Update the Guidebook to reflect the recently added conditions displayed on the status lines.
4621 lines
192 KiB
Plaintext
4621 lines
192 KiB
Plaintext
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A Guide to the Mazes of Menace
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(Guidebook for NetHack)
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Original version - Eric S. Raymond
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(Edited and expanded for 3.6 by Mike Stephenson and others)
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Preface - Version 3.6
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This version of the game is special in a particular way.
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Near the end of the development of 3.6, one of the significant
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inspirations for many of the humorous and fun features found in
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the game, author Terry Pratchett, passed away. We have dedicated
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this version of the game in his memory.
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1. Introduction
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Recently, you have begun to find yourself unfulfilled and
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distant in your daily occupation. Strange dreams of prospecting,
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stealing, crusading, and combat have haunted you in your sleep
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for many months, but you aren't sure of the reason. You wonder
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whether you have in fact been having those dreams all your life,
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and somehow managed to forget about them until now. Some nights
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you awaken suddenly and cry out, terrified at the vivid recollec-
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tion of the strange and powerful creatures that seem to be lurk-
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ing behind every corner of the dungeon in your dream. Could
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these details haunting your dreams be real? As each night pass-
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es, you feel the desire to enter the mysterious caverns near the
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ruins grow stronger. Each morning, however, you quickly put the
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idea out of your head as you recall the tales of those who en-
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tered the caverns before you and did not return. Eventually you
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can resist the yearning to seek out the fantastic place in your
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dreams no longer. After all, when other adventurers came back
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this way after spending time in the caverns, they usually seemed
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better off than when they passed through the first time. And who
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was to say that all of those who did not return had not just kept
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going?
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Asking around, you hear about a bauble, called the Amulet of
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Yendor by some, which, if you can find it, will bring you great
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wealth. One legend you were told even mentioned that the one who
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finds the amulet will be granted immortality by the gods. The
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amulet is rumored to be somewhere beyond the Valley of Gehennom,
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deep within the Mazes of Menace. Upon hearing the legends, you
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immediately realize that there is some profound and undiscovered
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reason that you are to descend into the caverns and seek out that
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amulet of which they spoke. Even if the rumors of the amulet's
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NetHack Guidebook 1
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NetHack Guidebook 2
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powers are untrue, you decide that you should at least be able to
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sell the tales of your adventures to the local minstrels for a
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tidy sum, especially if you encounter any of the terrifying and
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magical creatures of your dreams along the way. You spend one
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last night fortifying yourself at the local inn, becoming more
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and more depressed as you watch the odds of your success being
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posted on the inn's walls getting lower and lower.
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In the morning you awake, collect your belongings, and set
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off for the dungeon. After several days of uneventful travel,
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you see the ancient ruins that mark the entrance to the Mazes of
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Menace. It is late at night, so you make camp at the entrance
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and spend the night sleeping under the open skies. In the morn-
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ing, you gather your gear, eat what may be your last meal out-
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side, and enter the dungeon...
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2. What is going on here?
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You have just begun a game of NetHack. Your goal is to grab
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as much treasure as you can, retrieve the Amulet of Yendor, and
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escape the Mazes of Menace alive.
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Your abilities and strengths for dealing with the hazards of
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adventure will vary with your background and training:
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Archeologists understand dungeons pretty well; this enables
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them to move quickly and sneak up on the local nasties. They
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start equipped with the tools for a proper scientific expedition.
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Barbarians are warriors out of the hinterland, hardened to
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battle. They begin their quests with naught but uncommon
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strength, a trusty hauberk, and a great two-handed sword.
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Cavemen and Cavewomen start with exceptional strength but,
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unfortunately, with neolithic weapons.
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Healers are wise in medicine and apothecary. They know the
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herbs and simples that can restore vitality, ease pain, anes-
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thetize, and neutralize poisons; and with their instruments, they
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can divine a being's state of health or sickness. Their medical
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practice earns them quite reasonable amounts of money, with which
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they enter the dungeon.
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Knights are distinguished from the common skirmisher by
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their devotion to the ideals of chivalry and by the surpassing
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excellence of their armor.
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Monks are ascetics, who by rigorous practice of physical and
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mental disciplines have become capable of fighting as effectively
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without weapons as with. They wear no armor but make up for it
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with increased mobility.
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NetHack 3.6 January 18, 2016
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NetHack Guidebook 3
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Priests and Priestesses are clerics militant, crusaders ad-
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vancing the cause of righteousness with arms, armor, and arts
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thaumaturgic. Their ability to commune with deities via prayer
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occasionally extricates them from peril, but can also put them in
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it.
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Rangers are most at home in the woods, and some say slightly
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out of place in a dungeon. They are, however, experts in archery
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as well as tracking and stealthy movement.
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Rogues are agile and stealthy thieves, with knowledge of
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locks, traps, and poisons. Their advantage lies in surprise,
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which they employ to great advantage.
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Samurai are the elite warriors of feudal Nippon. They are
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lightly armored and quick, and wear the dai-sho, two swords of
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the deadliest keenness.
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Tourists start out with lots of gold (suitable for shopping
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with), a credit card, lots of food, some maps, and an expensive
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camera. Most monsters don't like being photographed.
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Valkyries are hardy warrior women. Their upbringing in the
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harsh Northlands makes them strong, inures them to extremes of
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cold, and instills in them stealth and cunning.
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Wizards start out with a knowledge of magic, a selection of
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magical items, and a particular affinity for dweomercraft. Al-
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though seemingly weak and easy to overcome at first sight, an ex-
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perienced Wizard is a deadly foe.
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You may also choose the race of your character:
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Dwarves are smaller than humans or elves, but are stocky and
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solid individuals. Dwarves' most notable trait is their great
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expertise in mining and metalwork. Dwarvish armor is said to be
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second in quality not even to the mithril armor of the Elves.
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Elves are agile, quick, and perceptive; very little of what
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goes on will escape an Elf. The quality of Elven craftsmanship
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often gives them an advantage in arms and armor.
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Gnomes are smaller than but generally similar to dwarves.
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Gnomes are known to be expert miners, and it is known that a se-
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cret underground mine complex built by this race exists within
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the Mazes of Menace, filled with both riches and danger.
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Humans are by far the most common race of the surface world,
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and are thus the norm to which other races are often compared.
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Although they have no special abilities, they can succeed in any
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role.
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Orcs are a cruel and barbaric race that hate every living
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thing (including other orcs). Above all others, Orcs hate Elves
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NetHack 3.6 January 18, 2016
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NetHack Guidebook 4
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with a passion unequalled, and will go out of their way to kill
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one at any opportunity. The armor and weapons fashioned by the
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Orcs are typically of inferior quality.
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3. What do all those things on the screen mean?
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On the screen is kept a map of where you have been and what
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you have seen on the current dungeon level; as you explore more
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of the level, it appears on the screen in front of you.
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When NetHack's ancestor rogue first appeared, its screen
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orientation was almost unique among computer fantasy games.
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Since then, screen orientation has become the norm rather than
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the exception; NetHack continues this fine tradition. Unlike
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text adventure games that accept commands in pseudo-English sen-
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tences and explain the results in words, NetHack commands are all
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one or two keystrokes and the results are displayed graphically
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on the screen. A minimum screen size of 24 lines by 80 columns
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is recommended; if the screen is larger, only a 21x80 section
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will be used for the map.
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NetHack can even be played by blind players, with the assis-
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tance of Braille readers or speech synthesisers. Instructions
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for configuring NetHack for the blind are included later in this
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document.
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NetHack generates a new dungeon every time you play it; even
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the authors still find it an entertaining and exciting game de-
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spite having won several times.
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NetHack offers a variety of display options. The options
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available to you will vary from port to port, depending on the
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capabilities of your hardware and software, and whether various
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compile-time options were enabled when your executable was creat-
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ed. The three possible display options are: a monochrome charac-
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ter interface, a color character interface, and a graphical in-
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terface using small pictures called tiles. The two character in-
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terfaces allow fonts with other characters to be substituted, but
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the default assignments use standard ASCII characters to repre-
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sent everything. There is no difference between the various dis-
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play options with respect to game play. Because we cannot repro-
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duce the tiles or colors in the Guidebook, and because it is com-
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mon to all ports, we will use the default ASCII characters from
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the monochrome character display when referring to things you
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might see on the screen during your game.
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In order to understand what is going on in NetHack, first
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you must understand what NetHack is doing with the screen. The
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NetHack screen replaces the ``You see ...'' descriptions of text
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adventure games. Figure 1 is a sample of what a NetHack screen
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might look like. The way the screen looks for you depends on
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your platform.
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NetHack 3.6 January 18, 2016
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NetHack Guidebook 5
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--------------------------------------------------------------------
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The bat bites!
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------
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|....| ----------
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|.<..|####...@...$.|
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|....-# |...B....+
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|....| |.d......|
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------ -------|--
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Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
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Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
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--------------------------------------------------------------------
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Figure 1
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3.1. The status lines (bottom)
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The bottom two lines of the screen contain several cryptic
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pieces of information describing your current status. If either
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status line becomes longer than the width of the screen, you
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might not see all of it. Here are explanations of what the vari-
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ous status items mean (though your configuration may not have all
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the status items listed below):
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Rank
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Your character's name and professional ranking (based on the
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experience level, see below).
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Strength
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A measure of your character's strength; one of your six ba-
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sic attributes. A human character's attributes can range
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from 3 to 18 inclusive; non-humans may exceed these limits
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(occasionally you may get super-strengths of the form 18/xx,
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and magic can also cause attributes to exceed the normal
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limits). The higher your strength, the stronger you are.
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Strength affects how successfully you perform physical
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tasks, how much damage you do in combat, and how much loot
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you can carry.
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Dexterity
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Dexterity affects your chances to hit in combat, to avoid
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traps, and do other tasks requiring agility or manipulation
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of objects.
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Constitution
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Constitution affects your ability to recover from injuries
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and other strains on your stamina.
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Intelligence
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Intelligence affects your ability to cast spells and read
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NetHack 3.6 January 18, 2016
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NetHack Guidebook 6
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spellbooks.
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Wisdom
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Wisdom comes from your practical experience (especially when
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dealing with magic). It affects your magical energy.
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Charisma
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Charisma affects how certain creatures react toward you. In
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particular, it can affect the prices shopkeepers offer you.
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Alignment
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Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
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and Chaotic as evil, but legal and ethical do not always co-
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incide. Your alignment influences how other monsters react
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toward you. Monsters of a like alignment are more likely to
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be non-aggressive, while those of an opposing alignment are
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more likely to be seriously offended at your presence.
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Dungeon Level
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How deep you are in the dungeon. You start at level one and
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the number increases as you go deeper into the dungeon.
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Some levels are special, and are identified by a name and
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not a number. The Amulet of Yendor is reputed to be some-
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where beneath the twentieth level.
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Gold
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The number of gold pieces you are openly carrying. Gold
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which you have concealed in containers is not counted.
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Hit Points
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Your current and maximum hit points. Hit points indicate
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how much damage you can take before you die. The more you
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get hit in a fight, the lower they get. You can regain hit
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points by resting, or by using certain magical items or
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spells. The number in parentheses is the maximum number
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your hit points can reach.
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Power
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Spell points. This tells you how much mystic energy (mana)
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you have available for spell casting. Again, resting will
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regenerate the amount available.
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Armor Class
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A measure of how effectively your armor stops blows from un-
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friendly creatures. The lower this number is, the more ef-
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fective the armor; it is quite possible to have negative ar-
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mor class.
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Experience
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Your current experience level and experience points. As you
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adventure, you gain experience points. At certain experi-
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ence point totals, you gain an experience level. The more
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experienced you are, the better you fight and withstand mag-
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ical attacks. Many dungeons show only your experience level
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NetHack 3.6 January 18, 2016
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NetHack Guidebook 7
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here.
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Time
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The number of turns elapsed so far, displayed if you have
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the time option set.
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Status
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Hunger: your current hunger status. Values are Satiated,
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Not Hungry (or Normal), Hungry, Weak, and Fainting. Not
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shown when Normal.
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Encumbrance: an indication of how what your are carrying af-
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fects your ability to move. Values are Unencumbered, Encum-
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bered, Stressed, Strained, Overtaxed, and Overloaded. Not
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shown when Unencumbered.
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Fatal conditions: Stone (aka Petrifying, turning to stone),
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Slime (turning into green slime), Strngl (being strangled),
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FoodPois (suffering from acute food poisoning), TermIll
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(suffering from a terminal illness).
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Non-fatal conditions: Blind (can't see), Deaf (can't hear),
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Stun (stunned), Conf (confused), Hallu (hallucinating).
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Movement modifiers: Lev (levitating), Fly (flying), Ride
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(riding).
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Other conditions and modifiers exist, but there isn't enough
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room to display them with the other status fields. The `^X'
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command shows all relevant status conditions.
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3.2. The message line (top)
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The top line of the screen is reserved for messages that de-
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scribe things that are impossible to represent visually. If you
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see a ``--More--'' on the top line, this means that NetHack has
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another message to display on the screen, but it wants to make
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certain that you've read the one that is there first. To read
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the next message, just press the space bar.
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To change how and what messages are shown on the message
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line, see ``Configuring Message Types`` and the verbose option.
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3.3. The map (rest of the screen)
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The rest of the screen is the map of the level as you have
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explored it so far. Each symbol on the screen represents some-
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thing. You can set various graphics options to change some of
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the symbols the game uses; otherwise, the game will use default
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symbols. Here is a list of what the default symbols mean:
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- and |
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The walls of a room, or an open door. Or a grave (|).
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NetHack 3.6 January 18, 2016
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NetHack Guidebook 8
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. The floor of a room, ice, or a doorless doorway.
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# A corridor, or iron bars, or a tree, or possibly a kitchen
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sink (if your dungeon has sinks), or a drawbridge.
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> Stairs down: a way to the next level.
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< Stairs up: a way to the previous level.
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+ A closed door, or a spellbook containing a spell you may be
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able to learn.
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@ Your character or a human.
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$ A pile of gold.
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^ A trap (once you have detected it).
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) A weapon.
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[ A suit or piece of armor.
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% Something edible (not necessarily healthy).
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? A scroll.
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/ A wand.
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= A ring.
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! A potion.
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( A useful item (pick-axe, key, lamp...).
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" An amulet or a spider web.
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* A gem or rock (possibly valuable, possibly worthless).
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` A boulder or statue.
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0 An iron ball.
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_ An altar, or an iron chain.
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{ A fountain.
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} A pool of water or moat or a pool of lava.
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\ An opulent throne.
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a-zA-Z and other symbols
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Letters and certain other symbols represent the various in-
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habitants of the Mazes of Menace. Watch out, they can be
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nasty and vicious. Sometimes, however, they can be helpful.
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NetHack 3.6 January 18, 2016
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NetHack Guidebook 9
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I This marks the last known location of an invisible or other-
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wise unseen monster. Note that the monster could have
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moved. The `F' and `m' commands may be useful here.
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You need not memorize all these symbols; you can ask the
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game what any symbol represents with the `/' command (see the
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next section for more info).
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4. Commands
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Commands are initiated by typing one or two characters.
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Some commands, like ``search'', do not require that any more in-
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formation be collected by NetHack. Other commands might require
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additional information, for example a direction, or an object to
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be used. For those commands that require additional information,
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NetHack will present you with either a menu of choices or with a
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command line prompt requesting information. Which you are pre-
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sented with will depend chiefly on how you have set the menustyle
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option.
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For example, a common question, in the form ``What do you
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want to use? [a-zA-Z ?*]'', asks you to choose an object you are
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carrying. Here, ``a-zA-Z'' are the inventory letters of your
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possible choices. Typing `?' gives you an inventory list of
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these items, so you can see what each letter refers to. In this
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example, there is also a `*' indicating that you may choose an
|
|
object not on the list, if you wanted to use something unexpect-
|
|
ed. Typing a `*' 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.
|
|
|
|
You can put a number before some commands to repeat them
|
|
that many times; for example, ``10s'' will search ten times. If
|
|
you have the number_pad option set, you must type `n' to prefix a
|
|
count, so the example above would be typed ``n10s'' instead.
|
|
Commands for which counts make no sense ignore them. In addi-
|
|
tion, movement commands can be prefixed for greater control (see
|
|
below). To cancel a count or a prefix, press the ESC key.
|
|
|
|
The list of commands is rather long, but it can be read at
|
|
any time during the game through the `?' command, which accesses
|
|
a menu of helpful texts. Here are the commands for your refer-
|
|
ence:
|
|
|
|
? Help menu: display one of several help texts available.
|
|
|
|
/ The ``what-is'' command, to 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 `.', `,', `;', or `:'. `.' will
|
|
explain the symbol at the chosen location, conditionally
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 10
|
|
|
|
|
|
|
|
check for ``More info?'' depending upon whether the help op-
|
|
tion is on, and then you will be asked to pick another loca-
|
|
tion; `,' will explain the symbol but skip any additional
|
|
information, then let you pick another location; `;' will
|
|
skip additional info and also not bother asking you to
|
|
choose another location to examine; `:' will show additional
|
|
info, if any, without asking for confirmation. When picking
|
|
a location, pressing the ESC key will terminate this com-
|
|
mand, or pressing `?' will give a brief reminder about how
|
|
it works.
|
|
|
|
If the autodescribe option is on, a short description of
|
|
what you see at each location is shown as you move the cur-
|
|
sor. Typing `#' while picking a location will toggle that
|
|
option on or off. The whatis_coord option controls whether
|
|
the short description includes map coordinates.
|
|
|
|
Specifying a name rather than a location always gives any
|
|
additional information available about that name.
|
|
|
|
You may also request a description of nearby monsters, all
|
|
monsters currently displayed, nearby objects, or all ob-
|
|
jects. The whatis_coord option controls which format of map
|
|
coordinate is included with their descriptions.
|
|
|
|
& Tell what a command does.
|
|
|
|
< Go up to the previous level (if you are on a staircase or
|
|
ladder).
|
|
|
|
> Go down to the next level (if you are on a staircase or lad-
|
|
der).
|
|
|
|
[yuhjklbn]
|
|
Go one step in the direction indicated (see Figure 2). If
|
|
you sense or remember a monster there, you will fight the
|
|
monster instead. Only these one-step movement commands
|
|
cause you to fight monsters; the others (below) are
|
|
``safe.''
|
|
|
|
y k u 7 8 9
|
|
\ | / \ | /
|
|
h- . -l 4- . -6
|
|
/ | \ / | \
|
|
b j n 1 2 3
|
|
(if number_pad is set)
|
|
|
|
Figure 2
|
|
|
|
|
|
[YUHJKLBN]
|
|
Go in that direction until you hit a wall or run into some-
|
|
thing.
