3254 lines
130 KiB
Plaintext
3254 lines
130 KiB
Plaintext
.\" $NHDT-Branch$:$NHDT-Revision$ $NHDT-Date$
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.\" $Revision: 1.130 $ $Date: 2012/05/02 00:38:30 $
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.ds h0 "NetHack Guidebook
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.ds h1
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.ds h2 %
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.ds vr "NetHack 3.5
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.ds f0 "\*(vr
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.ds f1
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.ds f2 "April 7, 2012
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.\" labeled paragraph start (should be part of tmac.n, but I don't want to
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.\" make changes to that file)
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.\" .PL word
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.\" .PE
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.\" clean up
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.nr PY \\w'\\$1\ -\ 'u \" width of label plus " - "
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.nr PX \\w'\ -\ 'u \" width of " - "
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.sn \\n(pdu \" tmac.n: inter-paragraph space
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.si \" tmac.n: start indented section
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..
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.\" labeled paragraph label (and first line)
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.de PL
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.br
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\\h'|-\\n(PYu'\\$1\\h'|-\\n(PXu'\ -\ \\c \" back up, output the label, then
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. \" skip to width-of(" - ") before the
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. \" normal indentation, output the " - "
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. \" then attach the next line (the
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. \" text) without stopping (\c: nroff
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. \" section 4.2)
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..
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..
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.\"
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.\" aligned single character key with SHORT definition (if it overflows one
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.\" line, all bets are off)
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.\" .CC k "definition here"
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.\" output: move right CR units, print the key letter, move right to
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.\" the full width of the column, print " - " and the definition
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\\h'|\\n(CYu'\\fB\\$1\\fP\\h'|\\n(CZu'\ -\ \\$2
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..
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.mt
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A Guide to the Mazes of Menace
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(Guidebook for NetHack)
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.au
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Eric S. Raymond
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(Extensively edited and expanded for 3.5)
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.hn 1
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Introduction
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Recently, you have begun to find yourself unfulfilled and distant
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in your daily occupation. Strange dreams of prospecting, stealing,
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crusading, and combat have haunted you in your sleep for many months,
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but you aren't sure of the reason. You wonder whether you have in
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fact been having those dreams all your life, and somehow managed to
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forget about them until now. Some nights you awaken suddenly
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and cry out, terrified at the vivid recollection of the strange and
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powerful creatures that seem to be lurking behind every corner of the
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dungeon in your dream. Could these details haunting your dreams be real?
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As each night passes, you feel the desire to enter the mysterious caverns
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near the ruins grow stronger. Each morning, however, you quickly put
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the idea out of your head as you recall the tales of those who entered
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the caverns before you and did not return. Eventually you can resist
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the yearning to seek out the fantastic place in your dreams no longer.
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After all, when other adventurers came back this way after spending time
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in the caverns, they usually seemed better off than when they passed
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through the first time. And who was to say that all of those who did
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not return had not just kept going?
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.pg
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Asking around, you hear about a bauble, called the Amulet of Yendor by some,
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which, if you can find it, will bring you great wealth. One legend you were
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told even mentioned that the one who finds the amulet will be granted
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immortality by the gods. The amulet is rumored to be somewhere beyond the
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Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the
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legends, you immediately realize that there is some profound and
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undiscovered reason that you are to descend into the caverns and seek
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out that amulet of which they spoke. Even if the rumors of the amulet's
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powers are untrue, you decide that you should at least be able to sell the
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tales of your adventures to the local minstrels for a tidy sum, especially
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if you encounter any of the terrifying and magical creatures of
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your dreams along the way. You spend one last night fortifying yourself
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at the local inn, becoming more and more depressed as you watch the odds
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of your success being posted on the inn's walls getting lower and lower.
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.pg
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In the morning you awake, collect your belongings, and
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set off for the dungeon. After several days of uneventful
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travel, you see the ancient ruins that mark the entrance to the
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Mazes of Menace. It is late at night, so you make camp at the entrance
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and spend the night sleeping under the open skies. In the morning, you
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gather your gear, eat what may be your last meal outside, and enter the
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dungeon...
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.hn 1
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What is going on here?
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.pg
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You have just begun a game of NetHack. Your goal is to grab as much
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treasure as you can, retrieve the Amulet of Yendor, and escape the
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Mazes of Menace alive.
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.pg
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Your abilities and strengths for dealing with the hazards of adventure
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will vary with your background and training:
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.pg
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\fIArcheologists\fP understand dungeons pretty well; this enables them
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to move quickly and sneak up on the local nasties. They start equipped
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with the tools for a proper scientific expedition.
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.pg
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\fIBarbarians\fP are warriors out of the hinterland, hardened to battle.
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They begin their quests with naught but uncommon strength, a trusty hauberk,
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and a great two-handed sword.
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.pg
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|
\fICavemen\fP and \fICavewomen\fP start with exceptional strength but,
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unfortunately, with neolithic weapons.
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.pg
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|
\fIHealers\fP are wise in medicine and apothecary. They know the
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herbs and simples that can restore vitality, ease pain, anesthetize,
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and neutralize poisons; and with their instruments, they can divine a
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being's state of health or sickness. Their medical practice earns them
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quite reasonable amounts of money, with which they enter the dungeon.
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.pg
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\fIKnights\fP are distinguished from the common skirmisher by their
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devotion to the ideals of chivalry and by the surpassing excellence of
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their armor.
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.pg
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\fIMonks\fP are ascetics, who by rigorous practice of physical and mental
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disciplines have become capable of fighting as effectively without weapons
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as with. They wear no armor but make up for it with increased mobility.
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.pg
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|
\fIPriests\fP and \fIPriestesses\fP are clerics militant, crusaders
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|
advancing the cause of righteousness with arms, armor, and arts
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|
thaumaturgic. Their ability to commune with deities via prayer
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|
occasionally extricates them from peril, but can also put them in it.
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.pg
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|
\fIRangers\fP are most at home in the woods, and some say slightly out
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of place in a dungeon. They are, however, experts in archery as well
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as tracking and stealthy movement.
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.pg
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|
\fIRogues\fP are agile and stealthy thieves, with knowledge of locks,
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traps, and poisons. Their advantage lies in surprise, which they employ
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to great advantage.
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.pg
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|
\fISamurai\fP are the elite warriors of feudal Nippon. They are lightly
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armored and quick, and wear the \fIdai-sho\fP, two swords of the deadliest
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keenness.
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.pg
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\fITourists\fP start out with lots of gold (suitable for shopping with),
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a credit card, lots of food, some maps, and an expensive camera. Most
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monsters don't like being photographed.
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.pg
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\fIValkyries\fP are hardy warrior women. Their upbringing in the harsh
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Northlands makes them strong, inures them to extremes of cold, and instills
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in them stealth and cunning.
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.pg
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|
\fIWizards\fP start out with a knowledge of magic, a selection of magical
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|
items, and a particular affinity for dweomercraft. Although seemingly weak
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|
and easy to overcome at first sight, an experienced Wizard is a deadly foe.
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.pg
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|
You may also choose the race of your character:
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.pg
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|
\fIDwarves\fP are smaller than humans or elves, but are stocky and solid
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|
individuals. Dwarves' most notable trait is their great expertise in mining
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and metalwork. Dwarvish armor is said to be second in quality not even to the
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mithril armor of the Elves.
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.pg
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|
\fIElves\fP are agile, quick, and perceptive; very little of what goes
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on will escape an Elf. The quality of Elven craftsmanship often gives
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them an advantage in arms and armor.
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.pg
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|
\fIGnomes\fP are smaller than but generally similar to dwarves. Gnomes are
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|
known to be expert miners, and it is known that a secret underground mine
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|
complex built by this race exists within the Mazes of Menace, filled with
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|
both riches and danger.
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|
.pg
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|
\fIHumans\fP are by far the most common race of the surface world, and
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|
are thus the norm to which other races are often compared. Although
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|
they have no special abilities, they can succeed in any role.
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.pg
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|
\fIOrcs\fP are a cruel and barbaric race that hate every living thing
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|
(including other orcs). Above all others, Orcs hate Elves with a passion
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|
unequalled, and will go out of their way to kill one at any opportunity.
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|
The armor and weapons fashioned by the Orcs are typically of inferior quality.
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.hn 1
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|
What do all those things on the screen mean?
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.pg
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|
On the screen is kept a map of where you have
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been and what you have seen on the current dungeon level; as you
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explore more of the level, it appears on the screen in front of you.
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.pg
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|
When NetHack's ancestor \fIrogue\fP first appeared, its screen
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|
orientation was almost unique among computer fantasy games. Since
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|
then, screen orientation has become the norm rather than the
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|
exception; NetHack continues this fine tradition. Unlike text
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|
adventure games that accept commands in pseudo-English sentences and
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|
explain the results in words, NetHack commands are all one or two
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|
keystrokes and the results are displayed graphically on the screen. A
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|
minimum screen size of 24 lines by 80 columns is recommended; if the
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|
screen is larger, only a 21x80 section will be used for the map.
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|
.pg
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|
NetHack can even be played by blind players, with the assistance of Braille
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|
readers or speech synthesisers. Instructions for configuring NetHack for
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the blind are included later in this document.
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.pg
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|
NetHack generates a new dungeon every time you play it; even the
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authors still find it an entertaining and exciting game despite
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having won several times.
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.pg
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|
NetHack offers a variety of display options. The options available to you
|
|
will vary from port to port, depending on the capabilities of your
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|
hardware and software, and whether various compile-time options were
|
|
enabled when your executable was created. The three possible display
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|
options are: a monochrome character interface, a color character interface,
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|
and a graphical interface using small pictures called tiles. The two
|
|
character interfaces allow fonts with other characters to be substituted,
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|
but the default assignments use standard ASCII characters to represent
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|
everything. There is no difference between the various display options
|
|
with respect to game play. Because we cannot reproduce the tiles or
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colors in the Guidebook, and because it is common to all ports, we will
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use the default ASCII characters from the monochrome character display
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|
when referring to things you might see on the screen during your game.
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|
.pg
|
|
In order to understand what is going on in NetHack, first you must
|
|
understand what NetHack is doing with the screen. The NetHack screen
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|
replaces the ``You see ...'' descriptions of text adventure games.
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|
Figure 1 is a sample of what a NetHack screen might look like.
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|
The way the screen looks for you depends on your platform.
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|
.TS S
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center tab(~);
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a.
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_
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The bat bites!
|
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|
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------
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|....| ----------
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|.<..|####...@...$.|
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|....-# |...B....+
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|....| |.d......|
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------ -------|--
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|
|
|
|
|
|
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
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Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
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|
|
_
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.TE
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.ce 1
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Figure 1
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.hn 2
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The status lines (bottom)
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.pg
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|
The bottom two lines of the screen contain several cryptic pieces of
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information describing your current status. If either status line
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becomes longer than the width of the screen, you might not see all of
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it. Here are explanations of what the various status items mean
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|
(though your configuration may not have all the status items listed
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below):
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.lp "Rank "
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Your character's name and professional ranking (based on the
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experience level, see below).
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.lp Strength
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A measure of your character's strength; one of your six basic
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attributes. A human character's attributes can range from 3 to 18 inclusive;
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non-humans may exceed these limits
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(occasionally you may get super-strengths of the form 18/xx, and magic can
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|
also cause attributes to exceed the normal limits). The
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higher your strength, the stronger you are. Strength affects how
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successfully you perform physical tasks, how much damage you do in
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combat, and how much loot you can carry.
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.lp Dexterity
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Dexterity affects your chances to hit in combat, to avoid traps, and
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do other tasks requiring agility or manipulation of objects.
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.lp Constitution
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Constitution affects your ability to recover from injuries and other
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strains on your stamina.
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.lp Intelligence
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Intelligence affects your ability to cast spells and read spellbooks.
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.lp Wisdom
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Wisdom comes from your practical experience (especially when dealing with
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magic). It affects your magical energy.
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.lp Charisma
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Charisma affects how certain creatures react toward you. In
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particular, it can affect the prices shopkeepers offer you.
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.lp Alignment
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\fBLawful\fP, \fBNeutral\fP, or \fBChaotic\fP. Often, Lawful is
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taken as good and Chaotic as evil, but legal and ethical do not always
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coincide. Your alignment influences how other
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monsters react toward you. Monsters of a like alignment are more likely
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to be non-aggressive, while those of an opposing alignment are more likely
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to be seriously offended at your presence.
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.lp "Dungeon Level
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How deep you are in the dungeon. You start at level one and the number
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increases as you go deeper into the dungeon. Some levels are special,
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and are identified by a name and not a number. The Amulet of Yendor is
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reputed to be somewhere beneath the twentieth level.
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.lp "Gold "
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The number of gold pieces you are openly carrying. Gold which you have
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concealed in containers is not counted.
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.lp "Hit Points
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Your current and maximum hit points. Hit points indicate how much
|
|
damage you can take before you die. The more you get hit in a fight,
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the lower they get. You can regain hit points by resting, or by using
|
|
certain magical items or spells. The number in parentheses is the maximum
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number your hit points can reach.
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.lp Power
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Spell points. This tells you how much mystic energy (\fImana\fP)
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you have available for spell casting. Again, resting will regenerate the
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amount available.
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.lp "Armor Class
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A measure of how effectively your armor stops blows from unfriendly
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creatures. The lower this number is, the more effective the armor; it
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is quite possible to have negative armor class.
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.lp Experience
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Your current experience level and experience points. As you
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adventure, you gain experience points. At certain experience point
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totals, you gain an experience level. The more experienced you are,
|
|
the better you fight and withstand magical attacks. Many dungeons
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show only your experience level here.
|
|
.lp "Time "
|
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The number of turns elapsed so far, displayed if you have the
|
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.op time
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option set.
|
|
.lp "Hunger status
|
|
Your current hunger status, ranging from \fBSatiated\fP down to
|
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\fBFainting\fP. If your hunger status is normal, it is not displayed.
|
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.pg
|
|
Additional status flags may appear after the hunger status: \fBConf\fP
|
|
when you're confused, \fBFoodPois\fP or \fBIll\fP
|
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when sick, \fBBlind\fP when you can't
|
|
see, \fBStun\fP when stunned, and \fBHallu\fP when hallucinating.
|
|
.hn 2
|
|
The message line (top)
|
|
.pg
|
|
The top line of the screen is reserved for messages that describe
|
|
things that are impossible to represent visually. If you see a
|
|
``\fB--More--\fP'' on the top line, this means that NetHack has
|
|
another message to display on the screen, but it wants to make certain
|
|
that you've read the one that is there first. To read the next message,
|
|
just press the space bar.
|
|
.hn 2
|
|
The map (rest of the screen)
|
|
.pg
|
|
The rest of the screen is the map of the level as you have explored it
|
|
so far. Each symbol on the screen represents something. You can set
|
|
various graphics options to change some of the symbols the game uses;
|
|
otherwise, the game will use default symbols. Here is a list of what the
|
|
default symbols mean:
|
|
.lp "- and |
|
|
The walls of a room, or an open door. Or a grave (|).
|
|
.lp .
|
|
The floor of a room, ice, or a doorless doorway.
|
|
.lp #
|
|
A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
|
|
your dungeon has sinks), or a drawbridge.
|
|
.lp >
|
|
Stairs down: a way to the next level.
|
|
.lp <
|
|
Stairs up: a way to the previous level.
|
|
.lp +
|
|
A closed door, or a spellbook containing a spell you may be able to learn.
|
|
.lp @
|
|
Your character or a human.
|
|
.lp $
|
|
A pile of gold.
|
|
.lp ^
|
|
A trap (once you have detected it).
|
|
.lp )
|
|
A weapon.
|
|
.lp [
|
|
A suit or piece of armor.
|
|
.lp %
|
|
Something edible (not necessarily healthy).
|
|
.lp ?
|
|
A scroll.
|
|
.lp /
|
|
A wand.
|
|
.lp =
|
|
A ring.
|
|
.lp !
|
|
A potion.
|
|
.lp (
|
|
A useful item (pick-axe, key, lamp...).
|
|
.lp """
|
|
An amulet or a spider web.
