than you, which makes pets
|
|
useful for low-level characters.
|
|
|
|
%.pg
|
|
Your pet will follow you up and down staircases if it is next to you
|
|
when you move. Otherwise your pet will be stranded and may become
|
|
wild. Similarly, when you trigger certain types of traps which alter
|
|
your location (for instance, a trap door which drops you to a lower
|
|
dungeon level), any adjacent pet will accompany you and any non-adjacent
|
|
pet will be left behind. Your pet may trigger such traps itself; you
|
|
will not be carried along with it even if adjacent at the time.
|
|
|
|
%.hn 2
|
|
\subsection*{Steeds}
|
|
|
|
%.pg
|
|
Some types of creatures in the dungeon can actually be ridden if you
|
|
have the right equipment and skill. Convincing a wild beast to let
|
|
you saddle it up is difficult to say the least. Many a dungeoneer
|
|
has had to resort to magic and wizardry in order to forge the alliance.
|
|
Once you do have the beast under your control however, you can
|
|
easily climb in and out of the saddle with the `{\tt \#ride}' command. Lead
|
|
the beast around the dungeon when riding, in the same manner as
|
|
you would move yourself. It is the beast that you will see displayed
|
|
on the map.
|
|
|
|
%.pg
|
|
Riding skill is managed by the `{\tt \#enhance}' command. See the section
|
|
on Weapon proficiency for more information about that.
|
|
|
|
%.hn 2
|
|
\subsection*{Bones levels}
|
|
|
|
%.pg
|
|
You may encounter the shades and corpses of other adventurers (or even
|
|
former incarnations of yourself!) and their personal effects. Ghosts
|
|
are hard to kill, but easy to avoid, since they're slow and do little
|
|
damage. You can plunder the deceased adventurer's possessions;
|
|
however, they are likely to be cursed. Beware of whatever killed the
|
|
former player; it is probably still lurking around, gloating over its
|
|
last victory.
|
|
|
|
%.hn 1
|
|
\section{Objects}
|
|
|
|
%.pg
|
|
When you find something in the dungeon, it is common to want to pick
|
|
it up. In {\it NetHack}, this is accomplished automatically by walking over
|
|
the object (unless you turn off the {\it autopickup\/}
|
|
option (see below), or move with the `{\tt m}' prefix (see above)), or
|
|
manually by using the `{\tt ,}' command.
|
|
%.pg
|
|
If you're carrying too many items, {\it NetHack\/} will tell you so and you
|
|
won't be able to pick up anything more. Otherwise, it will add the object(s)
|
|
to your pack and tell you what you just picked up.
|
|
%.pg
|
|
As you add items to your inventory, you also add the weight of that object
|
|
to your load. The amount that you can carry depends on your strength and
|
|
your constitution. The
|
|
stronger you are, the less the additional load will affect you. There comes
|
|
a point, though, when the weight of all of that stuff you are carrying around
|
|
with you through the dungeon will encumber you. Your reactions
|
|
will get slower and you'll burn calories faster, requiring food more frequently
|
|
to cope with it. Eventually, you'll be so overloaded that you'll either have
|
|
to discard some of what you're carrying or collapse under its weight.
|
|
%.pg
|
|
NetHack will tell you how badly you have loaded yourself. The symbols
|
|
`Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are
|
|
displayed on the bottom line display to indicate your condition.
|
|
|
|
%.pg
|
|
When you pick up an object, it is assigned an inventory letter. Many
|
|
commands that operate on objects must ask you to find out which object
|
|
you want to use. When {\it NetHack\/} asks you to choose a particular object
|
|
you are carrying, you are usually presented with a list of inventory
|
|
letters to choose from (see Commands, above).
|
|
|
|
%.pg
|
|
Some objects, such as weapons, are easily differentiated. Others, like
|
|
scrolls and potions, are given descriptions which vary according to
|
|
type. During a game, any two objects with the same description are
|
|
the same type. However, the descriptions will vary from game to game.
|
|
|
|
%.pg
|
|
When you use one of these objects, if its effect is obvious, {\it NetHack\/}
|
|
will remember what it is for you. If its effect isn't extremely
|
|
obvious, you will be asked what you want to call this type of object
|
|
so you will recognize it later. You can also use the ``{\tt \#name}''
|
|
command for the same purpose at any time, to name all objects of a
|
|
particular type or just an individual object.
|
|
When you use ``{\tt \#name}'' on an object which has already been named,
|
|
specifying a space as the value will remove the prior name instead
|
|
of assigning a new one.
|
|
|
|
%.hn 2
|
|
\subsection*{Curses and Blessings}
|
|
|
|
%.pg
|
|
Any object that you find may be cursed, even if the object is
|
|
otherwise helpful. The most common effect of a curse is being stuck
|
|
with (and to) the item. Cursed weapons weld themselves to your hand
|
|
when wielded, so you cannot unwield them. Any cursed item you wear
|
|
is not removable by ordinary means. In addition, cursed arms and armor
|
|
usually, but not always, bear negative enchantments that make them
|
|
less effective in combat. Other cursed objects may act poorly or
|
|
detrimentally in other ways.
|
|
|
|
%.pg
|
|
Objects can also be blessed. Blessed items usually work better or
|
|
more beneficially than normal uncursed items. For example, a blessed
|
|
weapon will do more damage against demons.
|
|
|
|
%.pg
|
|
There are magical means of bestowing or removing curses upon objects,
|
|
so even if you are stuck with one, you can still have the curse
|
|
lifted and the item removed. Priests and Priestesses have an innate
|
|
sensitivity to this property in any object, so they can more easily avoid
|
|
cursed objects than other character roles.
|
|
|
|
%.pg
|
|
An item with unknown status will be reported in your inventory with no prefix.
|
|
An item which you know the state of will be distinguished in your inventory
|
|
by the presence of the word ``cursed'', ``uncursed'' or ``blessed'' in the
|
|
description of the item.
|
|
|
|
%.hn 2
|
|
\subsection*{Weapons (`{\tt )}')}
|
|
|
|
%.pg
|
|
Given a chance, most monsters in the Mazes of Menace will gratuitously try to
|
|
kill you. You need weapons for self-defense (killing them first). Without a
|
|
weapon, you do only 1--2 hit points of damage (plus bonuses, if any).
|
|
Monk characters are an exception; they normally do much more damage with
|
|
bare hands than they do with weapons.
|
|
|
|
%.pg
|
|
There are wielded weapons, like maces and swords, and thrown weapons,
|
|
like arrows and spears. To hit monsters with a weapon, you must wield it and
|
|
attack them, or throw it at them. You can simply elect to throw a spear.
|
|
To shoot an arrow, you should first wield a bow, then throw the arrow.
|
|
Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones
|
|
(like gems).
|
|
|
|
%.pg
|
|
Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be
|
|
either positive or negative) that adds to your chance to
|
|
hit and the damage you do to a monster. The only way to determine a weapon's
|
|
enchantment is to have it magically identified somehow.
|
|
Most weapons are subject to some type of damage like rust. Such
|
|
``erosion'' damage can be repaired.
|
|
|
|
%.pg
|
|
The chance that an attack will successfully hit a monster, and the amount
|
|
of damage such a hit will do, depends upon many factors. Among them are:
|
|
type of weapon, quality of weapon (enchantment and/or erosion), experience
|
|
level, strength, dexterity, encumbrance, and proficiency (see below). The
|
|
monster's armor class---a general defense rating, not necessarily due to
|
|
wearing of armor---is a factor too; also, some monsters are particularly
|
|
vulnerable to certain types of weapons.
|
|
|
|
%.pg
|
|
Many weapons can be wielded in one hand; some require both hands.
|
|
When wielding a two-handed weapon, you can not wear a shield, and
|
|
vice versa. When wielding a one-handed weapon, you can have another
|
|
weapon ready to use by setting things up with the `{\tt x}' command, which
|
|
exchanges your primary (the one being wielded) and secondary weapons.
|
|
And if you have proficiency in the ``two weapon combat'' skill, you
|
|
may wield both primary and secondary weapons simultaneously; use the
|
|
`{\tt \#twoweapon}' extended command to engage or disengage that. Only
|
|
some types of characters (barbarians, for instance) have the necessary
|
|
skill available. Even with that skill, using two weapons at once incurs
|
|
a penalty in the chance to hit your target compared to using just one
|
|
weapon at a time.
|
|
|
|
%.pg
|
|
There might be times when you'd rather not wield any weapon at all.
|
|
To accomplish that, wield `{\tt -}', or else use the `{\tt A}' command which
|
|
allows you to unwield the current weapon in addition to taking off
|
|
other worn items.
|
|
|
|
%.pg
|
|
Those of you in the audience who are AD\&D players, be aware that each
|
|
weapon which existed in AD\&D does roughly the same damage to monsters in
|
|
{\it NetHack}. Some of the more obscure weapons (such as the %
|
|
{\it aklys}, {\it lucern hammer}, and {\it bec-de-corbin\/}) are defined
|
|
in an appendix to {\it Unearthed Arcana}, an AD\&D supplement.
|
|
|
|
%.pg
|
|
The commands to use weapons are `{\tt w}' (wield), `{\tt t}' (throw),
|
|
`{\tt f}' (fire, an alternative way of throwing), `{\tt Q}' (quiver),
|
|
`{\tt x}' (exchange), `{\tt \#twoweapon}', and `{\tt \#enhance}' (see below).
|
|
|
|
%.hn 3
|
|
\subsection*{Throwing and shooting}
|
|
|
|
%.pg
|
|
You can throw just about anything via the `{\tt t}' command. It will prompt
|
|
for the item to throw; picking `{\tt ?}' will list things in your inventory
|
|
which are considered likely to be thrown, or picking `{\tt *}' will list
|
|
your entire inventory. After you've chosen what to throw, you will
|
|
be prompted for a direction rather than for a specific target. The
|
|
distance something can be thrown depends mainly on the type of object
|
|
and your strength. Arrows can be thrown by hand, but can be thrown
|
|
much farther and will be more likely to hit when thrown while you are
|
|
wielding a bow.
|
|
|
|
%.pg
|
|
You can simplify the throwing operation by using the `{\tt Q}' command to
|
|
select your preferred ``missile'', then using the `{\tt f}' command to
|
|
throw it. You'll be prompted for a direction as above, but you don't
|
|
have to specify which item to throw each time you use `{\tt f}'. There is
|
|
also an option,
|
|
{\it autoquiver},
|
|
which has {\it NetHack\/} choose another item to automatically fill your
|
|
quiver when the inventory slot used for `{\tt Q}' runs out.