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 11
|
|
|
|
|
|
|
|
m[yuhjklbn]
|
|
Prefix: move without picking up objects or fighting (even
|
|
if you remember a monster there)
|
|
|
|
F[yuhjklbn]
|
|
Prefix: fight a monster (even if you only guess one is
|
|
there)
|
|
|
|
M[yuhjklbn]
|
|
Prefix: move far, no pickup.
|
|
|
|
g[yuhjklbn]
|
|
Prefix: move until something interesting is found.
|
|
|
|
G[yuhjklbn] or <CONTROL->[yuhjklbn]
|
|
Prefix: same as `g', but forking of corridors is not con-
|
|
sidered interesting.
|
|
|
|
_ Travel to a map location via a shortest-path algorithm.
|
|
|
|
The shortest path is computed over map locations the hero
|
|
knows about (e.g. seen or previously traversed). If there
|
|
is no known path, a guess is made instead. Stops on most of
|
|
the same conditions as the `G' command, but without picking
|
|
up objects, similar to the `M' command. For ports with
|
|
mouse support, the command is also invoked when a mouse-
|
|
click takes place on a location other than the current posi-
|
|
tion.
|
|
|
|
. Rest, do nothing for one turn.
|
|
|
|
a Apply (use) a tool (pick-axe, key, lamp...).
|
|
|
|
A Remove one or more worn items, such as armor.
|
|
|
|
Use `T' (take off) to take off only one piece of armor or
|
|
`R' (remove) to take off only one accessory.
|
|
|
|
^A Redo the previous command.
|
|
|
|
c Close a door.
|
|
|
|
C Call (name) a monster, an individual object, or a type of
|
|
object.
|
|
|
|
Same as extended command ``#name''.
|
|
|
|
^C Panic button. Quit the game.
|
|
|
|
d Drop something.
|
|
|
|
Ex. ``d7a'' means drop seven items of object a.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 12
|
|
|
|
|
|
|
|
D Drop several things.
|
|
|
|
In answer to the question
|
|
|
|
``What kinds of things do you want to drop? [!%= BUCXaium]''
|
|
|
|
you should type zero or more object symbols possibly fol-
|
|
lowed by `a' and/or `i' and/or `u' and/or `m'. In addition,
|
|
one or more of the blessed/uncursed/cursed groups may be
|
|
typed.
|
|
|
|
DB - drop all objects known to be blessed.
|
|
DU - drop all objects known to be uncursed.
|
|
DC - drop all objects known to be cursed.
|
|
DX - drop all objects of unknown B/U/C status.
|
|
Da - drop all objects, without asking for confirmation.
|
|
Di - examine your inventory before dropping anything.
|
|
Du - drop only unpaid objects (when in a shop).
|
|
Dm - use a menu to pick which object(s) to drop.
|
|
D%u - drop only unpaid food.
|
|
|
|
^D Kick something (usually a door).
|
|
|
|
e Eat food.
|
|
|
|
E Engrave a message on the floor.
|
|
|
|
E- - write in the dust with your fingers.
|
|
|
|
Engraving the word ``Elbereth'' will cause most monsters to
|
|
not attack you hand-to-hand (but if you attack, you will rub
|
|
it out); this is often useful to give yourself a breather.
|
|
(This feature may be compiled out of the game, so your ver-
|
|
sion might not have it.)
|
|
|
|
f Fire one of the objects placed in your quiver (or quiver
|
|
sack, or that you have at the ready). You may select ammu-
|
|
nition with a previous `Q' command, or let the computer pick
|
|
something appropriate if autoquiver is true.
|
|
|
|
i List your inventory (everything you're carrying).
|
|
|
|
I List selected parts of your inventory, usually be specifying
|
|
the character for a particular set of objects, like `[' for
|
|
armor or `!' for potions.
|
|
|
|
I* - list all gems in inventory;
|
|
Iu - list all unpaid items;
|
|
Ix - list all used up items that are on your shopping bill;
|
|
IB - list all items known to be blessed;
|
|
IU - list all items known to be uncursed;
|
|
IC - list all items known to be cursed;
|
|
IX - list all items whose bless/curse status is known;
|
|
I$ - count your money.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 13
|
|
|
|
|
|
|
|
o Open a door.
|
|
|
|
O Set options.
|
|
|
|
A menu showing the current option values will be displayed.
|
|
You can change most values simply by selecting the menu en-
|
|
try for the given option (ie, by typing its letter or click-
|
|
ing upon it, depending on your user interface). For the
|
|
non-boolean choices, a further menu or prompt will appear
|
|
once you've closed this menu. The available options are
|
|
listed later in this Guidebook. Options are usually set be-
|
|
fore the game rather than with the `O' command; see the sec-
|
|
tion on options below.
|
|
|
|
p Pay your shopping bill.
|
|
|
|
P Put on an accessory (ring, amulet, or blindfold).
|
|
|
|
This command may also be used to wear armor. The prompt for
|
|
which inventory item to use will only list accessories, but
|
|
choosing an unlisted item of armor will attempt to wear it.
|
|
(See the `W' command below. It lists armor as the inventory
|
|
choices but will accept an accessory and attempt to put that
|
|
on.)
|
|
|
|
^P Repeat previous message.
|
|
|
|
Subsequent ^P's repeat earlier messages. The behavior can
|
|
be varied via the msg_window option.
|
|
|
|
q Quaff (drink) something (potion, water, etc).
|
|
|
|
Q Select an object for your quiver, quiver sack, or just gen-
|
|
erally at the ready (only one of these is available at a
|
|
time). You can then throw this (or one of these) using the
|
|
`f' command.
|
|
|
|
(In versions prior to 3.3 this was the command to quit the
|
|
game, which has been moved to ``#quit''.)
|
|
|
|
r Read a scroll or spellbook.
|
|
|
|
R Remove a worn accessory (ring, amulet, or blindfold).
|
|
|
|
If you're wearing more than one, you'll be prompted for
|
|
which one to remove. When you're only wearing one, then by
|
|
default it will be removed without asking, but you can set
|
|
the paranoid_confirmation option to require a prompt.
|
|
|
|
This command may also be used to take off armor. The prompt
|
|
for which inventory item to remove only lists worn acces-
|
|
sories, but an item of worn armor can be chosen. (See the
|
|
`T' command below. It lists armor as the inventory choices
|
|
but will accept an accessory and attempt to remove it.)
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 14
|
|
|
|
|
|
|
|
^R Redraw the screen.
|
|
|
|
s Search for secret doors and traps around you. It usually
|
|
takes several tries to find something.
|
|
|
|
S Save (and suspend) the game. The game will be restored au-
|
|
tomatically the next time you play.
|
|
|
|
t Throw an object or shoot a projectile.
|
|
|
|
T Take off armor.
|
|
|
|
If you're wearing more than one piece, you'll be prompted
|
|
for which one to take off. (Note that this treats a cloak
|
|
covering a suit and/or a shirt, or a suit covering a shirt,
|
|
as if the underlying items weren't there.) When you're only
|
|
wearing one, then by default it will be taken off without
|
|
asking, but you can set the paranoid_confirmation option to
|
|
require a prompt.
|
|
|
|
This command may also be used to remove accessories. The
|
|
prompt for which inventory item to take off only lists worn
|
|
armor, but a worn accessory can be chosen. (See the `R'
|
|
command above. It lists accessories as the inventory choic-
|
|
es but will accept an item of armor and attempt to take it
|
|
off.)
|
|
|
|
^T Teleport, if you have the ability.
|
|
|
|
v Display version number.
|
|
|
|
V Display the game history.
|
|
|
|
w Wield weapon.
|
|
|
|
w- - wield nothing, use your bare hands.
|
|
|
|
Some characters can wield two weapons at once; use the `X'
|
|
command (or the ``#twoweapon'' extended command) to do so.
|
|
|
|
W Wear armor.
|
|
|
|
This command may also be used to put on an accessory (ring,
|
|
amulet, or blindfold). The prompt for which inventory item
|
|
to use will only list armor, but choosing an unlisted acces-
|
|
sory will attempt to put it on. (See the `P' command above.
|
|
It lists accessories as the inventory choices but will ac-
|
|
cept an item of armor and attempt to wear it.)
|
|
|
|
x Exchange your wielded weapon with the item in your alternate
|
|
weapon slot.
|
|
|
|
The latter is used as your secondary weapon when engaging in
|
|
two-weapon combat. Note that if one of these slots is
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 15
|
|
|
|
|
|
|
|
empty, the exchange still takes place.
|
|
|
|
X Toggle two-weapon combat, if your character can do it. Also
|
|
available via the ``#twoweapon'' extended command.
|
|
|
|
(In versions prior to 3.6 this was the command to switch
|
|
from normal play to "explore mode", also known as "discovery
|
|
mode", which has now been moved to ``#explore''.)
|
|
|
|
^X Display basic information about your character.
|
|
|
|
Displays name, role, race, gender (unless role name makes
|
|
that redundant, such as Caveman or Priestess), and align-
|
|
ment, along with your patron deity and his or her opposi-
|
|
tion. It also shows most of the various items of informa-
|
|
tion from the status line(s) in a less terse form, including
|
|
several additional things which don't appear in the normal
|
|
status display due to space considerations.
|
|
|
|
z Zap a wand.
|
|
|
|
z. - to aim at yourself, use `.' for the direction.
|
|
|
|
Z Zap (cast) a spell.
|
|
|
|
Z. - to cast at yourself, use `.' for the direction.
|
|
|
|
^Z Suspend the game (UNIX(R) versions with job control only).
|
|
|
|
: Look at what is here.
|
|
|
|
; Show what type of thing a visible symbol corresponds to.
|
|
|
|
, Pick up some things from the floor beneath you.
|
|
|
|
May be preceded by `m' to force a selection menu.
|
|
|
|
@ Toggle the autopickup option on and off.
|
|
|
|
^ Ask for the type of a trap you found earlier.
|
|
|
|
) Tell what weapon you are wielding.
|
|
|
|
[ Tell what armor you are wearing.
|
|
|
|
= Tell what rings you are wearing.
|
|
|
|
" Tell what amulet you are wearing.
|
|
|
|
( Tell what tools you are using.
|
|
|
|
|
|
__________
|
|
(R)UNIX is a registered trademark of AT&T.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 16
|
|
|
|
|
|
|
|
* Tell what equipment you are using.
|
|
|
|
Combines the preceding five type-specific commands into one.
|
|
|
|
$ Count your gold pieces.
|
|
|
|
+ List the spells you know.
|
|
|
|
Using this command, you can also rearrange the order in
|
|
which your spells are listed, either by sorting the entire
|
|
list or by picking one spell from the menu then picking an-
|
|
other to swap places with it. Swapping pairs of spells
|
|
changes their casting letters, so the change lasts after the
|
|
current `+' command finishes. Sorting the whole list is
|
|
temporary. To make the most recent sort order persist be-
|
|
yond the current `+' command, choose the sort option again
|
|
and then pick "reassign casting letters". (Any spells
|
|
learned after that will be added to the end of the list
|
|
rather than be inserted into the sorted ordering.)
|
|
|
|
\ Show what types of objects have been discovered.
|
|
|
|
` Show discovered types for one class of objects.
|
|
|
|
! Escape to a shell.
|
|
|
|
# Perform an extended command.
|
|
|
|
As you can see, the authors of NetHack used up all the let-
|
|
ters, so this is a way to introduce the less frequently used
|
|
commands. What extended commands are available depends on
|
|
what features the game was compiled with.
|
|
|
|
#adjust
|
|
Adjust inventory letters (most useful when the fixinv option
|
|
is ``on'').
|
|
|
|
This command allows you to move an item from one particular
|
|
inventory slot to another so that it has a letter which is
|
|
more meaningful for you or that it will appear in a particu-
|
|
lar location when inventory listings are displayed. ``#ad-
|
|
just'' can also be used to split a stack of objects; when
|
|
choosing the item to adjust, enter a count prior to its let-
|
|
ter.
|
|
|
|
#annotate
|
|
Allows you to specify one line of text to associate with the
|
|
current dungeon level. All levels with annotations are dis-
|
|
played by the ``#overview'' command.
|
|
|
|
#chat
|
|
Talk to someone.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 17
|
|
|
|
|
|
|
|
#conduct
|
|
List voluntary challenges you have maintained.
|
|
|
|
See the section below entitled ``Conduct'' for details.
|
|
|
|
#dip
|
|
Dip an object into something.
|
|
|
|
#enhance
|
|
Advance or check weapon and spell skills.
|
|
|
|
#exploremode
|
|
Enter the explore mode.
|
|
|
|
#force
|
|
Force a lock.
|
|
|
|
#invoke
|
|
Invoke an object's special powers.
|
|
|
|
#jump
|
|
Jump to another location.
|
|
|
|
#kick
|
|
Kick something.
|
|
|
|
#loot
|
|
Loot a box or bag on the floor beneath you, or the saddle
|
|
from a steed standing next to you.
|
|
|
|
#monster
|
|
Use a monster's special ability (when polymorphed into mon-
|
|
ster form).
|
|
|
|
#name
|
|
Name a monster, an individual object, or a type of object.
|
|
Same as `C'.
|
|
|
|
#offer
|
|
Offer a sacrifice to the gods.
|
|
|
|
You'll need to find an altar to have any chance at success.
|
|
Corpses of recently killed monsters are the fodder of
|
|
choice.
|
|
|
|
#overview
|
|
Display information you've discovered about the dungeon.
|
|
Any visited level (unless forgotten due to amnesia) with an
|
|
annotation is included, and many things (altars, thrones,
|
|
fountains, and so on; extra stairs leading to another dun-
|
|
geon branch) trigger an automatic annotation. If dungeon
|
|
overview is chosen during end-of-game disclosure, every vis-
|
|
ited level will be included regardless of annotations.
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 18
|
|
|
|
|
|
|
|
#pray
|
|
Pray to the gods for help.
|
|
|
|
Praying too soon after receiving prior help is a bad idea.
|
|
(Hint: entering the dungeon alive is treated as having re-
|
|
ceived help. You probably shouldn't start off a new game by
|
|
praying right away.) Since using this command by accident
|
|
can cause trouble, there is an option to make you confirm
|
|
your intent before praying. It is enabled by default, and
|
|
you can reset the paranoid_confirmation option to disable
|
|
it.
|
|
|
|
#quit
|
|
Quit the program without saving your game.
|
|
|
|
Since using this command by accident would throw away the
|
|
current game, you are asked to confirm your intent before
|
|
quitting. By default a response of 'y' acknowledges that
|
|
intent. You can set the paranoid_confirmation option to re-
|
|
quire a response of "yes" instead.
|
|
|
|
#ride
|
|
Ride (or stop riding) a saddled creature.
|
|
|
|
#rub
|
|
Rub a lamp or a stone.
|
|
|
|
#sit
|
|
Sit down.
|
|
|
|
#terrain
|
|
Show bare map without displaying monsters, objects, or
|
|
traps.
|
|
|
|
#tip
|
|
Tip over a container (bag or box) to pour out its contents.
|
|
|
|
#turn
|
|
Turn undead.
|
|
|
|
#twoweapon
|
|
Toggle two-weapon combat on or off.
|
|
|
|
Note that you must use suitable weapons for this type of
|
|
combat, or it will be automatically turned off.
|
|
|
|
#untrap
|
|
Untrap something (trap, door, or chest).
|
|
|
|
In some circumstances it can also be used to rescue trapped
|
|
monsters.
|
|
|
|
#version
|
|
Print compile time options for this version of NetHack.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 19
|
|
|
|
|
|
|
|
#wipe
|
|
Wipe off your face.
|
|
|
|
#?
|
|
Help menu: get the list of available extended commands.
|
|
|
|
If your keyboard has a meta key (which, when pressed in com-
|
|
bination with another key, modifies it by setting the `meta'
|
|
[8th, or `high'] bit), you can invoke many extended commands by
|
|
meta-ing the first letter of the command. In NT, OS/2, PC and ST
|
|
NetHack, the `Alt' key can be used in this fashion; on the Amiga,
|
|
set the altmeta option to get this behavior. On other systems,
|
|
if typing `Alt' plus another key transmits a two character se-
|
|
quence consisting of an Escape followed by the other key, you may
|
|
set the altmeta option to have nethack combine them into
|
|
meta+key.
|
|
|
|
M-? #? (not supported by all platforms)
|
|
|
|
M-2 #twoweapon (unless the number_pad option is enabled)
|
|
|
|
M-a #adjust
|
|
|
|
M-A #annotate
|
|
|
|
M-c #chat
|
|
|
|
M-C #conduct
|
|
|
|
M-d #dip
|
|
|
|
M-e #enhance
|
|
|
|
M-f #force
|
|
|
|
M-i #invoke
|
|
|
|
M-j #jump
|
|
|
|
M-l #loot
|
|
|
|
M-m #monster
|
|
|
|
M-n #name
|
|
|
|
M-o #offer
|
|
|
|
M-O #overview
|
|
|
|
M-p #pray
|
|
|
|
M-q #quit
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 20
|
|
|
|
|
|
|
|
M-r #rub
|
|
|
|
M-R #ride
|
|
|
|
M-s #sit
|
|
|
|
M-t #turn
|
|
|
|
M-T #tip
|
|
|
|
M-u #untrap
|
|
|
|
M-v #version
|
|
|
|
M-w #wipe
|
|
|
|
If the number_pad option is on, some additional letter com-
|
|
mands are available:
|
|
|
|
h Help menu: display one of several help texts available,
|
|
like ``?''.
|
|
|
|
j Jump to another location. Same as ``#jump'' or ``M-j''.
|
|
|
|
k Kick something (usually a door). Same as `^D'.
|
|
|
|
l Loot a box or bag on the floor beneath you, or the saddle
|
|
from a steed standing next to you. Same as ``#loot'' or
|
|
``M-l''.
|
|
|
|
N Name a monster, an individual object, or a type of object.
|
|
Same as ``#name'' (or ``M-n'') which is the same as the `C'
|
|
command.
|
|
|
|
u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
|
|
u''.
|
|
|
|
|
|
5. Rooms and corridors
|
|
|
|
Rooms and corridors in the dungeon are either lit or dark.
|
|
Any lit areas within your line of sight will be displayed; dark
|
|
areas are only displayed if they are within one space of you.
|
|
Walls and corridors remain on the map as you explore them.
|
|
|
|
Secret corridors are hidden. You can find them with the `s'
|
|
(search) command.
|
|
|
|
5.1. Doorways
|
|
|
|
Doorways connect rooms and corridors. Some doorways have no
|
|
doors; you can walk right through. Others have doors in them,
|
|
which may be open, closed, or locked. To open a closed door, use
|
|
the `o' (open) command; to close it again, use the `c' (close)
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 21
|
|
|
|
|
|
|
|
command.
|
|
|
|
You can get through a locked door by using a tool to pick
|
|
the lock with the `a' (apply) command, or by kicking it open with
|
|
the `^D' (kick) command.
|
|
|
|
Open doors cannot be entered diagonally; you must approach
|
|
them straight on, horizontally or vertically. Doorways without
|
|
doors are not restricted in this fashion.
|
|
|
|
Doors can be useful for shutting out monsters. Most mon-
|
|
sters cannot open doors, although a few don't need to (ex. ghosts
|
|
can walk through doors).
|
|
|
|
Secret doors are hidden. You can find them with the `s'
|
|
(search) command. Once found they are in all ways equivalent to
|
|
normal doors.
|
|
|
|
5.2. Traps (`^')
|
|
|
|
There are traps throughout the dungeon to snare the unwary
|
|
delver. For example, you may suddenly fall into a pit and be
|
|
stuck for a few turns trying to climb out. Traps don't appear on
|
|
your map until you see one triggered by moving onto it, see some-
|
|
thing fall into it, or you discover it with the `s' (search) com-
|
|
mand. Monsters can fall prey to traps, too, which can be a very
|
|
useful defensive strategy.
