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- A Guide to the Mazes of Menace
-
- Eric S. Raymond
- (Extensively edited and expanded for 3.0 by Mike Threepoint)
- Thyrsus Enterprises
- Malvern, PA 19355
-
- *** 1. Introduction
-
- You have just finished your years as a student at the local adventurer's
- guild. After much practice and sweat you have finally completed your
- training and are ready to embark upon a perilous adventure. To prove your
- worthiness, the local guildmasters have sent you into the Mazes of Menace.
- Your quest is to return with the Amulet of Yendor. According to legend, the
- gods will grant immortality to the one who recovers this artifact; true or
- not, its recovery will bring honor and full guild membership (not to mention
- the attentions of certain wealthy wizards).
-
- Your abilities and strengths for dealing with the hazards of adventure
- will vary with your background and training:
-
- Archeologists
- understand dungeons pretty well; this enables them to move quickly
- and sneak up on dungeon nasties. They start equipped with proper
- tools for a scientific expedition.
-
- Barbarians
- are warriors out of the hinterland, hardened to battle. They begin
- their quests with naught but uncommon strength, a trusty hauberk, and
- a great two-handed sword.
-
- Cavemen and Cavewomen
- start with exceptional strength and neolithic weapons.
-
- Elves
- are agile, quick, and sensitive; very little of what goes on will
- escape an Elf. The quality of Elven craftsmanship often gives them
- an advantage in arms and armor.
-
- Healers
- are wise in medicine and the apothecary. They know the herbs and
- simples that can restore vitality, ease pain, anesthetize, and
- neutralize poisons; and with their instruments, they can divine a
- being's state of health or sickness. Their medical practice earns
- them quite reasonable amounts of money, which they enter the dungeon
- with.
-
- Knights
- are distinguished from the common skirmisher by their devotion to the
- ideals of chivalry and by the surpassing excellence of their armor.
-
- Priests and Priestesses
- are clerics militant, crusaders advancing the cause of righteousness
- with arms, armor, and arts thaumaturgic. Their ability to commune
- with deities via prayer occasionally extricates them from peril, but
- can also put them in it.
-
- Rogues
- are agile and stealthy thieves, who carry daggers, lock picks, and
- poisons to put on darts.
-
- Samurai
- are the elite warriors of feudal Nippon. They are lightly armored
- and quick, and wear the dai-sho, two swords of the deadliest
- keenness.
-
- Tourists
- start out with lots of gold (suitable for shopping with), a credit
- card, lots of food, some maps, and an expensive camera. Most
- monsters don't like being photographed.
-
- Valkyries
- are hardy warrior women. Their upbringing in the harsh Northlands
- makes them strong and inures them to extremes of cold, and instills
- in them stealth and cunning.
-
- Wizards
- start out with a fair selection of magical goodies and a particular
- affinity for dweomercraft.
-
- You set out for the dungeon and after several days of uneventful travel,
- you see the ancient ruins that mark the entrance to the Mazes of Menace. It
- is late at night, so you make camp at the entrance and spend the night
- sleeping under the open skies. In the morning, you gather your gear, eat
- what may be your last meal outside, and enter the dungeon.
-
- *** 2. What is going on here?
-
- You have just begun a game of NetHack. Your goal is to grab as much
- treasure as you can, retrieve the Amulet of Yendor, and escape the Mazes of
- Menace alive. On the screen is kept a map of where you have been and what
- you have seen on the current dungeon level; as you explore more of the level,
- it appears on the screen in front of you.
-
- When NetHack's ancestor rogue first appeared, its screen orientation was
- almost unique among computer fantasy games. Since then, screen orientation
- has become the norm rather than the exception; NetHack continues this fine
- tradition. Unlike text adventure games that input commands in pseudo-English
- sentences and explain the results in words, NetHack commands are all one or
- two keystrokes and the results are displayed graphically on the screen. A
- minimum screen size of 24 lines by 80 columns is recommended; if the screen
- is larger, only a 21x80 section will be used for the map.