|
|
|
|
%.pg
|
|
Some characters have the ability to fire a volley of multiple items in a
|
|
single turn. Knowing how to load several rounds of ammunition at
|
|
once---or hold several missiles in your hand---and still hit a
|
|
target is not an easy task. Rangers are among those who are adept
|
|
at this task, as are those with a high level of proficiency in the
|
|
relevant weapon skill (in bow skill if you're wielding one to
|
|
shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
|
|
or in sling skill if you're wielding one to shoot stones).
|
|
The number of items that the character has a chance to fire varies from
|
|
turn to turn. You can explicitly limit the number of shots by using a
|
|
numeric prefix before the `{\tt t}' or `{\tt f}' command.
|
|
For example, ``{\tt 2f}'' (or ``{\tt n2f}'' if using
|
|
{\it number\_pad\/}
|
|
mode) would ensure that at most 2 arrows are shot
|
|
even if you could have fired 3. If you specify
|
|
a larger number than would have been shot (``{\tt 4f}'' in this example),
|
|
you'll just end up shooting the same number (3, here) as if no limit
|
|
had been specified. Once the volley is in motion, all of the items
|
|
will travel in the same direction; if the first ones kill a monster,
|
|
the others can still continue beyond that spot.
|
|
|
|
%.hn 3
|
|
\subsection*{Weapon proficiency}
|
|
|
|
%.pg
|
|
You will have varying degrees of skill in the weapons available.
|
|
Weapon proficiency, or weapon skills, affect how well you can use
|
|
particular types of weapons, and you'll be able to improve your skills
|
|
as you progress through a game, depending on your role, your experience
|
|
level, and use of the weapons.
|
|
|
|
%.pg
|
|
For the purposes of proficiency, weapons have
|
|
been divided up into various groups such as daggers, broadswords, and
|
|
polearms. Each role has a limit on what level of proficiency a character
|
|
can achieve for each group. For instance, wizards can become highly
|
|
skilled in daggers or staves but not in swords or bows.
|
|
|
|
%.pg
|
|
The `{\tt \#enhance}' extended command is used to review current weapons proficiency
|
|
(also spell proficiency) and to choose which skill(s) to improve when
|
|
you've used one or more skills enough to become eligible to do so. The
|
|
skill rankings are ``none'' (sometimes also referred to as ``restricted'',
|
|
because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
|
|
and ``expert''. Restricted skills simply will not appear in the list
|
|
shown by `{\tt \#enhance}'. (Divine intervention might unrestrict a particular
|
|
skill, in which case it will start at unskilled and be limited to basic.)
|
|
Some characters can enhance their barehanded combat or martial arts skill
|
|
beyond expert to ``master'' or ``grand master''.
|
|
|
|
%.pg
|
|
Use of a weapon in which you're restricted or unskilled
|
|
will incur a modest penalty in the chance to hit a monster and also in
|
|
the amount of damage done when you do hit; at basic level, there is no
|
|
penalty or bonus; at skilled level, you receive a modest bonus in the
|
|
chance to hit and amount of damage done; at expert level, the bonus is
|
|
higher. A successful hit has a chance to boost your training towards
|
|
the next skill level (unless you've already reached the limit for this
|
|
skill). Once such training reaches the threshold for that next level,
|
|
you'll be told that you feel more confident in your skills. At that
|
|
point you can use `{\tt \#enhance}' to increase one or more skills. Such skills
|
|
are not increased automatically because there is a limit to your total
|
|
overall skills, so you need to actively choose which skills to enhance
|
|
and which to ignore.
|
|
|
|
%.hn 2
|
|
\subsection*{Armor (`{\tt [}')}
|
|
|
|
%.pg
|
|
Lots of unfriendly things lurk about; you need armor to protect
|
|
yourself from their blows. Some types of armor offer better
|
|
protection than others. Your armor class is a measure of this
|
|
protection. Armor class (AC) is measured as in AD\&D, with 10 being
|
|
the equivalent of no armor, and lower numbers meaning better armor.
|
|
Each suit of armor which exists in AD\&D gives the same protection in
|
|
{\it NetHack}. Here is an (incomplete) list of the armor classes provided by
|
|
various suits of armor:
|
|
|
|
\begin{center}
|
|
\begin{tabular}{lllll}
|
|
dragon scale mail & 1 & \makebox[20mm]{} & plate mail & 3\\
|
|
crystal plate mail & 3 & & bronze plate mail & 4\\
|
|
splint mail & 4 & & banded mail & 4\\
|
|
dwarvish mithril-coat & 4 & & elven mithril-coat & 5\\
|
|
chain mail & 5 & & orcish chain mail & 6\\
|
|
scale mail & 6 & & studded leather armor & 7\\
|
|
ring mail & 7 & & orcish ring mail & 8\\
|
|
leather armor & 8 & & leather jacket & 9\\
|
|
no armor & 10
|
|
\end{tabular}
|
|
\end{center}
|
|
|
|
%.pg
|
|
\nd You can also wear other pieces of armor (ex.\ helmets, boots,
|
|
shields, cloaks)
|
|
to lower your armor class even further, but you can only wear one item
|
|
of each category (one suit of armor, one cloak, one helmet, one
|
|
shield, and so on) at a time.
|
|
|
|
%.pg
|
|
If a piece of armor is enchanted, its armor protection will be better
|
|
(or worse) than normal, and its ``plus'' (or minus) will subtract from
|
|
your armor class. For example, a +1 chain mail would give you
|
|
better protection than normal chain mail, lowering your armor class one
|
|
unit further to 4. When you put on a piece of armor, you immediately
|
|
find out the armor class and any ``plusses'' it provides. Cursed
|
|
pieces of armor usually have negative enchantments (minuses) in
|
|
addition to being unremovable.
|
|
|
|
%.pg
|
|
Many types of armor are subject to some kind of damage like rust. Such
|
|
damage can be repaired. Some types of armor may inhibit spell casting.
|
|
|
|
%.pg
|
|
The commands to use armor are `{\tt W}' (wear) and `{\tt T}' (take off).
|
|
The `{\tt A}' command can also be used to take off armor as well as other
|
|
worn items.
|
|
|
|
%.hn 2
|
|
\subsection*{Food (`{\tt \%}')}
|
|
|
|
%.pg
|
|
Food is necessary to survive. If you go too long without eating you
|
|
will faint, and eventually die of starvation.
|
|
Some types of food will spoil, and become unhealthy to eat,
|
|
if not protected.
|
|
Food stored in ice boxes or tins (``cans'')
|
|
will usually stay fresh, but ice boxes are heavy, and tins
|
|
take a while to open.
|
|
|
|
%.pg
|
|
When you kill monsters, they usually leave corpses which are also
|
|
``food.'' Many, but not all, of these are edible; some also give you
|
|
special powers when you eat them. A good rule of thumb is ``you are
|
|
what you eat.''
|
|
|
|
%.pg
|
|
Some character roles and some monsters are vegetarian. Vegetarian monsters
|
|
will typically never eat animal corpses, while vegetarian players can,
|
|
but with some rather unpleasant side-effects.
|
|
|
|
%.pg
|
|
You can name one food item after something you like to eat with the
|
|
{\it fruit\/} option.
|
|
|
|
%.pg
|
|
The command to eat food is `{\tt e}'.
|
|
|
|
%.hn 2
|
|
\subsection*{Scrolls (`{\tt ?}')}
|
|
|
|
%.pg
|
|
Scrolls are labeled with various titles, probably chosen by ancient wizards
|
|
for their amusement value (ex.\ ``READ ME,'' or ``THANX MAUD'' backwards).
|
|
Scrolls disappear after you read them (except for blank ones, without
|
|
magic spells on them).
|
|
|
|
%.pg
|
|
One of the most useful of these is the %
|
|
{\it scroll of identify}, which
|
|
can be used to determine what another object is, whether it is cursed or
|
|
blessed, and how many uses it has left. Some objects of subtle
|
|
enchantment are difficult to identify without these.
|
|
|
|
%.pg
|
|
A mail daemon may run up and deliver mail to you as a %
|
|
{\it scroll of mail} (on versions compiled with this feature).
|
|
To use this feature on versions where {\it NetHack\/}
|
|
mail delivery is triggered by electronic mail appearing in your system mailbox,
|
|
you must let {\it NetHack\/} know where to look for new mail by setting the
|
|
``MAIL'' environment variable to the file name of your mailbox.
|
|
You may also want to set the ``MAILREADER'' environment variable to the
|
|
file name of your favorite reader, so {\it NetHack\/} can shell to it when you
|
|
read the scroll.
|
|
On versions of {\it NetHack\/} where mail is randomly
|
|
generated internal to the game, these environment variables are ignored.
|
|
You can disable the mail daemon by turning off the
|
|
{\it mail\/} option.
|
|
|
|
%.pg
|
|
The command to read a scroll is `{\tt r}'.
|
|
|
|
%.hn 2
|
|
\subsection*{Potions (`{\tt !}')}
|
|
|
|
%.pg
|
|
Potions are distinguished by the color of the liquid inside the flask.
|
|
They disappear after you quaff them.
|
|
|
|
%.pg
|
|
Clear potions are potions of water. Sometimes these are
|
|
blessed or cursed, resulting in holy or unholy water. Holy water is
|
|
the bane of the undead, so potions of holy water are good things to
|
|
throw (`{\tt t}') at them. It is also sometimes very useful to dip
|
|
(``{\tt \#dip}'') an object into a potion.
|
|
|
|
%.pg
|
|
The command to drink a potion is `{\tt q}' (quaff).
|
|
|
|
%.hn 2
|
|
\subsection*{Wands (`{\tt /}')}
|
|
|
|
%.pg
|
|
Magic wands usually have multiple magical charges. Some wands are
|
|
directional---you must give a direction in which to zap them. You can also
|
|
zap them at yourself (just give a `{\tt .}' or `{\tt s}' for the direction).
|
|
Be warned, however, for this is often unwise. Other wands are
|
|
nondirectional---they don't require a direction. The number of charges in a
|
|
wand is random and decreases by one whenever you use it.