|
|
|
|
There is a special pre-mapped branch of the dungeon based on
|
|
the classic computer game ``Sokoban.'' The goal is to push the
|
|
boulders into the pits or holes. With careful foresight, it is
|
|
possible to complete all of the levels according to the tradi-
|
|
tional rules of Sokoban. Some allowances are permitted in case
|
|
the player gets stuck; however, they will lower your luck.
|
|
|
|
5.3. Stairs (`<', `>')
|
|
|
|
In general, each level in the dungeon will have a staircase
|
|
going up (`<') to the previous level and another going down (`>')
|
|
to the next level. There are some exceptions though. For in-
|
|
stance, fairly early in the dungeon you will find a level with
|
|
two down staircases, one continuing into the dungeon and the oth-
|
|
er branching into an area known as the Gnomish Mines. Those
|
|
mines eventually hit a dead end, so after exploring them (if you
|
|
choose to do so), you'll need to climb back up to the main dun-
|
|
geon.
|
|
|
|
When you traverse a set of stairs, or trigger a trap which
|
|
sends you to another level, the level you're leaving will be de-
|
|
activated and stored in a file on disk. If you're moving to a
|
|
previously visited level, it will be loaded from its file on disk
|
|
and reactivated. If you're moving to a level which has not yet
|
|
been visited, it will be created (from scratch for most random
|
|
levels, from a template for some ``special'' levels, or loaded
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 22
|
|
|
|
|
|
|
|
from the remains of an earlier game for a ``bones'' level as
|
|
briefly described below). Monsters are only active on the cur-
|
|
rent level; those on other levels are essentially placed into
|
|
stasis.
|
|
|
|
Ordinarily when you climb a set of stairs, you will arrive
|
|
on the corresponding staircase at your destination. However,
|
|
pets (see below) and some other monsters will follow along if
|
|
they're close enough when you travel up or down stairs, and occa-
|
|
sionally one of these creatures will displace you during the
|
|
climb. When that occurs, the pet or other monster will arrive on
|
|
the staircase and you will end up nearby.
|
|
|
|
5.4. Ladders (`<', `>')
|
|
|
|
Ladders serve the same purpose as staircases, and the two
|
|
types of inter-level connections are nearly indistinguishable
|
|
during game play.
|
|
|
|
5.5. Shops and shopping
|
|
|
|
Occasionally you will run across a room with a shopkeeper
|
|
near the door and many items lying on the floor. You can buy
|
|
items by picking them up and then using the `p' command. You can
|
|
inquire about the price of an item prior to picking it up by us-
|
|
ing the ``#chat'' command while standing on it. Using an item
|
|
prior to paying for it will incur a charge, and the shopkeeper
|
|
won't allow you to leave the shop until you have paid any debt
|
|
you owe.
|
|
|
|
You can sell items to a shopkeeper by dropping them to the
|
|
floor while inside a shop. You will either be offered an amount
|
|
of gold and asked whether you're willing to sell, or you'll be
|
|
told that the shopkeeper isn't interested (generally, your item
|
|
needs to be compatible with the type of merchandise carried by
|
|
the shop).
|
|
|
|
If you drop something in a shop by accident, the shopkeeper
|
|
will usually claim ownership without offering any compensation.
|
|
You'll have to buy it back if you want to reclaim it.
|
|
|
|
Shopkeepers sometimes run out of money. When that happens,
|
|
you'll be offered credit instead of gold when you try to sell
|
|
something. Credit can be used to pay for purchases, but it is
|
|
only good in the shop where it was obtained; other shopkeepers
|
|
won't honor it. (If you happen to find a "credit card" in the
|
|
dungeon, don't bother trying to use it in shops; shopkeepers will
|
|
not accept it.)
|
|
|
|
The `$' command, which reports the amount of gold you are
|
|
carrying (in inventory, not inside bags or boxes), will also show
|
|
current shop debt or credit, if any. The `Iu' command lists un-
|
|
paid items (those which still belong to the shop) if you are car-
|
|
rying any. The `Ix' command shows an inventory-like display of
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 23
|
|
|
|
|
|
|
|
any unpaid items which have been used up, along with other shop
|
|
fees, if any.
|
|
|
|
5.5.1. Shop idiosyncracies
|
|
|
|
Several aspects of shop behavior might be unexpected.
|
|
|
|
* The price of a given item can vary due to a variety of factors.
|
|
|
|
* A shopkeeper treats the spot immediately inside the door as if
|
|
it were outside the shop.
|
|
|
|
* While the shopkeeper watches you like a hawk, he will generally
|
|
ignore any other customers.
|
|
|
|
* If a shop is "closed for inventory", it will not open of its
|
|
own accord.
|
|
|
|
* Shops do not get restocked with new items, regardless of inven-
|
|
tory depletion.
|
|
|
|
|
|
6. Monsters
|
|
|
|
Monsters you cannot see are not displayed on the screen.
|
|
Beware! You may suddenly come upon one in a dark place. Some
|
|
magic items can help you locate them before they locate you
|
|
(which some monsters can do very well).
|
|
|
|
The commands `/' and `;' may be used to obtain information
|
|
about those monsters who are displayed on the screen. The com-
|
|
mand ``#name'', or its synonym `C', allows you to assign a name
|
|
to a monster, which may be useful to help distinguish one from
|
|
another when multiple monsters are present. Assigning a name
|
|
which is just a space will remove any prior name.
|
|
|
|
The extended command ``#chat'' can be used to interact with
|
|
an adjacent monster. There is no actual dialog (in other words,
|
|
you don't get to choose what you'll say), but chatting with some
|
|
monsters such as a shopkeeper or the Oracle of Delphi can produce
|
|
useful results.
|
|
|
|
6.1. Fighting
|
|
|
|
If you see a monster and you wish to fight it, just attempt
|
|
to walk into it. Many monsters you find will mind their own
|
|
business unless you attack them. Some of them are very dangerous
|
|
when angered. Remember: discretion is the better part of valor.
|
|
|
|
In most circumstances, if you attempt to attack a peaceful
|
|
monster by moving into its location, you'll be asked to confirm
|
|
your intent. By default an answer of 'y' acknowledges that in-
|
|
tent, which can be error prone if you're using 'y' to move. You
|
|
can set the paranoid_confirmation option to require a response of
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 24
|
|
|
|
|
|
|
|
"yes" instead.
|
|
|
|
If you can't see a monster (if it is invisible, or if you
|
|
are blinded), the symbol `I' will be shown when you learn of its
|
|
presence. If you attempt to walk into it, you will try to fight
|
|
it just like a monster that you can see; of course, if the mon-
|
|
ster has moved, you will attack empty air. If you guess that the
|
|
monster has moved and you don't wish to fight, you can use the
|
|
`m' command to move without fighting; likewise, if you don't re-
|
|
member a monster but want to try fighting anyway, you can use the
|
|
`F' command.
|
|
|
|
6.2. Your pet
|
|
|
|
You start the game with a little dog (`d'), cat (`f'), or
|
|
pony (`u'), which follows you about the dungeon and fights mon-
|
|
sters with you. Like you, your pet needs food to survive. It
|
|
usually feeds itself on fresh carrion and other meats. If you're
|
|
worried about it or want to train it, you can feed it, too, by
|
|
throwing it food. A properly trained pet can be very useful un-
|
|
der certain circumstances.
|
|
|
|
Your pet also gains experience from killing monsters, and
|
|
can grow over time, gaining hit points and doing more damage.
|
|
Initially, your pet may even be better at killing things than
|
|
you, which makes pets useful for low-level characters.
|
|
|
|
Your pet will follow you up and down staircases if it is
|
|
next to you when you move. Otherwise your pet will be stranded
|
|
and may become wild. Similarly, when you trigger certain types
|
|
of traps which alter your location (for instance, a trap door
|
|
which drops you to a lower dungeon level), any adjacent pet will
|
|
accompany you and any non-adjacent pet will be left behind. Your
|
|
pet may trigger such traps itself; you will not be carried along
|
|
with it even if adjacent at the time.
|
|
|
|
6.3. Steeds
|
|
|
|
Some types of creatures in the dungeon can actually be rid-
|
|
den if you have the right equipment and skill. Convincing a wild
|
|
beast to let you saddle it up is difficult to say the least.
|
|
Many a dungeoneer has had to resort to magic and wizardry in or-
|
|
der to forge the alliance. Once you do have the beast under your
|
|
control however, you can easily climb in and out of the saddle
|
|
with the `#ride' command. Lead the beast around the dungeon when
|
|
riding, in the same manner as you would move yourself. It is the
|
|
beast that you will see displayed on the map.
|
|
|
|
Riding skill is managed by the `#enhance' command. See the
|
|
section on Weapon proficiency for more information about that.
|
|
|
|
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 25
|
|
|
|
|
|
|
|
6.4. Bones levels
|
|
|
|
You may encounter the shades and corpses of other adventur-
|
|
ers (or even former incarnations of yourself!) and their personal
|
|
effects. Ghosts are hard to kill, but easy to avoid, since
|
|
they're slow and do little damage. You can plunder the deceased
|
|
adventurer's possessions; however, they are likely to be cursed.
|
|
Beware of whatever killed the former player; it is probably still
|
|
lurking around, gloating over its last victory.
|
|
|
|
|
|
7. Objects
|
|
|
|
When you find something in the dungeon, it is common to want
|
|
to pick it up. In NetHack, this is accomplished automatically by
|
|
walking over the object (unless you turn off the autopickup op-
|
|
tion (see below), or move with the `m' prefix (see above)), or
|
|
manually by using the `,' command.
|
|
|
|
If you're carrying too many items, NetHack will tell you so
|
|
and you won't be able to pick up anything more. Otherwise, it
|
|
will add the object(s) to your pack and tell you what you just
|
|
picked up.
|
|
|
|
As you add items to your inventory, you also add the weight
|
|
of that object to your load. The amount that you can carry de-
|
|
pends on your strength and your constitution. The stronger you
|
|
are, the less the additional load will affect you. There comes a
|
|
point, though, when the weight of all of that stuff you are car-
|
|
rying around with you through the dungeon will encumber you.
|
|
Your reactions will get slower and you'll burn calories faster,
|
|
requiring food more frequently to cope with it. Eventually,
|
|
you'll be so overloaded that you'll either have to discard some
|
|
of what you're carrying or collapse under its weight.
|
|
|
|
NetHack will tell you how badly you have loaded yourself.
|
|
The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
|
|
`Overloaded' are displayed on the bottom line display to indicate
|
|
your condition.
|
|
|
|
When you pick up an object, it is assigned an inventory let-
|
|
ter. Many commands that operate on objects must ask you to find
|
|
out which object you want to use. When NetHack asks you to
|
|
choose a particular object you are carrying, you are usually pre-
|
|
sented with a list of inventory letters to choose from (see Com-
|
|
mands, above).
|
|
|
|
Some objects, such as weapons, are easily differentiated.
|
|
Others, like scrolls and potions, are given descriptions which
|
|
vary according to type. During a game, any two objects with the
|
|
same description are the same type. However, the descriptions
|
|
will vary from game to game.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 26
|
|
|
|
|
|
|
|
When you use one of these objects, if its effect is obvious,
|
|
NetHack will remember what it is for you. If its effect isn't
|
|
extremely obvious, you will be asked what you want to call this
|
|
type of object so you will recognize it later. You can also use
|
|
the ``#name'' command, or its synonym `C', for the same purpose
|
|
at any time, to name all objects of a particular type or just an
|
|
individual object. When you use ``#name'' on an object which has
|
|
already been named, specifying a space as the value will remove
|
|
the prior name instead of assigning a new one.
|
|
|
|
7.1. Curses and Blessings
|
|
|
|
Any object that you find may be cursed, even if the object
|
|
is otherwise helpful. The most common effect of a curse is being
|
|
stuck with (and to) the item. Cursed weapons weld themselves to
|
|
your hand when wielded, so you cannot unwield them. Any cursed
|
|
item you wear is not removable by ordinary means. In addition,
|
|
cursed arms and armor usually, but not always, bear negative en-
|
|
chantments that make them less effective in combat. Other cursed
|
|
objects may act poorly or detrimentally in other ways.
|
|
|
|
Objects can also be blessed. Blessed items usually work
|
|
better or more beneficially than normal uncursed items. For ex-
|
|
ample, a blessed weapon will do more damage against demons.
|
|
|
|
Objects which are neither cursed nor blessed are referred to
|
|
as uncursed. They could just as easily have been described as
|
|
unblessed, but the uncursed designation is what you will see
|
|
within the game. A ``glass half full versus glass half empty''
|
|
situation; make of that what you will.
|
|
|
|
There are magical means of bestowing or removing curses upon
|
|
objects, so even if you are stuck with one, you can still have
|
|
the curse lifted and the item removed. Priests and Priestesses
|
|
have an innate sensitivity to this property in any object, so
|
|
they can more easily avoid cursed objects than other character
|
|
roles.
|
|
|
|
An item with unknown status will be reported in your inven-
|
|
tory with no prefix. An item which you know the state of will be
|
|
distinguished in your inventory by the presence of the word
|
|
``cursed'', ``uncursed'' or ``blessed'' in the description of the
|
|
item. In some cases ``uncursed'' will be omitted as being redun-
|
|
dant when enough other information is displayed. The implic-
|
|
it_uncursed option can be used to control this; toggle it off to
|
|
have ``uncursed'' be displayed even when that can be deduced from
|
|
other attributes.
|
|
|
|
7.2. Weapons (`)')
|
|
|
|
Given a chance, most monsters in the Mazes of Menace will
|
|
gratuitously try to kill you. You need weapons for self-defense
|
|
(killing them first). Without a weapon, you do only 1-2 hit
|
|
points of damage (plus bonuses, if any). Monk characters are an
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|
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NetHack Guidebook 27
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|
exception; they normally do much more damage with bare hands than
|
|
they do with weapons.
|
|
|
|
There are wielded weapons, like maces and swords, and thrown
|
|
weapons, like arrows and spears. To hit monsters with a weapon,
|
|
you must wield it and attack them, or throw it at them. You can
|
|
simply elect to throw a spear. To shoot an arrow, you should
|
|
first wield a bow, then throw the arrow. Crossbows shoot cross-
|
|
bow bolts. Slings hurl rocks and (other) stones (like gems).
|
|
|
|
Enchanted weapons have a ``plus'' (or ``to hit enhancement''
|
|
which can be either positive or negative) that adds to your
|
|
chance to hit and the damage you do to a monster. The only way
|
|
to determine a weapon's enchantment is to have it magically iden-
|
|
tified somehow. Most weapons are subject to some type of damage
|
|
like rust. Such ``erosion'' damage can be repaired.
|
|
|
|
The chance that an attack will successfully hit a monster,
|
|
and the amount of damage such a hit will do, depends upon many
|
|
factors. Among them are: type of weapon, quality of weapon (en-
|
|
chantment and/or erosion), experience level, strength, dexterity,
|
|
encumbrance, and proficiency (see below). The monster's armor
|
|
class - a general defense rating, not necessarily due to wearing
|
|
of armor - is a factor too; also, some monsters are particularly
|
|
vulnerable to certain types of weapons.
|
|
|
|
Many weapons can be wielded in one hand; some require both
|
|
hands. When wielding a two-handed weapon, you can not wear a
|
|
shield, and vice versa. When wielding a one-handed weapon, you
|
|
can have another weapon ready to use by setting things up with
|
|
the `x' command, which exchanges your primary (the one being
|
|
wielded) and alternate weapons. And if you have proficiency in
|
|
the ``two weapon combat'' skill, you may wield both weapons si-
|
|
multaneously as primary and secondary; use the `#twoweapon' ex-
|
|
tended command to engage or disengage that. Only some types of
|
|
characters (barbarians, for instance) have the necessary skill
|
|
available. Even with that skill, using two weapons at once in-
|
|
curs a penalty in the chance to hit your target compared to using
|
|
just one weapon at a time.
|
|
|
|
There might be times when you'd rather not wield any weapon
|
|
at all. To accomplish that, wield `-', or else use the `A' com-
|
|
mand which allows you to unwield the current weapon in addition
|
|
to taking off other worn items.
|
|
|
|
Those of you in the audience who are AD&D players, be aware
|
|
that each weapon which existed in AD&D does roughly the same dam-
|
|
age to monsters in NetHack. Some of the more obscure weapons
|
|
(such as the aklys, lucern hammer, and bec-de-corbin) are defined
|
|
in an appendix to Unearthed Arcana, an AD&D supplement.
|
|
|
|
The commands to use weapons are `w' (wield), `t' (throw),
|
|
`f' (fire, an alternative way of throwing), `Q' (quiver), `x'
|
|
(exchange), `#twoweapon', and `#enhance' (see below).
|
|
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NetHack Guidebook 28
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|
7.2.1. Throwing and shooting
|
|
|
|
You can throw just about anything via the `t' command. It
|
|
will prompt for the item to throw; picking `?' will list things
|
|
in your inventory which are considered likely to be thrown, or
|
|
picking `*' will list your entire inventory. After you've chosen
|
|
what to throw, you will be prompted for a direction rather than
|
|
for a specific target. The distance something can be thrown de-
|
|
pends mainly on the type of object and your strength. Arrows can
|
|
be thrown by hand, but can be thrown much farther and will be
|
|
more likely to hit when thrown while you are wielding a bow.
|
|
|
|
You can simplify the throwing operation by using the `Q'
|
|
command to select your preferred ``missile'', then using the `f'
|
|
command to throw it. You'll be prompted for a direction as
|
|
above, but you don't have to specify which item to throw each
|
|
time you use `f'. There is also an option, autoquiver, which has
|
|
NetHack choose another item to automatically fill your quiver (or
|
|
quiver sack, or have at the ready) when the inventory slot used
|
|
for `Q' runs out.
|
|
|
|
Some characters have the ability to fire a volley of multi-
|
|
ple items in a single turn. Knowing how to load several rounds
|
|
of ammunition at once -- or hold several missiles in your hand --
|
|
and still hit a target is not an easy task. Rangers are among
|
|
those who are adept at this task, as are those with a high level
|
|
of proficiency in the relevant weapon skill (in bow skill if
|
|
you're wielding one to shoot arrows, in crossbow skill if you're
|
|
wielding one to shoot bolts, or in sling skill if you're wielding
|
|
one to shoot stones). The number of items that the character has
|
|
a chance to fire varies from turn to turn. You can explicitly
|
|
limit the number of shots by using a numeric prefix before the
|
|
`t' or `f' command. For example, ``2f'' (or ``n2f'' if using
|
|
number_pad mode) would ensure that at most 2 arrows are shot even
|
|
if you could have fired 3. If you specify a larger number than
|
|
would have been shot (``4f'' in this example), you'll just end up
|
|
shooting the same number (3, here) as if no limit had been speci-
|
|
fied. Once the volley is in motion, all of the items will travel
|
|
in the same direction; if the first ones kill a monster, the oth-
|
|
ers can still continue beyond that spot.