|
|
.lp *
|
|
A gem or rock (possibly valuable, possibly worthless).
|
|
.lp `
|
|
A boulder or statue.
|
|
.lp 0
|
|
An iron ball.
|
|
.lp _
|
|
An altar, or an iron chain.
|
|
.lp {
|
|
A fountain.
|
|
.lp }
|
|
A pool of water or moat or a pool of lava.
|
|
.lp "\e
|
|
An opulent throne.
|
|
.lp "a-zA-Z and other symbols
|
|
Letters and certain other symbols represent the various inhabitants
|
|
of the Mazes of Menace. Watch out, they can be nasty and vicious.
|
|
Sometimes, however, they can be helpful.
|
|
.lp I
|
|
This marks the last known location of an invisible or otherwise unseen
|
|
monster. Note that the monster could have moved. The 'F' and 'm' commands
|
|
may be useful here.
|
|
.pg
|
|
You need not memorize all these symbols; you can ask the game what any
|
|
symbol represents with the `/' command (see the next section for
|
|
more info).
|
|
|
|
.hn 1
|
|
Commands
|
|
.pg
|
|
Commands are initiated by typing one or two characters. Some commands,
|
|
like ``search'', do not require that any more information be collected by
|
|
NetHack. Other commands might require additional information, for
|
|
example a direction, or an object to be used. For those commands that
|
|
require additional information, NetHack will present you with either a
|
|
menu of choices or with a command line prompt requesting information. Which
|
|
you are presented with will depend chiefly on how you have set the
|
|
.op menustyle
|
|
option.
|
|
.pg
|
|
For example, a common question, in the form ``What do you want to
|
|
use?\ [a-zA-Z\ ?*]'', asks you to choose an object you are carrying.
|
|
Here, ``a-zA-Z'' are the inventory letters of your possible choices.
|
|
Typing `?' gives you an inventory list of these items, so you can see
|
|
what each letter refers to. In this example, there is also a `*'
|
|
indicating that you may choose an object not on the list, if you
|
|
wanted to use something unexpected. 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.
|
|
.pg
|
|
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
|
|
.op 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 addition, movement commands can be prefixed for
|
|
greater control (see below). To cancel a count or a prefix, press the
|
|
ESC key.
|
|
.pg
|
|
The list of commands is rather long, but it can be read at any time
|
|
during the game through the `?' command, which accesses a menu of
|
|
helpful texts. Here are the commands for your reference:
|
|
.lp ?
|
|
Help menu: display one of several help texts available.
|
|
.lp /
|
|
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 check for ``More info?'' depending upon whether the
|
|
.op help
|
|
option is on, and then you will be asked to pick another location;
|
|
`,' will explain the symbol but skip any additional
|
|
information; `;' will skip additional info and also not bother asking
|
|
you to choose another location to examine; `:' will show additional
|
|
info, if any, without asking for confirmation. When picking a location,
|
|
pressing the ESC key will terminate this command, or pressing `?'
|
|
will give a brief reminder about how it works.
|
|
.pg
|
|
Specifying a name rather than a location
|
|
always gives any additional information available about that name.
|
|
.lp &
|
|
Tell what a command does.
|
|
.lp <
|
|
Go up to the previous level (if you are on a staircase or ladder).
|
|
.lp >
|
|
Go down to the next level (if you are on a staircase or ladder).
|
|
.lp [yuhjklbn]
|
|
Go one step in the direction indicated (see Figure 2). If you sense
|
|
or remember
|
|
a monster there, you will fight the monster instead. Only these
|
|
one-step movement commands cause you to fight monsters; the others
|
|
(below) are ``safe.''
|
|
.sd
|
|
.TS S
|
|
center;
|
|
c c.
|
|
y k u 7 8 9
|
|
\e | / \e | /
|
|
h- . -l 4- . -6
|
|
/ | \e / | \e
|
|
b j n 1 2 3
|
|
(if \fBnumber_pad\fP is set)
|
|
.TE
|
|
.ed
|
|
.ce 1
|
|
Figure 2
|
|
|
|
.lp [YUHJKLBN]
|
|
Go in that direction until you hit a wall or run into something.
|
|
.lp m[yuhjklbn]
|
|
Prefix: move without picking up objects or fighting (even if you remember
|
|
a monster there)
|
|
.lp F[yuhjklbn]
|
|
Prefix: fight a monster (even if you only guess one is there)
|
|
.lp M[yuhjklbn]
|
|
Prefix: move far, no pickup.
|
|
.lp "g[yuhjklbn]
|
|
Prefix: move until something interesting is found.
|
|
.lp "G[yuhjklbn] or <CONTROL->[yuhjklbn]
|
|
Prefix: same as `g', but forking of corridors is not considered interesting.
|
|
.lp _
|
|
Travel to a map location via a shortest-path algorithm.
|
|
.lp ""
|
|
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 position.
|
|
.lp .
|
|
Rest, do nothing for one turn.
|
|
.lp a
|
|
Apply (use) a tool (pick-axe, key, lamp...).
|
|
.lp A
|
|
Remove one or more worn items, such as armor.
|
|
.lp ""
|
|
Use `T' (take off) to take off only one piece of armor
|
|
or `R' (remove) to take off only one accessory.
|
|
.lp ^A
|
|
Redo the previous command.
|
|
.lp c
|
|
Close a door.
|
|
.lp C
|
|
Call (name) a monster, an individual object, or a type of object.
|
|
.lp ""
|
|
Same as extended command ``#name''.
|
|
.lp ^C
|
|
Panic button. Quit the game.
|
|
.lp d
|
|
Drop something.
|
|
.lp ""
|
|
Ex. ``d7a'' means drop seven items of object \fIa\fP.
|
|
.lp D
|
|
Drop several things.
|
|
.lp ""
|
|
In answer to the question
|
|
.lp ""
|
|
``What kinds of things do you want to drop? [!%= BUCXaium]''
|
|
.lp ""
|
|
you should type zero or more object symbols possibly followed 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.
|
|
.sd
|
|
.si
|
|
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.
|
|
.ei
|
|
.ed
|
|
.lp ^D
|
|
Kick something (usually a door).
|
|
.lp e
|
|
Eat food.
|
|
.\" Make sure Elbereth is not hyphenated below, the exact spelling matters
|
|
.hw Elbereth
|
|
.lp E
|
|
Engrave a message on the floor.
|
|
.sd
|
|
.si
|
|
E- - write in the dust with your fingers.
|
|
.ei
|
|
.ed
|
|
.lp ""
|
|
Engraving the word ``Elbereth'' will cause most monsters to not attack
|
|
you hand-to-hand (but if you attack, you will rub it out); this is
|
|
often useful to give yourself a breather. (This feature may be compiled out
|
|
of the game, so your version might not have it.)
|
|
.lp f
|
|
Fire one of the objects placed in your quiver (or quiver sack, or that you
|
|
have at the ready). You may select
|
|
ammunition with a previous `Q' command, or let the computer pick
|
|
something appropriate if
|
|
.op autoquiver
|
|
is true.
|
|
.lp i
|
|
List your inventory (everything you're carrying).
|
|
.lp I
|
|
List selected parts of your inventory.
|
|
.sd
|
|
.si
|
|
I* - list all gems in inventory;
|
|
Iu - list all unpaid items;
|
|
Ix - list all used up items that are on your shopping bill;
|
|
I$ - count your money.
|
|
.ei
|
|
.ed
|
|
.lp o
|
|
Open a door.
|
|
.lp O
|
|
Set options.
|
|
.lp ""
|
|
A menu showing the current option values will be
|
|
displayed. You can change most values simply by selecting the menu
|
|
entry for the given option (ie, by typing its letter or clicking upon
|
|
it, depending on your user interface). For the non-boolean choices,
|
|
a further menu or prompt will appear once you've closed this menu.
|
|
The available options
|
|
are listed later in this Guidebook. Options are usually set before the
|
|
game rather than with the `O' command; see the section on options below.
|
|
.lp p
|
|
Pay your shopping bill.
|
|
.lp P
|
|
Put on a ring or other accessory (amulet, blindfold).
|
|
.lp ""
|
|
Use the 'W' command to wear armor.
|
|
.lp ^P
|
|
Repeat previous message.
|
|
.lp ""
|
|
Subsequent ^P's repeat earlier messages.
|
|
The behavior can be varied via the
|
|
.op msg_window
|
|
option.
|
|
.lp q
|
|
Quaff (drink) something (potion, water, etc).
|
|
.lp Q
|
|
Select an object for your quiver, quiver sack, or just generally at
|
|
the ready (only one of these is available at a time). You can then throw
|
|
this (or one of these) using
|
|
the `f' command. (In versions prior to 3.3 this was the command to quit
|
|
the game, which has now been moved to `#quit'.)
|
|
.lp r
|
|
Read a scroll or spellbook.
|
|
.lp R
|
|
Remove an accessory (ring, amulet, etc).
|
|
.lp ""
|
|
If you're wearing more than one, you'll be prompted for which one to
|
|
remove. If you're only wearing one, then by default it will be removed
|
|
without asking, but you can set the
|
|
.op paranoid_confirmation
|
|
option to require a prompt.
|
|
.lp ""
|
|
Use the 'T' command to take off armor.
|
|
.lp ^R
|
|
Redraw the screen.
|
|
.lp s
|
|
Search for secret doors and traps around you. It usually takes several
|
|
tries to find something.
|
|
.lp S
|
|
Save (and suspend) the game. The game will be restored automatically the
|
|
next time you play.
|
|
.lp t
|
|
Throw an object or shoot a projectile.
|
|
.lp T
|
|
Take off armor.
|
|
.lp ""
|
|
If you're wearing more than one piece, you'll be prompted for which
|
|
one to take off. If you're only wearing one, then by default it will
|
|
be taken off without asking, but you can set the
|
|
.op paranoid_confirmation
|
|
option to require a prompt.
|
|
.lp ""
|
|
Use the 'R' command to remove accessories.
|
|
.lp ^T
|
|
Teleport, if you have the ability.
|
|
.lp v
|
|
Display version number.
|
|
.lp V
|
|
Display the game history.
|
|
.lp w
|
|
Wield weapon.
|
|
.sd
|
|
.si
|
|
w- - wield nothing, use your bare hands.
|
|
.ei
|
|
.ed
|
|
Some characters can wield two weapons and once; use the ``#twoweapon''
|
|
extended command to do so.
|
|
.lp W
|
|
Wear armor.
|
|
.lp ""
|
|
Use the 'P' command to put on accessories.
|
|
.lp x
|
|
Exchange your wielded weapon with the item in your alternate weapon slot.
|
|
.lp ""
|
|
The latter is used as your secondary weapon when engaging in
|
|
two-weapon combat. Note that if one of these slots is empty,
|
|
the exchange still takes place.
|
|
.lp X
|
|
Toggle two-weapon combat, if your character can do it. Also available
|
|
via the ``#twoweapon'' extended command
|
|
.lp ""
|
|
Since using this command by accident would be troublesome, you are asked
|
|
to confirm your intent before switching to explore mode. By default
|
|
the response 'y' acknowledges that intent. You can set the
|
|
.op paraniod_confirmation
|
|
option to require a response of "yes" instead.
|
|
.lp ^X
|
|
Display basic information about your character.
|
|
.lp ""
|
|
Displays name, role, race, gender (unless role name makes that
|
|
redundant, such as \fICaveman\fP or \fIPriestess\fP), and alignment,
|
|
along with your patron deity and his or her opposition. It also
|
|
shows most of the various items of information 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.
|
|
.lp z
|
|
Zap a wand.
|
|
.sd
|
|
.si
|
|
z. - to aim at yourself, use `.' for the direction.
|
|
.ei
|
|
.ed
|
|
.lp Z
|
|
Zap (cast) a spell.
|
|
.sd
|
|
.si
|
|
Z. - to cast at yourself, use `.' for the direction.
|
|
.ei
|
|
.ed
|
|
.lp ^Z
|
|
Suspend the game
|
|
.ux " versions with job control only)." (
|
|
.lp :
|
|
Look at what is here.
|
|
.lp ;
|
|
Show what type of thing a visible symbol corresponds to.
|
|
.lp ,
|
|
Pick up some things from the floor beneath you.
|
|
.lp ""
|
|
May be preceded by `m' to force a selection menu.
|
|
.lp @
|
|
Toggle the
|
|
.op autopickup
|
|
option on and off.
|
|
.lp ^
|
|
Ask for the type of a trap you found earlier.
|
|
.lp )
|
|
Tell what weapon you are wielding.
|
|
.lp [
|
|
Tell what armor you are wearing.
|
|
.lp =
|
|
Tell what rings you are wearing.
|
|
.lp """
|
|
Tell what amulet you are wearing.
|
|
.lp (
|
|
Tell what tools you are using.
|
|
.lp *
|
|
Tell what equipment you are using.
|
|
.lp ""
|
|
Combines the preceding five type-specific
|
|
commands into one.
|
|
.lp $
|
|
Count your gold pieces.
|
|
.lp +
|
|
List the spells you know.
|
|
.lp ""
|
|
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 another 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
|
|
beyond 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.)
|
|
.lp "\e
|
|
Show what types of objects have been discovered.
|
|
.lp `
|
|
Show discovered types for one class of objects.
|
|
.lp !
|
|
Escape to a shell.
|
|
.lp #
|
|
Perform an extended command.
|
|
.lp ""
|
|
As you can see, the authors of NetHack
|
|
used up all the letters, so this is a way to introduce the less frequently
|
|
used commands.
|
|
What extended commands are available depends on what features the game was
|
|
compiled with.
|
|
.lp #adjust
|
|
Adjust inventory letters (most useful when the
|
|
.op fixinv
|
|
option is ``on'').
|
|
.lp ""
|
|
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 particular location when inventory listings
|
|
are displayed.
|
|
``#adjust'' can also be used to split a stack of objects; when
|
|
choosing the item to adjust, enter a count prior to its letter.
|
|
.lp #chat
|
|
Talk to someone.
|
|
.lp #conduct
|
|
List voluntary challenges you have maintained.
|
|
.lp ""
|
|
See the section below entitled ``Conduct'' for details.
|
|
.lp "#dip "
|
|
Dip an object into something.
|
|
.lp #enhance
|
|
Advance or check weapon and spell skills.
|
|
.lp #force
|
|
Force a lock.
|
|
.lp #invoke
|
|
Invoke an object's special powers.
|
|
.lp #jump
|
|
Jump to another location.
|
|
.lp #loot
|
|
Loot a box or bag on the floor beneath you, or the saddle
|
|
from a steed standing next to you.
|
|
.lp #monster
|
|
Use a monster's special ability (when polymorphed into monster form).
|
|
.lp #name
|
|
Name a monster, an individual object, or a type of object. Same as `C'.
|
|
.lp #offer
|
|
Offer a sacrifice to the gods.
|
|
.lp ""
|
|
You'll need to find an altar to have any chance at success.
|
|
Corpses of recently killed monsters are the fodder of choice.
|
|
.lp #pray
|
|
Pray to the gods for help.
|
|
.lp ""
|
|
Praying too soon after receiving prior help is a bad idea.
|
|
(Hint: entering the dungeon alive is treated as having received 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
|
|
.op paraniod_confirmation
|
|
option to disable it.
|
|
.lp #quit
|
|
Quit the program without saving your game.
|
|
.lp ""
|
|
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
|
|
.op paraniod_confirmation
|
|
option to require a response of "yes" instead.
|
|
.lp #ride
|
|
Ride (or stop riding) a monster.
|
|
.lp "#rub "
|
|
Rub a lamp or a stone.
|
|
.lp "#sit "
|
|
Sit down.
|
|
.lp #terrain
|
|
Show bare map without displaying monsters, objects, or traps.
|
|
.lp "#tip "
|
|
Tip over a container (bag or box) to pour out its contents.
|
|
.lp #turn
|
|
Turn undead.
|
|
.lp #twoweapon
|
|
Toggle two-weapon combat on or off.
|
|
.lp ""
|
|
Note that you must
|
|
use suitable weapons for this type of combat, or it will
|
|
be automatically turned off.