|
|
|
|
%.pg
|
|
When the number of charges left in a wand becomes zero, attempts to use the
|
|
wand will usually result in nothing happening. Occasionally, however, it may
|
|
be possible to squeeze the last few mana points from an otherwise spent wand,
|
|
destroying it in the process. A wand may be recharged by using suitable
|
|
magic, but doing so runs the risk of causing it to explode. The chance
|
|
for such an explosion starts out very small and increases each time the
|
|
wand is recharged.
|
|
|
|
%.pg
|
|
In a truly desperate situation, when your back is up against the wall, you
|
|
might decide to go for broke and break your wand. This is not for the faint
|
|
of heart. Doing so will almost certainly cause a catastrophic release of
|
|
magical energies.
|
|
|
|
%.pg
|
|
When you have fully identified a particular wand, inventory display will
|
|
include additional information in parentheses: the number of times it has
|
|
been recharged followed by a colon and then by its current number of charges.
|
|
A current charge count of {\tt -1} is a special case indicating that the wand
|
|
has been cancelled.
|
|
|
|
%.pg
|
|
The command to use a wand is `{\tt z}' (zap). To break one, use the `{\tt a}'
|
|
(apply) command.
|
|
|
|
%.hn 2
|
|
\subsection*{Rings (`{\tt =}')}
|
|
|
|
%.pg
|
|
Rings are very useful items, since they are relatively permanent
|
|
magic, unlike the usually fleeting effects of potions, scrolls, and
|
|
wands.
|
|
|
|
%.pg
|
|
Putting on a ring activates its magic. You can wear only two
|
|
rings, one on each ring finger.
|
|
|
|
%.pg
|
|
Most rings also cause you to grow hungry more rapidly, the rate
|
|
varying with the type of ring.
|
|
|
|
%.pg
|
|
The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove).
|
|
|
|
%.hn 2
|
|
\subsection*{Spellbooks (`{\tt +}')}
|
|
|
|
%.pg
|
|
Spellbooks are tomes of mighty magic. When studied with the `{\tt r}' (read)
|
|
command, they transfer to the reader the knowledge of a spell (and
|
|
therefore eventually become unreadable) --- unless the attempt backfires.
|
|
Reading a cursed spellbook or one with mystic runes beyond
|
|
your ken can be harmful to your health!
|
|
|
|
%.pg
|
|
A spell (even when learned) can also backfire when you cast it. If you
|
|
attempt to cast a spell well above your experience level, or if you have
|
|
little skill with the appropriate spell type, or cast it at
|
|
a time when your luck is particularly bad, you can end up wasting both the
|
|
energy and the time required in casting.
|
|
|
|
%.pg
|
|
Casting a spell calls forth magical energies and focuses them with
|
|
your naked mind. 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 practice, 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.
|
|
|
|
%.pg
|
|
Some spells are
|
|
directional---you must give a direction in which to cast them. You can also
|
|
cast them at yourself (just give a `{\tt .}' or `{\tt s}' for the direction).
|
|
Be warned, however, for this is often unwise. Other spells are
|
|
nondirectional---they don't require a direction.
|
|
|
|
%.pg
|
|
Just as weapons are divided into groups in which a character can become
|
|
proficient (to varying degrees), spells are similarly grouped.
|
|
Successfully casting a spell exercises the skill group; sufficient skill
|
|
may increase the potency of the spell and reduce the risk of spell failure.
|
|
Skill slots are shared with weapons skills. (See also the section on
|
|
``Weapon proficiency''.)
|
|
|
|
%.pg
|
|
Casting a spell also requires flexible movement, and wearing various types
|
|
of armor may interfere with that.
|
|
|
|
%.pg
|
|
The command to read a spellbook is the same as for scrolls, `{\tt r}'
|
|
(read). The `{\tt +}' command lists your current spells, their levels,
|
|
categories, and chances for failure.
|
|
The `{\tt Z}' (cast) command casts a spell.
|
|
|
|
%.hn 2
|
|
\subsection*{Tools (`{\tt (}')}
|
|
|
|
%.pg
|
|
Tools are miscellaneous objects with various purposes. Some tools
|
|
have a limited number of uses, akin to wand charges. For example, lamps burn
|
|
out after a while. Other tools are containers, which objects can
|
|
be placed into or taken out of.
|
|
|
|
%.pg
|
|
The command to use tools is `{\tt a}' (apply).
|
|
|
|
%.hn 3
|
|
\subsection*{Containers}
|
|
|
|
%.pg
|
|
You may encounter bags, boxes, and chests in your travels. A tool of
|
|
this sort can be opened with the ``{\tt \#loot}'' extended command when
|
|
you are standing on top of it (that is, on the same floor spot),
|
|
or with the `{\tt a}' (apply) command when you are carrying it. However,
|
|
chests are often locked, and are in any case unwieldy objects.
|
|
You must set one down before unlocking it by
|
|
using a key or lock-picking tool with the `{\tt a}' (apply) command,
|
|
by kicking it with the `{\tt \^{}D}' command,
|
|
or by using a weapon to force the lock with the ``{\tt \#force}''
|
|
extended command.
|
|
|
|
%.pg
|
|
Some chests are trapped, causing nasty things to happen when you
|
|
unlock or open them. You can check for and try to deactivate traps
|
|
with the ``{\tt \#untrap}'' extended command.
|
|
|
|
%.hn 2
|
|
\subsection*{Amulets (`{\tt "}')}
|
|
|
|
%.pg
|
|
Amulets are very similar to rings, and often more powerful. Like
|
|
rings, amulets have various magical properties, some beneficial,
|
|
some harmful, which are activated by putting them on.
|
|
|
|
%.pg
|
|
Only one amulet may be worn at a time, around your neck.
|
|
|
|
%.pg
|
|
The commands to use amulets are the same as for rings, `{\tt P}' (put on)
|
|
and `{\tt R}' (remove).
|
|
|
|
%.hn 2
|
|
\subsection*{Gems (`{\tt *}')}
|
|
|
|
%.pg
|
|
Some gems are valuable, and can be sold for a lot of gold. They are also
|
|
a far more efficient way of carrying your riches. Valuable gems increase
|
|
your score if you bring them with you when you exit.
|
|
|
|
%.pg
|
|
Other small rocks are also categorized as gems, but they are much less
|
|
valuable. All rocks, however, can be used as projectile weapons (if you
|
|
have a sling). In the most desperate of cases, you can still throw them
|
|
by hand.
|
|
|
|
%.hn 2
|
|
\subsection*{Large rocks (`{\tt `}')}
|
|
%.pg
|
|
Statues and boulders are not particularly useful, and are generally
|
|
heavy. It is rumored that some statues are not what they seem.
|
|
|
|
%.pg
|
|
Very large humanoids (giants and their ilk) have been known to use boulders
|
|
as weapons.
|
|
|
|
%.hn 2
|
|
\subsection*{Gold (`{\tt \$}')}
|
|
|
|
%.pg
|
|
Gold adds to your score, and you can buy things in shops with it.
|
|
There are a number
|
|
of monsters in the dungeon that may be influenced by the amount of gold
|
|
you are carrying (shopkeepers aside).
|
|
|
|
%.hn 1
|
|
\section{Conduct}
|
|
|
|
%.pg
|
|
As if winning {\it NetHack\/} were not difficult enough, certain players
|
|
seek to challenge themselves by imposing restrictions on the
|
|
way they play the game. The game automatically tracks some of
|
|
these challenges, which can be checked at any time with the {\tt \#conduct}
|
|
command or at the end of the game. When you perform an action which
|
|
breaks a challenge, it will no longer be listed. This gives
|
|
players extra ``bragging rights'' for winning the game with these
|
|
challenges. Note that it is perfectly acceptable to win the game
|
|
without resorting to these restrictions and that it is unusual for
|
|
players to adhere to challenges the first time they win the game.
|
|
|
|
%.pg
|
|
Several of the challenges are related to eating behavior. The most
|
|
difficult of these is the foodless challenge. Although creatures
|
|
can survive long periods of time without food, there is a physiological
|
|
need for water; thus there is no restriction on drinking beverages,
|
|
even if they provide some minor food benefits.
|
|
Calling upon your god for help with starvation does
|
|
not violate any food challenges either.
|
|
|
|
%.pg
|
|
A strict vegan diet is one which avoids any food derived from animals.
|
|
The primary source of nutrition is fruits and vegetables. The
|
|
corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') are
|
|
also considered to be vegetable matter. Certain human
|
|
food is prepared without animal products; namely, lembas wafers, cram
|
|
rations, food rations (gunyoki), K-rations, and C-rations.
|
|
Metal or another normally indigestible material eaten while polymorphed
|
|
into a creature that can digest it is also considered vegan food.
|
|
Note however that eating such items still counts against foodless conduct.
|
|
|
|
%.pg
|
|
Vegetarians do not eat animals;
|
|
however, they are less selective about eating animal byproducts than vegans.
|
|
In addition to the vegan items listed above, they may eat any kind
|
|
of pudding (`P') other than the black puddings,
|
|
eggs and food made from eggs (fortune cookies and pancakes),
|
|
food made with milk (cream pies and candy bars), and lumps of
|
|
royal jelly. Monks are expected to observe a vegetarian diet.
|
|
|
|
%.pg
|
|
Eating any kind of meat violates the vegetarian, vegan, and foodless
|
|
conducts. This includes tripe rations, the corpses or tins of any
|
|
monsters not mentioned above, and the various other chunks of meat
|
|
found in the dungeon. Swallowing and digesting a monster while polymorphed
|
|
is treated as if you ate the creature's corpse.
|
|
Eating leather, dragon hide, or bone items while
|
|
polymorphed into a creature that can digest it, or eating monster brains
|
|
while polymorphed into a mind flayer, is considered eating
|
|
an animal, although wax is only an animal byproduct.
|
|
|
|
%.pg
|
|
Regardless of conduct, there will be some items which are indigestible,
|
|
and others which are hazardous to eat. Using a swallow-and-digest
|
|
attack against a monster is equivalent to eating the monster's corpse.
|
|
Please note that the term ``vegan'' is used here only in the context of
|
|
diet. You are still free to choose not to use or wear items derived
|
|
from animals (e.g. leather, dragon hide, bone, horns, coral), but the
|
|
game will not keep track of this for you. Also note that ``milky''
|
|
potions may be a translucent white, but they do not contain milk,
|
|
so they are compatible with a vegan diet. Slime molds or
|
|
player-defined ``fruits'', although they could be anything
|
|
from ``cherries'' to ``pork chops'', are also assumed to be vegan.