|
|
|
|
7.2.2. Weapon proficiency
|
|
|
|
You will have varying degrees of skill in the weapons avail-
|
|
able. Weapon proficiency, or weapon skills, affect how well you
|
|
can use particular types of weapons, and you'll be able to im-
|
|
prove your skills as you progress through a game, depending on
|
|
your role, your experience level, and use of the weapons.
|
|
|
|
For the purposes of proficiency, weapons have been divided
|
|
up into various groups such as daggers, broadswords, and
|
|
polearms. Each role has a limit on what level of proficiency a
|
|
character can achieve for each group. For instance, wizards can
|
|
become highly skilled in daggers or staves but not in swords or
|
|
|
|
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NetHack Guidebook 29
|
|
|
|
|
|
|
|
bows.
|
|
|
|
The `#enhance' extended command is used to review current
|
|
weapons proficiency (also spell proficiency) and to choose which
|
|
skill(s) to improve when you've used one or more skills enough to
|
|
become eligible to do so. The skill rankings are ``none'' (some-
|
|
times also referred to as ``restricted'', because you won't be
|
|
able to advance), ``unskilled'', ``basic'', ``skilled'', and
|
|
``expert''. Restricted skills simply will not appear in the list
|
|
shown by `#enhance'. (Divine intervention might unrestrict a
|
|
particular skill, in which case it will start at unskilled and be
|
|
limited to basic.) Some characters can enhance their barehanded
|
|
combat or martial arts skill beyond expert to ``master'' or
|
|
``grand master''.
|
|
|
|
Use of a weapon in which you're restricted or unskilled will
|
|
incur a modest penalty in the chance to hit a monster and also in
|
|
the amount of damage done when you do hit; at basic level, there
|
|
is no penalty or bonus; at skilled level, you receive a modest
|
|
bonus in the chance to hit and amount of damage done; at expert
|
|
level, the bonus is higher. A successful hit has a chance to
|
|
boost your training towards the next skill level (unless you've
|
|
already reached the limit for this skill). Once such training
|
|
reaches the threshold for that next level, you'll be told that
|
|
you feel more confident in your skills. At that point you can
|
|
use `#enhance' to increase one or more skills. Such skills are
|
|
not increased automatically because there is a limit to your to-
|
|
tal overall skills, so you need to actively choose which skills
|
|
to enhance and which to ignore.
|
|
|
|
7.2.3. Two-Weapon combat
|
|
|
|
Some characters can use two weapons at once. Setting things
|
|
up to do so can seem cumbersome but becomes second nature with
|
|
use. To wield two weapons, you need to use the ``#twoweapon''
|
|
command. But first you need to have a weapon in each hand.
|
|
(Note that your two weapons are not fully equal; the one in the
|
|
hand you normally wield with is considered primary and the other
|
|
one is considered secondary. The most noticeable difference is
|
|
after you stop--or before you begin, for that matter--wielding
|
|
two weapons at once. The primary is your wielded weapon and the
|
|
secondary is just an item in your inventory that's been designat-
|
|
ed as alternate weapon.)
|
|
|
|
If your primary weapon is wielded but your off hand is empty
|
|
or has the wrong weapon, use the sequence 'x', 'w', 'x' to first
|
|
swap your primary into your off hand, wield whatever you want as
|
|
secondary weapon, then swap them both back into the intended
|
|
hands. If your secondary or alternate weapon is correct but your
|
|
primary one is not, simply use 'w' to wield the primary. Lastly,
|
|
if neither hand holds the correct weapon, use 'w', 'x', 'w' to
|
|
first wield the intended secondary, swap it to off hand, and then
|
|
wield the primary.
|
|
|
|
|
|
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NetHack Guidebook 30
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|
|
|
|
|
|
|
The whole process can be simplified via use of the push-
|
|
weapon option. When it is enabled, then using 'w' to wield some-
|
|
thing causes the currently wielded weapon to become your alter-
|
|
nate weapon. So the sequence 'w', 'w' can be used to first wield
|
|
the weapon you intend to be secondary, and then wield the one you
|
|
want as primary which will push the first into secondary posi-
|
|
tion.
|
|
|
|
When in two-weapon combat mode, using the ``#twoweapon''
|
|
command toggles back to single-weapon mode. Throwing or dropping
|
|
either of the weapons or having one of them be stolen or de-
|
|
stroyed will also make you revert to single-weapon combat.
|
|
|
|
7.3. Armor (`[')
|
|
|
|
Lots of unfriendly things lurk about; you need armor to pro-
|
|
tect yourself from their blows. Some types of armor offer better
|
|
protection than others. Your armor class is a measure of this
|
|
protection. Armor class (AC) is measured as in AD&D, with 10 be-
|
|
ing the equivalent of no armor, and lower numbers meaning better
|
|
armor. Each suit of armor which exists in AD&D gives the same
|
|
protection in NetHack. Here is an (incomplete) list of the armor
|
|
classes provided by various suits of armor:
|
|
|
|
dragon scale mail 1
|
|
plate mail 3
|
|
crystal plate mail 3
|
|
bronze plate mail 4
|
|
splint mail 4
|
|
banded mail 4
|
|
dwarvish mithril-coat 4
|
|
elven mithril-coat 5
|
|
chain mail 5
|
|
orcish chain mail 6
|
|
scale mail 6
|
|
studded leather armor 7
|
|
ring mail 7
|
|
orcish ring mail 8
|
|
leather armor 8
|
|
leather jacket 9
|
|
no armor 10
|
|
|
|
You can also wear other pieces of armor (ex. helmets, boots,
|
|
shields, cloaks) to lower your armor class even further, but you
|
|
can only wear one item of each category (one suit of armor, one
|
|
cloak, one helmet, one shield, and so on) at a time.
|
|
|
|
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
|
|
|
|
|
|
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|
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NetHack Guidebook 31
|
|
|
|
|
|
|
|
negative enchantments (minuses) in addition to being unremovable.
|
|
|
|
Many types of armor are subject to some kind of damage like
|
|
rust. Such damage can be repaired. Some types of armor may in-
|
|
hibit spell casting.
|
|
|
|
The commands to use armor are `W' (wear) and `T' (take off).
|
|
The `A' command can also be used to take off armor as well as
|
|
other worn items.
|
|
|
|
7.4. Food (`%')
|
|
|
|
Food is necessary to survive. If you go too long without
|
|
eating you will faint, and eventually die of starvation. Some
|
|
types of food will spoil, and become unhealthy to eat, if not
|
|
protected. Food stored in ice boxes or tins (``cans'') will usu-
|
|
ally stay fresh, but ice boxes are heavy, and tins take a while
|
|
to open.
|
|
|
|
When you kill monsters, they usually leave corpses which are
|
|
also ``food.'' Many, but not all, of these are edible; some also
|
|
give you special powers when you eat them. A good rule of thumb
|
|
is ``you are what you eat.''
|
|
|
|
Some character roles and some monsters are vegetarian. Veg-
|
|
etarian monsters will typically never eat animal corpses, while
|
|
vegetarian players can, but with some rather unpleasant side-ef-
|
|
fects.
|
|
|
|
You can name one food item after something you like to eat
|
|
with the fruit option.
|
|
|
|
The command to eat food is `e'.
|
|
|
|
7.5. Scrolls (`?')
|
|
|
|
Scrolls are labeled with various titles, probably chosen by
|
|
ancient wizards for their amusement value (ex. ``READ ME,'' or
|
|
``THANX MAUD'' backwards). Scrolls disappear after you read them
|
|
(except for blank ones, without magic spells on them).
|
|
|
|
One of the most useful of these is the scroll of identify,
|
|
which can be used to determine what another object is, whether it
|
|
is cursed or blessed, and how many uses it has left. Some ob-
|
|
jects of subtle enchantment are difficult to identify without
|
|
these.
|
|
|
|
A mail daemon may run up and deliver mail to you as a scroll
|
|
of mail (on versions compiled with this feature). To use this
|
|
feature on versions where NetHack mail delivery is triggered by
|
|
electronic mail appearing in your system mailbox, you must let
|
|
NetHack know where to look for new mail by setting the ``MAIL''
|
|
environment variable to the file name of your mailbox. You may
|
|
also want to set the ``MAILREADER'' environment variable to the
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
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|
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|
NetHack Guidebook 32
|
|
|
|
|
|
|
|
file name of your favorite reader, so NetHack can shell to it
|
|
when you read the scroll. On versions of NetHack where mail is
|
|
randomly generated internal to the game, these environment vari-
|
|
ables are ignored. You can disable the mail daemon by turning
|
|
off the mail option.
|
|
|
|
The command to read a scroll is `r'.
|
|
|
|
7.6. Potions (`!')
|
|
|
|
Potions are distinguished by the color of the liquid inside
|
|
the flask. They disappear after you quaff them.
|
|
|
|
Clear potions are potions of water. Sometimes these are
|
|
blessed or cursed, resulting in holy or unholy water. Holy water
|
|
is the bane of the undead, so potions of holy water are good
|
|
things to throw (`t') at them. It is also sometimes very useful
|
|
to dip (``#dip'') an object into a potion.
|
|
|
|
The command to drink a potion is `q' (quaff).
|
|
|
|
7.7. Wands (`/')
|
|
|
|
Magic wands usually have multiple magical charges. Some
|
|
wands are directional--you must give a direction in which to zap
|
|
them. You can also zap them at yourself (just give a `.' or `s'
|
|
for the direction). Be warned, however, for this is often unwise.
|
|
Other wands are nondirectional--they don't require a direction.
|
|
The number of charges in a wand is random and decreases by one
|
|
whenever you use it.
|
|
|
|
When the number of charges left in a wand becomes zero, at-
|
|
tempts to use the wand will usually result in nothing happening.
|
|
Occasionally, however, it may be possible to squeeze the last few
|
|
mana points from an otherwise spent wand, destroying it in the
|
|
process. A wand may be recharged by using suitable magic, but
|
|
doing so runs the risk of causing it to explode. The chance for
|
|
such an explosion starts out very small and increases each time
|
|
the wand is recharged.
|
|
|
|
In a truly desperate situation, when your back is up against
|
|
the wall, you might decide to go for broke and break your wand.
|
|
This is not for the faint of heart. Doing so will almost cer-
|
|
tainly cause a catastrophic release of magical energies.
|
|
|
|
When you have fully identified a particular wand, inventory
|
|
display will include additional information in parentheses: the
|
|
number of times it has been recharged followed by a colon and
|
|
then by its current number of charges. A current charge count of
|
|
-1 is a special case indicating that the wand has been cancelled.
|
|
|
|
The command to use a wand is `z' (zap). To break one, use
|
|
the `a' (apply) command.
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
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|
NetHack Guidebook 33
|
|
|
|
|
|
|
|
7.8. Rings (`=')
|
|
|
|
Rings are very useful items, since they are relatively per-
|
|
manent magic, unlike the usually fleeting effects of potions,
|
|
scrolls, and wands.
|
|
|
|
Putting on a ring activates its magic. You can wear only
|
|
two rings, one on each ring finger.
|
|
|
|
Most rings also cause you to grow hungry more rapidly, the
|
|
rate varying with the type of ring.
|
|
|
|
The commands to use rings are `P' (put on) and `R' (remove).
|
|
|
|
7.9. Spellbooks (`+')
|
|
|
|
Spellbooks are tomes of mighty magic. When studied with the
|
|
`r' (read) command, they transfer to the reader the knowledge of
|
|
a spell (and therefore eventually become unreadable) -- unless
|
|
the attempt backfires. Reading a cursed spellbook or one with
|
|
mystic runes beyond your ken can be harmful to your health!
|
|
|
|
A spell (even when learned) can also backfire when you cast
|
|
it. If you attempt to cast a spell well above your experience
|
|
level, or if you have little skill with the appropriate spell
|
|
type, or cast it at a time when your luck is particularly bad,
|
|
you can end up wasting both the energy and the time required in
|
|
casting.
|
|
|
|
Casting a spell calls forth magical energies and focuses
|
|
them with your naked mind. Some of the magical energy released
|
|
comes from within you, and casting several spells in a row may
|
|
tire you. Casting of spells also requires practice. With prac-
|
|
tice, your skill in each category of spell casting will improve.
|
|
Over time, however, your memory of each spell will dim, and you
|
|
will need to relearn it.
|
|
|
|
Some spells are directional--you must give a direction in
|
|
which to cast them. You can also cast them at yourself (just
|
|
give a `.' or `s' for the direction). Be warned, however, for
|
|
this is often unwise. Other spells are nondirectional--they
|
|
don't require a direction.
|
|
|
|
Just as weapons are divided into groups in which a character
|
|
can become proficient (to varying degrees), spells are similarly
|
|
grouped. Successfully casting a spell exercises its skill group;
|
|
using the `#enhance' command to advance a sufficiently exercised
|
|
skill will affect all spells within the group. Advanced skill
|
|
may increase the potency of spells, reduce their risk of failure
|
|
during casting attempts, and improve the accuracy of the estimate
|
|
for how much longer they will be retained in your memory. Skill
|
|
slots are shared with weapons skills. (See also the section on
|
|
``Weapon proficiency''.)
|
|
|
|
|
|
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|
NetHack Guidebook 34
|
|
|
|
|
|
|
|
Casting a spell also requires flexible movement, and wearing
|
|
various types of armor may interfere with that.
|
|
|
|
The command to read a spellbook is the same as for scrolls,
|
|
`r' (read). The `+' command lists each spell you know along with
|
|
its level, skill category, chance of failure when casting, and an
|
|
estimate of how strongly it is remembered. The `Z' (cast) com-
|
|
mand casts a spell.
|
|
|
|
7.10. Tools (`(')
|
|
|
|
Tools are miscellaneous objects with various purposes. Some
|
|
tools have a limited number of uses, akin to wand charges. For
|
|
example, lamps burn out after a while. Other tools are contain-
|
|
ers, which objects can be placed into or taken out of.
|
|
|
|
The command to use tools is `a' (apply).
|
|
|
|
7.10.1. Containers
|
|
|
|
You may encounter bags, boxes, and chests in your travels.
|
|
A tool of this sort can be opened with the ``#loot'' extended
|
|
command when you are standing on top of it (that is, on the same
|
|
floor spot), or with the `a' (apply) command when you are carry-
|
|
ing it. However, chests are often locked, and are in any case
|
|
unwieldy objects. You must set one down before unlocking it by
|
|
using a key or lock-picking tool with the `a' (apply) command, by
|
|
kicking it with the `^D' command, or by using a weapon to force
|
|
the lock with the ``#force'' extended command.
|
|
|
|
Some chests are trapped, causing nasty things to happen when
|
|
you unlock or open them. You can check for and try to deactivate
|
|
traps with the ``#untrap'' extended command.
|
|
|
|
7.11. Amulets (`"')
|
|
|
|
Amulets are very similar to rings, and often more powerful.
|
|
Like rings, amulets have various magical properties, some benefi-
|
|
cial, some harmful, which are activated by putting them on.
|
|
|
|
Only one amulet may be worn at a time, around your neck.
|
|
|
|
The commands to use amulets are the same as for rings, `P'
|
|
(put on) and `R' (remove).
|
|
|
|
7.12. Gems (`*')
|
|
|
|
Some gems are valuable, and can be sold for a lot of gold.
|
|
They are also a far more efficient way of carrying your riches.
|
|
Valuable gems increase your score if you bring them with you when
|
|
you exit.
|
|
|
|
Other small rocks are also categorized as gems, but they are
|
|
much less valuable. All rocks, however, can be used as
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
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|
|
|
|
|
|
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|
|
|
|
NetHack Guidebook 35
|
|
|
|
|
|
|
|
projectile weapons (if you have a sling). In the most desperate
|
|
of cases, you can still throw them by hand.
|
|
|
|
7.13. Large rocks (``')
|
|
|
|
Statues and boulders are not particularly useful, and are
|
|
generally heavy. It is rumored that some statues are not what
|
|
they seem.
|
|
|
|
Very large humanoids (giants and their ilk) have been known
|
|
to use boulders as weapons.
|
|
|
|
7.14. Gold (`$')
|
|
|
|
Gold adds to your score, and you can buy things in shops
|
|
with it. There are a number of monsters in the dungeon that may
|
|
be influenced by the amount of gold you are carrying (shopkeepers
|
|
aside).
|
|
|
|
|
|
8. Conduct
|
|
|
|
As if winning NetHack were not difficult enough, certain
|
|
players seek to challenge themselves by imposing restrictions on
|
|
the way they play the game. The game automatically tracks some
|
|
of these challenges, which can be checked at any time with the
|
|
#conduct command or at the end of the game. When you perform an
|
|
action which breaks a challenge, it will no longer be listed.
|
|
This gives players extra ``bragging rights'' for winning the game
|
|
with these challenges. Note that it is perfectly acceptable to
|
|
win the game without resorting to these restrictions and that it
|
|
is unusual for players to adhere to challenges the first time
|
|
they win the game.
|
|
|
|
Several of the challenges are related to eating behavior.
|
|
The most difficult of these is the foodless challenge. Although
|
|
creatures can survive long periods of time without food, there is
|
|
a physiological need for water; thus there is no restriction on
|
|
drinking beverages, even if they provide some minor food bene-
|
|
fits. Calling upon your god for help with starvation does not
|
|
violate any food challenges either.
|
|
|
|
A strict vegan diet is one which avoids any food derived
|
|
from animals. The primary source of nutrition is fruits and veg-
|
|
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
|
|
fungi (`F') are also considered to be vegetable matter. Certain
|
|
human food is prepared without animal products; namely, lembas
|
|
wafers, cram rations, food rations (gunyoki), K-rations, and C-
|
|
rations. Metal or another normally indigestible material eaten
|
|
while polymorphed into a creature that can digest it is also con-
|
|
sidered vegan food. Note however that eating such items still
|
|
counts against foodless conduct.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
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|
|
|
|
|
|
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|
|
|
|
NetHack Guidebook 36
|
|
|
|
|
|
|
|
Vegetarians do not eat animals; however, they are less se-
|
|
lective about eating animal byproducts than vegans. In addition
|
|
to the vegan items listed above, they may eat any kind of pudding
|
|
(`P') other than the black puddings, eggs and food made from eggs
|
|
(fortune cookies and pancakes), food made with milk (cream pies
|
|
and candy bars), and lumps of royal jelly. Monks are expected to
|
|
observe a vegetarian diet.
|
|
|
|
Eating any kind of meat violates the vegetarian, vegan, and
|
|
foodless conducts. This includes tripe rations, the corpses or
|
|
tins of any monsters not mentioned above, and the various other
|
|
chunks of meat found in the dungeon. Swallowing and digesting a
|
|
monster while polymorphed is treated as if you ate the creature's
|
|
corpse. Eating leather, dragon hide, or bone items while poly-
|
|
morphed into a creature that can digest it, or eating monster
|
|
brains while polymorphed into a mind flayer, is considered eating
|
|
an animal, although wax is only an animal byproduct.
|
|
|
|
Regardless of conduct, there will be some items which are
|
|
indigestible, and others which are hazardous to eat. Using a
|
|
swallow-and-digest attack against a monster is equivalent to eat-
|
|
ing the monster's corpse. Please note that the term ``vegan'' is
|
|
used here only in the context of diet. You are still free to
|
|
choose not to use or wear items derived from animals (e.g.