|
|
.lp #untrap
|
|
Untrap something (trap, door, or chest).
|
|
.lp ""
|
|
In some circumstances it can also be used to rescue trapped monsters.
|
|
.lp #version
|
|
Print compile time options for this version of NetHack.
|
|
.lp #wipe
|
|
Wipe off your face.
|
|
.lp "#? "
|
|
Help menu: get the list of available extended commands.
|
|
.pg
|
|
If your keyboard has a meta key (which, when pressed in combination
|
|
with another key, modifies it by setting the `meta' [8th, or `high']
|
|
bit), you can invoke many extended commands by meta-ing the first
|
|
letter of the command.
|
|
In \fINT\fP, \fIOS/2\fP, \fIPC\fP and \fIST\fP \fINetHack\fP,
|
|
the `Alt' key can be used in this fashion;
|
|
on the \fIAmiga\fP, set the
|
|
.op altmeta
|
|
option to get this behavior.
|
|
On other systems, if typing `Alt' plus another key transmits a
|
|
two character sequence consisting of an \fBEscape\fP
|
|
followed by the other key, you may set the
|
|
.op altmeta
|
|
option to have nethack combine them into meta+key.
|
|
.lp M-?
|
|
#? (not supported by all platforms)
|
|
.lp M-2
|
|
#twoweapon (unless the number_pad option is enabled)
|
|
.lp M-a
|
|
#adjust
|
|
.lp M-A
|
|
#annotate (if supported)
|
|
.lp M-c
|
|
#chat
|
|
.lp M-C
|
|
#conduct
|
|
.lp M-d
|
|
#dip
|
|
.lp M-e
|
|
#enhance
|
|
.lp M-f
|
|
#force
|
|
.lp M-i
|
|
#invoke
|
|
.lp M-j
|
|
#jump
|
|
.lp M-l
|
|
#loot
|
|
.lp M-m
|
|
#monster
|
|
.lp M-n
|
|
#name
|
|
.lp M-o
|
|
#offer
|
|
.lp M-O
|
|
#overview (if supported)
|
|
.lp M-p
|
|
#pray
|
|
.lp M-q
|
|
#quit
|
|
.lp M-r
|
|
#rub
|
|
.lp M-R
|
|
#ride (if supported)
|
|
.lp M-s
|
|
#sit
|
|
.lp M-t
|
|
#turn
|
|
.lp M-T
|
|
#tip
|
|
.lp M-u
|
|
#untrap
|
|
.lp M-v
|
|
#version
|
|
.lp M-w
|
|
#wipe
|
|
.pg
|
|
If the
|
|
.op number_pad
|
|
option is on, some additional letter commands are available:
|
|
.lp h
|
|
Help menu: display one of several help texts available, like ``?''.
|
|
.lp j
|
|
Jump to another location. Same as ``#jump'' or ``M-j''.
|
|
.lp k
|
|
Kick something (usually a door). Same as `^D'.
|
|
.lp l
|
|
Loot a box or bag on the floor beneath you, or the saddle
|
|
from a steed standing next to you. Same as ``#loot'' or ``M-l''.
|
|
.lp 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.
|
|
.lp u
|
|
Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-u''.
|
|
|
|
.hn 1
|
|
Rooms and corridors
|
|
.pg
|
|
Rooms and corridors in the dungeon are either lit or dark.
|
|
Any lit areas within your line of sight will be displayed;
|
|
dark areas are only displayed if they are within one space of you.
|
|
Walls and corridors remain on the map as you explore them.
|
|
.pg
|
|
Secret corridors are hidden. You can find them with the `s' (search)
|
|
command.
|
|
.hn 2
|
|
Doorways
|
|
.pg
|
|
Doorways connect rooms and corridors. Some doorways have no doors;
|
|
you can walk right through. Others have doors in them, which may be
|
|
open, closed, or locked. To open a closed door, use the `o' (open)
|
|
command; to close it again, use the `c' (close) command.
|
|
.pg
|
|
You can get through a locked door by using a tool to pick the lock
|
|
with the `a' (apply) command, or by kicking it open with the `^D'
|
|
(kick) command.
|
|
.pg
|
|
Open doors cannot be entered diagonally; you must approach them
|
|
straight on, horizontally or vertically. Doorways without doors are
|
|
not restricted in this fashion.
|
|
.pg
|
|
Doors can be useful for shutting out monsters. Most monsters cannot
|
|
open doors, although a few don't need to (ex. ghosts can walk through
|
|
doors).
|
|
.pg
|
|
Secret doors are hidden. You can find them with the `s' (search)
|
|
command. Once found they are in all ways equivalent to normal doors.
|
|
.hn 2
|
|
Traps (`^')
|
|
.pg
|
|
There are traps throughout the dungeon to snare the unwary delver.
|
|
For example, you may suddenly fall into a pit and be stuck for a few
|
|
turns trying to climb out. Traps don't appear on your map until you
|
|
see one triggered by moving onto it, see something fall into it, or you
|
|
discover it with the `s' (search) command. Monsters can fall prey to
|
|
traps, too, which can be a very useful defensive strategy.
|
|
.pg
|
|
There is a special pre-mapped branch of the dungeon based on the
|
|
classic computer game ``Sokoban.'' The goal is to push the boulders
|
|
into the pits or holes. With careful foresight, it is possible to
|
|
complete all of the levels according to the traditional rules of
|
|
Sokoban. Some allowances are permitted in case the player gets stuck;
|
|
however, they will lower your luck.
|
|
.hn 2
|
|
Stairs (`<', `>')
|
|
.pg
|
|
In general, each level in the dungeon will have a staircase going up
|
|
(`<') to the previous level and another going down (`>') to the next
|
|
level. There are some exceptions though. For instance, fairly early
|
|
in the dungeon you will find a level with two down staircases, one
|
|
continuing into the dungeon and the other branching into an area
|
|
known as the Gnomish Mines. Those mines eventually hit a dead end,
|
|
so after exploring them (if you choose to do so), you'll need to
|
|
climb back up to the main dungeon.
|
|
.pg
|
|
When you traverse a set of stairs, or trigger a trap which sends you
|
|
to another level, the level you're leaving will be deactivated and
|
|
stored in a file on disk. If you're moving to a previously visited
|
|
level, it will be loaded from its file on disk and reactivated. If
|
|
you're moving to a level which has not yet been visited, it will be
|
|
created (from scratch for most random levels, from a template for
|
|
some ``special'' levels, or loaded from the remains of an earlier game
|
|
for a ``bones'' level as briefly described below). Monsters are only
|
|
active on the current level; those on other levels are essentially
|
|
placed into stasis.
|
|
.pg
|
|
Ordinarily when you climb a set of stairs, you will arrive on the
|
|
corresponding staircase at your destination. However, pets (see below)
|
|
and some other monsters will follow along if they're close enough when
|
|
you travel up or down stairs, and occasionally one of these creatures
|
|
will displace you during the climb. When that occurs, the pet or other
|
|
monster will arrive on the staircase and you will end up nearby.
|
|
.hn 2
|
|
Ladders (`<', `>')
|
|
.pg
|
|
Ladders serve the same purpose as staircases, and the two types of
|
|
inter-level connections are nearly indistinguishable during game play.
|
|
.hn 2
|
|
Shops and shopping
|
|
.pg
|
|
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 using 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.
|
|
.pg
|
|
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).
|
|
.pg
|
|
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.
|
|
.pg
|
|
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.)
|
|
.pg
|
|
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 unpaid items
|
|
(those which still belong to the shop) if you are carrying any.
|
|
The `Ix' command shows an inventory-like display of any unpaid
|
|
items which have been used up, along with other shop fees, if any.
|
|
.hn 3
|
|
Shop idiosyncracies
|
|
.pg
|
|
Several aspects of shop behavior might be unexpected.
|
|
.\" note: using * instead of \(bu is better for plain text output
|
|
.lp * 2
|
|
The price of a given item can vary due to a variety of factors.
|
|
.lp * 2
|
|
A shopkeeper treats the spot immediately inside the door as if it were
|
|
outside the shop.
|
|
.lp * 2
|
|
While the shopkeeper watches you like a hawk, he will generally ignore
|
|
any other customers.
|
|
.lp * 2
|
|
If a shop is "closed for inventory", it will not open of its own accord.
|
|
.lp * 2
|
|
Shops do not get restocked with new items, regardless of inventory depletion.
|
|
|
|
.hn 1
|
|
Monsters
|
|
.pg
|
|
Monsters you cannot see are not displayed on the screen. Beware!
|
|
You may suddenly come upon one in a dark place. Some magic items can
|
|
help you locate them before they locate you (which some monsters can do
|
|
very well).
|
|
.pg
|
|
The commands `/' and `;' may be used to obtain information about those
|
|
monsters who are displayed on the screen. The command ``#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.
|
|
.pg
|
|
The extended command ``#chat'' can be used to interact with an adjacent
|
|
monster. There is no actual dialog (in other words, you don't get to
|
|
choose what you'll say), but chatting with some monsters such as a
|
|
shopkeeper or the Oracle of Delphi can produce useful results.
|
|
.hn 2
|
|
Fighting
|
|
.pg
|
|
If you see a monster and you wish to fight it, just attempt to walk
|
|
into it. Many monsters you find will mind their own business unless
|
|
you attack them. Some of them are very dangerous when angered.
|
|
Remember: discretion is the better part of valor.
|
|
.pg
|
|
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 intent,
|
|
which can be error prone if you're using 'y' to move. You can set the
|
|
.op paraniod_confirmation
|
|
option to require a response of "yes" instead.
|
|
.pg
|
|
If you can't see a monster (if it is invisible, or if you are blinded),
|
|
the symbol `I' will be shown when you learn of its presence.
|
|
If you attempt to walk into it, you will try to fight it just like
|
|
a monster that you can see; of course,
|
|
if the monster has moved, you will attack empty air. If you guess
|
|
that the monster has moved and you don't wish to fight, you can use the `m'
|
|
command to move without fighting; likewise, if you don't remember a monster
|
|
but want to try fighting anyway, you can use the `F' command.
|
|
.hn 2
|
|
Your pet
|
|
.pg
|
|
You start the game with a little dog (`d'), cat (`f'), or pony (`u'), which
|
|
follows you about the dungeon and fights monsters with you. Like you, your
|
|
pet needs food to survive. It usually feeds itself on fresh carrion
|
|
and other meats. If you're worried about it or want to train it, you
|
|
can feed it, too, by throwing it food. A properly trained pet can be
|
|
very useful under certain circumstances.
|
|
.pg
|
|
Your pet also gains experience from killing monsters, and can grow
|
|
over time, gaining hit points and doing more damage. Initially, your
|
|
pet may even be better at killing things than you, which makes pets
|
|
useful for low-level characters.
|
|
.pg
|
|
Your pet will follow you up and down staircases if it is next to you
|
|
when you move. Otherwise your pet will be stranded and may become
|
|
wild. Similarly, when you trigger certain types of traps which alter
|
|
your location (for instance, a trap door which drops you to a lower
|
|
dungeon level), any adjacent pet will accompany you and any non-adjacent
|
|
pet will be left behind. Your pet may trigger such traps itself; you
|
|
will not be carried along with it even if adjacent at the time.
|
|
.hn 2
|
|
Steeds
|
|
.pg
|
|
Some types of creatures in the dungeon can actually be ridden if you
|
|
have the right equipment and skill. Convincing a wild beast to let
|
|
you saddle it up is difficult to say the least. Many a dungeoneer
|
|
has had to resort to magic and wizardry in order to forge the alliance.
|
|
Once you do have the beast under your control however, you can
|
|
easily climb in and out of the saddle with the `#ride' command. Lead
|
|
the beast around the dungeon when riding, in the same manner as
|
|
you would move yourself. It is the beast that you will see displayed
|
|
on the map.
|
|
.pg
|
|
Riding skill is managed by the `#enhance' command. See the section
|
|
on Weapon proficiency for more information about that.
|
|
.hn 2
|
|
Bones levels
|
|
.pg
|
|
You may encounter the shades and corpses of other adventurers (or even
|
|
former incarnations of yourself!) and their personal effects. Ghosts
|
|
are hard to kill, but easy to avoid, since they're slow and do little
|
|
damage. You can plunder the deceased adventurer's possessions;
|
|
however, they are likely to be cursed. Beware of whatever killed the
|
|
former player; it is probably still lurking around, gloating over its
|
|
last victory.
|
|
|
|
.hn 1
|
|
Objects
|
|
.pg
|
|
When you find something in the dungeon, it is common to want to pick
|
|
it up. In NetHack, this is accomplished automatically by walking over
|
|
the object (unless you turn off the
|
|
.op autopickup
|
|
option (see below), or move with the `m' prefix (see above)), or
|
|
manually by using the `,' command.
|
|
.pg
|
|
If you're carrying too many items, NetHack will tell you so and you won't
|
|
be able to pick
|
|
up anything more. Otherwise, it will add the object(s) to your pack and tell
|
|
you what you just picked up.
|
|
.pg
|
|
As you add items to your inventory, you also add the weight of that object
|
|
to your load. The amount that you can carry depends on your strength and
|
|
your constitution. The
|
|
stronger you are, the less the additional load will affect you. There comes
|
|
a point, though, when the weight of all of that stuff you are carrying around
|
|
with you through the dungeon will encumber you. Your reactions
|
|
will get slower and you'll burn calories faster, requiring food more frequently
|
|
to cope with it. Eventually, you'll be so overloaded that you'll either have
|
|
to discard some of what you're carrying or collapse under its weight.
|
|
.pg
|
|
NetHack will tell you how badly you have loaded yourself. The symbols
|
|
`Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are
|
|
displayed on the bottom line display to indicate your condition.
|
|
.pg
|
|
When you pick up an object, it is assigned an inventory letter. Many
|
|
commands that operate on objects must ask you to find out which object
|
|
you want to use. When NetHack asks you to choose a particular object
|
|
you are carrying, you are usually presented with a list of inventory
|
|
letters to choose from (see Commands, above).
|
|
.pg
|
|
Some objects, such as weapons, are easily differentiated. Others, like
|
|
scrolls and potions, are given descriptions which vary according to
|
|
type. During a game, any two objects with the same description are
|
|
the same type. However, the descriptions will vary from game to game.
|
|
.pg
|
|
When you use one of these objects, if its effect is obvious, NetHack
|
|
will remember what it is for you. If its effect isn't extremely
|
|
obvious, you will be asked what you want to call this type of object
|
|
so you will recognize it later. You can also use the ``#name''
|
|
command, 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.
|
|
.hn 2
|
|
Curses and Blessings
|
|
.pg
|
|
Any object that you find may be cursed, even if the object is
|
|
otherwise helpful. The most common effect of a curse is being stuck
|
|
with (and to) the item. Cursed weapons weld themselves to your hand
|
|
when wielded, so you cannot unwield them. Any cursed item you wear
|
|
is not removable by ordinary means. In addition, cursed arms and armor
|
|
usually, but not always, bear negative enchantments that make them
|
|
less effective in combat. Other cursed objects may act poorly or
|
|
detrimentally in other ways.
|
|
.pg
|
|
Objects can also be blessed. Blessed items usually work better or
|
|
more beneficially than normal uncursed items. For example, a blessed
|
|
weapon will do more damage against demons.
|
|
.pg
|
|
There are magical means of bestowing or removing curses upon objects,
|
|
so even if you are stuck with one, you can still have the curse
|
|
lifted and the item removed. Priests and Priestesses have an innate
|
|
sensitivity to this property in any object, so they can more easily avoid
|
|
cursed objects than other character roles.
|
|
.pg
|
|
An item with unknown status will be reported in your inventory with no prefix.
|
|
An item which you know the state of will be distinguished in your inventory
|
|
by the presence of the word ``cursed'', ``uncursed'' or ``blessed'' in the
|
|
description of the item.
|
|
.hn 2
|
|
Weapons (`)')
|
|
.pg
|
|
Given a chance, most monsters in the Mazes of Menace will gratuitously try to
|
|
kill you. You need weapons for self-defense (killing them first). Without a
|
|
weapon, you do only 1-2 hit points of damage (plus bonuses, if any).