|
|
|
|
%.pg
|
|
An atheist is one who rejects religion. This means that you cannot
|
|
{\tt \#pray}, {\tt \#offer} sacrifices to any god,
|
|
{\tt \#turn} undead, or {\tt \#chat} with a priest.
|
|
Particularly selective readers may argue that playing Monk or Priest
|
|
characters should violate this conduct; that is a choice left to the
|
|
player. Offering the Amulet of Yendor to your god is necessary to
|
|
win the game and is not counted against this conduct. You are also
|
|
not penalized for being spoken to by an angry god, priest(ess), or
|
|
other religious figure; a true atheist would hear the words but
|
|
attach no special meaning to them.
|
|
|
|
%.pg
|
|
Most players fight with a wielded weapon (or tool intended to be
|
|
wielded as a weapon). Another challenge is to win the game without
|
|
using such a wielded weapon. You are still permitted to throw,
|
|
fire, and kick weapons; use a wand, spell, or other type of item;
|
|
or fight with your hands and feet.
|
|
|
|
%.pg
|
|
In {\it NetHack\/}, a pacifist refuses to cause the death of any other monster
|
|
(i.e. if you would get experience for the death). This is a particularly
|
|
difficult challenge, although it is still possible to gain experience
|
|
by other means.
|
|
|
|
%.pg
|
|
An illiterate character cannot read or write. This includes reading
|
|
a scroll, spellbook, fortune cookie message, or t-shirt; writing a
|
|
scroll; or making an engraving of anything other than a single ``x'' (the
|
|
traditional signature of an illiterate person). Reading an engraving,
|
|
or any item that is absolutely necessary to win the game, is not counted
|
|
against this conduct. The identity of scrolls and spellbooks (and
|
|
knowledge of spells) in your starting inventory is assumed to be
|
|
learned from your teachers prior to the start of the game and isn't
|
|
counted.
|
|
|
|
%.pg
|
|
There are several other challenges tracked by the game. It is possible
|
|
to eliminate one or more species of monsters by genocide; playing without
|
|
this feature is considered a challenge. When you game offers you an
|
|
opportunity to genocide monsters, you may respond with the monster type
|
|
``none'' if you want to decline. You can change the form of an item into
|
|
another item of the same type (``polypiling'') or the form of your own
|
|
body into another creature (``polyself'') by wand, spell, or potion of
|
|
polymorph; avoiding these effects are each considered challenges.
|
|
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.
|
|
|
|
%.hn 1
|
|
\section{Options}
|
|
|
|
%.pg
|
|
Due to variations in personal tastes and conceptions of how {\it NetHack\/}
|
|
should do things, there are options you can set to change how {\it NetHack\/}
|
|
behaves.
|
|
|
|
%.hn 2
|
|
\subsection*{Setting the options}
|
|
|
|
%.pg
|
|
Options may be set in a number of ways. Within the game, the `{\tt O}'
|
|
command allows you to view all options and change most of them.
|
|
You can also set options automatically by placing them in the
|
|
``NETHACKOPTIONS'' environment variable or in a configuration file.
|
|
Some versions of {\it NetHack\/} also have front-end programs that allow
|
|
you to set options before starting the game.
|
|
|
|
%.hn 2
|
|
\subsection*{Using the NETHACKOPTIONS environment variable}
|
|
|
|
%.pg
|
|
The NETHACKOPTIONS variable is a comma-separated list of initial
|
|
values for the various options. Some can only be turned on or off.
|
|
You turn one of these on by adding the name of the option to the list,
|
|
and turn it off by typing a `{\tt !}' or ``{\tt no}'' before the name.
|
|
Others take a
|
|
character string as a value. You can set string options by typing
|
|
the option name, a colon or equals sign, and then the value of the string.
|
|
The value is terminated by the next comma or the end of string.
|
|
|
|
%.pg
|
|
For example, to set up an environment variable so that {\it autoquiver\/}
|
|
is on, {\it autopickup\/} is off, the {\it name\/} is set to ``Blue Meanie'',
|
|
and the {\it fruit\/} is set to ``papaya'', you would enter the command
|
|
%.sd
|
|
\begin{verbatim}
|
|
setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
|
|
\end{verbatim}
|
|
%.ed
|
|
|
|
\nd in {\it csh}
|
|
(note the need to escape the ! since it's special to the shell), or
|
|
%.sd
|
|
\begin{verbatim}
|
|
NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
|
|
export NETHACKOPTIONS
|
|
\end{verbatim}
|
|
%.ed
|
|
|
|
\nd in {\it sh\/} or {\it ksh}.
|
|
|
|
%.hn 2
|
|
\subsection*{Using a configuration file}
|
|
|
|
%.pg
|
|
Any line in the configuration file starting with ``{\tt OPTIONS=}'' may be
|
|
filled out with options in the same syntax as in NETHACKOPTIONS.
|
|
Any line starting with ``{\tt DUNGEON=}'', ``{\tt EFFECTS=}'',
|
|
``{\tt MONSTERS=}'', ``{\tt OBJECTS=}'', ``{\tt TRAPS=}'',
|
|
or ``{\tt BOULDER=}''
|
|
is taken as defining the corresponding {\it dungeon},
|
|
{\it effects}, {\it monsters}, {\it objects}, {\it traps\/} or
|
|
{\it boulder\/} option in a different syntax,
|
|
a sequence of decimal numbers giving the character position
|
|
in the current font to be used in displaying each entry.
|
|
Such a sequence can be continued to multiple lines by putting a
|
|
`{\tt \verb+\+}' at the end of each line to be continued.
|
|
Any line starting with `{\tt \#}' is treated as a comment.
|
|
|
|
%.pg
|
|
The default name of the configuration file varies on different
|
|
operating systems, but NETHACKOPTIONS can also be set to
|
|
the full name of a file you want to use (possibly preceded by an `{\tt @}').
|
|
|
|
%.hn 2
|
|
\subsection*{Customization options}
|
|
|
|
%.pg
|
|
Here are explanations of what the various options do.
|
|
Character strings that are too long may be truncated.
|
|
Some of the options listed may be inactive in your dungeon.
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{align}]
|
|
Your starting alignment ({\tt align:lawful}, {\tt align:neutral},
|
|
or {\tt align:chaotic}). You may specify just the first letter.
|
|
The default is to randomly pick an appropriate alignment.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{autodig}]
|
|
Automatically dig if you are wielding a digging tool and moving into a place
|
|
that can be dug (default false).
|
|
%.lp
|
|
\item[\ib{autopickup}]
|
|
Automatically pick up things onto which you move (default on).
|
|
%.Ip
|
|
\item[\ib{autoquiver}]
|
|
This option controls what happens when you attempt the `f' (fire)
|
|
command with an empty quiver. When true, the computer will fill
|
|
your quiver with some suitable weapon. Note that it will not take
|
|
into account the blessed/cursed status, enchantment, damage, or
|
|
quality of the weapon; you are free to manually fill your quiver with
|
|
the `Q' command instead. If no weapon is found or the option is
|
|
false, the `t' (throw) command is executed instead. (default false)
|
|
%.lp
|
|
\item[\ib{BIOS}]
|
|
Use BIOS calls to update the screen display quickly and to read the keyboard
|
|
(allowing the use of arrow keys to move) on machines with an IBM PC
|
|
compatible BIOS ROM (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only).
|
|
%.lp
|
|
\item[\ib{boulder}]
|
|
Set the character used to display boulders (default is rock class symbol).
|
|
%.lp
|
|
\item[\ib{catname}]
|
|
Name your starting cat (ex.\ ``{\tt catname:Morris}'').
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp character
|
|
\item[\ib{character}]
|
|
Pick your type of character (ex.\ ``{\tt character:Monk}'');
|
|
synonym for ``{\it role\/}''. See ``{\it name\/}'' for an alternate method
|
|
of specifying your role. Normally only the first letter of
|
|
the value is examined; the string ``{\tt random}'' is an exception.
|
|
%.lp
|
|
\item[\ib{checkpoint}]
|
|
Save game state after each level change, for possible recovery after
|
|
program crash (default on).
|
|
%.lp
|
|
\item[\ib{checkspace}]
|
|
Check free disk space before writing files to disk (default on).
|
|
You may have to turn this off if you have more than 2 GB free space
|
|
on the partition used for your save and level files.
|
|
Only applies when MFLOPPY was defined during compilation.
|
|
%.lp
|
|
\item[\ib{confirm}]
|
|
Have user confirm attacks on pets, shopkeepers, and other
|
|
peaceable creatures (default on).
|
|
%.lp
|
|
\item[\ib{DECgraphics}]
|
|
Use a predefined selection of characters from the DEC VT-xxx/DEC
|
|
Rainbow/ANSI line-drawing character set to display the dungeon/effects/traps
|
|
instead of having to define a full graphics set yourself (default off).
|
|
This option also sets up proper handling of graphics
|
|
characters for such terminals, so you should specify it when appropriate
|
|
even if you override the selections with your own graphics strings.
|
|
%.lp
|
|
\item[\ib{disclose}]
|
|
Controls options for disclosing various information when the game ends (defaults
|
|
to all possibilities being disclosed).
|
|
The possibilities are:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt i} --- disclose your inventory.\\
|
|
{\tt a} --- disclose your attributes.\\
|
|
{\tt v} --- summarize monsters that have been vanquished.\\
|
|
{\tt g} --- list monster species that have been genocided.\\
|
|
{\tt c} --- display your conduct.
|
|
%.ei
|
|
%.ed
|
|
|
|
Each disclosure possibility can optionally be preceded by a prefix which
|
|
let you refine how it behaves. Here are the valid prefixes:
|
|
|
|
%.sd
|
|
%.si
|
|
{\tt y} --- prompt you and default to yes on the prompt.\\
|
|
{\tt n} --- prompt you and default to no on the prompt.\\
|
|
{\tt +} --- disclose it without prompting.\\
|
|
{\tt -} --- do not disclose it and do not prompt.
|
|
%.ei
|
|
%.ed
|
|
|
|
(ex.\ ``{\tt disclose:yi na +v -g -c}'')
|
|
The example sets {\it inventory\/} to {\it prompt\/} and default to {\it yes\/},
|
|
{\it attributes\/} to {\it prompt\/} and default to {\it no\/},
|
|
{\it vanquished\/} to {\it disclose without prompting\/},
|
|
{\it genocided\/} to {\it not disclose\/} and not to {\it prompt\/}, and
|
|
{\it conduct\/} to {\it not disclose\/} and not to {\it prompt\/}.
|
|
Note that the vanquished monsters list includes all monsters killed by
|
|
traps and each other as well as by you.
|
|
%.lp
|
|
\item[\ib{dogname}]
|
|
Name your starting dog (ex.\ ``{\tt dogname:Fang}'').