-
- NetHack generates a new dungeon every time you play it; even the authors
- still find it an entertaining and exciting game despite having won several
- times.
-
- *** 3. What do all those things on the screen mean?
-
- In order to understand what is going on in NetHack, first you must
- understand what NetHack is doing with the screen. The NetHack screen
- replaces the ``You see...'' descriptions of text adventure games. Figure 1
- is a sample of what a NetHack screen might look like.
- -----------------------------------------------------------------------------
- The bat bites!
-
- ------
- |....| ----------
- |.<..|####...@...$.|
- |....-# |...B....+
- |....| |.d......|
- ------ -------|--
-
-
-
- Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
- Dlvl:1 G:0 HP:9(12) Pw:3(3) AC:10 Xp:1/19 T:257 Weak
- -----------------------------------------------------------------------------
- Figure 1
- -----------------------------------------------------------------------------
-
- *** 3.1. The status lines (bottom)
-
- The bottom two lines of the screen contain several cryptic pieces of
- information describing your current status. If either status line becomes
- longer than the width of the screen, you might not see all of it. Here are
- explanations of what the various status items mean (though your configuration
- may not have all the status items listed below):
-
- Rank
- Your character's name and professional ranking (based on the
- experience level, see below).
-
- Strength
- A measure of your character's strength, one of your six basic
- attributes. Your attributes can range from 3 to 18 inclusive
- (occasionally you may get super-strengths of the form 18/xx). The
- higher your strength, the stronger you are. Strength affects how
- successfully you perform physical tasks and how much damage you do in
- combat.
-
- Dexterity
- affects your chances to hit in combat, to avoid traps, and do other
- tasks requiring agility or manipulation of objects.
-
- Constitution
- affects your ability to withstand injury and other strains on your
- stamina.
-
- Intelligence
- affects your ability to cast spells.
-
- Wisdom
- comes from your religious affairs. It affects your magical energy.
-
- Charisma
- affects how certain creatures react toward you. In particular, it
- can affect the prices shopkeepers offer you.
-
- Alignment
- Lawful, Neutral, or Chaotic. Basically, Lawful is good and Chaotic
- is evil. Your alignment influences how other monsters react toward
- you.
-
- Dungeon Level
- How deep you have gone into the dungeon. It starts at one and
- increases as you go deeper into the dungeon. The Amulet of Yendor is
- reputed to be somewhere beneath the twentieth level.
-
- Gold
- The number of gold pieces you have.
-
- Hit Points
- Your current and maximum hit points. Hit points indicate how much
- damage you can take before you die. The more you get hit in a fight,
- the lower they get. You can regain hit points by resting. The
- number in parentheses is the maximum number your hit points can
- reach.
-
- Power
- Spell points. This tells you how much mystic energy (mana) you have
- available for spell casting. When you type `+' to list your spells,
- each will have a spell point cost beside it in parentheses. You will
- not see this if your dungeon has been set up without spells.
-
- Armor Class
- A measure of how effectively your armor stops blows from unfriendly
- creatures. The lower this number is, the more effective the armor;
- it is quite possible to have negative armor class.
-
- Experience
- Your current experience level and experience points. As you
- adventure, you gain experience points. At certain experience point
- totals, you gain an experience level. The more experienced you are,
- the better you fight and withstand magical attacks. Many dungeons
- show only your experience level here.
-
- Time
- The number of turns elapsed so far, displayed if you have the time
- option set.
-
- Hunger Status
- Your current hunger status, ranging from Satiated down to Fainting.
- If your hunger status is normal, it is not displayed.
-
- Additional status flags may appear after the hunger status: Conf when
- you're confused, Sick when sick, Blind when you can't see, Stun when stunned,
- and Hallu when hallucinating.
-
- *** 3.2. The message line (top)
-
- The top line of the screen is reserved for messages that describe things
- that are impossible to represent visually. If you see a ``--More--'' 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.
-
- *** 3.3. The map (rest of the screen)
-
- 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 the
- graphics option 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:
-
- - and | The walls of a room, or an open door.
-
- . The floor of a room, or a doorless doorway.