|
|
leather, dragon hide, bone, horns, coral), but the game will not
|
|
keep track of this for you. Also note that ``milky'' potions may
|
|
be a translucent white, but they do not contain milk, so they are
|
|
compatible with a vegan diet. Slime molds or player-defined
|
|
``fruits'', although they could be anything from ``cherries'' to
|
|
``pork chops'', are also assumed to be vegan.
|
|
|
|
An atheist is one who rejects religion. This means that you
|
|
cannot #pray, #offer sacrifices to any god, #turn undead, or
|
|
#chat with a priest. Particularly selective readers may argue
|
|
that playing Monk or Priest characters should violate this con-
|
|
duct; that is a choice left to the player. Offering the Amulet
|
|
of Yendor to your god is necessary to win the game and is not
|
|
counted against this conduct. You are also not penalized for be-
|
|
ing spoken to by an angry god, priest(ess), or other religious
|
|
figure; a true atheist would hear the words but attach no special
|
|
meaning to them.
|
|
|
|
Most players fight with a wielded weapon (or tool intended
|
|
to be wielded as a weapon). Another challenge is to win the game
|
|
without using such a wielded weapon. You are still permitted to
|
|
throw, fire, and kick weapons; use a wand, spell, or other type
|
|
of item; or fight with your hands and feet.
|
|
|
|
In NetHack, a pacifist refuses to cause the death of any
|
|
other monster (i.e. if you would get experience for the death).
|
|
This is a particularly difficult challenge, although it is still
|
|
possible to gain experience by other means.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 37
|
|
|
|
|
|
|
|
An illiterate character cannot read or write. This includes
|
|
reading a scroll, spellbook, fortune cookie message, or t-shirt;
|
|
writing a scroll; or making an engraving of anything other than a
|
|
single ``x'' (the traditional signature of an illiterate person).
|
|
Reading an engraving, or any item that is absolutely necessary to
|
|
win the game, is not counted against this conduct. The identity
|
|
of scrolls and spellbooks (and knowledge of spells) in your
|
|
starting inventory is assumed to be learned from your teachers
|
|
prior to the start of the game and isn't counted.
|
|
|
|
There are several other challenges tracked by the game. It
|
|
is possible to eliminate one or more species of monsters by geno-
|
|
cide; playing without this feature is considered a challenge.
|
|
When the game offers you an opportunity to genocide monsters, you
|
|
may respond with the monster type ``none'' if you want to de-
|
|
cline. You can change the form of an item into another item of
|
|
the same type (``polypiling'') or the form of your own body into
|
|
another creature (``polyself'') by wand, spell, or potion of
|
|
polymorph; avoiding these effects are each considered challenges.
|
|
Polymorphing monsters, including pets, does not break either of
|
|
these challenges. Finally, you may sometimes receive wishes; a
|
|
game without an attempt to wish for any items is a challenge, as
|
|
is a game without wishing for an artifact (even if the artifact
|
|
immediately disappears). When the game offers you an opportunity
|
|
to make a wish for an item, you may choose ``nothing'' if you
|
|
want to decline.
|
|
|
|
|
|
9. Options
|
|
|
|
Due to variations in personal tastes and conceptions of how
|
|
NetHack should do things, there are options you can set to change
|
|
how NetHack behaves.
|
|
|
|
9.1. Setting the options
|
|
|
|
Options may be set in a number of ways. Within the game,
|
|
the `O' command allows you to view all options and change most of
|
|
them. You can also set options automatically by placing them in
|
|
the NETHACKOPTIONS environment variable or in a configuration
|
|
file. Some versions of NetHack also have front-end programs that
|
|
allow you to set options before starting the game or a global
|
|
configuration for system administrators.
|
|
|
|
9.2. Using the NETHACKOPTIONS environment variable
|
|
|
|
The NETHACKOPTIONS variable is a comma-separated list of
|
|
initial values for the various options. Some can only be turned
|
|
on or off. You turn one of these on by adding the name of the
|
|
option to the list, and turn it off by typing a `!' or ``no'' be-
|
|
fore the name. Others take a character string as a value. You
|
|
can set string options by typing the option name, a colon or
|
|
equals sign, and then the value of the string. The value is ter-
|
|
minated by the next comma or the end of string.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 38
|
|
|
|
|
|
|
|
For example, to set up an environment variable so that ``au-
|
|
toquiver'' is on, ``autopickup'' is off, the name is set to
|
|
``Blue Meanie'', and the fruit is set to ``papaya'', you would
|
|
enter the command
|
|
|
|
% setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
|
|
|
|
in csh (note the need to escape the ! since it's special to the
|
|
shell), or
|
|
|
|
$ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
|
|
$ export NETHACKOPTIONS
|
|
|
|
in sh or ksh.
|
|
|
|
9.3. Using a configuration file
|
|
|
|
Any line in the configuration file starting with `#' is
|
|
treated as a comment. Any line in the configuration file start-
|
|
ing with ``OPTIONS='' may be filled out with options in the same
|
|
syntax as in NETHACKOPTIONS. Any line starting with ``SYMBOLS=''
|
|
is taken as defining the corresponding symbol in a different syn-
|
|
tax, a sequence of decimal numbers giving the character position
|
|
in the current font to be used in displaying each entry. Such a
|
|
sequence can be continued to multiple lines by putting a `\' at
|
|
the end of each line to be continued.
|
|
|
|
Any line starting with ``AUTOPICKUP_EXCEPTION='' is taken as
|
|
defining an exception to the pickup_types option. There is a
|
|
section of this Guidebook that discusses that.
|
|
|
|
The default name of the configuration file varies on differ-
|
|
ent operating systems. On DOS and Windows, it is ``defaults.nh''
|
|
in the same folder as nethack.exe or nethackW.exe. On Unix, Linux
|
|
and Mac OS X it is ``.nethackrc'' in the user's home directory.
|
|
NETHACKOPTIONS can also be set to the full name of a file you
|
|
want to use (possibly preceded by an `@').
|
|
|
|
Here is a short example of config file contents:
|
|
|
|
# Set your character's role, race, gender, and alignment.
|
|
OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
|
|
|
|
# Turn on autopickup, and set automatically picked up object types
|
|
OPTIONS=autopickup,pickup_types:$"=/!?+
|
|
# Show colored text if possible
|
|
OPTIONS=color
|
|
# Show lit corridors differently
|
|
OPTIONS=lit_corridor
|
|
|
|
# No startup splash screen. Windows GUI only.
|
|
OPTIONS=!splash_screen
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 39
|
|
|
|
|
|
|
|
9.4. Customization options
|
|
|
|
Here are explanations of what the various options do. Char-
|
|
acter strings that are too long may be truncated. Some of the
|
|
options listed may be inactive in your dungeon.
|
|
|
|
Some options are persistent, and are saved and reloaded
|
|
along with the game. Changing a persistent option in the config-
|
|
uration file applies only to new games.
|
|
|
|
acoustics
|
|
Enable messages about what your character hears (default on).
|
|
Note that this has nothing to do with your computer's audio ca-
|
|
pabilities. Persistent.
|
|
|
|
align
|
|
Your starting alignment (align:lawful, align:neutral, or
|
|
align:chaotic). You may specify just the first letter. The
|
|
default is to randomly pick an appropriate alignment. If you
|
|
prefix a `!' or ``no'' to the value, you can exclude that
|
|
alignment from being picked randomly. Cannot be set with the
|
|
`O' command. Persistent.
|
|
|
|
autodescribe
|
|
Automatically describe the terrain under cursor when asked to
|
|
get a location on the map. The whatis_coord option controls
|
|
whether the description includes map coordinates.
|
|
|
|
autodig
|
|
Automatically dig if you are wielding a digging tool and moving
|
|
into a place that can be dug (default false). Persistent.
|
|
|
|
autoopen
|
|
Walking into a door attempts to open it (default true). Persis-
|
|
tent.
|
|
|
|
autopickup
|
|
Automatically pick up things onto which you move (default on).
|
|
Persistent. See pickup_types to refine the behavior.
|
|
|
|
autoquiver
|
|
This option controls what happens when you attempt the `f'
|
|
(fire) command with an empty quiver (or quiver sack or have
|
|
nothing at the ready). When true, the computer will fill your
|
|
quiver or quiver sack or make ready some suitable weapon. Note
|
|
that it will not take into account the blessed/cursed status,
|
|
enchantment, damage, or quality of the weapon; you are free to
|
|
manually fill your quiver or quiver sack or make ready with the
|
|
`Q' command instead. If no weapon is found or the option is
|
|
false, the `t' (throw) command is executed instead. Persis-
|
|
tent. (default false)
|
|
|
|
blind
|
|
Start the character permanently blind. Persistent. (default
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 40
|
|
|
|
|
|
|
|
false)
|
|
|
|
bones
|
|
Allow saving and loading bones files. Persistent. (default
|
|
true)
|
|
|
|
boulder
|
|
Set the character used to display boulders (default is rock
|
|
class symbol).
|
|
|
|
catname
|
|
Name your starting cat (ex. ``catname:Morris''). Cannot be set
|
|
with the `O' command.
|
|
|
|
character
|
|
Pick your type of character (ex. ``character:Monk''); synonym
|
|
for ``role''. See ``name'' for an alternate method of specify-
|
|
ing your role. Normally only the first letter of the value is
|
|
examined; the string ``random'' is an exception.
|
|
|
|
checkpoint
|
|
Save game state after each level change, for possible recovery
|
|
after program crash (default on). Persistent.
|
|
|
|
checkspace
|
|
Check free disk space before writing files to disk (default
|
|
on). You may have to turn this off if you have more than 2 GB
|
|
free space on the partition used for your save and level files.
|
|
Only applies when MFLOPPY was defined during compilation.
|
|
|
|
clicklook
|
|
Allows looking at things on the screen by navigating the mouse
|
|
over them and clicking the right mouse button (default off).
|
|
|
|
cmdassist
|
|
Have the game provide some additional command assistance for
|
|
new players if it detects some anticipated mistakes (default
|
|
on).
|
|
|
|
confirm
|
|
Have user confirm attacks on pets, shopkeepers, and other
|
|
peaceable creatures (default on). Persistent.
|
|
|
|
dark_room
|
|
Show out-of-sight areas of lit rooms (default off). Persis-
|
|
tent.
|
|
|
|
disclose
|
|
Controls what information the program reveals when the game
|
|
ends. Value is a space separated list of prompting/category
|
|
pairs (default is `ni na nv ng nc no', prompt with default re-
|
|
sponse of `n' for each candidate). Persistent. The possibili-
|
|
ties are:
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 41
|
|
|
|
|
|
|
|
i - disclose your inventory;
|
|
a - disclose your attributes;
|
|
v - summarize monsters that have been vanquished;
|
|
g - list monster species that have been genocided;
|
|
c - display your conduct;
|
|
o - display dungeon overview.
|
|
|
|
Each disclosure possibility can optionally be preceded by a
|
|
prefix which lets you refine how it behaves. Here are the
|
|
valid prefixes:
|
|
|
|
y - prompt you and default to yes on the prompt;
|
|
n - prompt you and default to no on the prompt;
|
|
+ - disclose it without prompting;
|
|
- - do not disclose it and do not prompt.
|
|
|
|
Omitted categories are implicitly added with `n' prefix. Spec-
|
|
ified categories with omitted prefix implicitly use `+' prefix.
|
|
Order of the disclosure categories does not matter, program
|
|
display for end-of-game disclosure follows a set sequence.
|
|
|
|
(ex. ``disclose:yi na +v -g o'') The example sets inventory to
|
|
prompt and default to yes, attributes to prompt and default to
|
|
no, vanquished to disclose without prompting, genocided to not
|
|
disclose and not prompt, conduct to implicitly prompt and de-
|
|
fault to no, and overview to disclose without prompting.
|
|
|
|
Note that the vanquished monsters list includes all monsters
|
|
killed by traps and each other as well as by you. And the dun-
|
|
geon overview shows all levels you had visited but does not re-
|
|
veal things about them that you hadn't discovered.
|
|
|
|
dogname
|
|
Name your starting dog (ex. ``dogname:Fang''). Cannot be set
|
|
with the `O' command.
|
|
|
|
extmenu
|
|
Changes the extended commands interface to pop-up a menu of
|
|
available commands. It is keystroke compatible with the tradi-
|
|
tional interface except that it does not require that you hit
|
|
Enter. It is implemented only by the tty port (default off),
|
|
when the game has been compiled to support tty graphics.
|
|
|
|
female
|
|
An obsolete synonym for ``gender:female''. Cannot be set with
|
|
the `O' command.
|
|
|
|
fixinv
|
|
An object's inventory letter sticks to it when it's dropped
|
|
(default on). If this is off, dropping an object shifts all
|
|
the remaining inventory letters. Persistent.
|
|
|
|
fruit
|
|
Name a fruit after something you enjoy eating (ex.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 42
|
|
|
|
|
|
|
|
``fruit:mango'') (default ``slime mold''). Basically a nostal-
|
|
gic whimsy that NetHack uses from time to time. You should set
|
|
this to something you find more appetizing than slime mold.
|
|
Apples, oranges, pears, bananas, and melons already exist in
|
|
NetHack, so don't use those.
|
|
|
|
gender
|
|
Your starting gender (gender:male or gender:female). You may
|
|
specify just the first letter. Although you can still denote
|
|
your gender using the ``male'' and ``female'' options, the
|
|
``gender'' option will take precedence. The default is to ran-
|
|
domly pick an appropriate gender. If you prefix a `!' or
|
|
``no'' to the value, you can exclude that gender from being
|
|
picked randomly. Cannot be set with the `O' command. Persis-
|
|
tent.
|
|
|
|
help
|
|
If more information is available for an object looked at with
|
|
the `/' command, ask if you want to see it (default on). Turn-
|
|
ing help off makes just looking at things faster, since you
|
|
aren't interrupted with the ``More info?'' prompt, but it also
|
|
means that you might miss some interesting and/or important in-
|
|
formation. Persistent.
|
|
|
|
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.
|
|
|
|
hilite_pile
|
|
Visually distinguish piles of objects from individual objects
|
|
(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
|
|
small plus-symbol beside the object on the top of the pile.
|
|
|
|
horsename
|
|
Name your starting horse (ex. ``horsename:Trigger''). Cannot
|
|
be set with the `O' command.
|
|
|
|
ignintr
|
|
Ignore interrupt signals, including breaks (default off). Per-
|
|
sistent.
|
|
|
|
implicit_uncursed
|
|
Omit "uncursed" from inventory lists, if possible (default on).
|
|
|
|
legacy
|
|
Display an introductory message when starting the game (default
|
|
on). Persistent.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 43
|
|
|
|
|
|
|
|
lit_corridor
|
|
Show corridor squares seen by night vision or a light source
|
|
held by your character as lit (default off). Persistent.
|
|
|
|
lootabc
|
|
Use the old `a', `b', and `c' keyboard shortcuts when looting,
|
|
rather than the mnemonics `o', `i', and `b' (default off).
|
|
Persistent.
|
|
|
|
mail
|
|
Enable mail delivery during the game (default on). Persistent.
|
|
|
|
male
|
|
An obsolete synonym for ``gender:male''. Cannot be set with
|
|
the `O' command.
|
|
|
|
mention_walls
|
|
Give feedback when walking against a wall (default off).
|
|
|
|
menucolors
|
|
Enable coloring menu lines (default off). See ``Configuring
|
|
Menu Colors'' on how to configure the colors.
|
|
|
|
menustyle
|
|
Controls the interface used when you need to choose various ob-
|
|
jects (in response to the Drop command, for instance). The
|
|
value specified should be the first letter of one of the fol-
|
|
lowing: traditional, combination, full, or partial. Tradi-
|
|
tional was the only interface available for early 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 ob-
|
|
jects rather than prompting one-by-one. Full displays a menu
|
|
of object classes rather than a character prompt, and then a
|
|
menu of matching objects for selection. Partial skips the ob-
|
|
ject class filtering and immediately displays a menu of all ob-
|
|
jects. Persistent.
|
|
|
|
menu_deselect_all
|
|
Menu character accelerator to deselect all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports. Default '-'.
|
|
|
|
menu_deselect_page
|
|
Menu character accelerator to deselect all items on this page
|
|
of a menu. Implemented by the Amiga, Gem and tty ports. De-
|
|
fault '\'.
|
|
|
|
menu_first_page
|
|
Menu character accelerator to jump to the first page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports. Default '^'.
|
|
|
|
menu_headings
|
|
Controls how the headings in a menu are highlighted. Values
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 44
|
|
|
|
|
|
|
|
are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
|
|
Not all ports can actually display all types.
|
|
|
|
menu_invert_all
|
|
Menu character accelerator to invert all items in a menu. Im-
|
|
plemented by the Amiga, Gem, X11 and tty ports. Default '@'.
|
|
|
|
menu_invert_page
|
|
Menu character accelerator to invert all items on this page of
|
|
a menu. Implemented by the Amiga, Gem and tty ports. Default
|
|
'~'.
|
|
|
|
menu_last_page
|
|
Menu character accelerator to jump to the last page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports. Default '|'.
|
|
|
|
menu_next_page
|
|
Menu character accelerator to goto the next menu page. Imple-
|
|
mented by the Amiga, Gem and tty ports. Default '>'.
|
|
|
|
menu_objsyms
|
|
Show object symbols in menu headings in menus where the object
|
|
symbols act as menu accelerators (default off).
|
|
|
|
menu_overlay
|
|
Do not clear the screen before drawing menus, and align menus
|
|
to the right edge of the screen. Only for the tty port. (de-
|
|
fault on)
|
|
|
|
menu_previous_page
|
|
Menu character accelerator to goto the previous menu page. Im-
|
|
plemented by the Amiga, Gem and tty ports. Default '<'.
|
|
|
|
menu_search
|
|
Menu character accelerator to search for a menu item. Imple-
|
|
mented by the Amiga, Gem, X11 and tty ports. Default ':'.
|
|
|
|
menu_select_all
|
|
Menu character accelerator to select all items in a menu. Im-
|
|
plemented by the Amiga, Gem, X11 and tty ports. Default '.'.
|
|
|
|
menu_select_page
|
|
Menu character accelerator to select all items on this page of
|
|
a menu. Implemented by the Amiga, Gem and tty ports. Default
|
|
','.
|
|
|
|
msghistory
|
|
The number of top line messages to save (and recall with ^P)
|
|
(default 20). Cannot be set with the `O' command.
|
|
|
|
msg_window
|
|
Allows you to change the way recalled messages are displayed.
|
|
(It is currently implemented for tty only.) The possible val-
|
|
ues are:
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 45
|
|
|
|
|
|
|
|
s - single message (default; only choice prior to 3.4.0);
|
|
c - combination, two messages as `single', then as `full';
|
|
f - full window, oldest message first;
|
|
r - full window reversed, newest message first.
|
|
|
|
For backward compatibility, no value needs to be specified
|
|
(which defaults to `full'), or it can be negated (which de-
|
|
faults to `single').
|
|
|
|
name
|
|
Set your character's name (defaults to your user name). You
|
|
can also set your character's role by appending a dash and one
|
|
or more letters of the role (that is, by suffixing one of -A -B
|
|
-C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the
|
|
role, then a random one will be automatically chosen. Cannot
|
|
be set with the `O' command.