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{dungeon}]
|
|
Set the graphics symbols for displaying the dungeon (default
|
|
``\verb& |--------||.-|++##& \verb&.##<><>_|\\#{}.}..## #}&'').
|
|
The {\it dungeon\/} option should be
|
|
followed by a string of 1--41
|
|
characters to be used instead of the default map-drawing characters.
|
|
The dungeon map will use the characters you specify instead of the
|
|
default symbols, and default symbols for any you do not specify.
|
|
Remember that you may need to escape some of these characters
|
|
on a command line if they are special to your shell.
|
|
|
|
Note that {\it NetHack\/} escape-processes this option string in conventional C
|
|
fashion. This means that `\verb+\+' is a prefix to take the following
|
|
character literally. Thus `\verb+\+' needs to be represented as `\verb+\\+'.
|
|
The special escape form
|
|
`\verb+\m+' switches on the meta bit in the following character, and the
|
|
`{\tt \^{}}' prefix causes the following character to be treated as a control
|
|
character.
|
|
|
|
The order of the symbols is: solid rock, vertical wall, horizontal
|
|
wall, upper left corner, upper right corner, lower left corner, lower
|
|
right corner, cross wall, upward T wall, downward T wall, leftward T
|
|
wall, rightward T wall, no door, vertical open door, horizontal open
|
|
door, vertical closed door, horizontal closed door, iron bars, tree,
|
|
floor of a room, dark corridor, lit corridor, stairs up, stairs down,
|
|
ladder up, ladder down, altar, grave, throne, kitchen sink, fountain, pool or moat,
|
|
ice, lava, vertical lowered drawbridge, horizontal lowered drawbridge,
|
|
vertical raised drawbridge, horizontal raised drawbridge, air, cloud,
|
|
under water.
|
|
|
|
You might want to use `{\tt +}' for the corners and T walls for a more
|
|
aesthetic, boxier display. Note that in the next release, new symbols
|
|
may be added, or the present ones rearranged.
|
|
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{effects}]
|
|
Set the graphics symbols for displaying special effects (default
|
|
``\verb&|-\\/*!)(0#@*/-\\& \verb&||\\-//-\\| |\\-/&'').
|
|
The {\it effects\/} option should be
|
|
followed by a string of 1--29
|
|
characters to be used instead of the default special-effects characters.
|
|
This string is subjected to the same processing as the {\it dungeon\/} option.
|
|
|
|
The order of the symbols is: vertical beam, horizontal beam, left slant,
|
|
right slant, digging beam, camera flash beam, left boomerang, right boomerang,
|
|
four glyphs giving the sequence for magic resistance displays,
|
|
the eight surrounding glyphs for swallowed display,
|
|
nine glyphs for explosions.
|
|
An explosion consists of three rows (top, middle, and bottom) of three
|
|
characters. The explosion is centered in the center of this $3 \times 3$
|
|
array.
|
|
|
|
Note that in the next release, new symbols may be added,
|
|
or the present ones rearranged.
|
|
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{extmenu}]
|
|
Changes the extended commands interface to pop-up a menu of available commands.
|
|
It is keystroke compatible with the traditional interface except that it does
|
|
not require that you hit Enter. It is implemented only by the tty port
|
|
(default off), when the game has been compiled to support tty graphics.
|
|
%.lp
|
|
\item[\ib{female}]
|
|
An obsolete synonym for ``{\tt gender:female}''. Cannot be set with the
|
|
`{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{fixinv}]
|
|
An object's inventory letter sticks to it when it's dropped (default on).
|
|
If this is off, dropping an object shifts all the remaining inventory letters.
|
|
%.lp
|
|
\item[\ib{fruit}]
|
|
Name a fruit after something you enjoy eating (ex.\ ``{\tt fruit:mango}'')
|
|
(default ``{\tt slime mold}''). Basically a nostalgic whimsy that
|
|
{\it NetHack\/} uses from time to time. You should set this to something you
|
|
find more appetizing than slime mold. Apples, oranges, pears, bananas, and
|
|
melons already exist in {\it NetHack}, so don't use those.
|
|
%.Ip
|
|
\item[\ib{gender}]
|
|
Your starting gender ({\tt gender:male} or {\tt gender:female}).
|
|
You may specify just the first letter. Although you can
|
|
still denote your gender using the ``{\tt male}'' and ``{\tt female}''
|
|
options, the ``{\tt gender}'' option will take precedence.
|
|
The default is to randomly pick an appropriate gender.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{help}]
|
|
If more information is available for an object looked at
|
|
with the `{\tt /}' command, ask if you want to see it (default on).
|
|
Turning help off makes just looking at things faster, since you aren't
|
|
interrupted with the ``{\tt More info?}'' prompt, but it also means that you
|
|
might miss some interesting and/or important information.
|
|
%.lp
|
|
\item[\ib{horsename}]
|
|
Name your starting horse (ex.\ ``{\tt horsename:Trigger}'').
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{IBMgraphics}]
|
|
Use a predefined selection of IBM extended ASCII characters to display the
|
|
dungeon/effects/traps instead of having to define a full graphics set
|
|
yourself (default off).
|
|
This option also sets up proper handling of graphics
|
|
characters for such terminals, so you should specify it when appropriate
|
|
even if you override the selections with your own graphics strings.
|
|
%.lp
|
|
\item[\ib{ignintr}]
|
|
Ignore interrupt signals, including breaks (default off).
|
|
%.lp
|
|
\item[\ib{legacy}]
|
|
Display an introductory message when starting the game (default on).
|
|
%.lp
|
|
\item[\ib{lit\_corridor}]
|
|
Show corridor squares seen by night vision or a light source held by your
|
|
character as lit (default off).
|
|
%.lp
|
|
\item[\ib{lootabc}]
|
|
Use the old `{\tt a}', `{\tt b}', and `{\tt c}' keyboard shortcuts when
|
|
looting, rather than the mnemonics `{\tt o}', `{\tt i}', and `{\tt b}' (default off).
|
|
%.lp
|
|
\item[\ib{mail}]
|
|
Enable mail delivery during the game (default on).
|
|
%.lp
|
|
\item[\ib{male}]
|
|
An obsolete synonym for ``{\tt gender:male}''. Cannot be set with the
|
|
`{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{menustyle}]
|
|
Controls the interface used when you need to choose various objects (in
|
|
response to the Drop command, for instance). The value specified should
|
|
be the first letter of one of the following: traditional, combination,
|
|
partial, or full. Traditional was the only interface available for
|
|
earlier versions; it consists of a prompt for object class characters,
|
|
followed by an object-by-object prompt for all items matching the selected
|
|
object class(es). Combination starts with a prompt for object class(es)
|
|
of interest, but then displays a menu of matching objects rather than
|
|
prompting one-by-one. Partial skips the object class filtering and
|
|
immediately displays a menu of all objects. Full displays a menu of
|
|
object classes rather than a character prompt, and then a menu of matching
|
|
objects for selection.
|
|
\item[\ib{menu\_deselect\_all}]
|
|
Menu character accelerator to deselect all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default `-'.
|
|
\item[\ib{menu\_deselect\_page}]
|
|
Menu character accelerator deselect all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+\+'.
|
|
\item[\ib{menu\_first\_page}]
|
|
Menu character accelerator to jump to the first page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+^+'.
|
|
\item[\ib{menu\_invert\_all}]
|
|
Menu character accelerator to invert all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default `@'.
|
|
\item[\ib{menu\_invert\_page}]
|
|
Menu character accelerator to invert all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+~+'.
|
|
\item[\ib{menu\_last\_page}]
|
|
Menu character accelerator to jump to the last page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+|+'.
|
|
\item[\ib{menu\_next\_page}]
|
|
Menu character accelerator to goto the next menu page.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+>+'.
|
|
\item[\ib{menu\_previous\_page}]
|
|
Menu character accelerator to goto the previous menu page.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `\verb+<+'.
|
|
\item[\ib{menu\_search}]
|
|
Menu character accelerator to search for a menu item.
|
|
Implemented by the Amiga, Gem and X11 ports.
|
|
Default `:'.
|
|
\item[\ib{menu\_select\_all}]
|
|
Menu character accelerator to select all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default `.'.
|
|
\item[\ib{menu\_select\_page}]
|
|
Menu character accelerator to select all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default `,'.
|
|
%.lp
|
|
\item[\ib{monsters}]
|
|
Set the characters used to display monster classes (default
|
|
``\verb+abcdefghijklmnopqrstuv+
|
|
\verb+wxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@ '&;:~]+'').
|
|
This string is subjected to the same processing as the {\it dungeon\/} option.
|
|
The order of the symbols is
|
|
ant or other insect, blob, cockatrice,
|
|
dog or other canine, eye or sphere, feline,
|
|
gremlin, humanoid, imp or minor demon,
|
|
jelly, kobold, leprechaun,
|
|
mimic, nymph, orc,
|
|
piercer, quadruped, rodent,
|
|
spider, trapper or lurker above, horse or unicorn,
|
|
vortex, worm, xan or other mythical/fantastic insect,
|
|
light, zruty,
|
|
angelic being, bat or bird, centaur,
|
|
dragon, elemental, fungus or mold,
|
|
gnome, giant humanoid, invisible monster,
|
|
jabberwock, Keystone Kop, lich,
|
|
mummy, naga, ogre,
|
|
pudding or ooze, quantum mechanic, rust monster,
|
|
snake, troll, umber hulk,
|
|
vampire, wraith, xorn,
|
|
yeti or ape or other large beast, zombie,
|
|
human, ghost, golem,
|
|
demon, sea monster, lizard,
|
|
long worm tail, and mimic.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{msghistory}]
|
|
The number of top line messages to save (and recall with `{\tt \^{}P}')
|
|
(default 20). Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{msg\_window}]
|
|
Use a screen-size window to show the previous messages with `{\tt \^{}P}'
|
|
instead of showing them one at a time. (Currently implemented for tty only.)