-
- # A corridor, or possibly a kitchen sink or drawbridge (if your dungeon
- has sinks or drawbridges).
-
- < A way to the previous level.
-
- > A way to the next level.
-
- + A closed door, or a spell book containing a spell you can learn (if
- your dungeon has spell books).
-
- @ A human (you, usually).
-
- $ A pile of gold.
-
- ^ A trap (once you detect it).
-
- ) A weapon.
-
- [ A suit or piece of armor.
-
- % A piece of food (not necessarily healthy).
-
- ? A scroll.
-
- / A wand.
-
- = A ring.
-
- ! A potion.
-
- ( A useful item (pick-axe, key, lamp...).
-
- " An amulet, or a spider web.
-
- * A gem or rock (possibly valuable, possibly worthless).
-
- ` A boulder or statue.
-
- 0 An iron ball.
-
- _ An altar (if your dungeon has altars), or an iron chain.
-
- } A pool of water or moat.
-
- { A fountain (your dungeon may not have fountains).
-
- \ An opulent throne (your dungeon may not have thrones either).
-
- 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.
-
- You need not memorize all these symbols; you can ask the game what any
- symbol represents with the `/' command (see the Commands section for more
- info).
-
- *** 4. Commands
-
- Commands are given to NetHack by typing one or two characters; NetHack
- then asks questions to find out what it needs to know to do your bidding.
-
- 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.
-
- You can put a number before most commands to repeat them that many times;
- for example, ``10s'' will search ten times. If you have the number_pad
- option set, you must type `n' to prefix a count, so the example above would
- be typed ``n10s'' instead. Commands for which counts make no sense ignore
- them. In addition, movement commands can be prefixed for greater control
- (see below). To cancel a count or a prefix, press the ESC key.
-
- The list of commands is rather long, but it can be read at any time
- during the game through the `?' command, which accesses a menu of helpful
- texts. Here are the commands for your reference:
-
- ? Help menu: display one of several help texts available.
-
- / Tell what a symbol represents. You may choose to specify a location
- or type a symbol (or even a whole word) to define. If the help
- option is on, and NetHack has some special information about an
- object or monster that you looked at, you'll be asked if you want
- ``More info?''. If help is off, then you'll only get the special
- information if you explicitly ask for it by typing in the name of the
- monster or object.
-
- & Tell what a command does.
-
- < Go up a staircase to the previous level (if you are on the stairs).
-
- > Go down a staircase to the next level (if you are on the stairs).
-
- [yuhjklbn]
- Go one step in the direction indicated (see Figure 2). If there is a
- monster there, you will fight the monster instead. Only these
- one-step movement commands cause you to fight monsters; the others
- (below) are ``safe.''
-
- -----------------------------------------------------------------------------
- y k u 7 8 9
- \ | / \ | /
- h- . -l 4- . -6
- / | \ / | \
- b j n 1 2 3
- (if number_pad is set)
- -----------------------------------------------------------------------------
- Figure 2
- -----------------------------------------------------------------------------
-
- [YUHJKLBN]
- Go in that direction until you hit a wall or run into something.
-
- m[yuhjklbn]
- Prefix: move without picking up any objects.
-
- M[yuhjklbn]
- Prefix: move far, no pickup.
-
- g[yuhjklbn]
- Prefix: move until something interesting is found.
-
- G[yuhjklbn]
- Prefix: same as `g', but forking of corridors is not considered
- interesting.
-
- . Rest, do nothing for one turn.
-
- a Apply (use) a tool (pick-axe, key, lamp...).
-
- A Remove all armor. Use `T' (take off) to take off only one piece of
- armor.
-
- ^A Redo the previous command.
-
- c Close a door.
-
- C Call (name) an individual monster.
-
- ^C Panic button. Quit the game.
-
- d Drop something. Ex. ``d7a'' means drop seven items of object a.
-
- D Drop several things. In answer to the question ``What kinds of
- things do you want to drop? [!%= au]'' you should type zero or more
- object symbols possibly followed by `a' and/or `u'.