|
|
|
|
news
|
|
Read the NetHack news file, if present (default on). Since the
|
|
news is shown at the beginning of the game, there's no point in
|
|
setting this with the `O' command.
|
|
|
|
nudist
|
|
Start the character with no armor (default false). Persistent.
|
|
|
|
null
|
|
Send padding nulls to the terminal (default on). Persistent.
|
|
|
|
number_pad
|
|
Use digit keys instead of letters to move (default 0 or off).
|
|
Valid settings are:
|
|
|
|
0 - move by letters; `yuhjklbn'
|
|
1 - move by numbers; digit `5' acts as `G' movement prefix
|
|
2 - like 1 but `5' works as `g' prefix instead of as `G'
|
|
3 - by numbers using phone key layout; 123 above, 789 below
|
|
4 - combines 3 with 2; phone layout plus MSDOS compatibility
|
|
-1 - by letters but use `z' to go northwest, `y' to zap wands
|
|
|
|
For backward compatibility, omitting a value is the same as
|
|
specifying 1 and negating number_pad is the same as specifying
|
|
0. (Settings 2 and 4 are for compatibility with MSDOS or old
|
|
PC Hack; in addition to the different behavior for `5', `Alt-5'
|
|
acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
|
|
date some German keyboards which have the location of the `y'
|
|
and `z' keys swapped.) When moving by numbers, to enter a
|
|
count prefix for those commands which accept one (such as
|
|
``12s'' to search twelve times), precede it with the letter `n'
|
|
(``n12s'').
|
|
|
|
packorder
|
|
Specify the order to list object types in (default
|
|
``")[%?+!=/(*`0_''). The value of this option should be a
|
|
string containing the symbols for the various object types.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 46
|
|
|
|
|
|
|
|
Any omitted types are filled in at the end from the previous
|
|
order.
|
|
|
|
paranoid_confirmation
|
|
A space separated list of specific situations where alternate
|
|
prompting is desired. The default is paranoid_confirma-
|
|
tion:pray.
|
|
|
|
Confirm - for any prompts which are set to require "yes" rather
|
|
than 'y', also require "no" to reject instead of ac-
|
|
cepting any non-yes response as no
|
|
quit - require "yes" rather than 'y' to confirm quitting the
|
|
game or switching into non-scoring explore mode;
|
|
die - require "yes" rather than 'y' to confirm dying (not
|
|
useful in normal play; applies to explore mode);
|
|
bones - require "yes" rather than 'y' to confirm saving bones
|
|
data when dying in debug mode;
|
|
attack - require "yes" rather than 'y' to confirm attacking a
|
|
peaceful monster;
|
|
pray - require 'y' to confirm an attempt to pray rather than
|
|
immediately praying; on by default;
|
|
wand - require "yes" rather than 'y' to confirm breaking a
|
|
wand;
|
|
Remove - require selection from inventory for 'R' and 'T' com-
|
|
mands even when wearing just one applicable item.
|
|
|
|
By default, the pray choice is enabled, the others disabled.
|
|
To disable it without setting any of the other choices, use
|
|
``paranoid_confirmation:none''. To keep it enabled while set-
|
|
ting any of the others, include it in the list, such as ``para-
|
|
noid_confirmation:attack pray Remove''.
|
|
|
|
perm_invent
|
|
If true, always display your current inventory in a window.
|
|
This only makes sense for windowing system interfaces that im-
|
|
plement this feature. Persistent.
|
|
|
|
pettype
|
|
Specify the type of your initial pet, if you are playing a
|
|
character class that uses multiple types of pets; or choose to
|
|
have no initial pet at all. Possible values are ``cat'',
|
|
``dog'', ``horse'', and ``none''. If the choice is not allowed
|
|
for the role you are currently playing, it will be silently ig-
|
|
nored. For example, ``horse'' will only be honored when play-
|
|
ing a knight. Cannot be set with the `O' command.
|
|
|
|
pickup_burden
|
|
When you pick up an item that would exceed this encumbrance
|
|
level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
|
|
or overLoaded), you will be asked if you want to continue.
|
|
(Default `S'). Persistent.
|
|
|
|
pickup_thrown
|
|
If this option is on and autopickup is also on, try to pick up
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 47
|
|
|
|
|
|
|
|
things that you threw, even if they aren't in pickup_types or
|
|
match an autopickup exception. Default is on. Persistent.
|
|
|
|
pickup_types
|
|
Specify the object types to be picked up when autopickup is on.
|
|
Default is all types. You can use autopickup_exception config-
|
|
uration file lines to further refine autopickup behavior. Per-
|
|
sistent.
|
|
|
|
pile_limit
|
|
When walking across a pile of objects on the floor, threshold
|
|
at which the message "there are few/several/many objects here"
|
|
is given instead of showing a popup list of those objects. A
|
|
value of 0 means "no limit" (always list the objects); a value
|
|
of 1 effectively means "never show the objects" since the pile
|
|
size will always be at least that big; default value is 5.
|
|
Persistent.
|
|
|
|
playmode
|
|
Values are `normal', `explore', or `debug'. Allows selection
|
|
of explore mode (also known as discovery mode) or debug mode
|
|
(also known as wizard mode) instead of normal play. Debug mode
|
|
might only be allowed for someone logged in under a particular
|
|
user name (on multi-user systems) or specifying a particular
|
|
character name (on single-user systems) or it might be disabled
|
|
entirely. Requesting it when not allowed or not possible re-
|
|
sults in explore mode instead. Default is normal play.
|
|
|
|
pushweapon
|
|
Using the `w' (wield) command when already wielding something
|
|
pushes the old item into your alternate weapon slot (default
|
|
off). Likewise for the `a' (apply) command if it causes the
|
|
applied item to become wielded. Persistent.
|
|
|
|
race
|
|
Selects your race (for example, ``race:human''). Default is
|
|
random. If you prefix a `!' or ``no'' to the value, you can
|
|
exclude that race from being picked randomly. Cannot be set
|
|
with the `O' command. Persistent.
|
|
|
|
rest_on_space
|
|
Make the space bar a synonym for the `.' (rest) command (de-
|
|
fault off). Persistent.
|
|
|
|
role
|
|
Pick your type of character (ex. ``role:Samurai''); synonym for
|
|
``character''. See ``name'' for an alternate method of speci-
|
|
fying your role. Normally only the first letter of the value
|
|
is examined; `r' is an exception with ``Rogue'', ``Ranger'',
|
|
and ``random'' values. If you prefix a `!' or ``no'' to the
|
|
value, you can exclude that role from being picked randomly.
|
|
Persistent.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 48
|
|
|
|
|
|
|
|
roguesymset
|
|
This option may be used to select one of the named symbol sets
|
|
found within ``symbols'' to alter the symbols displayed on the
|
|
screen on the rogue level.
|
|
|
|
rlecomp
|
|
When writing out a save file, perform run length compression of
|
|
the map. Not all ports support run length compression. It has
|
|
no effect on reading an existing save file.
|
|
|
|
runmode
|
|
Controls the amount of screen updating for the map window when
|
|
engaged in multi-turn movement (running via shift+direction or
|
|
control+direction and so forth, or via the travel command or
|
|
mouse click). The possible values are:
|
|
|
|
teleport - update the map after movement has finished;
|
|
run - update the map after every seven or so steps;
|
|
walk - update the map after each step;
|
|
crawl - like walk, but pause briefly after each step.
|
|
|
|
This option only affects the game's screen display, not the ac-
|
|
tual results of moving. The default is `run'; versions prior
|
|
to 3.4.1 used `teleport' only. Whether or not the effect is
|
|
noticeable will depend upon the window port used or on the type
|
|
of terminal. Persistent.
|
|
|
|
safe_pet
|
|
Prevent you from (knowingly) attacking your pets (default on).
|
|
Persistent.
|
|
|
|
scores
|
|
Control what parts of the score list you are shown at the end
|
|
(ex. ``scores:5 top scores/4 around my score/own scores'').
|
|
Only the first letter of each category (`t', `a', or `o') is
|
|
necessary. Persistent.
|
|
|
|
showexp
|
|
Show your accumulated experience points on bottom line (default
|
|
off). Persistent.
|
|
|
|
showrace
|
|
Display yourself as the glyph for your race, rather than the
|
|
glyph for your role (default off). Note that this setting af-
|
|
fects only the appearance of the display, not the way the game
|
|
treats you. Persistent.
|
|
|
|
showscore
|
|
Show your approximate accumulated score on bottom line (default
|
|
off). Persistent.
|
|
|
|
silent
|
|
Suppress terminal beeps (default on). Persistent.
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 49
|
|
|
|
|
|
|
|
sortloot
|
|
Controls the sorting behavior of the pickup lists for inventory
|
|
and #loot commands and some others. Persistent. The possible
|
|
values are:
|
|
|
|
full - always sort the lists;
|
|
loot - only sort the lists that don't use inventory letters,
|
|
like with the #loot and pickup commands;
|
|
none - show lists the traditional way without sorting.
|
|
|
|
sortpack
|
|
Sort the pack contents by type when displaying inventory (de-
|
|
fault on). Persistent.
|
|
|
|
sparkle
|
|
Display a sparkly effect when a monster (including yourself) is
|
|
hit by an attack to which it is resistant (default on). Per-
|
|
sistent.
|
|
|
|
standout
|
|
Boldface monsters and ``--More--'' (default off). Persistent.
|
|
|
|
statushilites
|
|
Enable coloring of status fields (default off). See ``Config-
|
|
uring Status Hilites'' for futher information.
|
|
|
|
suppress_alert
|
|
This option may be set to a NetHack version level to suppress
|
|
alert notification messages about feature changes for that and
|
|
prior versions (ex. ``suppress_alert:3.3.1'').
|
|
|
|
symset
|
|
This option may be used to select one of the named symbol sets
|
|
found within ``symbols'' to alter the symbols displayed on the
|
|
screen. Use ``symset:default'' to explicitly select the de-
|
|
fault symbols.
|
|
|
|
time
|
|
Show the elapsed game time in turns on bottom line (default
|
|
off). Persistent.
|
|
|
|
timed_delay
|
|
When pausing momentarily for display effect, such as with ex-
|
|
plosions and moving objects, use a timer rather than sending
|
|
extra characters to the screen. (Applies to ``tty'' interface
|
|
only; ``X11'' interface always uses a timer based delay. The
|
|
default is on if configured into the program.) Persistent.
|
|
|
|
tombstone
|
|
Draw a tombstone graphic upon your death (default on). Persis-
|
|
tent.
|
|
|
|
toptenwin
|
|
Put the ending display in a NetHack window instead of on stdout
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 50
|
|
|
|
|
|
|
|
(default off). Setting this option makes the score list visi-
|
|
ble when a windowing version of NetHack is started without a
|
|
parent window, but it no longer leaves the score list around
|
|
after game end on a terminal or emulating window.
|
|
|
|
travel
|
|
Allow the travel command (default on). Turning this option off
|
|
will prevent the game from attempting unintended moves if you
|
|
make inadvertent mouse clicks on the map window. Persistent.
|
|
|
|
verbose
|
|
Provide more commentary during the game (default on). Persis-
|
|
tent.
|
|
|
|
whatis_coord
|
|
When using the `/' or `;' commands to look around on the map
|
|
with autodescribe on, display coordinates after the descrip-
|
|
tion. Also works in other situations where you are asked to
|
|
pick a location.
|
|
|
|
The possibile settings are:
|
|
|
|
c - compass ('east' or '3s' or '2n,4w');
|
|
m - map <x,y> (map column x=0 is not used);
|
|
s - screen [row,column] (row is offset to match tty usage);
|
|
n - none (no coordinates shown) [default].
|
|
|
|
The whatis_coord option is also used with the `/m', `/M', `/o',
|
|
and `/O' sub-commands of `/', where the `none' setting is over-
|
|
ridden with `map'.
|
|
|
|
windowtype
|
|
Select which windowing system to use, such as ``tty'' or
|
|
``X11'' (default depends on version). Cannot be set with the
|
|
`O' command.
|
|
|
|
zerocomp
|
|
When writing out a save file, perform zero-comp compression of
|
|
the contents. Not all ports support zero-comp compression. It
|
|
has no effect on reading an existing save file.
|
|
|
|
9.5. Window Port Customization options
|
|
|
|
Here are explanations of the various options that are used
|
|
to customize and change the characteristics of the windowtype
|
|
that you have chosen. Character strings that are too long may be
|
|
truncated. Not all window ports will adjust for all settings
|
|
listed here. You can safely add any of these options to your
|
|
config file, and if the window port is capable of adjusting to
|
|
suit your preferences, it will attempt to do so. If it can't it
|
|
will silently ignore it. You can find out if an option is sup-
|
|
ported by the window port that you are currently using by check-
|
|
ing to see if it shows up in the Options list. Some options are
|
|
dynamic and can be specified during the game with the `O'
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 51
|
|
|
|
|
|
|
|
command.
|
|
|
|
align_message
|
|
Where to align or place the message window (top, bottom, left,
|
|
or right)
|
|
|
|
align_status
|
|
Where to align or place the status window (top, bottom, left,
|
|
or right).
|
|
|
|
ascii_map
|
|
NetHack should display an ascii character map if it can.
|
|
|
|
color
|
|
NetHack should display color if it can for different monsters,
|
|
objects, and dungeon features
|
|
|
|
eight_bit_tty
|
|
NetHack should pass eight-bit character values (for example,
|
|
specified with the traps option) straight through to your ter-
|
|
minal (default off).
|
|
|
|
font_map
|
|
NetHack should use a font by the chosen name for the map win-
|
|
dow.
|
|
|
|
font_menu
|
|
NetHack should use a font by the chosen name for menu windows.
|
|
|
|
font_message
|
|
NetHack should use a font by the chosen name for the message
|
|
window.
|
|
|
|
font_status
|
|
NetHack should use a font by the chosen name for the status
|
|
window.
|
|
|
|
font_text
|
|
NetHack should use a font by the chosen name for text windows.
|
|
|
|
font_size_map
|
|
NetHack should use this size font for the map window.
|
|
|
|
font_size_menu
|
|
NetHack should use this size font for menu windows.
|
|
|
|
font_size_message
|
|
NetHack should use this size font for the message window.
|
|
|
|
font_size_status
|
|
NetHack should use this size font for the status window.
|
|
|
|
font_size_text
|
|
NetHack should use this size font for text windows.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 52
|
|
|
|
|
|
|
|
fullscreen
|
|
NetHack should try and display on the entire screen rather than
|
|
in a window.
|
|
|
|
large_font
|
|
NetHack should use a large font.
|
|
|
|
map_mode
|
|
NetHack should display the map in the manner specified.
|
|
|
|
mouse_support
|
|
Allow use of the mouse for input and travel.
|
|
|
|
player_selection
|
|
NetHack should pop up dialog boxes, or use prompts for charac-
|
|
ter selection.
|
|
|
|
popup_dialog
|
|
NetHack should pop up dialog boxes for input.
|
|
|
|
preload_tiles
|
|
NetHack should preload tiles into memory. For example, in the
|
|
protected mode MSDOS version, control whether tiles get pre-
|
|
loaded into RAM at the start of the game. Doing so enhances
|
|
performance of the tile graphics, but uses more memory. (de-
|
|
fault on). Cannot be set with the `O' command.
|
|
|
|
scroll_amount
|
|
NetHack should scroll the display by this number of cells when
|
|
the hero reaches the scroll_margin.
|
|
|
|
scroll_margin
|
|
NetHack should scroll the display when the hero or cursor is
|
|
this number of cells away from the edge of the window.
|
|
|
|
selectsaved
|
|
NetHack should display a menu of existing saved games for the
|
|
player to choose from at game startup, if it can. Not all ports
|
|
support this option.
|
|
|
|
softkeyboard
|
|
Display an onscreen keyboard. Handhelds are most likely to
|
|
support this option.
|
|
|
|
splash_screen
|
|
NetHack should display an opening splash screen when it starts
|
|
up (default yes).
|
|
|
|
tiled_map
|
|
NetHack should display a tiled map if it can.
|
|
|
|
tile_file
|
|
Specify the name of an alternative tile file to override the
|
|
default.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 53
|
|
|
|
|
|
|
|
tile_height
|
|
Specify the preferred height of each tile in a tile capable
|
|
port.
|
|
|
|
tile_width
|
|
Specify the preferred width of each tile in a tile capable port
|
|
|
|
use_darkgray
|
|
Use bold black instead of blue for black glyphs (TTY only).
|
|
|
|
use_inverse
|
|
NetHack should display inverse when the game specifies it.
|
|
|
|
vary_msgcount
|
|
NetHack should display this number of messages at a time in the
|
|
message window.
|
|
|
|
windowcolors
|
|
NetHack should display windows with the specified fore-
|
|
ground/background colors if it can.
|
|
|
|
wraptext
|
|
NetHack port should wrap long lines of text if they don't fit
|
|
in the visible area of the window.
|
|
|
|
9.6. Platform-specific Customization options
|
|
|
|
Here are explanations of options that are used by specific
|
|
platforms or ports to customize and change the port behavior.
|
|
|
|
altkeyhandler
|
|
Select an alternate keystroke handler dll to load (Win32 tty
|
|
NetHack only). The name of the handler is specified without
|
|
the .dll extension and without any path information. Cannot be
|
|
set with the `O' command.
|
|
|
|
altmeta
|
|
On Amiga, this option controls whether typing `Alt' plus anoth-
|
|
er key functions as a meta-shift for that key (default on).
|
|
|
|
altmeta
|
|
On other (non-Amiga) systems where this option is available, it
|
|
can be set to tell nethack to convert a two character sequence
|
|
beginning with ESC into a meta-shifted version of the second
|
|
character (default off).
|
|
|
|
This conversion is only done for commands, not for other input
|
|
prompts. Note that typing one or more digits as a count prefix
|
|
prior to a command--preceded by n if the number_pad option is
|
|
set--is also subject to this conversion, so attempting to abort
|
|
the count by typing ESC will leave nethack waiting for another
|
|
character to complete the two character sequence. Type a sec-
|
|
ond ESC to finish cancelling such a count. At other prompts a
|
|
single ESC suffices.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 54
|
|
|
|
|
|
|
|
BIOS
|
|
Use BIOS calls to update the screen display quickly and to read
|
|
the keyboard (allowing the use of arrow keys to move) on ma-
|
|
chines with an IBM PC compatible BIOS ROM (default off, OS/2,
|
|
PC, and ST NetHack only).
|
|
|
|
flush
|
|
(default off, AMIGA NetHack only).
|
|
|
|
MACgraphics
|
|
(default on, Mac NetHack only).
|
|
|
|
page_wait
|
|
(default on, Mac NetHack only).
|
|
|
|
rawio
|
|
Force raw (non-cbreak) mode for faster output and more bullet-
|
|
proof input (MS-DOS sometimes treats `^P' as a printer toggle
|
|
without it) (default off, OS/2, PC, and ST NetHack only).
|
|
Note: DEC Rainbows hang if this is turned on. Cannot be set
|
|
with the `O' command.