|
|
Monk characters are an exception; they normally do much more damage with
|
|
bare hands than they do with weapons.
|
|
.pg
|
|
There are wielded weapons, like maces and swords, and thrown weapons,
|
|
like arrows and spears. To hit monsters with a weapon, you must wield it and
|
|
attack them, or throw it at them. You can simply elect to throw a spear.
|
|
To shoot an arrow, you should first wield a bow, then throw the arrow.
|
|
Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones
|
|
(like gems).
|
|
.pg
|
|
Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be
|
|
either positive or negative) that adds to your chance to
|
|
hit and the damage you do to a monster. The only way to determine a weapon's
|
|
enchantment is to have it magically identified somehow.
|
|
Most weapons are subject to some type of damage like rust. Such
|
|
``erosion'' damage can be repaired.
|
|
.pg
|
|
The chance that an attack will successfully hit a monster, and the amount
|
|
of damage such a hit will do, depends upon many factors. Among them are:
|
|
type of weapon, quality of weapon (enchantment and/or erosion), experience
|
|
level, strength, dexterity, encumbrance, and proficiency (see below). The
|
|
monster's armor class - a general defense rating, not necessarily due to
|
|
wearing of armor - is a factor too; also, some monsters are particularly
|
|
vulnerable to certain types of weapons.
|
|
.pg
|
|
Many weapons can be wielded in one hand; some require both hands.
|
|
When wielding a two-handed weapon, you can not wear a shield, and
|
|
vice versa. When wielding a one-handed weapon, you can have another
|
|
weapon ready to use by setting things up with the `x' command, which
|
|
exchanges your primary (the one being wielded) and alternate weapons.
|
|
And if you have proficiency in the ``two weapon combat'' skill, you
|
|
may wield both weapons simultaneously as primary and secondary; use the
|
|
`#twoweapon' extended command to engage or disengage that. Only
|
|
some types of characters (barbarians, for instance) have the necessary
|
|
skill available. Even with that skill, using two weapons at once incurs
|
|
a penalty in the chance to hit your target compared to using just one
|
|
weapon at a time.
|
|
.pg
|
|
There might be times when you'd rather not wield any weapon at all.
|
|
To accomplish that, wield `-', or else use the `A' command which
|
|
allows you to unwield the current weapon in addition to taking off
|
|
other worn items.
|
|
.pg
|
|
Those of you in the audience who are AD&D players, be aware that each
|
|
weapon which existed in AD&D does roughly the same damage to monsters in
|
|
NetHack. Some of the more obscure weapons (such as the \fIaklys\fP,
|
|
\fIlucern hammer\fP, and \fIbec-de-corbin\fP) are defined in an
|
|
appendix to \fIUnearthed Arcana\fP, an AD&D supplement.
|
|
.pg
|
|
The commands to use weapons are `w' (wield), `t' (throw),
|
|
`f' (fire, an alternative way of throwing), `Q' (quiver),
|
|
`x' (exchange), `#twoweapon', and `#enhance' (see below).
|
|
.hn 3
|
|
Throwing and shooting
|
|
.pg
|
|
You can throw just about anything via the `t' command. It will prompt
|
|
for the item to throw; picking `?' will list things in your inventory
|
|
which are considered likely to be thrown, or picking `*' will list
|
|
your entire inventory. After you've chosen what to throw, you will
|
|
be prompted for a direction rather than for a specific target. The
|
|
distance something can be thrown depends mainly on the type of object
|
|
and your strength. Arrows can be thrown by hand, but can be thrown
|
|
much farther and will be more likely to hit when thrown while you are
|
|
wielding a bow.
|
|
.pg
|
|
You can simplify the throwing operation by using the `Q' command to
|
|
select your preferred ``missile'', then using the `f' command to
|
|
throw it. You'll be prompted for a direction as above, but you don't
|
|
have to specify which item to throw each time you use `f'. There is
|
|
also an option,
|
|
.op autoquiver,
|
|
which has NetHack choose another item to automatically fill your
|
|
quiver (or quiver sack, or have at the ready) when the inventory slot used
|
|
for `Q' runs out.
|
|
.pg
|
|
Some characters have the ability to fire a volley of multiple items in a
|
|
single turn. Knowing how to load several rounds of ammunition at
|
|
once -- or hold several missiles in your hand -- and still hit a
|
|
target is not an easy task. Rangers are among those who are adept
|
|
at this task, as are those with a high level of proficiency in the
|
|
relevant weapon skill (in bow skill if you're wielding one to
|
|
shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
|
|
or in sling skill if you're wielding one to shoot stones).
|
|
The number of items that the character has a chance to fire varies from
|
|
turn to turn. You can explicitly limit the number of shots by using a
|
|
numeric prefix before the `t' or `f' command.
|
|
For example, ``2f'' (or ``n2f'' if using
|
|
.op number_pad
|
|
mode) would ensure that at most 2 arrows are shot
|
|
even if you could have fired 3. If you specify
|
|
a larger number than would have been shot (``4f'' in this example),
|
|
you'll just end up shooting the same number (3, here) as if no limit
|
|
had been specified. Once the volley is in motion, all of the items
|
|
will travel in the same direction; if the first ones kill a monster,
|
|
the others can still continue beyond that spot.
|
|
.hn 3
|
|
Weapon proficiency
|
|
.pg
|
|
You will have varying degrees of skill in the weapons available.
|
|
Weapon proficiency, or weapon skills, affect how well you can use
|
|
particular types of weapons, and you'll be able to improve your skills
|
|
as you progress through a game, depending on your role, your experience
|
|
level, and use of the weapons.
|
|
.pg
|
|
For the purposes of proficiency, weapons have
|
|
been divided up into various groups such as daggers, broadswords, and
|
|
polearms. Each role has a limit on what level of proficiency a character
|
|
can achieve for each group. For instance, wizards can become highly
|
|
skilled in daggers or staves but not in swords or bows.
|
|
.pg
|
|
The `#enhance' extended command is used to review current weapons proficiency
|
|
(also spell proficiency) and to choose which skill(s) to improve when
|
|
you've used one or more skills enough to become eligible to do so. The
|
|
skill rankings are ``none'' (sometimes also referred to as ``restricted'',
|
|
because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
|
|
and ``expert''. Restricted skills simply will not appear in the list
|
|
shown by `#enhance'. (Divine intervention might unrestrict a particular
|
|
skill, in which case it will start at unskilled and be limited to basic.)
|
|
Some characters can enhance their barehanded combat or martial arts skill
|
|
beyond expert to ``master'' or ``grand master''.
|
|
.pg
|
|
Use of a weapon in which you're restricted or unskilled
|
|
will incur a modest penalty in the chance to hit a monster and also in
|
|
the amount of damage done when you do hit; at basic level, there is no
|
|
penalty or bonus; at skilled level, you receive a modest bonus in the
|
|
chance to hit and amount of damage done; at expert level, the bonus is
|
|
higher. A successful hit has a chance to boost your training towards
|
|
the next skill level (unless you've already reached the limit for this
|
|
skill). Once such training reaches the threshold for that next level,
|
|
you'll be told that you feel more confident in your skills. At that
|
|
point you can use `#enhance' to increase one or more skills. Such skills
|
|
are not increased automatically because there is a limit to your total
|
|
overall skills, so you need to actively choose which skills to enhance
|
|
and which to ignore.
|
|
.hn 3
|
|
Two-Weapon combat
|
|
.pg
|
|
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 designated
|
|
as alternate weapon.)
|
|
.pg
|
|
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.
|
|
.pg
|
|
The whole process can be simplified via use of the
|
|
.op pushweapon
|
|
option. When it is enabled, then using 'w' to wield something
|
|
causes the currently wielded weapon to become your alternate 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 position.
|
|
.pg
|
|
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 destroyed will also make you
|
|
revert to single-weapon combat.
|
|
.hn 2
|
|
Armor (`[')
|
|
.pg
|
|
Lots of unfriendly things lurk about; you need armor to protect
|
|
yourself from their blows. Some types of armor offer better
|
|
protection than others. Your armor class is a measure of this
|
|
protection. Armor class (AC) is measured as in AD&D, with 10 being
|
|
the equivalent of no armor, and lower numbers meaning better armor.
|
|
Each suit of armor which exists in AD&D gives the same protection in
|
|
NetHack. Here is an (incomplete) list of the armor classes provided by
|
|
various suits of armor:
|
|
|
|
.TS S
|
|
center;
|
|
a n.
|
|
dragon scale mail 1
|
|
plate mail 3
|
|
crystal plate mail 3
|
|
bronze plate mail 4
|
|
splint mail 4
|
|
banded mail 4
|
|
dwarvish mithril-coat 4
|
|
elven mithril-coat 5
|
|
chain mail 5
|
|
orcish chain mail 6
|
|
scale mail 6
|
|
studded leather armor 7
|
|
ring mail 7
|
|
orcish ring mail 8
|
|
leather armor 8
|
|
leather jacket 9
|
|
no armor 10
|
|
.TE
|
|
.pg
|
|
You can also wear other pieces of armor (ex. helmets, boots, shields, cloaks)
|
|
to lower your armor class even further, but you can only wear one item
|
|
of each category (one suit of armor, one cloak, one helmet, one
|
|
shield, and so on) at a time.
|
|
.pg
|
|
If a piece of armor is enchanted, its armor protection will be better
|
|
(or worse) than normal, and its ``plus'' (or minus) will subtract from
|
|
your armor class. For example, a +1 chain mail would give you
|
|
better protection than normal chain mail, lowering your armor class one
|
|
unit further to 4. When you put on a piece of armor, you immediately
|
|
find out the armor class and any ``plusses'' it provides. Cursed
|
|
pieces of armor usually have negative enchantments (minuses) in
|
|
addition to being unremovable.
|
|
.pg
|
|
Many types of armor are subject to some kind of damage like rust. Such
|
|
damage can be repaired. Some types of armor may inhibit spell casting.
|
|
.pg
|
|
The commands to use armor are `W' (wear) and `T' (take off).
|
|
The `A' command can also be used to take off armor as well as other
|
|
worn items.
|
|
.hn 2
|
|
Food (`%')
|
|
.pg
|
|
Food is necessary to survive. If you go too long without eating you
|
|
will faint, and eventually die of starvation. Some types of food will
|
|
spoil, and become unhealthy to eat, if not protected. Food stored in
|
|
ice boxes or tins (``cans'') will usually stay fresh, but
|
|
ice boxes are heavy, and tins take a while to open.
|
|
.pg
|
|
When you kill monsters, they usually leave corpses which are also
|
|
``food.'' Many, but not all, of these are edible; some also give you
|
|
special powers when you eat them. A good rule of thumb is ``you are
|
|
what you eat.''
|
|
.pg
|
|
Some character roles and some monsters are vegetarian. Vegetarian monsters
|
|
will typically never eat animal corpses, while vegetarian players can,
|
|
but with some rather unpleasant side-effects.
|
|
.pg
|
|
You can name one food item after something you like to eat with the
|
|
.op fruit
|
|
option.
|
|
.pg
|
|
The command to eat food is `e'.
|
|
.hn 2
|
|
Scrolls (`?')
|
|
.pg
|
|
Scrolls are labeled with various titles, probably chosen by ancient wizards
|
|
for their amusement value (ex. ``READ ME,'' or ``THANX MAUD'' backwards).
|
|
Scrolls disappear after you read them (except for blank ones, without
|
|
magic spells on them).
|
|
.pg
|
|
One of the most useful of these is the \fIscroll of identify\fP, which
|
|
can be used to determine what another object is, whether it is cursed or
|
|
blessed, and how many uses it has left. Some objects of subtle
|
|
enchantment are difficult to identify without these.
|
|
.pg
|
|
A mail daemon may run up and deliver mail to you as a
|
|
\fIscroll of mail\fP (on versions compiled with this feature).
|
|
To use this feature on versions where NetHack mail delivery is triggered
|
|
by electronic mail appearing in your system mailbox,
|
|
you must let NetHack know where to look for new mail by setting
|
|
the ``MAIL'' environment variable to the file name of your mailbox.
|
|
You may also want to set the ``MAILREADER'' environment
|
|
variable to the file name of your favorite reader, so NetHack can shell to it
|
|
when you read the scroll.
|
|
On versions of NetHack where mail is randomly generated internal to the game,
|
|
these environment variables are ignored.
|
|
You can disable the mail daemon by turning off the
|
|
.op mail
|
|
option.
|
|
.pg
|
|
The command to read a scroll is `r'.
|
|
.hn 2
|
|
Potions (`!')
|
|
.pg
|
|
Potions are distinguished by the color of the liquid inside the flask.
|
|
They disappear after you quaff them.
|
|
.pg
|
|
Clear potions are potions of water. Sometimes these are blessed or cursed,
|
|
resulting in holy or unholy water. Holy water is the bane of the undead, so
|
|
potions of holy water are good things to throw (`t') at them. It is also
|
|
sometimes very useful to dip (``#dip'') an object into a potion.
|
|
.pg
|
|
The command to drink a potion is `q' (quaff).
|
|
.hn 2
|
|
Wands (`/')
|
|
.pg
|
|
Magic wands usually have multiple magical charges. Some wands are
|
|
directional\(emyou must give a direction in which to zap them. You can also
|
|
zap them at yourself (just give a `.' or `s' for the direction). Be warned,
|
|
however, for this is often unwise. Other wands are nondirectional\(emthey
|
|
don't require a direction. The number of charges in a wand is random and
|
|
decreases by one whenever you use it.
|
|
.pg
|
|
When the number of charges left in a wand becomes zero, attempts to use the
|
|
wand will usually result in nothing happening. Occasionally, however, it may
|
|
be possible to squeeze the last few mana points from an otherwise spent wand,
|
|
destroying it in the process. A wand may be recharged by using suitable
|
|
magic, but doing so runs the risk of causing it to explode. The chance
|
|
for such an explosion starts out very small and increases each time the
|
|
wand is recharged.
|
|
.pg
|
|
In a truly desperate situation, when your back is up against the wall, you
|
|
might decide to go for broke and break your wand. This is not for the faint
|
|
of heart. Doing so will almost certainly cause a catastrophic release of
|
|
magical energies.
|
|
.pg
|
|
When you have fully identified a particular wand, inventory display will
|
|
include additional information in parentheses: the number of times it has
|
|
been recharged followed by a colon and then by its current number of charges.
|
|
A current charge count of -1 is a special case indicating that the wand
|
|
has been cancelled.
|
|
.pg
|
|
The command to use a wand is `z' (zap). To break one, use the `a' (apply)
|
|
command.
|
|
.hn 2
|
|
Rings (`=')
|
|
.pg
|
|
Rings are very useful items, since they are relatively permanent
|
|
magic, unlike the usually fleeting effects of potions, scrolls, and
|
|
wands.
|
|
.pg
|
|
Putting on a ring activates its magic. You can wear only two
|
|
rings, one on each ring finger.
|
|
.pg
|
|
Most rings also cause you to grow hungry more rapidly, the rate
|
|
varying with the type of ring.
|
|
.pg
|
|
The commands to use rings are `P' (put on) and `R' (remove).
|
|
.hn 2
|
|
Spellbooks (`+')
|
|
.pg
|
|
Spellbooks are tomes of mighty magic. When studied with the `r' (read)
|
|
command, they transfer to the reader the knowledge of a spell (and
|
|
therefore eventually become unreadable) \(em unless the attempt backfires.
|
|
Reading a cursed spellbook or one with mystic runes beyond
|
|
your ken can be harmful to your health!
|
|
.pg
|
|
A spell (even when learned) can also backfire when you cast it. If you
|
|
attempt to cast a spell well above your experience level, or if you have
|
|
little skill with the appropriate spell type, or cast it at
|
|
a time when your luck is particularly bad, you can end up wasting both the
|
|
energy and the time required in casting.
|
|
.pg
|
|
Casting a spell calls forth magical energies and focuses them with
|
|
your naked mind. Some of the magical energy released comes from within
|
|
you, and casting several spells in a row may tire you.