-
- Da - drop all objects, without asking for confirmation.
- Du - drop only unpaid objects (when in a shop).
- D%u - drop only unpaid food.
-
- ^D Kick something (usually a door).
-
- e Eat food.
-
- E Engrave a message on the floor. Engraving the word ``Elbereth'' will
- cause most monsters to not attack you hand-to-hand (but if you
- attack, you will rub it out); this is often useful to give yourself a
- breather. (This feature may be compiled out of the game, so your
- version might not necessarily have it.)
-
- E- - write in the dust with your fingers.
-
- i List your inventory (everything you're carrying).
-
- I List selected parts of your inventory.
-
- I* - list all gems in inventory;
- Iu - list all unpaid items;
- Ix - list all used up items that are on your shopping bill;
- I$ - count your money.
-
- o Open a door.
-
- O Set options. You will be asked to enter an option line. If you
- enter a blank line, the current options are reported. Entering `?'
- will get you explanations of the various options. Otherwise, you
- should enter a list of options separated by commas. The available
- options are listed later in this Guidebook. Options are usually set
- before the game, not with the `O' command; see the section on options
- below.
-
- p Pay your shopping bill.
-
- P Put on a ring.
-
- ^P Repeat previous message (subsequent ^P's repeat earlier messages).
-
- q Quaff (drink) a potion.
-
- Q Quit the game.
-
- r Read a scroll or spell book.
-
- R Remove a ring.
-
- ^R Redraw the screen.
-
- s Search for secret doors and traps around you. It usually takes
- several tries to find something.
-
- S Save the game. The game will be restored automatically the next time
- you play.
-
- t Throw an object or shoot a projectile.
-
- T Take off armor.
-
- ^T Teleport, if you have the ability.
-
- v Display version number.
-
- V Display the game history.
-
- w Wield weapon. w- means wield nothing, use your bare hands.
-
- W Wear armor.
-
- x List the spells you know (same as `+').
-
- X Enter explore (discovery) mode.
-
- z Zap a wand.
-
- Z Zap (cast) a spell.
-
- ^Z Suspend the game (UNIX(R) versions with job control only).
- (R)UNIX is a registered trademark of AT&T.
-
- : Look at what is here.
-
- , Pick up some things.
-
- @ Toggle the pickup option on and off.
-
- ^ Ask for the type of a trap you found earlier.
-
- ) Tell what weapon you are wielding.
-
- [ Tell what armor you are wearing.
-
- = Tell what rings you are wearing.
-
- " Tell what amulet you are wearing.
-
- ( Tell what tools you are using.
-
- $ Count your gold pieces.
-
- + List the spells you know (same as `x').
-
- \ Show what types of objects have been discovered.
-
- ! Escape to a shell.
-
- # Perform an extended command. As you can see, the authors of NetHack
- used up all the letters, so this is a way to introduce the less
- useful commands, or commands used under limited circumstances. You
- may obtain a list of them by entering `?'. What extended commands
- are available depend on what features the game was compiled with.
-
- 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 the extended commands by meta-ing the first
- letter of the command. In PC and ST NetHack, the `Alt' key can be
- used in this fashion.
-
- M-a Adjust inventory letters (the fixinvlet option must be ``on'' to do
- this).
-
- M-c Talk to someone.
-
- M-d Dip an object into something.
-
- M-f Force a lock.
-
- M-j Jump to another location.
-
- M-l Loot a box on the floor.
-
- M-m Use a monster's special ability.
-
- M-N Name an item or type of object.
-
- M-o Offer a sacrifice to the gods.
-
- M-p Pray to the gods for help.
-
- M-r Rub a lamp.
-
- M-s Sit down.
-
- M-t Turn undead.
-
- M-u Untrap something (usually a trapped object).
-
- M-v Print compile time options for this version of NetHack.
-
- M-w Wipe off your face.
-
- If the number_pad option is on, additional letter commands are available:
-
- j Jump to another location. Same as ``#jump'' or ``M-j''.
-
- k Kick something (usually a door). Same as `^D'.