|
|
|
|
soundcard
|
|
(default on, PC NetHack only). Cannot be set with the `O' com-
|
|
mand.
|
|
|
|
subkeyvalue
|
|
(Win32 tty NetHack only). May be used to alter the value of
|
|
keystrokes that the operating system returns to NetHack to help
|
|
compensate for international keyboard issues. OPTIONS=subkey-
|
|
value:171/92 will return 92 to NetHack, if 171 was originally
|
|
going to be returned. You can use multiple subkeyvalue state-
|
|
ments in the config file if needed. Cannot be set with the `O'
|
|
command.
|
|
|
|
video
|
|
Set the video mode used (PC NetHack only). Values are `autode-
|
|
tect', `default', or `vga'. Setting `vga' (or `autodetect'
|
|
with vga hardware present) will cause the game to display
|
|
tiles. Cannot be set with the `O' command.
|
|
|
|
videocolors
|
|
Set the color palette for PC systems using NO_TERMS (default
|
|
4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
|
|
of colors is red, green, brown, blue, magenta, cyan,
|
|
bright.white, bright.red, bright.green, yellow, bright.blue,
|
|
bright.magenta, and bright.cyan. Cannot be set with the `O'
|
|
command.
|
|
|
|
videoshades
|
|
Set the intensity level of the three gray scales available (de-
|
|
fault dark normal light, PC NetHack only). If the game display
|
|
is difficult to read, try adjusting these scales; if this does
|
|
not correct the problem, try !color. Cannot be set with the
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 55
|
|
|
|
|
|
|
|
`O' command.
|
|
|
|
9.7. Regular Expressions
|
|
|
|
Regular expressions are normally POSIX extended regular ex-
|
|
pressions. It is possible to compile NetHack without regular ex-
|
|
pression support on a platform where there is no regular expres-
|
|
sion library. While this is not true of any modern platform, if
|
|
your NetHack was built this way, patterns are instead glob pat-
|
|
terns. This applies to Autopickup exceptions, Message types, Menu
|
|
colors, and User sounds.
|
|
|
|
9.8. Configuring Autopickup Exceptions
|
|
|
|
You can further refine the behavior of the autopickup option
|
|
beyond what is available through the pickup_types option.
|
|
|
|
By placing autopickup_exception lines in your configuration
|
|
file, you can define patterns to be checked when the game is
|
|
about to autopickup something.
|
|
|
|
autopickup_exception
|
|
Sets an exception to the pickup_types option. The autopick-
|
|
up_exception option should be followed by a regular expression
|
|
to be used as a pattern to match against the singular form of
|
|
the description of an object at your location.
|
|
|
|
In addition, some characters are treated specially if they oc-
|
|
cur as the first character in the pattern, specifically:
|
|
|
|
< - always pickup an object that matches rest of pattern;
|
|
> - never pickup an object that matches rest of pattern.
|
|
|
|
A `never pickup' rule takes precedence over an `always pickup'
|
|
rule if both match.
|
|
|
|
Exceptions can be set with the `O' command, but ones set that
|
|
way will not be preserved across saves and restores.
|
|
|
|
Here are some examples:
|
|
|
|
autopickup_exception="<*arrow"
|
|
autopickup_exception=">*corpse"
|
|
autopickup_exception=">* cursed*"
|
|
|
|
The first example above will result in autopickup of any
|
|
type of arrow. The second example results in the exclusion of
|
|
any corpse from autopickup. The last example results in the ex-
|
|
clusion of items known to be cursed from autopickup.
|
|
|
|
9.9. Configuring Message Types
|
|
|
|
You can change the way the messages are shown in the message
|
|
area, when the message matches a user-defined pattern.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 56
|
|
|
|
|
|
|
|
In general, the config file entries to configure the message
|
|
types look like this: MSGTYPE=type "pattern"
|
|
|
|
type - how the message should be shown;
|
|
pattern - the pattern to match.
|
|
|
|
The pattern should be a regular expression.
|
|
|
|
Allowed types are:
|
|
|
|
show - show message normally.
|
|
hide - never show the message.
|
|
stop - wait for user with more-prompt.
|
|
norep - show the message once, but not again if no other message is shown in between.
|
|
|
|
Here's an example of message types using NetHack's internal
|
|
pattern matching facility:
|
|
|
|
MSGTYPE=stop "You feel hungry."
|
|
MSGTYPE=hide "You displaced *."
|
|
|
|
specifies that whenever a message "You feel hungry" is shown,
|
|
the user is prompted with more-prompt, and a message matching
|
|
"You displaced <something>." is not shown at all.
|
|
|
|
The order of the defined MSGTYPE-lines is important; the last
|
|
matching rule is used. Put the general case first, exceptions
|
|
below them.
|
|
|
|
9.10. Configuring Menu Colors
|
|
|
|
Some platforms allow you to define colors used in menu lines
|
|
when the line matches a user-defined pattern. At this time the
|
|
tty, win32tty and win32gui support this.
|
|
|
|
In general, the config file entries to configure the menu
|
|
color mappings look like this:
|
|
|
|
MENUCOLOR="pattern"=color&attribute
|
|
|
|
pattern - the pattern to match;
|
|
color - the color to use for lines matching the pat-
|
|
tern;
|
|
attribute - the attribute to use for lines matching the
|
|
pattern. The attribute is optional, and if
|
|
left out, you must also leave out the preced-
|
|
ing ampersand. If no attribute is defined,
|
|
no attribute is used.
|
|
|
|
The pattern should be a regular expression.
|
|
|
|
Allowed colors are black, red, green, brown, blue, magenta,
|
|
cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
|
|
ta, lightcyan, and white.
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 57
|
|
|
|
|
|
|
|
Allowed attributes are none, bold, dim, underline, blink, and
|
|
inverse. Note that the platform used may interpret the at-
|
|
tributes any way it wants.
|
|
|
|
Here's an example of menu colors using NetHack's internal pat-
|
|
tern matching facility:
|
|
|
|
MENUCOLOR="* blessed *"=green
|
|
MENUCOLOR="* cursed *"=red
|
|
MENUCOLOR="* cursed *(being worn)"=red&underline
|
|
|
|
specifies that any menu line with " blessed " contained in it
|
|
will be shown in green color, lines with " cursed " will be
|
|
shown in red, and lines with " cursed " followed by "(being
|
|
worn)" on the same line will be shown in red color and under-
|
|
lined. You can have multiple MENUCOLOR entries in your config
|
|
file, and the last MENUCOLOR-line in your config file that
|
|
matches a menu line will be used for the line.
|
|
|
|
Note that if you intend to have one or more color specifica-
|
|
tions match " uncursed ", you will probably want to turn the im-
|
|
plicit_uncursed option off so that all items known to be uncursed
|
|
are actually displayed with the ``uncursed'' description.
|
|
|
|
9.11. Configuring User Sounds
|
|
|
|
Some platforms allow you to define sound files to be played
|
|
when a message that matches a user-defined pattern is delivered
|
|
to the message window. At this time the Qt port and the win32tty
|
|
and win32gui ports support the use of user sounds.
|
|
|
|
The following config file entries are relevant to mapping
|
|
user sounds to messages:
|
|
|
|
SOUNDDIR
|
|
The directory that houses the sound files to be played.
|
|
|
|
SOUND
|
|
An entry that maps a sound file to a user-specified message
|
|
pattern. Each SOUND entry is broken down into the following
|
|
parts:
|
|
|
|
MESG - message window mapping (the only one supported in
|
|
3.6);
|
|
pattern - the pattern to match;
|
|
sound file - the sound file to play;
|
|
volume - the volume to be set while playing the sound file.
|
|
|
|
The pattern should be a POSIX extended regular expression.
|
|
|
|
9.12. Configuring Status Hilites
|
|
|
|
Your copy of NetHack may have been compiled with support for
|
|
``Status Hilites''. If so, you can customize your game display
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 58
|
|
|
|
|
|
|
|
by setting thresholds to change the color or appearance of fields
|
|
in the status display.
|
|
|
|
For example, the following line in your config file will
|
|
cause the hitpoints field to display in the color red if your
|
|
hitpoints drop to or below a threshold of 30%:
|
|
|
|
OPTION=hilite_status: hitpoints/30%/red/normal
|
|
|
|
For another example, the following line in your config file
|
|
will cause wisdom to be displayed red if it drops and green if it
|
|
rises.
|
|
|
|
OPTION=hilite_status: wisdom/updown/red/green
|
|
|
|
You can adjust the display of the following status fields:
|
|
title strength dexterity
|
|
constitution intelligence wisdom
|
|
charisma alignment score
|
|
carrying-capacity gold power
|
|
power-max experience-level armor-class
|
|
HD time hunger
|
|
hitpoints hitpoints-max dungeon-level
|
|
experience condition
|
|
|
|
Allowed colors are black, red, green, brown, blue, magenta,
|
|
cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
|
|
ta, lightcyan, and white.
|
|
|
|
Allowed attributes are bold, inverse, normal. Note that the
|
|
platform used may interpret the attributes any way it wants.
|
|
|
|
Behaviours can occur based on percentage thresholds, updown, or
|
|
absolute values. The in-game options menu can help you deter-
|
|
mine the correct syntax for a config file.
|
|
|
|
The whole feature can be disabled by setting option sta-
|
|
tushilites off.
|
|
|
|
9.13. Modifying NetHack Symbols
|
|
|
|
NetHack can load entire symbol sets from the symbol file.
|
|
|
|
The options that are used to select a particular symbol set
|
|
from the symbol file are:
|
|
|
|
symset
|
|
Set the name of the symbol set that you want to load.
|
|
|
|
roguesymset
|
|
Set the name of the symbol set that you want to load for dis-
|
|
play on the rogue level.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 59
|
|
|
|
|
|
|
|
You can also override one or more symbols using the SYMBOLS
|
|
config file option. Symbols are specified as name:value pairs.
|
|
Note that NetHack escape-processes the value string in conven-
|
|
tional C fashion. This means that \ is a prefix to take the fol-
|
|
lowing character literally. Thus \ needs to be represented as \\.
|
|
The special escape form \m switches on the meta bit in the symbol
|
|
value, and the \^ prefix causes the following character to be
|
|
treated as a control character.
|
|
|
|
NetHack Symbols
|
|
Default Symbol Name Description
|
|
------------------------------------------------------------------------
|
|
S_air (air)
|
|
_ S_altar (altar)
|
|
" S_amulet (amulet)
|
|
A S_angel (angelic being)
|
|
a S_ant (ant or other insect)
|
|
^ S_anti_magic_trap (anti-magic field)
|
|
[ S_armor (suit or piece of armor)
|
|
[ S_armour (suit or piece of armor)
|
|
^ S_arrow_trap (arrow trap)
|
|
0 S_ball (iron ball)
|
|
# S_bars (iron bars)
|
|
B S_bat (bat or bird)
|
|
^ S_bear_trap (bear trap)
|
|
- S_blcorn (bottom left corner)
|
|
b S_blob (blob)
|
|
+ S_book (spellbook)
|
|
) S_boomleft (boomerang open left)
|
|
( S_boomright (boomerang open right)
|
|
` S_boulder (boulder)
|
|
- S_brcorn (bottom right corner)
|
|
C S_centaur (centaur)
|
|
_ S_chain (iron chain)
|
|
# S_cloud (cloud)
|
|
c S_cockatrice (cockatrice)
|
|
$ S_coin (pile of coins)
|
|
# S_corr (corridor)
|
|
- S_crwall (wall)
|
|
^ S_dart_trap (dart trap)
|
|
& S_demon (major demon)
|
|
* S_digbeam (dig beam)
|
|
> S_dnladder (ladder down)
|
|
> S_dnstair (staircase down)
|
|
d S_dog (dog or other canine)
|
|
D S_dragon (dragon)
|
|
; S_eel (sea monster)
|
|
E S_elemental (elemental)
|
|
/ S_explode1 (explosion top left)
|
|
- S_explode2 (explosion top center)
|
|
`\' S_explode3 (explosion top right)
|
|
| S_explode4 (explosion middle left)
|
|
S_explode5 (explosion middle center)
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
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|
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|
|
|
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|
|
|
NetHack Guidebook 60
|
|
|
|
|
|
|
|
| S_explode6 (explosion middle right)
|
|
`\' S_explode7 (explosion bottom left)
|
|
- S_explode8 (explosion bottom center)
|
|
/ S_explode9 (explosion bottom right)
|
|
e S_eye (eye or sphere)
|
|
^ S_falling_rock_trap (falling rock trap)
|
|
f S_feline (cat or other feline)
|
|
^ S_fire_trap (fire trap)
|
|
! S_flashbeam (flash beam)
|
|
% S_food (piece of food)
|
|
{ S_fountain (fountain)
|
|
F S_fungus (fungus or mold)
|
|
* S_gem (gem or rock)
|
|
S_ghost (ghost)
|
|
H S_giant (giant humanoid)
|
|
G S_gnome (gnome)
|
|
' S_golem (golem)
|
|
| S_grave (grave)
|
|
g S_gremlin (gremlin)
|
|
- S_hbeam (wall)
|
|
# S_hcdbridge (horizontal raised drawbridge)
|
|
+ S_hcdoor (closed door)
|
|
| S_hodoor (open door)
|
|
^ S_hole (hole)
|
|
@ S_human (human or elf)
|
|
h S_humanoid (humanoid)
|
|
- S_hwall (horizontal wall)
|
|
i S_imp (imp or minor demon)
|
|
J S_jabberwock (jabberwock)
|
|
j S_jelly (jelly)
|
|
k S_kobold (kobold)
|
|
K S_kop (Keystone Kop)
|
|
^ S_land_mine (land mine)
|
|
} S_lava (molten lava)
|
|
l S_leprechaun (leprechaun)
|
|
^ S_level_teleporter (level teleporter)
|
|
L S_lich (lich)
|
|
y S_light (light)
|
|
# S_litcorr (lit corridor)
|
|
: S_lizard (lizard)
|
|
`\' S_lslant (wall)
|
|
^ S_magic_portal (magic portal)
|
|
^ S_magic_trap (magic trap)
|
|
m S_mimic (mimic)
|
|
] S_mimic_def (mimic)
|
|
M S_mummy (mummy)
|
|
N S_naga (naga)
|
|
n S_nymph (nymph)
|
|
O S_ogre (ogre)
|
|
o S_orc (orc)
|
|
p S_piercer (piercer)
|
|
^ S_pit (pit)
|
|
# S_poisoncloud (poison cloud)
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
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|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 61
|
|
|
|
|
|
|
|
^ S_polymorph_trap (polymorph trap)
|
|
} S_pool (water)
|
|
! S_potion (potion)
|
|
P S_pudding (pudding or ooze)
|
|
q S_quadruped (quadruped)
|
|
Q S_quantmech (quantum mechanic)
|
|
= S_ring (ring)
|
|
` S_rock (boulder or statue)
|
|
r S_rodent (rodent)
|
|
^ S_rolling_boulder_trap (rolling boulder trap)
|
|
/ S_rslant (wall)
|
|
^ S_rust_trap (rust trap)
|
|
R S_rustmonst (rust monster or disenchanter)
|
|
? S_scroll (scroll)
|
|
# S_sink (sink)
|
|
^ S_sleeping_gas_trap (sleeping gas trap)
|
|
S S_snake (snake)
|
|
s S_spider (arachnid or centipede)
|
|
^ S_spiked_pit (spiked pit)
|
|
^ S_squeaky_board (squeaky board)
|
|
0 S_ss1 (magic shield 1 of 4)
|
|
# S_ss2 (magic shield 2 of 4)
|
|
@ S_ss3 (magic shield 3 of 4)
|
|
* S_ss4 (magic shield 4 of 4)
|
|
^ S_statue_trap (statue trap)
|
|
S_stone (dark part of a room)
|
|
- S_sw_bc (swallow bottom center)
|
|
`\' S_sw_bl (swallow bottom left)
|
|
/ S_sw_br (swallow bottom right)
|
|
| S_sw_ml (swallow middle left)
|
|
| S_sw_mr (swallow middle right)
|
|
- S_sw_tc (swallow top center)
|
|
/ S_sw_tl (swallow top left)
|
|
`\' S_sw_tr (swallow top right)
|
|
- S_tdwall (wall)
|
|
^ S_teleportation_trap (teleportation trap)
|
|
S_throne (opulent throne)
|
|
- S_tlcorn (top left corner)
|
|
| S_tlwall (wall)
|
|
( S_tool (useful item (pick-axe key lamp...))
|
|
^ S_trap_door (trap door)
|
|
t S_trapper (trapper or lurker above)
|
|
- S_trcorn (top right corner)
|
|
# S_tree (tree)
|
|
T S_troll (troll)
|
|
| S_trwall (wall)
|
|
- S_tuwall (wall)
|
|
U S_umber (umber hulk)
|
|
u S_unicorn (unicorn or horse)
|
|
< S_upladder (ladder up)
|
|
< S_upstair (staircase up)
|
|
V S_vampire (vampire)
|
|
| S_vbeam (wall)
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
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|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 62
|
|
|
|
|
|
|
|
# S_vcdbridge (vertical raised drawbridge)
|
|
+ S_vcdoor (closed door)
|
|
^ S_vibrating_square (vibrating square)
|
|
- S_vodoor (open door)
|
|
v S_vortex (vortex)
|
|
| S_vwall (vertical wall)
|
|
/ S_wand (wand)
|
|
} S_water (water)
|
|
) S_weapon (weapon)
|
|
" S_web (web)
|
|
w S_worm (worm)
|
|
~ S_worm_tail (long worm tail)
|
|
W S_wraith (wraith)
|
|
x S_xan (xan or other mythical/fantastic insect)
|
|
X S_xorn (xorn)
|
|
Y S_yeti (apelike creature)
|
|
Z S_zombie (zombie)
|
|
z S_zruty (zruty)
|
|
|
|
9.14. Configuring NetHack for Play by the Blind
|
|
|
|
NetHack can be set up to use only standard ASCII characters
|
|
for making maps of the dungeons. This makes the MS-DOS versions
|
|
of NetHack completely accessible to the blind who use speech
|
|
and/or Braille access technologies. Players will require a good
|
|
working knowledge of their screen-reader's review features, and
|
|
will have to know how to navigate horizontally and vertically
|
|
character by character. They will also find the search capabili-
|
|
ties of their screen-readers to be quite valuable. Be certain to
|
|
examine this Guidebook before playing so you have an idea what
|
|
the screen layout is like. You'll also need to be able to locate
|
|
the PC cursor. It is always where your character is located.
|
|
Merely searching for an @-sign will not always find your charac-
|
|
ter since there are other humanoids represented by the same sign.
|
|
Your screen-reader should also have a function which gives you
|
|
the row and column of your review cursor and the PC cursor.
|
|
These co-ordinates are often useful in giving players a better
|
|
sense of the overall location of items on the screen.
|
|
|
|
While it is not difficult for experienced users to edit the
|
|
defaults.nh file to accomplish this, novices may find this task
|
|
somewhat daunting. Included within the ``symbols'' file of all
|
|
official distributions of NetHack is a symset called NHAccess.