|
|
Casting of spells also requires practice. With practice, your
|
|
skill in each category of spell casting will improve. Over time, however,
|
|
your memory of each spell will dim, and you will need to relearn it.
|
|
.pg
|
|
Some spells are
|
|
directional\(emyou must give a direction in which to cast them. You can also
|
|
cast them at yourself (just give a `.' or `s' for the direction). Be warned,
|
|
however, for this is often unwise. Other spells are nondirectional\(emthey
|
|
don't require a direction.
|
|
.pg
|
|
Just as weapons are divided into groups in which a character can become
|
|
proficient (to varying degrees), spells are similarly grouped.
|
|
Successfully casting a spell exercises 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''.)
|
|
.pg
|
|
Casting a spell also requires flexible movement, and wearing various types
|
|
of armor may interfere with that.
|
|
.pg
|
|
The command to read a spellbook is the same as for scrolls, `r' (read).
|
|
The `+' command lists 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) command casts a spell.
|
|
.hn 2
|
|
Tools (`(')
|
|
.pg
|
|
Tools are miscellaneous objects with various purposes. Some tools
|
|
have a limited number of uses, akin to wand charges. For example, lamps burn
|
|
out after a while. Other tools are containers, which objects can
|
|
be placed into or taken out of.
|
|
.pg
|
|
The command to use tools is `a' (apply).
|
|
.hn 3
|
|
Containers
|
|
.pg
|
|
You may encounter bags, boxes, and chests in your travels. A tool of
|
|
this sort can be opened with the ``#loot'' extended command when
|
|
you are standing on top of it (that is, on the same floor spot),
|
|
or with the `a' (apply) command when you are carrying it. However,
|
|
chests are often locked, and are in any case unwieldy objects.
|
|
You must set one down before unlocking it by
|
|
using a key or lock-picking tool with the `a' (apply) command,
|
|
by kicking it with the `^D' command,
|
|
or by using a weapon to force the lock with the ``#force'' extended command.
|
|
.pg
|
|
Some chests are trapped, causing nasty things to happen when you
|
|
unlock or open them. You can check for and try to deactivate traps
|
|
with the ``#untrap'' extended command.
|
|
.hn 2
|
|
Amulets (`"')
|
|
.pg
|
|
Amulets are very similar to rings, and often more powerful. Like
|
|
rings, amulets have various magical properties, some beneficial,
|
|
some harmful, which are activated by putting them on.
|
|
.pg
|
|
Only one amulet may be worn at a time, around your neck.
|
|
.pg
|
|
The commands to use amulets are the same as for rings, `P' (put on)
|
|
and `R' (remove).
|
|
.hn 2
|
|
Gems (`*')
|
|
.pg
|
|
Some gems are valuable, and can be sold for a lot of gold. They are also
|
|
a far more efficient way of carrying your riches. Valuable gems increase
|
|
your score if you bring them with you when you exit.
|
|
.pg
|
|
Other small rocks are also categorized as gems, but they are much less
|
|
valuable. All rocks, however, can be used as projectile weapons (if you
|
|
have a sling). In the most desperate of cases, you can still throw them
|
|
by hand.
|
|
.hn 2
|
|
Large rocks (`\`')
|
|
.pg
|
|
Statues and boulders are not particularly useful, and are generally
|
|
heavy. It is rumored that some statues are not what they seem.
|
|
.pg
|
|
Very large humanoids (giants and their ilk) have been known to use boulders
|
|
as weapons.
|
|
.hn 2
|
|
Gold (`$')
|
|
.pg
|
|
Gold adds to your score, and you can buy things in shops with it.
|
|
There are a number
|
|
of monsters in the dungeon that may be influenced by the amount of gold
|
|
you are carrying (shopkeepers aside).
|
|
|
|
.hn 1
|
|
Conduct
|
|
.pg
|
|
As if winning NetHack were not difficult enough, certain players
|
|
seek to challenge themselves by imposing restrictions on the
|
|
way they play the game. The game automatically tracks some of
|
|
these challenges, which can be checked at any time with the #conduct
|
|
command or at the end of the game. When you perform an action which
|
|
breaks a challenge, it will no longer be listed. This gives
|
|
players extra ``bragging rights'' for winning the game with these
|
|
challenges. Note that it is perfectly acceptable to win the game
|
|
without resorting to these restrictions and that it is unusual for
|
|
players to adhere to challenges the first time they win the game.
|
|
.pg
|
|
Several of the challenges are related to eating behavior. The most
|
|
difficult of these is the foodless challenge. Although creatures
|
|
can survive long periods of time without food, there is a physiological
|
|
need for water; thus there is no restriction on drinking beverages,
|
|
even if they provide some minor food benefits.
|
|
Calling upon your god for help with starvation does
|
|
not violate any food challenges either.
|
|
.pg
|
|
A strict vegan diet is one which avoids any food derived from animals.
|
|
The primary source of nutrition is fruits and vegetables. The
|
|
corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') are
|
|
also considered to be vegetable matter. Certain human
|
|
food is prepared without animal products; namely, lembas wafers, cram
|
|
rations, food rations (gunyoki), K-rations, and C-rations.
|
|
Metal or another normally indigestible material eaten while polymorphed
|
|
into a creature that can digest it is also considered vegan food.
|
|
Note however that eating such items still counts against foodless conduct.
|
|
.pg
|
|
Vegetarians do not eat animals;
|
|
however, they are less selective about eating animal byproducts than vegans.
|
|
In addition to the vegan items listed above, they may eat any kind
|
|
of pudding (`P') other than the black puddings,
|
|
eggs and food made from eggs (fortune cookies and pancakes),
|
|
food made with milk (cream pies and candy bars), and lumps of
|
|
royal jelly. Monks are expected to observe a vegetarian diet.
|
|
.pg
|
|
Eating any kind of meat violates the vegetarian, vegan, and foodless
|
|
conducts. This includes tripe rations, the corpses or tins of any
|
|
monsters not mentioned above, and the various other chunks of meat
|
|
found in the dungeon. Swallowing and digesting a monster while polymorphed
|
|
is treated as if you ate the creature's corpse.
|
|
Eating leather, dragon hide, or bone items while
|
|
polymorphed into a creature that can digest it, or eating monster brains
|
|
while polymorphed into a mind flayer, is considered eating
|
|
an animal, although wax is only an animal byproduct.
|
|
.pg
|
|
Regardless of conduct, there will be some items which are indigestible,
|
|
and others which are hazardous to eat. Using a swallow-and-digest
|
|
attack against a monster is equivalent to eating the monster's corpse.
|
|
Please note that the term ``vegan'' is used here only in the context of
|
|
diet. You are still free to choose not to use or wear items derived
|
|
from animals (e.g. leather, dragon hide, bone, horns, coral), but the
|
|
game will not keep track of this for you. Also note that ``milky''
|
|
potions may be a translucent white, but they do not contain milk,
|
|
so they are compatible with a vegan diet. Slime molds or
|
|
player-defined ``fruits'', although they could be anything
|
|
from ``cherries'' to ``pork chops'', are also assumed to be vegan.
|
|
.pg
|
|
An atheist is one who rejects religion. This means that you cannot
|
|
#pray, #offer sacrifices to any god, #turn undead, or #chat with a priest.
|
|
Particularly selective readers may argue that playing Monk or Priest
|
|
characters should violate this conduct; that is a choice left to the
|
|
player. Offering the Amulet of Yendor to your god is necessary to
|
|
win the game and is not counted against this conduct. You are also
|
|
not penalized for being spoken to by an angry god, priest(ess), or
|
|
other religious figure; a true atheist would hear the words but
|
|
attach no special meaning to them.
|
|
.pg
|
|
Most players fight with a wielded weapon (or tool intended to be
|
|
wielded as a weapon). Another challenge is to win the game without
|
|
using such a wielded weapon. You are still permitted to throw,
|
|
fire, and kick weapons; use a wand, spell, or other type of item;
|
|
or fight with your hands and feet.
|
|
.pg
|
|
In NetHack, a pacifist refuses to cause the death of any other monster
|
|
(i.e. if you would get experience for the death). This is a particularly
|
|
difficult challenge, although it is still possible to gain experience
|
|
by other means.
|
|
.pg
|
|
An illiterate character cannot read or write. This includes reading
|
|
a scroll, spellbook, fortune cookie message, or t-shirt; writing a
|
|
scroll; or making an engraving of anything other than a single ``x'' (the
|
|
traditional signature of an illiterate person). Reading an engraving,
|
|
or any item that is absolutely necessary to win the game, is not counted
|
|
against this conduct. The identity of scrolls and spellbooks (and
|
|
knowledge of spells) in your starting inventory is assumed to be
|
|
learned from your teachers prior to the start of the game and isn't
|
|
counted.
|
|
.pg
|
|
There are several other challenges tracked by the game. It is possible
|
|
to eliminate one or more species of monsters by genocide; playing without
|
|
this feature is considered a challenge. When the game offers you an
|
|
opportunity to genocide monsters, you may respond with the monster type
|
|
``none'' if you want to decline. You can change the form of an item into
|
|
another item of the same type (``polypiling'') or the form of your own
|
|
body into another creature (``polyself'') by wand, spell, or potion of
|
|
polymorph; avoiding these effects are each considered challenges.
|
|
Polymorphing monsters, including pets, does not break either of these
|
|
challenges.
|
|
Finally, you may sometimes receive wishes; a game without an attempt to
|
|
wish for any items is a challenge, as is a game without wishing for
|
|
an artifact (even if the artifact immediately disappears). When the
|
|
game offers you an opportunity to make a wish for an item, you may
|
|
choose ``nothing'' if you want to decline.
|
|
|
|
.hn 1
|
|
Options
|
|
.pg
|
|
Due to variations in personal tastes and conceptions of how NetHack
|
|
should do things, there are options you can set to change how NetHack
|
|
behaves.
|
|
.hn 2
|
|
Setting the options
|
|
.pg
|
|
Options may be set in a number of ways. Within the game, the `O'
|
|
command allows you to view all options and change most of them.
|
|
You can also set options automatically by placing them in the
|
|
NETHACKOPTIONS environment variable or in a configuration file.
|
|
Some versions of NetHack also have front-end programs that allow
|
|
you to set options before starting the game or a global configuration
|
|
for system administrators.
|
|
.hn 2
|
|
Using the NETHACKOPTIONS environment variable
|
|
.pg
|
|
The NETHACKOPTIONS variable is a comma-separated list of initial
|
|
values for the various options. Some can only be turned on or off.
|
|
You turn one of these on by adding the name of the option to the list,
|
|
and turn it off by typing a `!' or ``no'' before the name. Others take a
|
|
character string as a value. You can set string options by typing
|
|
the option name, a colon or equals sign, and then the value of the string.
|
|
The value is terminated by the next comma or the end of string.
|
|
.pg
|
|
For example, to set up an environment variable so that ``autoquiver'' is on,
|
|
``autopickup'' is off, the name is set to ``Blue Meanie'', and the fruit
|
|
is set to ``papaya'', you would enter the command
|
|
.sd
|
|
% \fBsetenv NETHACKOPTIONS "autoquiver,\e!autopickup,name:Blue Meanie,fruit:papaya"\fP
|
|
.ed
|
|
in \fIcsh\fP (note the need to escape the ! since it's special to the shell), or
|
|
.sd
|
|
$ \fBNETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"\fP
|
|
$ \fBexport NETHACKOPTIONS\fP
|
|
.ed
|
|
in \fIsh\fP or \fIksh\fP.
|
|
.hn 2
|
|
Using a configuration file
|
|
.pg
|
|
Any line in the configuration file starting with `#' is treated as a comment.
|
|
Any line in the configuration file starting with ``OPTIONS='' may be
|
|
filled out with options in the same syntax as in NETHACKOPTIONS.
|
|
Any line starting with ``SYMBOLS=''
|
|
is taken as defining the corresponding symbol
|
|
in a different syntax, a sequence of decimal numbers giving
|
|
the character position in the current font to be used in displaying
|
|
each entry. Such a sequence can be continued to multiple lines by putting a `\e'
|
|
at the end of each line to be continued.
|
|
.pg
|
|
Any line starting with ``AUTOPICKUP_EXCEPTION='' is taken
|
|
as defining an exception to the
|
|
.op pickup_types
|
|
option.
|
|
There is a section of this Guidebook that discusses that.
|
|
.pg
|
|
The default name of the configuration file varies on different
|
|
operating systems, but NETHACKOPTIONS can also be set to
|
|
the full name of a file you want to use (possibly preceded by an `@').
|
|
.hn 2
|
|
Customization options
|
|
.pg
|
|
Here are explanations of what the various options do.
|
|
Character strings that are too long may be truncated.
|
|
Some of the options listed may be inactive in your dungeon.
|
|
.lp acoustics
|
|
Enable messages about what your character hears (default on).
|
|
Note that this has nothing to do with your computer's audio capabilities.
|
|
.lp align
|
|
Your starting alignment (align:lawful, align:neutral,
|
|
or align:chaotic). You may specify just the first letter.
|
|
The default is to randomly pick an appropriate alignment.
|
|
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.
|
|
.lp autodig
|
|
Automatically dig if you are wielding a digging tool and moving into a place
|
|
that can be dug (default false).
|
|
.lp "autopickup "
|
|
Automatically pick up things onto which you move (default on).
|
|
See
|
|
.op pickup_types
|
|
to refine the behavior.
|
|
.lp "autoquiver "
|
|
This option controls what happens when you attempt the `f' (fire)
|
|
command with an empty quiver (or quiver sack or have nothing at the ready).
|
|
When true, the computer will fill
|
|
your quiver or quiver sack or make ready some suitable weapon. Note that it
|
|
will not take
|
|
into account the blessed/cursed status, enchantment, damage, or
|
|
quality of the weapon; you are free to manually fill your quiver or quiver sack
|
|
or make ready
|
|
with the `Q' command instead. If no weapon is found or the option is
|
|
false, the `t' (throw) command is executed instead. (default false)
|
|
.lp bones
|
|
Allow saving and loading bones files. (default true)
|
|
.lp boulder
|
|
Set the character used to display boulders (default is rock class symbol).
|
|
.lp catname
|
|
Name your starting cat (ex. ``catname:Morris'').
|
|
Cannot be set with the `O' command.
|
|
.lp character
|
|
Pick your type of character (ex. ``character:Monk'');
|
|
synonym for ``role''. See ``name'' for an alternate method
|
|
of specifying your role. Normally only the first letter of
|
|
the value is examined; the string ``random'' is an exception.
|
|
.lp checkpoint
|
|
Save game state after each level change, for possible recovery after
|
|
program crash (default on).
|
|
.lp checkspace
|
|
Check free disk space before writing files to disk (default on).
|
|
You may have to turn this off if you have more than 2 GB free space
|
|
on the partition used for your save and level files.
|
|
Only applies when MFLOPPY was defined during compilation.
|
|
.lp clicklook
|
|
Allows looking at things on the screen by navigating the mouse
|
|
over them and clicking the right mouse button (default off).
|
|
.lp cmdassist
|
|
Have the game provide some additional command assistance for
|
|
new players if it detects some anticipated mistakes (default on).
|
|
.lp "confirm "
|
|
Have user confirm attacks on pets, shopkeepers, and other
|
|
peaceable creatures (default on).
|
|
.lp disclose
|
|
Controls what information the program reveals when the game ends.
|
|
Value is a space separated list of prompting/category pairs
|
|
(default is `\fBni na nv ng nc no\fP',
|
|
prompt with default response of `\fBn\fP' for each candidate).
|
|
The possibilities are:
|
|
.sd
|
|
.si
|
|
.CC i "disclose your inventory;"
|
|
.CC a "disclose your attributes;"
|
|
.CC v "summarize monsters that have been vanquished;"
|
|
.CC g "list monster species that have been genocided;"
|
|
.CC c "display your conduct;"
|
|
.CC o "display dungeon overview."