-
- l Loot a box on the floor. Same as ``#loot'' or ``M-l''.
-
- N Name an item or type of object. Same as ``#name'' or ``M-N''.
-
- u Untrap a trapped object or door. Same as ``#untrap'' or ``M-u''.
-
- *** 5. Rooms and corridors
-
- Rooms in the dungeon are either lit or dark. If you walk into a lit
- room, the entire room will be drawn on the screen. If you walk into a dark
- room, only the areas you can see will be displayed. In darkness, you can
- only see one space in all directions. Corridors are always dark, but remain
- on the map as you explore them.
-
- Secret corridors are hidden. You can find them with the `s' (search)
- command.
-
- *** 5.1. Doorways
-
- Doorways connect rooms and corridors. Some doorways have no doors; you
- can walk right through. Others have doors in them, which may be open,
- closed, or locked. To open a closed door, use the `o' (open) command; to
- close it again, use the `c' (close) command.
-
- You can get through a locked door by using a tool to pick the lock with
- the `a' (apply) command, or by kicking it open with the `^D' (kick) command.
-
- Open doors cannot be entered diagonally; you must approach them straight
- on, horizontally or vertically. Doorways without doors are not restricted.
-
- 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).
-
- Secret doors are hidden. You can find them with the `s' (search)
- command.
-
- *** 5.2. Traps (`^')
-
- There are traps throughout the dungeon to snare the unwary delver. For
- example, you may suddenly fall into a pit and be stuck for a few turns.
- Traps don't appear on your map until you trigger one by moving onto it, or
- you discover it with the `s' (search) command. Monsters can fall prey to
- traps, too.
-
- *** 6. Monsters
- Monsters you cannot see are not displayed on the screen. Beware! You
- may suddenly come upon one in a dark place. Some magic items can help you
- locate them before they locate you, which some monsters do very well.
-
- *** 6.1. Fighting
-
- If you see a monster and you wish to fight it, just attempt to walk into
- it. Many monsters you find will mind their own business unless you attack
- them. Some of them are very dangerous when angered. Remember: Discretion
- is the better part of valor.
-
- *** 6.2. Your pet
-
- You start the game with a little dog (`d') or cat (`f'), 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.
-
- Your pet also gains experience from killing monsters, and can grow over
- time, gaining hit points and doing more damage. Initially, your pet may even
- be better at killing things than you, which makes pets useful for low-level
- characters.
-
- Your pet will follow you up and down staircases, if it is next to you
- when you move. Otherwise, your pet will be stranded, and may become wild.
-
- *** 6.3. Ghost levels
-
- 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.
-
- *** 7. Objects
-
- When you find something in the dungeon, it is common to want to pick it
- up. In NetHack, this is accomplished automatically by walking over the
- object (unless you turn off the pickup option (see below), or move with the
- `m' prefix (see above)), or manually by using the `,' command. If you're
- carrying too many things, NetHack will tell you so and won't pick up anything
- more. Otherwise, it will add the object(s) to your pack and tell you what
- you just picked up.
-
- 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).
-
- Some objects, such as weapons, are easily differentiated. Others, like
- scrolls and potions, are given descriptions which vary according to type.
- During a game, any two objects with the same description are the same type.
- However, the descriptions will vary from game to game.
-
- When you use one of these objects, if its effect is obvious, NetHack will
- remember what it is for you. If its effect isn't extremely obvious, you will
- be asked what you want to call this type of object so you will recognize it
- later. You can also use the ``#name'' command for the same purpose at any
- time, to name all objects of a particular type or just an individual object.
-
- *** 7.1. Curses and blessings
-
- Any object that you find may be cursed, even if the object is otherwise
- helpful. The most common effect of a curse is being stuck with (and to) the
- item. Cursed weapons weld themselves to your hand when wielded, so you
- cannot unwield them. Any cursed item you wear is not removable by ordinary
- means. In addition, cursed arms and armor usually, but not always, bear
- negative enchantments that make them less effective in combat. Other cursed
- objects may act poorly or detrimentally in other ways.