|
|
%.lp
|
|
\item[\ib{name}]
|
|
Set your character's name (defaults to your user name). You can also
|
|
set your character's role by appending a dash and one or more letters of
|
|
the role (that is, by suffixing one of
|
|
``{\tt -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W}'').
|
|
If ``{\tt -@}'' is used for the role, then a random one will be
|
|
automatically chosen.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{news}]
|
|
Read the {\it NetHack\/} news file, if present (default on).
|
|
Since the news is shown at the beginning of the game, there's no point
|
|
in setting this with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{null}]
|
|
Send padding nulls to the terminal (default off).
|
|
%.lp
|
|
\item[\ib{number\_pad}]
|
|
Use the number keys to move instead of {\tt [yuhjklbn]} (default off).
|
|
%.lp
|
|
\item[\ib{objects}]
|
|
Set the characters used to display object classes (default
|
|
``\verb&])[="(%!?+/$*`0_.&'').
|
|
This string is subjected to the same processing as the {\it dungeon\/} option.
|
|
The order of the symbols is
|
|
illegal-object (should never be seen), weapon, armor, ring, amulet, tool,
|
|
food, potion, scroll, spellbook, wand, gold, gem or rock, boulder or statue,
|
|
iron ball, chain, and venom.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{packorder}]
|
|
Specify the order to list object types in (default
|
|
``\verb&")[%?+!=/(*`0_&''). The value of this option should be a string
|
|
containing the symbols for the various object types. Any omitted types
|
|
are filled in at the end from the previous order.
|
|
%.lp
|
|
\item[\ib{perm\_invent}]
|
|
If true, always display your current inventory in a window. This only
|
|
makes sense for windowing system interfaces that implement this feature.
|
|
%.lp
|
|
\item[\ib{pettype}]
|
|
Specify the type of your initial pet, if you are playing a character class
|
|
that uses multiple types of pets; or choose to have no initial pet at all.
|
|
Possible values are ``{\tt cat}'', ``{\tt dog}'' and ``{\tt none}''.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.Ip
|
|
\item[\ib{pickup\_burden}]
|
|
When you pick up an item that would exceed this encumbrance
|
|
level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
|
|
or overLoaded), you will be asked if you want to continue.
|
|
(Default `S').
|
|
%.lp
|
|
\item[\ib{pickup\_types}]
|
|
Specify the object types to be picked up when {\it autopickup\/}
|
|
is on. Default is all types.
|
|
%.lp
|
|
\item[\ib{prayconfirm}]
|
|
Prompt for confirmation before praying (default on).
|
|
%.lp
|
|
\item[\ib{pushweapon}]
|
|
Using the `w' (wield) command when already wielding
|
|
something pushes the old item into your secondary weapon slot (default off).
|
|
%.Ip
|
|
\item[\ib{race}]
|
|
Selects your race (for example, ``{\tt race:human}''). Default is random.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{rawio}]
|
|
Force raw (non-cbreak) mode for faster output and more
|
|
bulletproof input (MS-DOS sometimes treats `{\tt \^{}P}' as a printer toggle
|
|
without it) (default off). Note: DEC Rainbows hang if this is turned on.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{rest\_on\_space}]
|
|
Make the space bar a synonym for the `{\tt .}' (rest) command (default off).
|
|
%.lp
|
|
\item[\ib{role}]
|
|
Pick your type of character (ex.\ ``{\tt role:Samurai}'');
|
|
synonym for ``{\it character\/}''. See ``{\it name\/}'' for an alternate method
|
|
of specifying your role. Normally only the first letter of the
|
|
value is examined; `r' is an exception with ``{\tt Rogue}'', {\tt Ranger}'',
|
|
and ``{\tt random}'' values.
|
|
%.lp
|
|
\item[\ib{safe\_pet}]
|
|
Prevent you from (knowingly) attacking your pets (default on).
|
|
%.lp
|
|
\item[\ib{scores}]
|
|
Control what parts of the score list you are shown at the end (ex.\
|
|
``{\tt scores:5top scores/4around my score/own scores}''). Only the first
|
|
letter of each category (`{\tt t}', `{\tt a}' or `{\tt o}') is necessary.
|
|
%.lp
|
|
\item[\ib{showexp}]
|
|
Show your accumulated experience points on bottom line (default off).
|
|
%.lp
|
|
\item[\ib{showrace}]
|
|
Display yourself as the glyph for your race, rather than the glyph
|
|
for your role (default off). Note that this setting affects only
|
|
the appearance of the display, not the way the game treats you.
|
|
%.lp
|
|
\item[\ib{showscore}]
|
|
Show your approximate accumulated score on bottom line (default off).
|
|
%.lp
|
|
\item[\ib{silent}]
|
|
Suppress terminal beeps (default on).
|
|
%.lp
|
|
\item[\ib{sortpack}]
|
|
Sort the pack contents by type when displaying inventory (default on).
|
|
%.lp
|
|
\item[\ib{standout}]
|
|
Boldface monsters and ``{\tt --More--}'' (default off).
|
|
%.lp
|
|
\item[\ib{sparkle}]
|
|
Display a sparkly effect when a monster (including yourself) is hit by an
|
|
attack to which it is resistant (default on).
|
|
%.lp
|
|
\item[\ib{suppress\_alert}]
|
|
This option may be set to a NetHack version level to suppress
|
|
alert notification messages about feature changes for that
|
|
and prior versions (ex.\ ``{\tt suppress\_alert:3.3.1}'')
|
|
%.lp
|
|
\item[\ib{time}]
|
|
Show the elapsed game time in turns on bottom line (default off).
|
|
%.lp
|
|
\item[\ib{timed\_delay}]
|
|
When pausing momentarily for display effect, such as with explosions and
|
|
moving objects, use a timer rather than sending extra characters to the
|
|
screen. (Applies to ``tty'' interface only; ``X11'' interface always
|
|
uses a timer based delay. The default is on if configured into the
|
|
program.)
|
|
%.lp
|
|
\item[\ib{tombstone}]
|
|
Draw a tombstone graphic upon your death (default on).
|
|
%.lp
|
|
\item[\ib{toptenwin}]
|
|
Put the ending display in a NetHack window instead of on stdout (default off).
|
|
Setting this option makes the score list visible when a windowing version
|
|
of NetHack is started without a parent window, but it no longer leaves
|
|
the score list around after game end on a terminal or emulating window.
|
|
%.lp
|
|
\item[\ib{traps}]
|
|
Set the graphics symbols for displaying traps (default
|
|
``\verb&^^^^^^^^^^^^^^^^^"^^^^&'').
|
|
The {\it traps\/} option should be followed by a string of 1--22
|
|
characters to be used instead of the default traps characters.
|
|
This string is subjected to the same processing as the {\it dungeon\/} option.
|
|
|
|
The order of the symbols is:
|
|
arrow trap, dart trap, falling rock trap, squeaky board, bear trap,
|
|
land mine, rolling boulder trap, sleeping gas trap, rust trap, fire trap,
|
|
pit, spiked pit, hole, trap door, teleportation trap, level teleporter,
|
|
magic portal, web, statue trap, magic trap, anti-magic field, polymorph trap.
|
|
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{verbose}]
|
|
Provide more commentary during the game (default on).
|
|
%.lp
|
|
\item[\ib{videocolors}]
|
|
\begin{sloppypar}
|
|
Set the color palette for PC systems using NO\_TERMS
|
|
(default 4-2-6-1-5-3-15-12-10-14-9-13-11).
|
|
The order of colors is red, green, brown, blue, magenta, cyan,
|
|
bright.white, bright.red, bright.green, yellow, bright.blue,
|
|
bright.magenta, and bright.cyan.
|
|
Cannot be set with the `{\tt O}' command.
|
|
\end{sloppypar}
|
|
%.lp
|
|
\item[\ib{videoshades}]
|
|
Set the intensity level of the three gray scales available
|
|
(default dark normal light, {\it PC\/ NetHack\/} only).
|
|
If the game display is difficult to read, try adjusting these scales;
|
|
if this does not correct the problem, try {\tt !color}.
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{windowtype}]
|
|
Select which windowing system to use, such as ``{\tt tty}'' or ``{\tt X11}''
|
|
(default depends on version).
|
|
Cannot be set with the `{\tt O}' command.
|
|
\elist
|
|
|
|
%.hn 2
|
|
\subsection*{Window Port Customization options}
|
|
|
|
%.pg
|
|
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 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 `{\tt O}' command.
|
|
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{align\_message}]
|
|
Where to align or place the message window (top, bottom, left, or right)
|
|
%.lp
|
|
\item[\ib{align\_status}]
|
|
Where to align or place the status window (top, bottom, left, or right).
|
|
%.lp
|
|
\item[\ib{ascii\_map}]
|
|
NetHack should display an ascii map if it can.
|
|
%.lp
|
|
\item[\ib{color}]
|
|
NetHack should display color if it can for different monsters,
|
|
objects, and dungeon features
|
|
%.lp
|
|
\item[\ib{eight\_bit\_tty}]
|
|
Pass eight-bit character values (for example, specified with the {\it
|
|
traps \/} option) straight through to your terminal (default off).
|
|
%.lp
|
|
\item[\ib{font\_map}]
|
|
NetHack should use a font by the chosen name for the map window.
|
|
%.lp
|
|
\item[\ib{font\_menu}]
|
|
NetHack should use a font by the chosen name for menu windows.
|
|
%.lp
|
|
\item[\ib{font\_message}]
|
|
NetHack should use a font by the chosen name for the message window.
|
|
%.lp
|
|
\item[\ib{font\_status}]
|
|
NetHack should use a font by the chosen name for the status window.
|
|
%.lp
|
|
\item[\ib{font\_text}]
|
|
NetHack should use a font by the chosen name for text windows.
|
|
%.lp
|
|
\item[\ib{font\_size\_map}]
|
|
NetHack should use this size font for the map window.
|
|
%.lp
|
|
\item[\ib{font\_size\_menu}]
|
|
NetHack should use this size font for menu windows.
|
|
%.lp
|
|
\item[\ib{font\_size\_message}]
|
|
NetHack should use this size font for the message window.
|
|
%.lp
|
|
\item[\ib{font\_size\_status}]
|
|
NetHack should use this size font for the status window.
|
|
%.lp
|
|
\item[\ib{font\_size\_text}]
|
|
NetHack should use this size font for text windows.
|
|
%.lp
|
|
\item[\ib{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.
|
|
%.lp
|
|
\item[\ib{large\_font}]
|
|
NetHack should use a large font.