|
|
.ei
|
|
.ed
|
|
Each disclosure possibility can optionally be preceded by a prefix which
|
|
lets you refine how it behaves. Here are the valid prefixes:
|
|
.sd
|
|
.si
|
|
.CC y "prompt you and default to yes on the prompt;"
|
|
.CC n "prompt you and default to no on the prompt;"
|
|
.CC + "disclose it without prompting;"
|
|
.CC - "do not disclose it and do not prompt."
|
|
.ei
|
|
.ed
|
|
Omitted categories are implicitly added with `n' prefix.
|
|
Specified 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.
|
|
.lp ""
|
|
(ex. ``disclose:yi na +v -g o'')
|
|
The example sets
|
|
\fBinventory\fP to \fIprompt\fP and default to \fIyes\fP,
|
|
\fBattributes\fP to \fIprompt\fP and default to \fIno\fP,
|
|
\fBvanquished\fP to \fIdisclose without prompting\fP,
|
|
\fBgenocided\fP to \fInot disclose\fP and \fInot prompt\fP,
|
|
\fBconduct\fP to implicitly \fIprompt\fP and default to \fIno\fP, and
|
|
\fBoverview\fP to \fIdisclose without prompting\fP.
|
|
.lp ""
|
|
Note that the vanquished monsters list includes all monsters killed by
|
|
traps and each other as well as by you.
|
|
And the dungeon overview shows all levels you had visited but does not
|
|
reveal things about them that you hadn't discovered.
|
|
.lp dogname
|
|
Name your starting dog (ex. ``dogname:Fang'').
|
|
Cannot be set with the `O' command.
|
|
.lp extmenu
|
|
Changes the extended commands interface to pop-up a menu of available commands.
|
|
It is keystroke compatible with the traditional interface except that it does
|
|
not require that you hit Enter. It is implemented only by the tty port
|
|
(default off), when the game has been compiled to support tty graphics.
|
|
.lp female
|
|
An obsolete synonym for ``gender:female''.
|
|
Cannot be set with the `O' command.
|
|
.lp fixinv
|
|
An object's inventory letter sticks to it when it's dropped (default on).
|
|
If this is off, dropping an object shifts all the remaining inventory letters.
|
|
.lp "fruit "
|
|
Name a fruit after something you enjoy eating (ex. ``fruit:mango'')
|
|
(default ``slime mold''). Basically a nostalgic whimsy that NetHack uses
|
|
from time to time. You should set this to something you find more
|
|
appetizing than slime mold. Apples, oranges, pears, bananas, and melons
|
|
already exist in NetHack, so don't use those.
|
|
.lp gender
|
|
Your starting gender (gender:male or gender:female).
|
|
You may specify just the first letter. Although you can
|
|
still denote your gender using the ``male'' and ``female''
|
|
options, the ``gender'' option will take precedence.
|
|
The default is to randomly pick an appropriate gender.
|
|
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.
|
|
.lp "help "
|
|
If more information is available for an object looked at
|
|
with the `/' command, ask if you want to see it (default on). Turning help
|
|
off makes just looking at things faster, since you aren't interrupted with the
|
|
``More info?'' prompt, but it also means that you might miss some
|
|
interesting and/or important information.
|
|
.lp horsename
|
|
Name your starting horse (ex. ``horsename:Trigger'').
|
|
Cannot be set with the `O' command.
|
|
.lp ignintr
|
|
Ignore interrupt signals, including breaks (default off).
|
|
.lp legacy
|
|
Display an introductory message when starting the game (default on).
|
|
.lp lit_corridor
|
|
Show corridor squares seen by night vision or a light source held by your
|
|
character as lit (default off).
|
|
.lp lootabc
|
|
Use the old `a', `b', and `c' keyboard shortcuts when
|
|
looting, rather than the mnemonics `o', `i', and `b' (default off).
|
|
.lp "mail "
|
|
Enable mail delivery during the game (default on).
|
|
.lp "male "
|
|
An obsolete synonym for ``gender:male''.
|
|
Cannot be set with the `O' command.
|
|
.lp menustyle
|
|
Controls the interface used when you need to choose various objects (in
|
|
response to the Drop command, for instance). The value specified should
|
|
be the first letter of one of the following: traditional, combination,
|
|
partial, or full. Traditional was the only interface available for
|
|
earlier versions; it consists of a prompt for object class characters,
|
|
followed by an object-by-object prompt for all items matching the selected
|
|
object class(es). Combination starts with a prompt for object class(es)
|
|
of interest, but then displays a menu of matching objects rather than
|
|
prompting one-by-one. Partial skips the object class filtering and
|
|
immediately displays a menu of all objects. Full displays a menu of
|
|
object classes rather than a character prompt, and then a menu of matching
|
|
objects for selection.
|
|
.lp menu_deselect_all
|
|
Menu character accelerator to deselect all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default '-'.
|
|
.lp menu_deselect_page
|
|
Menu character accelerator to deselect all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '\e'.
|
|
.lp menu_first_page
|
|
Menu character accelerator to jump to the first page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '^'.
|
|
.lp menu_headings
|
|
Controls how the headings in a menu are highlighted.
|
|
Values are 'bold', 'inverse', or 'underline'.
|
|
Not all ports can actually display all three types.
|
|
.lp menu_invert_all
|
|
Menu character accelerator to invert all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default '@'.
|
|
.lp menu_invert_page
|
|
Menu character accelerator to invert all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '~'.
|
|
.lp menu_last_page
|
|
Menu character accelerator to jump to the last page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '|'.
|
|
.lp menu_next_page
|
|
Menu character accelerator to goto the next menu page.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '>'.
|
|
.lp menu_previous_page
|
|
Menu character accelerator to goto the previous menu page.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default '<'.
|
|
.lp menu_search
|
|
Menu character accelerator to search for a menu item.
|
|
Implemented by the Amiga, Gem and X11 ports.
|
|
Default ':'.
|
|
.lp menu_select_all
|
|
Menu character accelerator to select all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports.
|
|
Default '.'.
|
|
.lp menu_select_page
|
|
Menu character accelerator to select all items on this page of a menu.
|
|
Implemented by the Amiga, Gem and tty ports.
|
|
Default ','.
|
|
.lp msghistory
|
|
The number of top line messages to save (and recall with ^P) (default 20).
|
|
Cannot be set with the `O' command.
|
|
.lp msg_window
|
|
Allows you to change the way recalled messages are displayed.
|
|
(It is currently implemented for tty only.)
|
|
The possible values are:
|
|
.sd
|
|
.si
|
|
.CC s "single message (default; only choice prior to 3.4.0);"
|
|
.CC c "combination, two messages as `single', then as `full';"
|
|
.CC f "full window, oldest message first;"
|
|
.CC r "full window reversed, newest message first."
|
|
.ei
|
|
.ed
|
|
For backward compatibility, no value needs to be specified (which
|
|
defaults to `full'), or it can be negated (which defaults to `single').
|
|
.lp "name "
|
|
Set your character's name (defaults to your user name). You can also
|
|
set your character's role by appending a dash and one or more letters of
|
|
the role (that is, by suffixing one of
|
|
.op "-A -B -C -H -K -M -P -Ra -Ro -S -T -V -W" ).
|
|
If
|
|
.op "-@"
|
|
is used for the role, then a random one will be automatically chosen.
|
|
Cannot be set with the `O' command.
|
|
.lp "news "
|
|
Read the NetHack news file, if present (default on).
|
|
Since the news is shown at the beginning of the game, there's no point
|
|
in setting this with the `O' command.
|
|
.lp "null "
|
|
Send padding nulls to the terminal (default on).
|
|
.lp number_pad
|
|
Use digit keys instead of letters to move (default 0 or off).
|
|
Valid settings are:
|
|
.PS -1
|
|
.PL "\ 0"
|
|
move by letters; `yuhjklbn'
|
|
.PL "\ 1"
|
|
move by numbers; digit `5' acts as `G' movement prefix
|
|
.PL "\ 2"
|
|
like 1 but `5' works as `g' prefix instead of as `G'
|
|
.PL "\ 3"
|
|
by numbers using phone key layout; 123 above, 789 below
|
|
.PL "\ 4"
|
|
combines 3 with 2; phone layout plus MSDOS compatibility
|
|
.PL "-1"
|
|
by letters but use `z' to go northwest, `y' to zap wands
|
|
.PE
|
|
For backward compatibility, omitting a value is the same as specifying 1
|
|
and negating
|
|
.op 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 accomodate 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'').
|
|
.lp packorder
|
|
Specify the order to list object types in (default ``")[%?+!=/(*`0_'').
|
|
The value of this option should be a string containing the
|
|
symbols for the various object types. Any omitted types are filled in
|
|
at the end from the previous order.
|
|
.lp paranoid_confirmation
|
|
A space separated list of specific situations where alternate
|
|
prompting is desired. The default is paranoid_confirmation:pray.
|
|
.PS Confirm
|
|
.PL Confirm
|
|
for any prompts which are set to require "yes" rather than 'y', also
|
|
require "no" to reject instead of accepting any non-yes response as no
|
|
.PL quit
|
|
require "yes" rather than 'y' to confirm quitting
|
|
the game or switching into non-scoring explore mode;
|
|
.PL die
|
|
require "yes" rather than 'y' to confirm dying (not
|
|
useful in normal play; applies to explore mode);
|
|
.PL bones
|
|
require "yes" rather than 'y' to confirm saving
|
|
bones data when dying in debug mode;
|
|
.PL attack
|
|
require "yes" rather than 'y' to confirm attacking a peaceful monster;
|
|
.PL pray
|
|
require 'y' to confirm an attempt to pray rather
|
|
than immediately praying; on by default;
|
|
.PL Remove
|
|
require selection from inventory for 'R' and 'T'
|
|
commands even when wearing just one applicable item.
|
|
.PE
|
|
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 setting any of the others, include it in the list,
|
|
such as ``paranoid_confirmation:attack pray Remove''.
|
|
.lp perm_invent
|
|
If true, always display your current inventory in a window. This only
|
|
makes sense for windowing system interfaces that implement this feature.
|
|
.lp pettype
|
|
Specify the type of your initial pet, if you are playing a character class
|
|
that uses multiple types of pets; 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 ignored. For example, ``horse'' will only be
|
|
honored when playing a knight.
|
|
Cannot be set with the `O' command.
|
|
.lp 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').
|
|
.lp pickup_thrown
|
|
If this option is on and
|
|
.op autopickup
|
|
is also on, try to pick up things that you threw, even if they aren't in
|
|
.op pickup_types
|
|
or match an autopickup exception. Default is on.
|
|
.lp pickup_types
|
|
Specify the object types to be picked up when
|
|
.op autopickup
|
|
is on. Default is all types. You can use
|
|
.op autopickup_exception
|
|
configuration file lines to further refine
|
|
.op autopickup
|
|
behavior.
|
|
.lp 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.
|
|
.lp 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 results in explore mode instead.
|
|
Default is normal play.
|
|
.lp 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.
|
|
.lp "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.
|
|
.lp rest_on_space
|
|
Make the space bar a synonym for the `.' (rest) command (default off).
|
|
.lp "role "
|
|
Pick your type of character (ex. ``role:Samurai'');
|
|
synonym for ``character''. See ``name'' for an alternate method
|
|
of specifying your role. Normally only the first letter of the
|
|
value is examined; `r' is an exception with ``Rogue'', ``Ranger'',
|
|
and ``random'' values. If you prefix a `!' or ``no'' to the value, you can
|
|
exclude that role from being picked randomly.
|
|
.lp 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.
|
|
.lp 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.
|
|
.lp 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:
|
|
.PS teleport
|
|
.PL teleport
|
|
update the map after movement has finished;
|
|
.PL run
|
|
update the map after every seven or so steps;
|
|
.PL walk
|
|
update the map after each step;
|
|
.PL crawl
|
|
like walk, but pause briefly after each step.
|
|
.PE
|
|
This option only affects the game's screen display, not the actual
|
|
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.
|
|
.lp safe_pet
|
|
Prevent you from (knowingly) attacking your pets (default on).
|
|
.lp scores
|
|
Control what parts of the score list you are shown at the end (ex.
|
|
``scores:5 top scores/4 around my score/own scores''). Only the first
|
|
letter of each category (`t', `a', or `o') is necessary.
|
|
.lp showexp
|
|
Show your accumulated experience points on bottom line (default off).
|
|
.lp showrace
|
|
Display yourself as the glyph for your race, rather than the glyph
|
|
for your role (default off). Note that this setting affects only
|
|
the appearance of the display, not the way the game treats you.
|
|
.lp showscore
|
|
Show your approximate accumulated score on bottom line (default off).
|
|
.lp "silent "
|
|
Suppress terminal beeps (default on).
|
|
.lp sortpack
|
|
Sort the pack contents by type when displaying inventory (default on).
|
|
.lp sparkle
|
|
Display a sparkly effect when a monster (including yourself) is hit by an
|
|
attack to which it is resistant (default on).
|
|
.lp standout
|
|
Boldface monsters and ``\fB--More--\fP'' (default off).
|
|
.lp suppress_alert
|
|
This option may be set to a NetHack version level to suppress
|
|
alert notification messages about feature changes for that
|
|
and prior versions (ex. ``suppress_alert:3.3.1'').
|
|
.lp 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.
|
|
.lp "time "
|
|
Show the elapsed game time in turns on bottom line (default off).
|
|
.lp timed_delay
|
|
When pausing momentarily for display effect, such as with explosions and
|
|
moving objects, use a timer rather than sending extra characters to the
|
|
screen. (Applies to ``tty'' interface only; ``X11'' interface always
|
|
uses a timer based delay. The default is on if configured into the
|
|
program.)
|
|
.lp tombstone
|
|
Draw a tombstone graphic upon your death (default on).
|
|
.lp toptenwin
|
|
Put the ending display in a NetHack window instead of on stdout (default off).
|
|
Setting this option makes the score list visible when a windowing version
|
|
of NetHack is started without a parent window, but it no longer leaves
|
|
the score list around after game end on a terminal or emulating window.
|
|
.lp 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.
|
|
.lp verbose
|
|
Provide more commentary during the game (default on).
|
|
.lp windowtype
|
|
Select which windowing system to use, such as ``tty'' or ``X11''
|
|
(default depends on version).
|
|
Cannot be set with the `O' command.
|
|
.lp 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.
|
|
.hn 2
|
|
Window Port Customization options
|
|
.pg
|
|
Here are explanations of the various options that are
|
|
used to customize and change the characteristics of the
|
|
windowtype that you have chosen.
|
|
Character strings that are too long may be truncated.
|
|
Not all window ports will adjust for all settings listed
|
|
here. You can safely add any of these options to your config
|
|
file, and if the window port is capable of adjusting to
|
|
suit your preferences, it will attempt to do so. If it
|
|
can't it will silently ignore it. You can find out if an
|
|
option is supported by the window port that you are currently
|
|
using by checking to see if it shows up in the Options list.
|
|
Some options are dynamic and can be specified during the game
|
|
with the `O' command.
|
|
.lp align_message
|
|
Where to align or place the message window (top, bottom, left, or right)
|
|
.lp align_status
|
|
Where to align or place the status window (top, bottom, left, or right).
|
|
.lp ascii_map
|
|
NetHack should display an ascii character map if it can.
|
|
.lp color
|
|
NetHack should display color if it can for different monsters,
|
|
objects, and dungeon features
|
|
.lp eight_bit_tty
|
|
NetHack should pass eight-bit character values (for example, specified with the
|
|
.op traps
|
|
option) straight through to your terminal (default off).
|
|
.lp font_map
|
|
NetHack should use a font by the chosen name for the map window.
|
|
.lp font_menu
|
|
NetHack should use a font by the chosen name for menu windows.
|
|
.lp font_message
|
|
NetHack should use a font by the chosen name for the message window.
|
|
.lp font_status
|
|
NetHack should use a font by the chosen name for the status window.
|
|
.lp font_text
|
|
NetHack should use a font by the chosen name for text windows.
|
|
.lp font_size_map
|
|
NetHack should use this size font for the map window.
|
|
.lp font_size_menu
|
|
NetHack should use this size font for menu windows.