-
- Objects can also become blessed. Blessed items usually work better or
- more beneficially than normal uncursed items. For example, a blessed weapon
- will do more damage against demons.
-
- There are magical means of bestowing or removing curses upon objects, so
- even if you are stuck with one, you can still have the curse lifted and the
- item removed. Priests and Priestesses have an innate sensitivity to curses
- and blessings, so they can more easily avoid cursed objects than other
- character classes.
-
- An item with unknown curse status, and an item which you know to be
- uncursed, will be distinguished in your inventory by the presence of the word
- ``uncursed'' in the description of the latter. The exception is if this
- description isn't needed; you can look at the inventory description and know
- that you have discovered whether it's cursed. This applies to items which
- have ``plusses,'' and items with charges.
-
- *** 7.2. Weapons (`)')
-
- Given a chance, almost all monsters in the Mazes of Menace will
- gratuitously 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).
-
- There are wielded weapons, like maces and swords, and thrown weapons,
- like arrows. To hit monsters with a weapon, you must wield it and attack
- them, or throw it at them. To shoot an arrow out of a bow, you must first
- wield the bow, then throw the arrow. Crossbows shoot crossbow bolts. Slings
- hurl rocks and (other) gems. You can wield only one weapon at a time, but
- you can change weapons unless you're wielding a cursed one.
-
- Enchanted weapons have a ``plus'' (which can also be a minus) that adds
- to your chance to hit and the damage you do to a monster. The only way to
- find out if a weapon is enchanted is to have it magically identified somehow.
-
- Those of you in the audience who are AD&D players, be aware that each
- weapon which exists in AD&D does the same damage to monsters in NetHack.
- Some of the more obscure weapons (such as the aklys, lucern hammer, and
- bec-de-corbin) are defined in an appendix to Unearthed Arcana, an AD&D
- supplement.
-
- The commands to use weapons are `w' (wield) and `t' (throw).
-
- *** 7.3. Armor (`[')
-
- 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:
- dragon scale mail 1
- plate mail 3
- bronze plate mail 4
- splint mail 4
- banded mail 4
- elven mithril-coat 5
- chain mail 5
- scale mail 6
- ring mail 7
- studded leather armor 7
- leather armor 8
- no armor 10
-
- You can also wear other pieces of armor (ex. helmets, boots, shields,
- cloaks) to lower your armor class even further, but you can only wear one
- item of each category (one suit of armor, one cloak, one helmet, one shield,
- and so on).
-
- 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.
-
- The commands to use armor are `W' (wear) and `T' (take off).
-
- *** 7.4. Food (`%')
-
- Food is necessary to survive. If you go too long without eating you will
- faint, and eventually die of starvation. Unprotected food does not stay
- fresh indefinitely; after a while it will spoil, and be unhealthy to eat.
- Food stored in ice boxes or tins (``cans'' to you Americans) will usually
- stay fresh, but ice boxes are heavy, and tins take a while to open.
-
- When you kill monsters, they usually leave corpses which are also
- ``food.'' Many, but not all, of these are edible; some also give you special
- powers when you eat them. A good rule of thumb is ``you are what you eat.''
-
- You can name one food item after something you like to eat with the fruit
- option, if your dungeon has it.
-
- The command to eat food is `e'.
-
- *** 7.5. Scrolls (`?')
-
- Scrolls are labeled with various titles, probably chosen by ancient
- wizards for their amusement value (ex. ``READ ME,'' or ``HOLY BIBLE''
- backwards). Scrolls disappear after you read them (except for blank ones,
- without magic spells on them).
-
- One of the most useful of these is the scroll of identify, which can be
- used to determine what another object is, whether it is cursed or blessed,
- and how many uses it has left. Some objects of subtle enchantment are
- difficult to identify without these.
-
- If you receive mail while you are playing (on versions compiled with this
- feature), a mail daemon may run up and deliver it to you as a scroll of mail.
- To use this feature, 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.
-
- The command to read a scroll is `r'.
-
- *** 7.6. Potions (`!')
-
- Potions are distinguished by the color of the liquid inside the flask.