|
|
%.lp
|
|
\item[\ib{map\_mode}]
|
|
NetHack should display the map in the manner specified.
|
|
%.lp
|
|
\item[\ib{player\_selection}]
|
|
NetHack should pop up dialog boxes or use prompts for character selection.
|
|
%.lp
|
|
\item[\ib{popup\_dialog}]
|
|
NetHack should pop up dialog boxes for input.
|
|
%.lp
|
|
\item[\ib{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. (default on).
|
|
Cannot be set with the `{\tt O}' command.
|
|
%.lp
|
|
\item[\ib{scroll\_margin}]
|
|
NetHack should scroll the display when the hero or cursor
|
|
is this number of cells away from the edge of the window.
|
|
%.lp
|
|
\item[\ib{splash\_screen}]
|
|
NetHack should display an opening splash screen when it starts up (default yes).
|
|
%.lp
|
|
\item[\ib{tiled\_map}]
|
|
NetHack should display a tiled map if it can.
|
|
%.lp
|
|
\item[\ib{tile\_file}]
|
|
Specify the name of an alternative tile file to override the default.
|
|
%.lp
|
|
\item[\ib{tile\_height}]
|
|
Specify the preferred height of each tile in a tile capable port.
|
|
%.lp
|
|
\item[\ib{tile\_width}]
|
|
Specify the preferred width of each tile in a tile capable port
|
|
%.lp
|
|
\item[\ib{use\_inverse}]
|
|
NetHack should display inverse when the game specifies it.
|
|
%.lp
|
|
\item[\ib{vary\_msgcount}]
|
|
NetHack should display this number of messages at a time in the message window.
|
|
%.lp
|
|
\item[\ib{windowcolors}]
|
|
NetHack should display windows with the specified foreground/background
|
|
colors if it can.
|
|
\elist
|
|
|
|
%.hn 2
|
|
\subsection*{Configuring NetHack for Play by the Blind}
|
|
|
|
%.pg
|
|
NetHack can be set up to use only standard ASCII characters for making
|
|
maps of the dungeons. This makes the MS-DOS versions of NetHack completely
|
|
accessible to the blind who use speech and/or Braille access technologies.
|
|
Players will require a good working knowledge of their screen-reader's
|
|
review features, and will have to know how to navigate horizontally and
|
|
vertically character by character. They will also find the search
|
|
capabilities of their screen-readers to be quite valuable. Be certain to
|
|
examine this Guidebook before playing so you have an idea what the screen
|
|
layout is like. You'll also need to be able to locate the PC cursor. It is
|
|
always where your character is located. Merely searching for an @-sign will
|
|
not always find your character since there are other humanoids represented
|
|
by the same sign. Your screen-reader should also have a function which
|
|
gives you the row and column of your review cursor and the PC cursor.
|
|
These co-ordinates are often useful in giving players a better sense of the
|
|
overall location of items on the screen.
|
|
%.pg
|
|
While it is not difficult for experienced users to edit the {\it defaults.nh\/}
|
|
file to accomplish this, novices may find this task somewhat daunting.
|
|
Included in all official distributions of NetHack is a file called
|
|
{\it NHAccess.nh\/}. Replacing {\it defaults.nh\/} with this file will cause
|
|
the game to run in a manner accessible to the blind. After you have gained
|
|
some experience with the game and with editing files, you may want to alter
|
|
settings to better suit your preferences. Instructions on how to do this
|
|
are included in the {\it NHAccess.nh\/} file itself. The most crucial
|
|
settings to make the game accessible are:
|
|
%.pg
|
|
\blist{}
|
|
%.lp
|
|
\item[\ib{IBMgraphics}]
|
|
Disable IBMgraphics by commenting out this option.
|
|
%.lp
|
|
\item[\ib{menustyle:traditional}]
|
|
This will assist in the interface to speech synthesizers.
|
|
%.lp
|
|
\item[\ib{number\_pad}]
|
|
A lot of speech access programs use the number-pad to review the screen.
|
|
If this is the case, disable the number\_pad option and use the traditional
|
|
Rogue-like commands.
|
|
%.lp
|
|
\item[\ib{Character graphics}]
|
|
Comment out all character graphics sets found near the bottom of the
|
|
{\it defaults.nh\/} file. Most of these replace {\it NetHack\/}'s
|
|
default representation of the dungeon using standard ASCII characters
|
|
with fancier characters from extended character sets, and these fancier
|
|
characters can annoy screen-readers.
|
|
\elist
|
|
|
|
%.hn 1
|
|
\section{Scoring}
|
|
|
|
%.pg
|
|
{\it NetHack\/} maintains a list of the top scores or scorers on your machine,
|
|
depending on how it is set up. In the latter case, each account on
|
|
the machine can post only one non-winning score on this list. If
|
|
you score higher than someone else on this list, or better your
|
|
previous score, you will be inserted in the proper place under your
|
|
current name. How many scores are kept can also be set up when
|
|
{\it NetHack\/} is compiled.
|
|
|
|
%.pg
|
|
Your score is chiefly based upon how much experience you gained, how
|
|
much loot you accumulated, how deep you explored, and how the game
|
|
ended. If you quit the game, you escape with all of your gold intact.
|
|
If, however, you get killed in the Mazes of Menace, the guild will
|
|
only hear about 90\,\% of your gold when your corpse is discovered
|
|
(adventurers have been known to collect finder's fees). So, consider
|
|
whether you want to take one last hit at that monster and possibly
|
|
live, or quit and stop with whatever you have. If you quit, you keep
|
|
all your gold, but if you swing and live, you might find more.
|
|
|
|
%.pg
|
|
If you just want to see what the current top players/games list is, you
|
|
can type
|
|
\begin{verbatim}
|
|
nethack -s all
|
|
\end{verbatim}
|
|
on most versions.
|
|
|
|
%.hn 1
|
|
\section{Explore mode}
|
|
|
|
%.pg
|
|
{\it NetHack\/} is an intricate and difficult game. Novices might falter
|
|
in fear, aware of their ignorance of the means to survive. Well, fear
|
|
not. Your dungeon may come equipped with an ``explore'' or ``discovery''
|
|
mode that enables you to keep old save files and cheat death, at the
|
|
paltry cost of not getting on the high score list.
|
|
|
|
%.pg
|
|
There are two ways of enabling explore mode. One is to start the game
|
|
with the {\tt -X}
|
|
switch. The other is to issue the `{\tt X}' command while already playing
|
|
the game. The other benefits of explore mode are left for the trepid
|
|
reader to discover.
|
|
|
|
%.hn
|
|
\section{Credits}
|
|
%.pg
|
|
The original %
|
|
{\it hack\/} game was modeled on the Berkeley
|
|
%.ux
|
|
UNIX
|
|
{\it rogue\/} game. Large portions of this paper were shamelessly
|
|
cribbed from %
|
|
{\it A Guide to the Dungeons of Doom}, by Michael C. Toy
|
|
and Kenneth C. R. C. Arnold. Small portions were adapted from
|
|
{\it Further Exploration of the Dungeons of Doom}, by Ken Arromdee.
|
|
|
|
%.pg
|
|
{\it NetHack\/} is the product of literally dozens of people's work.
|
|
Main events in the course of the game development are described below:
|
|
|
|
%.pg
|
|
\bigskip
|
|
\nd {\it Jay Fenlason\/} wrote the original {\it Hack\/} with help from {\it
|
|
Kenny Woodland}, {\it Mike Thome}, and {\it Jon Payne}.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Andries Brouwer\/} did a major re-write, transforming {\it Hack\/}
|
|
into a very different game, and published (at least) three versions (1.0.1,
|
|
1.0.2, and 1.0.3) for UNIX machines to the Usenet.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Don G. Kneller\/} ported {\it Hack\/} 1.0.3 to Microsoft C and MS-DOS,
|
|
producing {\it PC Hack\/} 1.01e, added support for DEC Rainbow graphics in
|
|
version 1.03g, and went on to produce at least four more versions (3.0, 3.2,
|
|
3.51, and 3.6).
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it R. Black\/} ported {\it PC Hack\/} 3.51 to Lattice C and the Atari
|
|
520/1040ST, producing {\it ST Hack\/} 1.03.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Mike Stephenson\/} merged these various versions back together,
|
|
incorporating many of the added features, and produced {\it NetHack\/} version
|
|
1.4. He then coordinated a cast of thousands in enhancing and debugging
|
|
{\it NetHack\/} 1.4 and released {\it NetHack\/} versions 2.2 and 2.3.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd Later, Mike coordinated a major rewrite of the game, heading a team which
|
|
included {\it Ken Arromdee}, {\it Jean-Christophe Collet}, {\it Steve Creps},
|
|
{\it Eric Hendrickson}, {\it Izchak Miller}, {\it Eric S. Raymond}, {\it John
|
|
Rupley}, {\it Mike Threepoint}, and {\it Janet Walz}, to produce {\it
|
|
NetHack\/} 3.0c.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it NetHack\/} 3.0 was ported to the Atari by {\it Eric R. Smith}, to OS/2 by
|
|
{\it Timo Hakulinen}, and to VMS by {\it David Gentzel}. The three of them
|
|
and {\it Kevin Darcy\/} later joined the main development team to produce
|
|
subsequent revisions of 3.0.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Olaf Seibert\/} ported {\it NetHack\/} 2.3 and 3.0 to the Amiga. {\it
|
|
Norm Meluch}, {\it Stephen Spackman\/} and {\it Pierre Martineau\/} designed
|
|
overlay code for {\it PC NetHack\/} 3.0. {\it Johnny Lee\/} ported {\it
|
|
NetHack\/} 3.0 to the Macintosh. Along with various other Dungeoneers, they
|
|
continued to enhance the PC, Macintosh, and Amiga ports through the later
|
|
revisions of 3.0.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd Headed by {\it Mike Stephenson\/} and coordinated by {\it Izchak Miller\/} and
|
|
{\it Janet Walz}, the development team which now included {\it Ken Arromdee},
|
|
{\it David Cohrs}, {\it Jean-Christophe Collet}, {\it Kevin Darcy},
|
|
{\it Matt Day}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
|
|
{\it Pat Rankin}, {\it Eric Raymond}, and {\it Eric Smith\/} undertook a radical
|
|
revision of 3.0. They re-structured the game's design, and re-wrote major
|
|
parts of the code. They added multiple dungeons, a new display, special
|
|
individual character quests, a new endgame and many other new features, and
|
|
produced {\it NetHack\/} 3.1.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Ken Lorber}, {\it Gregg Wonderly\/} and {\it Greg Olson}, with help
|
|
from {\it Richard Addison}, {\it Mike Passaretti}, and {\it Olaf Seibert},
|
|
developed {\it NetHack\/} 3.1 for the Amiga.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Norm Meluch\/} and {\it Kevin Smolkowski}, with help from
|
|
{\it Carl Schelin}, {\it Stephen Spackman}, {\it Steve VanDevender},
|
|
and {\it Paul Winner}, ported {\it NetHack\/} 3.1 to the PC.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Jon W\{tte} and {\it Hao-yang Wang},
|
|
with help from {\it Ross Brown}, {\it Mike Engber}, {\it David Hairston},
|
|
{\it Michael Hamel}, {\it Jonathan Handler}, {\it Johnny Lee},
|
|
{\it Tim Lennan}, {\it Rob Menke}, and {\it Andy Swanson},
|
|
developed {\it NetHack\/} 3.1 for the Macintosh, porting it for MPW.