|
|
.lp font_size_message
|
|
NetHack should use this size font for the message window.
|
|
.lp font_size_status
|
|
NetHack should use this size font for the status window.
|
|
.lp font_size_text
|
|
NetHack should use this size font for text windows.
|
|
.lp fullscreen
|
|
NetHack should try and display on the entire screen rather than in a window.
|
|
.lp hilite_pet
|
|
Visually distinguish pets from similar animals (default off).
|
|
The behavior of this option depends on the type of windowing you use.
|
|
In text windowing, text highlighting or inverse video is often used;
|
|
with tiles, generally displays a heart symbol near pets.
|
|
.lp large_font
|
|
NetHack should use a large font.
|
|
.lp map_mode
|
|
NetHack should display the map in the manner specified.
|
|
.lp mouse_support
|
|
Allow use of the mouse for input and travel.
|
|
.lp player_selection
|
|
NetHack should pop up dialog boxes, or use prompts for character selection.
|
|
.lp popup_dialog
|
|
NetHack should pop up dialog boxes for input.
|
|
.lp preload_tiles
|
|
NetHack should preload tiles into memory.
|
|
For example, in the protected mode MSDOS version, control whether tiles
|
|
get pre-loaded into RAM at the start of the game. Doing so
|
|
enhances performance of the tile graphics, but uses more memory. (default on).
|
|
Cannot be set with the `O' command.
|
|
.lp scroll_amount
|
|
NetHack should scroll the display by this number of cells
|
|
when the hero reaches the scroll_margin.
|
|
.lp scroll_margin
|
|
NetHack should scroll the display when the hero or cursor
|
|
is this number of cells away from the edge of the window.
|
|
.lp 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.
|
|
.lp softkeyboard
|
|
Display an onscreen keyboard. Handhelds are most likely to support this option.
|
|
.lp splash_screen
|
|
NetHack should display an opening splash screen when it starts up (default yes).
|
|
.lp tiled_map
|
|
NetHack should display a tiled map if it can.
|
|
.lp tile_file
|
|
Specify the name of an alternative tile file to override the default.
|
|
.lp tile_height
|
|
Specify the preferred height of each tile in a tile capable port.
|
|
.lp tile_width
|
|
Specify the preferred width of each tile in a tile capable port
|
|
.lp use_inverse
|
|
NetHack should display inverse when the game specifies it.
|
|
.lp vary_msgcount
|
|
NetHack should display this number of messages at a time in
|
|
the message window.
|
|
.lp windowcolors
|
|
NetHack should display windows with the specified foreground/background
|
|
colors if it can.
|
|
.lp wraptext
|
|
NetHack port should wrap long lines of text if they don't fit in
|
|
the visible area of the window.
|
|
.hn 2
|
|
Platform-specific Customization options
|
|
.pg
|
|
Here are explanations of options that are used by specific platforms or ports
|
|
to customize and change the port behavior.
|
|
.lp 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.
|
|
.lp altmeta
|
|
On Amiga, this option controls whether typing `Alt' plus another key
|
|
functions as a meta-shift for that key (default on).
|
|
.lp 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).
|
|
.lp ""
|
|
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 \fBn\fP if the
|
|
.op 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 second ESC to
|
|
finish cancelling such a count. At other prompts a single ESC suffices.
|
|
.lp "BIOS "
|
|
Use BIOS calls to update the screen
|
|
display quickly and to read the keyboard (allowing the use of arrow
|
|
keys to move) on machines with an IBM PC compatible BIOS ROM (default off,
|
|
OS/2, PC, and ST NetHack only).
|
|
.lp flush
|
|
(default off, AMIGA NetHack only).
|
|
.lp "MACgraphics"
|
|
(default on, Mac NetHack only).
|
|
.lp page_wait
|
|
(default on, Mac NetHack only).
|
|
.lp "rawio "
|
|
Force raw (non-cbreak) mode for faster output and more
|
|
bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle
|
|
without it) (default off, OS/2, PC, and ST NetHack only).
|
|
Note: DEC Rainbows hang if this is turned on.
|
|
Cannot be set with the `O' command.
|
|
.lp soundcard
|
|
(default on, PC NetHack only).
|
|
Cannot be set with the `O' command.
|
|
.lp 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=subkeyvalue:171/92
|
|
will return 92 to NetHack, if 171 was originally going to be returned.
|
|
You can use multiple subkeyvalue statements in the config file if needed.
|
|
Cannot be set with the `O' command.
|
|
.lp video
|
|
Set the video mode used (PC NetHack only).
|
|
Values are `autodetect', `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.
|
|
.lp videocolors
|
|
Set the color palette for PC systems using NO_TERMS
|
|
(default 4-2-6-1-5-3-15-12-10-14-9-13-11, (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.
|
|
.lp videoshades
|
|
Set the intensity level of the three gray scales available
|
|
(default dark normal light, PC NetHack only).
|
|
If the game display is difficult to read, try adjusting these scales;
|
|
if this does not correct the problem, try !color.
|
|
Cannot be set with the `O' command.
|
|
.hn 2
|
|
Configuring autopickup exceptions
|
|
.pg
|
|
You can further refine the behavior of the
|
|
.op autopickup
|
|
option beyond what is available through the
|
|
.op pickup_types
|
|
option.
|
|
.pg
|
|
By placing
|
|
.op autopickup_exception
|
|
lines in your configuration
|
|
file, you can define patterns to be checked when the game is about to
|
|
autopickup something.
|
|
.lp autopickup_exception
|
|
Sets an exception to the
|
|
.op pickup_types
|
|
option.
|
|
The
|
|
.op autopickup_exception
|
|
option should be followed by a string of 1-80 characters to be used as a
|
|
pattern to match against the singular form of the description of an
|
|
object at your location.
|
|
.lp ""
|
|
You may use the following special characters in a pattern:
|
|
.sd
|
|
.si
|
|
.CC * "matches zero or more characters;"
|
|
.CC ? "matches any single character."
|
|
.ei
|
|
.ed
|
|
In addition, some characters are treated specially if they occur as the first
|
|
character in the pattern, specifically:
|
|
.sd
|
|
.si
|
|
.CC < "always pickup an object that matches rest of pattern;"
|
|
.CC > "never pickup an object that matches rest of pattern."
|
|
.ei
|
|
.ed
|
|
A `never pickup' rule takes precedence over an `always pickup' rule if
|
|
both match.
|
|
.lp ""
|
|
Exceptions can be set with the `\fBO\fP' command, but ones set that way will
|
|
not be preserved across saves and restores.
|
|
.\" end of ``.lp autopickup_exception'' entry; continue enclosing page...
|
|
.\" use .lp "text" to make an unindented paragraph ("text" should be short)
|
|
.lp "Here are some examples:"
|
|
.sd
|
|
.si
|
|
autopickup_exception="<*arrow"
|
|
autopickup_exception=">*corpse"
|
|
autopickup_exception=">* cursed*"
|
|
.ei
|
|
.ed
|
|
.\" (this paragraph would look better unindented but can't use .lp hack...)
|
|
.pg
|
|
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 exclusion of items known to be cursed from
|
|
autopickup.
|
|
.hn 2
|
|
Configuring User Sounds
|
|
.pg
|
|
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.
|
|
.pg
|
|
The following config file entries are relevant to mapping user sounds
|
|
to messages:
|
|
.lp SOUNDDIR
|
|
The directory that houses the sound files to be played.
|
|
.lp SOUND
|
|
An entry that maps a sound file to a user-specified message pattern.
|
|
Each SOUND entry is broken down into the following parts:
|
|
.PS "sound file"
|
|
.PL MESG
|
|
message window mapping (the only one supported in 3.5);
|
|
.PL pattern
|
|
the pattern to match;
|
|
.PL "sound file"
|
|
the sound file to play;
|
|
.PL volume
|
|
the volume to be set while playing the sound file.
|
|
.PE
|
|
.lp ""
|
|
The exact format for the pattern depends on whether the platform is
|
|
built to use ``regular expressions'' or NetHack's own internal pattern
|
|
matching facility. The ``regular expressions'' matching can be much more
|
|
sophisticated than the internal NetHack pattern matching, but requires
|
|
3rd party libraries on some platforms. There are plenty of references
|
|
available elsewhere for explaining ``regular expressions''. You can verify
|
|
which pattern matching is used by your port with the #version command.
|
|
.lp ""
|
|
NetHack's internal pattern matching routine uses the following
|
|
special characters in its pattern matching:
|
|
.sd
|
|
.si
|
|
.CC * "matches 0 or more characters;"
|
|
.CC ? "matches any single character."
|
|
.ei
|
|
.ed
|
|
.lp ""
|
|
Here's an example of a sound mapping using NetHack's internal
|
|
pattern matching facility:
|
|
.sd
|
|
.si
|
|
SOUND=MESG "*chime of a cash register*" "gong.wav" 50
|
|
.ei
|
|
.ed
|
|
specifies that any message with "chime of a cash register" contained
|
|
in it will trigger the playing of file \fBgong.wav\fP. You can have multiple
|
|
SOUND entries in your config file.
|
|
.pg
|
|
.hn 2
|
|
Modifying NetHack Symbols
|
|
.pg
|
|
NetHack can load entire symbol sets from the symbol file.
|
|
.pg
|
|
The options that are used to select a particular symbol set from the
|
|
symbol file are:
|
|
.lp symset
|
|
Set the name of the symbol set that you want to load.
|
|
.lp roguesymset
|
|
Set the name of the symbol set that you want to load for display
|
|
on the rogue level.
|
|
.pg
|
|
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 conventional C fashion.
|
|
This means that \e is a prefix to take the following character literally. Thus
|
|
\e needs to be represented as \e\e.
|
|
The special escape form
|
|
\em switches on the meta bit in the symbol value, and the \e^ prefix causes the
|
|
following character to be treated as a control
|
|
character.
|
|
.pg
|
|
.TS S
|
|
center;
|
|
c s s
|
|
c1 l1 l.
|
|
.\"TABLE_START
|
|
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)
|
|
`\e' S_explode3 (explosion top right)
|
|
| S_explode4 (explosion middle left)
|
|
S_explode5 (explosion middle center)
|
|
| S_explode6 (explosion middle right)
|
|
`\e' 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_hodbridge (horizontal lowered drawbridge)
|
|
| S_hodoor (open door)
|
|
^ S_hole (hole)
|
|
@ S_human (human or elf)
|
|
h S_humanoid (humanoid)
|
|
- S_hwall (horizontal wall)
|
|
. S_ice (ice)
|
|
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)
|
|
`\e' 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)
|
|
. S_ndoor (doorway)
|
|
n S_nymph (nymph)
|
|
O S_ogre (ogre)
|
|
o S_orc (orc)
|
|
p S_piercer (piercer)
|
|
^ S_pit (pit)
|
|
^ S_polymorph_trap (polymorph trap)
|
|
} S_pool (water)
|
|
! S_potion (potion)
|
|
P S_pudding (pudding or ooze)
|
|
q S_quadruped (quadruped)
|
|
Q S_quantmech (quantum mechanic)
|
|
\&= S_ring (ring)
|
|
` S_rock (boulder or statue)
|
|
r S_rodent (rodent)
|
|
^ S_rolling_boulder_trap (rolling boulder trap)
|
|
. S_room (floor of a room)
|
|
/ 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)
|
|
`\e' 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)
|
|
`\e' 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)
|
|
# S_vcdbridge (vertical raised drawbridge)
|
|
+ S_vcdoor (closed door)
|
|
. S_venom (splash of venom)
|
|
. S_vodbridge (vertical lowered drawbridge)
|
|
- 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)
|
|
.\"TABLE_END Do not delete this line.
|
|
.TE
|
|
.pg
|
|
.hn 2
|
|
Configuring NetHack for Play by the Blind
|
|
.pg
|
|
NetHack can be set up to use only standard ASCII characters for making
|
|
maps of the dungeons. This makes the MS-DOS versions of NetHack completely
|
|
accessible to the blind who use speech and/or Braille access technologies.
|
|
Players will require a good working knowledge of their screen-reader's
|
|
review features, and will have to know how to navigate horizontally and
|
|
vertically character by character. They will also find the search
|
|
capabilities of their screen-readers to be quite valuable. Be certain to
|
|
examine this Guidebook before playing so you have an idea what the screen
|
|
layout is like. You'll also need to be able to locate the PC cursor. It is
|
|
always where your character is located. Merely searching for an @-sign will
|
|
not always find your character since there are other humanoids represented
|
|
by the same sign. Your screen-reader should also have a function which
|
|
gives you the row and column of your review cursor and the PC cursor.
|
|
These co-ordinates are often useful in giving players a better sense of the
|
|
overall location of items on the screen.
|
|
.pg
|
|
While it is not difficult for experienced users to edit the \fBdefaults.nh\fP
|
|
file to accomplish this, novices may find this task somewhat daunting.
|
|
Included within the ``symbols'' file of all official distributions of NetHack
|
|
is a symset called \fBNHAccess\fP. 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 \fBSYMBOLS=\fP
|
|
in your configuration file to better suit your preferences.
|
|
The most crucial settings to make the game accessible are:
|
|
.pg
|
|
.lp symset:NHAccess
|
|
Load a symbol set appropriate for use by blind players.
|
|
.lp roguesymset:NHAccess
|
|
Load a symbol set for the rogue level that is appropriate for
|
|
use by blind players.
|
|
.lp menustyle:traditional
|
|
This will assist in the interface to speech synthesizers.
|
|
.lp number_pad
|
|
A lot of speech access programs use the number-pad to review the screen.
|
|
If this is the case, disable the number_pad option and use the traditional
|
|
Rogue-like commands.
|
|
.hn 2
|
|
Global Configuration for System Administrators
|
|
.pg
|
|
If NetHack is compiled with the SYSCF option, a system administrator
|
|
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 uses a compiled-in default (which may not be appropriate for your
|
|
system).
|
|
.pg
|
|
.lp
|
|
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.
|
|
.lp
|
|
SHELLERS
|
|
A list of users who are allowed to use the shell escape command (!). The
|
|
syntax is the same as WIZARDS.
|
|
.lp
|
|
MAXPLAYERS
|
|
Limit the maximum number of games that can be running at the same time.
|
|
.lp
|
|
SUPPORT
|
|
A string explaining how to get local support (no default value).
|
|
.lp
|
|
RECOVER
|
|
A string explaining how to recover a game on this system (no default value).
|
|
.lp
|
|
SEDUCE
|
|
0 or 1 to disable or enable, respectively, the SEDUCE option (see the source
|
|
for details on this function).
|
|
.pg
|
|
The following options affect the score file:
|
|
.pg
|
|
.lp
|
|
PERSMAX
|
|
Maximum number of entries for one person.
|
|
.lp
|
|
ENTRYMAX
|
|
Maximum number of entries in the score file.
|
|
.lp
|
|
POINTSMIN
|
|
Minimum number of points to get an entry in the score file.
|
|
.lp
|
|
PERS_IS_UID
|
|
0 or 1 to use user names or numeric userids, respectively, to identify
|
|
unique people for the score file.
|
|
.lp
|
|
MAX_STATUENAME_RANK
|
|
Maximum number of score file entries to use for random statue names
|
|
(default is 10).
|
|
.hn 1
|
|
Scoring
|
|
.pg
|
|
NetHack maintains a list of the top scores or scorers on your machine,
|
|
depending on how it is set up. In the latter case, each account on
|
|
the machine can post only one non-winning score on this list. If
|
|
you score higher than someone else on this list, or better your
|
|
previous score, you will be inserted in the proper place under your
|
|
current name. How many scores are kept can also be set up when
|
|
NetHack is compiled.
|
|
.pg
|
|
Your score is chiefly based upon how much experience you gained, how
|
|
much loot you accumulated, how deep you explored, and how the game
|
|
ended. If you quit the game, you escape with all of your gold intact.
|
|
If, however, you get killed in the Mazes of Menace, the guild will
|
|
only hear about 90% of your gold when your corpse is discovered
|
|
(adventurers have been known to collect finder's fees). So, consider
|
|
whether you want to take one last hit at that monster and possibly
|
|
live, or quit and stop with whatever you have. If you quit, you keep
|
|
all your gold, but if you swing and live, you might find more.