|
|
Selecting that symset in your configuration file will cause the
|
|
game to run in a manner accessible to the blind. After you have
|
|
gained some experience with the game and with editing files, you
|
|
may want to alter settings via SYMBOLS= in your configuration
|
|
file to better suit your preferences. The most crucial settings
|
|
to make the game accessible are:
|
|
|
|
symset:NHAccess
|
|
Load a symbol set appropriate for use by blind players.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
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|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 63
|
|
|
|
|
|
|
|
roguesymset:NHAccess
|
|
Load a symbol set for the rogue level that is appropriate for
|
|
use by blind players.
|
|
|
|
menustyle:traditional
|
|
This will assist in the interface to speech synthesizers.
|
|
|
|
number_pad
|
|
A lot of speech access programs use the number-pad to review
|
|
the screen. If this is the case, disable the number_pad option
|
|
and use the traditional Rogue-like commands.
|
|
|
|
9.15. Global Configuration for System Administrators
|
|
|
|
If NetHack is compiled with the SYSCF option, a system ad-
|
|
ministrator should set up a global configuration; this is a file
|
|
in the same format as the traditional per-user configuration file
|
|
(see above). This file should be named sysconf and placed in the
|
|
same directory as the other NetHack support files. The options
|
|
recognized in this file are listed below. Any option not set us-
|
|
es a compiled-in default (which may not be appropriate for your
|
|
system).
|
|
|
|
WIZARDS A space-separated list of user names who are allowed to
|
|
play in wizard mode (the debugging mode, not the magic-using
|
|
role). A value of a single asterisk (*) allows anyone to start
|
|
a game in wizard mode.
|
|
|
|
SHELLERS A list of users who are allowed to use the shell es-
|
|
cape command (!). The syntax is the same as WIZARDS.
|
|
|
|
EXPLORERS A list of users who are allowed to use the explore
|
|
mode. The syntax is the same as WIZARDS.
|
|
|
|
MAXPLAYERS Limit the maximum number of games that can be run-
|
|
ning at the same time.
|
|
|
|
SUPPORT A string explaining how to get local support (no de-
|
|
fault value).
|
|
|
|
RECOVER A string explaining how to recover a game on this sys-
|
|
tem (no default value).
|
|
|
|
SEDUCE 0 or 1 to disable or enable, respectively, the SEDUCE
|
|
option (see the source for details on this function).
|
|
|
|
CHECK_SAVE_UID 0 or 1 to disable or enable, respectively, the
|
|
UID checking for savefiles.
|
|
|
|
The following options affect the score file:
|
|
|
|
PERSMAX Maximum number of entries for one person.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 64
|
|
|
|
|
|
|
|
ENTRYMAX Maximum number of entries in the score file.
|
|
|
|
POINTSMIN Minimum number of points to get an entry in the score
|
|
file.
|
|
|
|
PERS_IS_UID 0 or 1 to use user names or numeric userids, re-
|
|
spectively, to identify unique people for the score file.
|
|
|
|
MAX_STATUENAME_RANK Maximum number of score file entries to use
|
|
for random statue names (default is 10).
|
|
|
|
10. Scoring
|
|
|
|
NetHack maintains a list of the top scores or scorers on
|
|
your machine, depending on how it is set up. In the latter case,
|
|
each account on the machine can post only one non-winning score
|
|
on this list. If you score higher than someone else on this
|
|
list, or better your previous score, you will be inserted in the
|
|
proper place under your current name. How many scores are kept
|
|
can also be set up when NetHack is compiled.
|
|
|
|
Your score is chiefly based upon how much experience you
|
|
gained, how much loot you accumulated, how deep you explored, and
|
|
how the game ended. If you quit the game, you escape with all of
|
|
your gold intact. If, however, you get killed in the Mazes of
|
|
Menace, the guild will only hear about 90% of your gold when your
|
|
corpse is discovered (adventurers have been known to collect
|
|
finder's fees). So, consider whether you want to take one last
|
|
hit at that monster and possibly live, or quit and stop with
|
|
whatever you have. If you quit, you keep all your gold, but if
|
|
you swing and live, you might find more.
|
|
|
|
If you just want to see what the current top players/games
|
|
list is, you can type nethack -s all on most versions.
|
|
|
|
|
|
11. Explore mode
|
|
|
|
NetHack is an intricate and difficult game. Novices might
|
|
falter in fear, aware of their ignorance of the means to survive.
|
|
Well, fear not. Your dungeon comes equipped with an ``explore''
|
|
or ``discovery'' mode that enables you to keep old save files and
|
|
cheat death, at the paltry cost of not getting on the high score
|
|
list.
|
|
|
|
There are two ways of enabling explore mode. One is to
|
|
start the game with the -X command-line switch or with the play-
|
|
mode:explore option. The other is to issue the ``#exploremode''
|
|
extended command while already playing the game. Starting a new
|
|
game in explore mode provides your character with a wand of wish-
|
|
ing in initial inventory; switching during play does not. The
|
|
other benefits of explore mode are left for the trepid reader to
|
|
discover.
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 65
|
|
|
|
|
|
|
|
11.1. Debug mode
|
|
|
|
Debug mode, also known as wizard mode, is undocumented aside
|
|
from this brief description. It is intended for tracking down
|
|
problems within the program rather than to provide god-like pow-
|
|
ers to your character, and players who attempt debugging are ex-
|
|
pected to figure out how to use it themselves. It is initiated
|
|
by starting the game with the -D command-line switch or with the
|
|
playmode:debug option.
|
|
|
|
For some systems, the player must be logged in under a par-
|
|
ticular user name to be allowed to use debug mode; for others,
|
|
the hero must be given a particular character name (but may be
|
|
any role; there's no connection between ``wizard mode'' and the
|
|
Wizard role). And on any system, the program might have been
|
|
configured to omit debug mode entirely. Attempting to start a
|
|
game in debug mode when not allowed or not available will result
|
|
in falling back to explore mode instead.
|
|
|
|
|
|
12. Credits
|
|
|
|
The original hack game was modeled on the Berkeley UNIX
|
|
rogue game. Large portions of this paper were shamelessly
|
|
cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
|
|
and Kenneth C. R. C. Arnold. Small portions were adapted from
|
|
Further Exploration of the Dungeons of Doom, by Ken Arromdee.
|
|
|
|
NetHack is the product of literally dozens of people's work.
|
|
Main events in the course of the game development are described
|
|
below:
|
|
|
|
|
|
Jay Fenlason wrote the original Hack, with help from Kenny
|
|
Woodland, Mike Thome and Jon Payne.
|
|
|
|
Andries Brouwer did a major re-write, transforming Hack into
|
|
a very different game, and published (at least) three versions
|
|
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
|
|
|
|
Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
|
|
producing PC HACK 1.01e, added support for DEC Rainbow graphics
|
|
in version 1.03g, and went on to produce at least four more ver-
|
|
sions (3.0, 3.2, 3.51, and 3.6).
|
|
|
|
R. Black ported PC HACK 3.51 to Lattice C and the Atari
|
|
520/1040ST, producing ST Hack 1.03.
|
|
|
|
Mike Stephenson merged these various versions back together,
|
|
incorporating many of the added features, and produced NetHack
|
|
1.4. He then coordinated a cast of thousands in enhancing and
|
|
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
|
|
|
|
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 66
|
|
|
|
|
|
|
|
Later, Mike coordinated a major rewrite of the game, heading
|
|
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
|
|
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
|
|
oint, and Janet Walz, to produce NetHack 3.0c.
|
|
|
|
NetHack 3.0 was ported to the Atari by Eric R. Smith, to
|
|
OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
|
|
of them and Kevin Darcy later joined the main development team to
|
|
produce subsequent revisions of 3.0.
|
|
|
|
Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
|
|
Meluch, Stephen Spackman and Pierre Martineau designed overlay
|
|
code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
|
|
Macintosh. Along with various other Dungeoneers, they continued
|
|
to enhance the PC, Macintosh, and Amiga ports through the later
|
|
revisions of 3.0.
|
|
|
|
Headed by Mike Stephenson and coordinated by Izchak Miller
|
|
and Janet Walz, the development team which now included Ken Ar-
|
|
romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
|
|
Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
|
|
Raymond, and Eric Smith undertook a radical revision of 3.0.
|
|
They re-structured the game's design, and re-wrote major parts of
|
|
the code. They added multiple dungeons, a new display, special
|
|
individual character quests, a new endgame and many other new
|
|
features, and produced NetHack 3.1.
|
|
|
|
Ken Lorber, Gregg Wonderly and Greg Olson, with help from
|
|
Richard Addison, Mike Passaretti, and Olaf Seibert, developed
|
|
NetHack 3.1 for the Amiga.
|
|
|
|
Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
|
|
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
|
|
NetHack 3.1 to the PC.
|
|
|
|
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
|
|
Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
|
|
Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
|
|
3.1 for the Macintosh, porting it for MPW. Building on their de-
|
|
velopment, Barton House added a Think C port.
|
|
|
|
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
|
|
ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
|
|
Delahunty, was responsible for the VMS version of NetHack 3.1.
|
|
Michael Allison ported NetHack 3.1 to Windows NT.
|
|
|
|
Dean Luick, with help from David Cohrs, developed NetHack
|
|
3.1 for X11. Warwick Allison wrote a tiled version of NetHack
|
|
for the Atari; he later contributed the tiles to the DevTeam and
|
|
tile support was then added to other platforms.
|
|
|
|
The 3.2 development team, comprised of Michael Allison, Ken
|
|
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
|
|
Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 67
|
|
|
|
|
|
|
|
Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
|
|
version 3.2 in April of 1996.
|
|
|
|
Version 3.2 marked the tenth anniversary of the formation of
|
|
the development team. In a testament to their dedication to the
|
|
game, all thirteen members of the original development team re-
|
|
mained on the team at the start of work on that release. During
|
|
the interval between the release of 3.1.3 and 3.2, one of the
|
|
founding members of the development team, Dr. Izchak Miller, was
|
|
diagnosed with cancer and passed away. That release of the game
|
|
was dedicated to him by the development and porting teams.
|
|
|
|
During the lifespan of NetHack 3.1 and 3.2, several enthusi-
|
|
asts of the game added their own modifications to the game and
|
|
made these ``variants'' publicly available:
|
|
|
|
Tom Proudfoot and Yuval Oren created NetHack++, which was
|
|
quickly renamed NetHack--. Working independently, Stephen White
|
|
wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
|
|
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
|
|
wick Allison improved the spell casting system with the Wizard
|
|
Patch. Warwick Allison also ported NetHack to use the Qt inter-
|
|
face.
|
|
|
|
Warren Cheung combined SLASH with the Wizard Patch to pro-
|
|
duce Slash'em, and with the help of Kevin Hugo, added more fea-
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tures. Kevin later joined the DevTeam and incorporated the best
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of these ideas in NetHack 3.3.
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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
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time for the Year 2000.
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The 3.3 development team, consisting of Michael Allison, Ken
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Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
|
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Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
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Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
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Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
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of 2000.
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Version 3.3 offered many firsts. It was the first version to
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|
separate race and profession. The Elf class was removed in pref-
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|
erence to an elf race, and the races of dwarves, gnomes, and orcs
|
|
made their first appearance in the game alongside the familiar
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|
human race. Monk and Ranger roles joined Archeologists, Barbar-
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|
ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
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|
Tourists, Valkyries and of course, Wizards. It was also the
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|
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.
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NetHack 3.6 January 18, 2016
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NetHack Guidebook 68
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|
The 3.4 development team initially consisted of Michael Al-
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lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
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|
Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
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|
Paul Winner, with Warwick Allison joining just before the re-
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|
lease of NetHack 3.4.0 in March 2002.
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|
As with version 3.3, various people contributed to the game
|
|
as a whole as well as supporting ports on the different platforms
|
|
that NetHack runs on:
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|
Pat Rankin maintained 3.4 for VMS.
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|
Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
|
|
form. Paul Winner and Yitzhak Sapir provided encouragement.
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|
Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
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hanced the Macintosh port of 3.4.
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|
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
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|
and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
|
|
Windows platform. Alex Kompel contributed a new graphical inter-
|
|
face for the Windows port. Alex Kompel also contributed a Win-
|
|
dows CE port for 3.4.1.
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|
|
Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
|
|
the past several releases. Unfortunately Ron's last OS/2 machine
|
|
stopped working in early 2006. A great many thanks to Ron for
|
|
keeping NetHack alive on OS/2 all these years.
|
|
|
|
Janne Salmijarvi and Teemu Suikki maintained and enhanced
|
|
the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
|
|
3.3.1.
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|
Christian ``Marvin'' Bressler maintained 3.4 for the Atari
|
|
after he resurrected it for 3.3.1.
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|
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|
The release of NetHack 3.4.3 in December 2003 marked the be-
|
|
ginning of a long release hiatus. 3.4.3 proved to be a remarkably
|
|
stable version that provided continued enjoyment by the community
|
|
for more than a decade. The devteam slowly and quietly continued
|
|
to work on the game behind the scenes during the tenure of 3.4.3.
|
|
It was during that same period that several new variants emerged
|
|
within the NetHack community. Notably sporkhack by Derek S. Ray,
|
|
unnethack by Patric Mueller, nitrohack and its successors origi-
|
|
nally by Daniel Thaler and then by Alex Smith, and Dynahack by
|
|
Tung Nguyen. Some of those variants continue to be developed,
|
|
maintained, and enjoyed by the community to this day.
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|
|
At the beginning of development for what would eventually
|
|
get released as 3.6.0, the development team consisted of Warwick
|
|
Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col-
|
|
let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
|
|
Walz, and Paul Winner. Leading up to the release of 3.6.0 in
|
|
early 2015, new members Sean Hunt, Pasi Kallinen, and Derek S.
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|
NetHack 3.6 January 18, 2016
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|
NetHack Guidebook 69
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|
Ray joined the NetHack development team.
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|
|
|
In September 2014, an interim snapshot of the code under de-
|
|
velopment was released publicly by other parties. Since that code
|
|
was a work-in-progress and had not gone through the process of
|
|
debugging it as a suitable release, it was decided that the ver-
|
|
sion numbers present on that code snapshot would be retired and
|
|
never used in an official NetHack release. An announcement was
|
|
posted on the devteam's official nethack.org website to that ef-
|
|
fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0
|
|
official release version.
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|
|
|
In November 2014, preparation began for the release of
|
|
NetHack 3.6. The 3.6 version merges work done by the development
|
|
team since the previous release with some of the beloved communi-
|
|
ty patches. Many bugs were fixed and a large amount of code was
|
|
restructured.
|
|
|
|
The development team, as well as Steve VanDevender and Kevin
|
|
Smolkowski ensured that NetHack 3.6 continued to operate on vari-
|
|
ous Unix flavors and maintained the X11 interface.
|
|
|
|
Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
|
|
tained the port of NetHack 3.6 for Mac.
|
|
|
|
Michael Allison, Derek S. Ray, Yitzhak Sapir, Alex Kompel,
|
|
and Dion Nicolaas maintained the port of NetHack 3.6 for Mi-
|
|
crosoft Windows.
|
|
|
|
The 3.6 development team consisting of Michael Allison, War-
|
|
wick Allison, Ken Arromdee, David Cohrs, Jessie Collet, Sean
|
|
Hunt, Pasi Kallinen, Ken Lorber, Dean Luick, Pat Rankin, Mike
|
|
Stephenson, Derek S. Ray, Janet Walz, and Paul Winner released
|
|
3.6.1 as a bug fix release in January 2016.
|
|
|
|
The official NetHack web site is maintained by Ken Lorber at
|
|
http://www.nethack.org/.
|
|
|
|
SHOUT-OUTS
|
|
|
|
The devteam would like to give a special "shout-out" to
|
|
thank the generous people primarily responsible for the public
|
|
NetHack servers available for playing the game at nethack.alt.org
|
|
and devnull.net. In addition to providing a way for the public to
|
|
play a game of NetHack from almost anywhere, they have hosted an-
|
|
nual NetHack tournaments for many, many years.
|
|
|
|
On behalf of the NetHack community, thank you very much to
|
|
M. Drew Streib, Pasi Kallinen and Robin Bandy.
|
|
|
|
- - - - - - - - - -
|
|
|
|
From time to time, some depraved individual out there in
|
|
netland sends a particularly intriguing modification to help out
|
|
|
|
|
|
NetHack 3.6 January 18, 2016
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 70
|
|
|
|
|
|
|
|
with the game. The Gods of the Dungeon sometimes make note of
|
|
the names of the worst of these miscreants in this, the list of
|
|
Dungeoneers:
|
|
|
|
Adam Aronow Janet Walz Nathan Eady
|
|
Alex Kompel Janne Salmijarvi Norm Meluch
|
|
Andreas Dorn Jean-Christophe Collet Olaf Seibert
|
|
Andy Church Jeff Bailey Pasi Kallinen
|
|
Andy Swanson Jochen Erwied Pat Rankin
|
|
Ari Huttunen John Kallen Paul Winner
|
|
Barton House John Rupley Pierre Martineau
|
|
Benson I. Margulies John S. Bien Ralf Brown
|
|
Bill Dyer Johnny Lee Ray Chason
|
|
Boudewijn Waijers Jon W{tte Richard Addison
|
|
Bruce Cox Jonathan Handler Richard Beigel
|
|
Bruce Holloway Joshua Delahunty Richard P. Hughey
|
|
Bruce Mewborne Keizo Yamamoto Rob Menke
|
|
Carl Schelin Ken Arnold Robin Bandy
|
|
Chris Russo Ken Arromdee Robin Johnson
|
|
David Cohrs Ken Lorber Roderick Schertler
|
|
David Damerell Ken Washikita Roland McGrath
|
|
David Gentzel Kevin Darcy Ron Van Iwaarden
|
|
David Hairston Kevin Hugo Ronnen Miller
|
|
Dean Luick Kevin Sitze Ross Brown
|
|
Del Lamb Kevin Smolkowski Sascha Wostmann
|
|
Derek S. Ray Kevin Sweet Scott Bigham
|
|
Deron Meranda Lars Huttar Scott R. Turner
|
|
Dion Nicolaas Leon Arnott Sean Hunt
|
|
Dylan O'Donnell M. Drew Streib Stephen Spackman
|
|
Eric Backus Malcolm Ryan Stefan Thielscher
|
|
Eric Hendrickson Mark Gooderum Stephen White
|
|
Eric R. Smith Mark Modrall Steve Creps
|
|
Eric S. Raymond Marvin Bressler Steve Linhart
|
|
Erik Andersen Matthew Day Steve VanDevender
|
|
Frederick Roeber Merlyn LeRoy Teemu Suikki
|
|
Gil Neiger Michael Allison Tim Lennan
|
|
Greg Laskin Michael Feir Timo Hakulinen
|
|
Greg Olson Michael Hamel Tom Almy
|
|
Gregg Wonderly Michael Sokolov Tom West
|
|
Hao-yang Wang Mike Engber Warren Cheung
|
|
Helge Hafting Mike Gallop Warwick Allison
|
|
Irina Rempt-Drijfhout Mike Passaretti Yitzhak Sapir
|
|
Izchak Miller Mike Stephenson
|
|
J. Ali Harlow Mikko Juola
|
|
|
|
Brand and product names are trademarks or registered trademarks
|
|
of their respective holders.
|
|
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NetHack 3.6 January 18, 2016
|
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