|
|
Building on their development, {\it Barton House} added a Think C port.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Timo Hakulinen\/} ported {\it NetHack\/} 3.1 to OS/2.
|
|
{\it Eric Smith\/} ported {\it NetHack\/} 3.1 to the Atari.
|
|
{\it Pat Rankin}, with help from {\it Joshua Delahunty},
|
|
was responsible for the VMS version of {\it NetHack\/} 3.1.
|
|
{\it Michael Allison} ported {\it NetHack\/} 3.1 to Windows NT.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it NetHack\/}
|
|
3.1 for X11.
|
|
{\it Warwick Allison} wrote a tiled version of NetHack for the Atari;
|
|
he later contributed the tiles to the DevTeam and tile support was
|
|
then added to other platforms.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd The 3.2 development team, comprised of {\it Michael Allison}, {\it Ken
|
|
Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it
|
|
Kevin Darcy}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
|
|
{\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, {\it Janet Walz},
|
|
and {\it Paul Winner}, released version 3.2 in April of 1996.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd Version 3.2 marked the tenth anniversary of the formation of the development
|
|
team. In a testament to their dedication to the game, all thirteen members
|
|
of the original development team remained on the team at the start of work on
|
|
that release. During the interval between the release of 3.1.3 and 3.2,
|
|
one of the founding members of the development team, {\it Dr. Izchak Miller},
|
|
was diagnosed with cancer and passed away. That release of the game was
|
|
dedicated to him by the development and porting teams.
|
|
|
|
%.pg
|
|
\medskip
|
|
During the lifespan of {\it NetHack\/} 3.1 and 3.2, several enthusiasts
|
|
of the game added
|
|
their own modifications to the game and made these ``variants'' publicly
|
|
available:
|
|
|
|
%.pg
|
|
\medskip
|
|
{\it Tom Proudfoot} and {\it Yuval Oren} created {\it NetHack++},
|
|
which was quickly renamed {\it NetHack$--$}.
|
|
Working independently, {\it Stephen White} wrote {\it NetHack Plus}.
|
|
{\it Tom Proudfoot} later merged {\it NetHack Plus}
|
|
and his own {\it NetHack$--$} to produce {\it SLASH}.
|
|
{\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell
|
|
casting system with the Wizard Patch.
|
|
{\it Warwick Allison} also ported NetHack to use the Qt interface.
|
|
|
|
%.pg
|
|
\medskip
|
|
{\it Warren Cheung} combined {\it SLASH} with the Wizard Patch
|
|
to produce {\it Slash'em\/}, and
|
|
with the help of {\it Kevin Hugo}, added more features.
|
|
Kevin later joined the
|
|
DevTeam and incorporated the best of these ideas into NetHack 3.3.
|
|
|
|
%.pg
|
|
\medskip
|
|
The 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.
|
|
|
|
%.pg
|
|
\medskip
|
|
The 3.3 development team, consisting of {\it Michael Allison}, {\it Ken Arromdee},
|
|
{\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy},
|
|
{\it Timo Hakulinen}, {\it Kevin Hugo}, {\it Steve Linhart}, {\it Ken Lorber},
|
|
{\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson},
|
|
{\it Janet Walz}, and {\it Paul Winner}, released 3.3.0 in
|
|
December 1999 and 3.3.1 in August of 2000.
|
|
|
|
%.pg
|
|
\medskip
|
|
Version 3.3 offered many firsts. It was the first version to separate race
|
|
and profession. The Elf class was removed in preference 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, Barbarians, 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.
|
|
|
|
%.pg
|
|
\medskip
|
|
The 3.4 development team initially consisted of
|
|
{\it Michael Allison}, {\it Ken Arromdee},
|
|
{\it David Cohrs}, {\it Jessie Collet}, {\it Kevin Hugo}, {\it Ken Lorber},
|
|
{\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson},
|
|
{\it Janet Walz}, and {\it Paul Winner}, with {\it Warwick Allison} joining
|
|
just before the release of NetHack 3.4.0 in March 2002.
|
|
|
|
%.pg
|
|
\medskip
|
|
As with version 3.3, various people contributed to the game as a whole as
|
|
well as supporting ports on the different platforms that {\it NetHack\/}
|
|
runs on:
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd{\it Pat Rankin} maintained 3.4 for VMS.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Michael Allison} maintained NetHack 3.4 for the MS-DOS platform.
|
|
{\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo} maintained and
|
|
enhanced the Macintosh port of 3.4.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Michael Allison}, {\it David Cohrs}, {\it Alex Kompel}, {\it Dion Nicolaas}, and
|
|
{\it Yitzhak Sapir} maintained and enhanced 3.4 for the Microsoft Windows platform.
|
|
{\it Alex Kompel} contributed a new graphical interface for the Windows port.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Ron Van Iwaarden} maintained 3.4 for OS/2.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Janne Salmij\"{a}rvi} and {\it Teemu Suikki} maintained
|
|
and enhanced the Amiga port of 3.4 after {\it Janne Salmij\"{a}rvi} resurrected
|
|
it for 3.3.1.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd {\it Christian ``Marvin'' Bressler} maintained 3.4 for the Atari after he
|
|
resurrected it for 3.3.1.
|
|
|
|
%.pg
|
|
\medskip
|
|
\nd There is a NetHack web site maintained by {\it Ken Lorber} at
|
|
http:{\tt /}{\tt /}www.nethack.org{\tt /}.
|
|
|
|
%.pg
|
|
\bigskip
|
|
\nd From time to time, some depraved individual out there in netland sends a
|
|
particularly intriguing modification to help out with the game. The Gods of
|
|
the Dungeon sometimes make note of the names of the worst of these miscreants
|
|
in this, the list of Dungeoneers:
|
|
|
|
%.sd
|
|
\begin{center}
|
|
\begin{tabular}{lll}
|
|
%TABLE_START
|
|
Adam Aronow & Helge Hafting & Mike Engber\\
|
|
Alex Kompel & Irina Rempt-Drijfhout & Mike Gallop\\
|
|
Andreas Dorn & Izchak Miller & Mike Passaretti\\
|
|
Andy Church & J. Ali Harlow & Mike Stephenson\\
|
|
Andy Swanson & Janet Walz & Norm Meluch\\
|
|
Ari Huttunen & Janne Salmij\"{a}rvi & Olaf Seibert\\
|
|
Barton House & Jean-Christophe Collet & Pat Rankin\\
|
|
Benson I. Margulies & Jochen Erwied & Paul Winner\\
|
|
Bill Dyer & John Kallen & Pierre Martineau\\
|
|
Boudewijn Waijers & John Rupley & Ralf Brown\\
|
|
Bruce Cox & John S. Bien & Richard Addison\\
|
|
Bruce Holloway & Johnny Lee & Richard Beigel\\
|
|
Bruce Mewborne & Jon W\{tte & Richard P. Hughey\\
|
|
Carl Schelin & Jonathan Handler & Rob Menke\\
|
|
Chris Russo & Joshua Delahunty & Robin Johnson\\
|
|
David Cohrs & Keizo Yamamoto & Roland McGrath\\
|
|
David Damerell & Ken Arnold & Ron Van Iwaarden\\
|
|
David Gentzel & Ken Arromdee & Ronnen Miller\\
|
|
David Hairston & Ken Lorber & Ross Brown\\
|
|
Dean Luick & Ken Washikita & Sascha Wostmann\\
|
|
Del Lamb & Kevin Darcy & Scott Bigham\\
|
|
Deron Meranda & Kevin Hugo & Scott R. Turner\\
|
|
Dion Nicolaas & Kevin Sitze & Stephen Spackman\\
|
|
Dylan O'Donnell & Kevin Smolkowski & Stephen White\\
|
|
Eric Backus & Kevin Sweet & Steve Creps\\
|
|
Eric Hendrickson & Lars Huttar & Steve Linhart\\
|
|
Eric R. Smith & Mark Gooderum & Steve VanDevender\\
|
|
Eric S. Raymond & Mark Modrall & Teemu Suikki\\
|
|
Erik Andersen & Marvin Bressler & Tim Lennan\\
|
|
Frederick Roeber & Matthew Day & Timo Hakulinen\\
|
|
Gil Neiger & Merlyn LeRoy & Tom Almy\\
|
|
Greg Laskin & Michael Allison & Tom West\\
|
|
Greg Olson & Michael Feir & Warren Cheung\\
|
|
Gregg Wonderly & Michael Hamel & Warwick Allison\\
|
|
Hao-yang Wang & Michael Sokolov & Yitzhak Sapir
|
|
%TABLE_END Do not delete this line.
|
|
\end{tabular}
|
|
\end{center}
|
|
%.ed
|
|
|
|
%\vfill
|
|
%\begin{flushleft}
|
|
%\small
|
|
%Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.\\
|
|
%%%Don't need next line if a UNIX macro automatically inserts footnotes.
|
|
%UNIX is a registered trademark of AT\&T.\\
|
|
%Lattice is a trademark of Lattice, Inc.\\
|
|
%Atari and 1040ST are trademarks of Atari, Inc.\\
|
|
%AMIGA is a trademark of Commodore-Amiga, Inc.\\
|
|
%%.sm
|
|
%Brand and product names are trademarks or registered trademarks
|
|
%of their respective holders.
|
|
%\end{flushleft}
|
|
|
|
\end{document}
|