- They disappear after you quaff them.
-
- Clear potions are potions of water. Sometimes these are blessed or
- cursed, resulting in holy or unholy water. Holy water is the bane of the
- undead, so potions of holy water are good thing to throw (`t') at them. It
- also is very useful when you dip (``#dip'') other objects in it.
-
- The command to drink a potion is `q' (quaff).
-
- *** 7.7. Wands (`/')
-
- Magic wands have multiple magical charges. Some wands are directional,
- you must give a direction to zap them in. You can also zap them at yourself
- (just give a `.' or `s' for the direction), but it is often unwise. Other
- wands are nondirectional, they don't ask for directions. The number of
- charges in a wand is random, and decreases by one whenever you use it.
-
- The command to use a wand is `z' (zap).
-
- *** 7.8. Rings (`=')
-
- Rings are very useful items, since they are relatively permanent magic,
- unlike the usually fleeting effects of potions, scrolls, and wands.
-
- Putting on a ring activates its magic. You can wear only two rings, one
- on each ring finger.
-
- Most rings also cause you to grow hungry more rapidly, the rate varying
- with the type of ring.
-
- The commands to use rings are `P' (put on) and `R' (remove).
-
- *** 7.9. Spell books (`+')
-
- Spell books are tomes of mighty magic. When studied with the `r' (read)
- command, they bestow the knowledge of a spell, unless the attempt backfires.
- Reading a cursed spell book, or one with mystic runes beyond your ken can be
- harmful to your health!
-
- A spell can also backfire when you cast it. If you attempt to cast a
- spell well above your experience level, or cast it at a time when your luck
- is particularly bad, you can end up wasting both the energy and the time
- required in casting.
-
- Casting a spell calls forth magical energies and focuses them with your
- naked mind. Releasing the magical energy releases some of your memory of the
- spell with it. Each time you cast a spell, your familiarity with it will
- dwindle, until you eventually forget the details completely and must relearn
- it.
-
- The command to read a spell book is the same as for scrolls, `r' (read).
- The `+' command lists your current spells and the number of spell points they
- require. The `Z' (cast) command casts a spell.
-
- *** 7.10. Tools (`(')
-
- Tools are miscellaneous objects with various purposes. Some tools are
- like wands in that they have a limited number of uses. For example, lamps
- burn out after a while. Other tools are containers, which objects can be
- placed into or taken out of.
-
- The command to use tools is `a' (apply).
-
- *** 7.10.1. Chests and boxes
-
- You may encounter chests or boxes in your travels. These can be opened
- with the ``#loot'' extended command when they are on the floor, or with the
- `a' (apply) command when you are carrying one. However, chests are often
- locked, and require you to either use a key to unlock it, a tool to pick the
- lock, or to break it open with brute force. Chests are unwieldy objects, and
- must be set down to be unlocked (by kicking them, using a key or lock picking
- tool with the `a' (apply) command, or by using a weapon to force the lock
- with the ``#force'' extended command).
-
- Some chests are trapped, causing nasty things to happen when you unlock
- or open them. You can check for and try to deactivate traps with the
- ``#untrap'' extended command.
-
- *** 7.11. Amulets (`"')
-
- Amulets are very similar to rings, and often more powerful. Like rings,
- amulets have various magical properties, some beneficial, some harmful, which
- are activated by putting them on.
-
- The commands to use amulets are the same as for rings, `P' (put on) and
- `R' (remove).
-
- *** 7.12. Gems (`*')
-
- Some gems are valuable, and can be sold for a lot of gold pieces.
- Valuable gems increase your score if you bring them with you when you exit.
- Other small rocks are also categorized as gems, but they are much less
- valuable.
-
- *** 7.13. Large rocks (``')
-
- Statues and boulders are not particularly useful, and are generally
- heavy. It is rumored that some statues are not what they seem.
-
- *** 7.14. Gold (`$')
-
- Gold adds to your score, and you can buy things in shops with it. Your
- version of NetHack may display how much gold you have on the status line. If
- not, the `$' command will count it.