|
|
.pg
|
|
If you just want to see what the current top players/games list is, you
|
|
can type \fBnethack -s all\fP on most versions.
|
|
|
|
.hn 1
|
|
Explore mode
|
|
.pg
|
|
NetHack is an intricate and difficult game. Novices might falter
|
|
in fear, aware of their ignorance of the means to survive. Well, fear
|
|
not. Your dungeon 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.
|
|
.pg
|
|
There are two ways of enabling explore mode. One is to start the game
|
|
with the
|
|
.op -X
|
|
command-line switch or with the
|
|
.op playmode: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 wishing in initial inventory; switching via `X'
|
|
during play does not. The other benefits of explore mode are left for
|
|
the trepid reader to discover.
|
|
.pg
|
|
.hn 2
|
|
Debug mode
|
|
.pg
|
|
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 powers to your character, and
|
|
players who attempt debugging are expected to figure out how to use it
|
|
themselves. It is initiated by starting the game with the
|
|
.op -D
|
|
command-line switch or with the
|
|
.op playmode:debug
|
|
option.
|
|
.pg
|
|
For some systems, the player must be logged in
|
|
under a particular 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.
|
|
|
|
.hn
|
|
Credits
|
|
.pg
|
|
The original \fIhack\fP game was modeled on the Berkeley
|
|
.ux
|
|
\fIrogue\fP game. Large portions of this paper were shamelessly
|
|
cribbed from \fIA Guide to the Dungeons of Doom\fP, by Michael C. Toy
|
|
and Kenneth C. R. C. Arnold. Small portions were adapted from
|
|
\fIFurther Exploration of the Dungeons of Doom\fP, by Ken Arromdee.
|
|
.pg
|
|
NetHack is the product of literally dozens of people's work.
|
|
Main events in the course of the game development are described below:
|
|
|
|
.pg
|
|
\fBJay Fenlason\fP wrote the original Hack, with help from
|
|
\fBKenny Woodland\fP, \fBMike Thome\fP and \fBJon Payne\fP.
|
|
.pg
|
|
\fBAndries Brouwer\fP did a major re-write, transforming Hack into a
|
|
very different game, and published (at least) three versions (1.0.1,
|
|
1.0.2, and 1.0.3) for
|
|
.ux
|
|
machines to the Usenet.
|
|
.pg
|
|
\fBDon G. Kneller\fP ported Hack 1.0.3 to Microsoft C and MS-DOS, producing PC
|
|
HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went
|
|
on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6).
|
|
.pg
|
|
\fBR. Black\fP ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST,
|
|
producing ST Hack 1.03.
|
|
.pg
|
|
\fBMike Stephenson\fP merged these various versions back together,
|
|
incorporating many of the added features, and produced NetHack 1.4.
|
|
He then coordinated a cast of thousands in enhancing and debugging
|
|
NetHack 1.4 and released NetHack versions 2.2 and 2.3.
|
|
.pg
|
|
Later, Mike coordinated a major rewrite of the game, heading a
|
|
team which included \fBKen Arromdee\fP, \fBJean-Christophe Collet\fP, \fBSteve
|
|
Creps\fP, \fBEric Hendrickson\fP, \fBIzchak Miller\fP, \fBJohn Rupley\fP,
|
|
\fBMike Threepoint\fP, and \fBJanet Walz\fP, to produce NetHack 3.0c.
|
|
.pg
|
|
NetHack 3.0 was ported to the Atari by \fBEric R. Smith\fP, to OS/2 by
|
|
\fBTimo Hakulinen\fP, and to VMS by \fBDavid Gentzel\fP. The three of them
|
|
and \fBKevin Darcy\fP later joined the main development team to produce
|
|
subsequent revisions of 3.0.
|
|
.pg
|
|
\fBOlaf Seibert\fP ported NetHack 2.3 and 3.0 to the Amiga.
|
|
\fBNorm Meluch\fP, \fBStephen Spackman\fP and \fBPierre Martineau\fP designed
|
|
overlay code for PC NetHack 3.0. \fBJohnny Lee\fP ported
|
|
NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they
|
|
continued to enhance the PC, Macintosh, and Amiga ports through the later
|
|
revisions of 3.0.
|
|
.pg
|
|
Headed by \fBMike Stephenson\fP and coordinated by \fBIzchak Miller\fP and
|
|
\fBJanet Walz\fP, the development team which now included \fBKen Arromdee\fP,
|
|
\fBDavid Cohrs\fP, \fBJean-Christophe Collet\fP, \fBKevin Darcy\fP,
|
|
\fBMatt Day\fP, \fBTimo Hakulinen\fP, \fBSteve Linhart\fP, \fBDean Luick\fP,
|
|
\fBPat Rankin\fP, \fBEric Raymond\fP, and \fBEric Smith\fP undertook a radical
|
|
revision of 3.0. They re-structured the game's design, and re-wrote major
|
|
parts of the code. They added multiple dungeons, a new display, special
|
|
individual character quests, a new endgame and many other new features, and
|
|
produced NetHack 3.1.
|
|
.pg
|
|
\fBKen Lorber\fP, \fBGregg Wonderly\fP and \fBGreg Olson\fP, with help
|
|
from \fBRichard Addison\fP, \fBMike Passaretti\fP, and \fBOlaf Seibert\fP,
|
|
developed NetHack 3.1 for the Amiga.
|
|
.pg
|
|
\fBNorm Meluch\fP and \fBKevin Smolkowski\fP, with help from
|
|
\fBCarl Schelin\fP, \fBStephen Spackman\fP, \fBSteve VanDevender\fP,
|
|
and \fBPaul Winner\fP, ported NetHack 3.1 to the PC.
|
|
.pg
|
|
\fBJon W{tte\fP and \fBHao-yang Wang\fP, with help from \fBRoss Brown\fP,
|
|
\fBMike Engber\fP, \fBDavid Hairston\fP, \fBMichael Hamel\fP,
|
|
\fBJonathan Handler\fP, \fBJohnny Lee\fP, \fBTim Lennan\fP, \fBRob Menke\fP,
|
|
and \fBAndy Swanson\fP, developed NetHack 3.1 for the Macintosh,
|
|
porting it for MPW. Building on their development, \fBBarton House\fP
|
|
added a Think C port.
|
|
.pg
|
|
\fBTimo Hakulinen\fP ported NetHack 3.1 to OS/2. \fBEric Smith\fP
|
|
ported NetHack 3.1 to the Atari. \fBPat Rankin\fP, with help from
|
|
\fBJoshua Delahunty\fP, was responsible for the VMS version of NetHack 3.1.
|
|
\fBMichael Allison\fP ported NetHack 3.1 to Windows NT.
|
|
.pg
|
|
\fBDean Luick\fP, with help from \fBDavid Cohrs\fP, developed NetHack
|
|
3.1 for X11.
|
|
\fBWarwick Allison\fP wrote a tiled version of NetHack for the Atari;
|
|
he later contributed the tiles to the DevTeam and tile support was
|
|
then added to other platforms.
|
|
.pg
|
|
The 3.2 development team, comprised of \fBMichael Allison\fP, \fBKen
|
|
Arromdee\fP, \fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBSteve Creps\fP,
|
|
\fBKevin Darcy\fP, \fBTimo Hakulinen\fP, \fBSteve Linhart\fP, \fBDean
|
|
Luick\fP, \fBPat Rankin\fP, \fBEric Smith\fP, \fBMike Stephenson\fP,
|
|
\fBJanet Walz\fP, and \fBPaul Winner\fP, released version 3.2 in April of
|
|
1996.
|
|
.pg
|
|
Version 3.2 marked the tenth anniversary of the formation of the development
|
|
team. In a testament to their dedication to the game, all thirteen members
|
|
of the original development team remained on the team at the start of work
|
|
on that release. During the interval between the release of 3.1.3
|
|
and 3.2, one of the founding members of the development team, \fBDr. Izchak
|
|
Miller\fP, was diagnosed with cancer and passed away. That release of the
|
|
game was dedicated to him by the development and porting teams.
|
|
.pg
|
|
During the lifespan of NetHack 3.1 and 3.2, several enthusiasts
|
|
of the game added
|
|
their own modifications to the game and made these ``variants'' publicly
|
|
available:
|
|
.pg
|
|
\fBTom Proudfoot\fP and \fBYuval Oren\fP created NetHack++,
|
|
which was quickly renamed NetHack--.
|
|
Working independently, \fBStephen White\fP wrote NetHack Plus.
|
|
\fBTom Proudfoot\fP later merged NetHack Plus
|
|
and his own NetHack-- to produce SLASH.
|
|
\fBLarry Stewart-Zerba\fP and \fBWarwick Allison\fP improved the spell
|
|
casting system with the Wizard Patch.
|
|
\fBWarwick Allison\fP also ported NetHack to use the Qt interface.
|
|
.pg
|
|
\fBWarren Cheung\fP combined SLASH with the Wizard Patch to produce Slash'em,
|
|
and with the help of \fBKevin Hugo\fP, added more features.
|
|
Kevin later joined the
|
|
DevTeam and incorporated the best of these ideas in NetHack 3.3.
|
|
.pg
|
|
The final update to 3.2 was the bug fix release 3.2.3, which was released
|
|
simultaneously with 3.3.0 in December 1999 just in time for the Year 2000.
|
|
.pg
|
|
The 3.3 development team, consisting of \fBMichael Allison\fP, \fBKen Arromdee\fP,
|
|
\fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBSteve Creps\fP, \fBKevin Darcy\fP,
|
|
\fBTimo Hakulinen\fP, \fBKevin Hugo\fP, \fBSteve Linhart\fP, \fBKen Lorber\fP,
|
|
\fBDean Luick\fP, \fBPat Rankin\fP, \fBEric Smith\fP, \fBMike Stephenson\fP,
|
|
\fBJanet Walz\fP, and \fBPaul Winner\fP, released 3.3.0 in
|
|
December 1999 and 3.3.1 in August of 2000.
|
|
.pg
|
|
Version 3.3 offered many firsts. It was the first version to separate race
|
|
and profession. The Elf class was removed in preference to an elf race,
|
|
and the races of dwarves, gnomes, and orcs made their first appearance in
|
|
the game alongside the familiar human race. Monk and Ranger roles joined
|
|
Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
|
|
Tourists, Valkyries and of course, Wizards. It was also the first version
|
|
to allow you to ride a steed, and was the first version to have a publicly
|
|
available web-site listing all the bugs that had been discovered. Despite
|
|
that constantly growing bug list, 3.3 proved stable enough to last for
|
|
more than a year and a half.
|
|
.pg
|
|
The 3.5 development team initially consisted of
|
|
\fBMichael Allison\fP, \fBKen Arromdee\fP,
|
|
\fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBKevin Hugo\fP, \fBKen Lorber\fP,
|
|
\fBDean Luick\fP, \fBPat Rankin\fP, \fBMike Stephenson\fP,
|
|
\fBJanet Walz\fP, and \fBPaul Winner\fP, with \fB Warwick Allison\fP joining
|
|
just before the release of NetHack 3.4.0 in March 2002.
|
|
.pg
|
|
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:
|
|
.pg
|
|
\fBPat Rankin\fP maintained 3.5 for VMS.
|
|
.pg
|
|
\fBMichael Allison\fP maintained NetHack 3.5 for the MS-DOS platform. \fBPaul Winner\fP
|
|
and \fBYitzhak Sapir\fP provided encouragement.
|
|
.pg
|
|
\fBDean Luick\fP, \fBMark Modrall\fP, and \fBKevin Hugo\fP maintained and enhanced the
|
|
Macintosh port of 3.4.
|
|
.pg
|
|
\fBMichael Allison\fP, \fBDavid Cohrs\fP, \fBAlex Kompel\fP, \fBDion Nicolaas\fP, and
|
|
\fBYitzhak Sapir\fP maintained and enhanced 3.5 for the Microsoft Windows platform.
|
|
\fBAlex Kompel\fP contributed a new graphical interface for the Windows port.
|
|
\fBAlex Kompel\fP also contributed a Windows CE port for 3.4.1.
|
|
.pg
|
|
\fBRon Van Iwaarden\fP 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.
|
|
.pg
|
|
\fBJanne Salmijarvi\fP and \fBTeemu Suikki\fP maintained and
|
|
enhanced the Amiga port of 3.5 after \fBJanne Salmijarvi\fP resurrected
|
|
it for 3.3.1.
|
|
.pg
|
|
\fBChristian ``Marvin'' Bressler\fP maintained 3.5 for the Atari after he
|
|
resurrected it for 3.3.1.
|
|
.pg
|
|
The official NetHack web site is maintained by \fBKen Lorber\fP at http://www.nethack.org/.
|
|
.pg
|
|
- - - - - - - - - -
|
|
.pg
|
|
From time to time, some depraved individual out there in netland sends a
|
|
particularly intriguing modification to help out with the game. The Gods of
|
|
the Dungeon sometimes make note of the names of the worst of these miscreants
|
|
in this, the list of Dungeoneers:
|
|
|
|
.TS S
|
|
center;
|
|
c c c.
|
|
.\"TABLE_START
|
|
Adam Aronow Izchak Miller Mike Passaretti
|
|
Alex Kompel J. Ali Harlow Mike Stephenson
|
|
Andreas Dorn Janet Walz Norm Meluch
|
|
Andy Church Janne Salmijarvi Olaf Seibert
|
|
Andy Swanson Jean-Christophe Collet Pasi Kallinen
|
|
Ari Huttunen Jochen Erwied Pat Rankin
|
|
Barton House John Kallen Paul Winner
|
|
Benson I. Margulies John Rupley Pierre Martineau
|
|
Bill Dyer John S. Bien Ralf Brown
|
|
Boudewijn Waijers Johnny Lee Ray Chason
|
|
Bruce Cox Jon W{tte Richard Addison
|
|
Bruce Holloway Jonathan Handler Richard Beigel
|
|
Bruce Mewborne Joshua Delahunty Richard P. Hughey
|
|
Carl Schelin Keizo Yamamoto Rob Menke
|
|
Chris Russo Ken Arnold Robin Johnson
|
|
David Cohrs Ken Arromdee Roderick Schertler
|
|
David Damerell Ken Lorber Roland McGrath
|
|
David Gentzel Ken Washikita Ron Van Iwaarden
|
|
David Hairston Kevin Darcy Ronnen Miller
|
|
Dean Luick Kevin Hugo Ross Brown
|
|
Del Lamb Kevin Sitze Sascha Wostmann
|
|
Deron Meranda Kevin Smolkowski Scott Bigham
|
|
Dion Nicolaas Kevin Sweet Scott R. Turner
|
|
Dylan O'Donnell Lars Huttar Stephen Spackman
|
|
Eric Backus Leon Arnott Stephen White
|
|
Eric Hendrickson Malcolm Ryan Steve Creps
|
|
Eric R. Smith Mark Gooderum Steve Linhart
|
|
Eric S. Raymond Mark Modrall Steve VanDevender
|
|
Erik Andersen Marvin Bressler Teemu Suikki
|
|
Frederick Roeber Matthew Day Tim Lennan
|
|
Gil Neiger Merlyn LeRoy Timo Hakulinen
|
|
Greg Laskin Michael Allison Tom Almy
|
|
Greg Olson Michael Feir Tom West
|
|
Gregg Wonderly Michael Hamel Warren Cheung
|
|
Hao-yang Wang Michael Sokolov Warwick Allison
|
|
Helge Hafting Mike Engber Yitzhak Sapir
|
|
Irina Rempt-Drijfhout Mike Gallop
|
|
.\"TABLE_END Do not delete this line.
|
|
.TE
|
|
|
|
.\"Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.
|
|
.\"Lattice is a trademark of Lattice, Inc.
|
|
.\"Atari and 1040ST are trademarks of Atari, Inc.
|
|
.\"AMIGA is a trademark of Commodore-Amiga, Inc.
|
|
.sm "Brand and product names are trademarks or registered trademarks \
|
|
of their respective holders."
|