-
- *** 8. Options
-
- Due to variations in personal tastes and conceptions of how NetHack
- should do things, there are options you can set to change how NetHack
- behaves.
-
- *** 8.1. Setting the options
-
- There are two ways to set the options. The first is with the `O' command
- in NetHack; the second is with the ``NETHACKOPTIONS'' environment variable.
-
- *** 8.2. Using the NETHACKOPTIONS environment variable
-
- The NETHACKOPTIONS variable is a comma-separated list of initial values
- for the various options. Some can only be turned on or off. You turn one of
- these on by adding the name of the option to the list, and turn it off by
- typing a `!' or ``no'' before the name. Others take a character string as a
- value. You can set string options by typing the option name, a colon, and
- then the value of the string. The value is terminated by the next comma or
- the end of string.
-
- For example, to set up an environment variable so that ``female'' is on,
- ``pickup'' is off, the name is set to ``Blue Meanie'', and the fruit is set
- to ``papaya'', you would enter the command:
-
- % setenv NETHACKOPTIONS "female,!pickup,name:Blue Meanie,fruit:papaya"
-
- in csh, or
-
- $ NETHACKOPTIONS="female,!pickup,name:Blue Meanie,fruit:papaya"
- $ export NETHACKOPTIONS
-
- in sh or ksh.
-
- *** 8.3. Customization options
-
- Here are explanations of what the various options do. Character strings
- longer than fifty characters are truncated. Some of the options listed may
- be inactive in your dungeon.
-
- catname
- Name your starting cat (ex. ``catname:Morris''). Cannot be set with
- the `O' command.
-
- color
- Use color for different monsters, objects, and dungeon features
- (default on).
-
- confirm
- Have user confirm attacks on pets, shopkeepers, and other peaceable
- creatures (default on).
-
- DECgraphics
- Use a predefined selection of characters from the DEC VTxxx/DEC
- Rainbow/ ANSI line-drawing character set to display the dungeon
- instead of having to define a full graphics set yourself (default
- off). Cannot be set with the `O' command.
-
- dogname
- Name your starting dog (ex. ``dogname:Fang''). Cannot be set with
- the `O' command.
-
- endgame
- Control what parts of the score list you are shown at the end
- (ex. ``endgame:5 top scores/4 around my score/own scores'').
- Only the first letter of each category (`t', `a', or `o') is
- necessary.
-
- female
- Set your sex (default off). Cannot be set with the `O' command.
-
- fixinvlet
- An object's inventory letter sticks to it when it's dropped (default
- on). If this is off, dropping an object shifts all the remaining
- inventory letters.
-
- fruit
- Name a fruit after something you enjoy eating (ex. ``fruit: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.
-
- graphics
- Set the graphics symbols for screen displays (default
- ``|--------|||-\\/.-|+.#<>^"}{#\\_<>##''). The graphics option (if
- used) should come last, followed by a string of up to 35 characters
- to be used instead of the default map-drawing characters. The
- dungeon map will use the characters you specify instead of the
- default symbols.
-
- The DECgraphics and IBMgraphics options use predefined selections of
- graphics symbols, so you need not go to the trouble of setting up a
- full graphics string for these common cases. These two options also
- set up proper handling of graphics characters for such terminals, so
- you should specify them as appropriate even if you override the
- selections with your own graphics string.
-
- Note that this option string is now escape-processed in conventional
- C fashion. This means that `\' is a prefix to take the following
- character literally, and not as a special prefix. Your graphics
- strings for NetHack 2.2 and older versions may contain a `\'; it must
- be doubled for the same effect now. The special escape form `\m'
- switches on the meta bit in the following character, and the `^'
- prefix causes the following character to be treated as a control
- character (so any `^' in your old graphics strings should be changed
- to `\^' now).
-
- The order of the symbols is: solid rock, vertical wall, horizontal
- wall, upper left corner, upper right corner, lower left corner, lower
- right corner, cross wall, upward T wall, downward T wall, leftward T
- wall, rightward T wall, vertical beam, horizontal beam, left slant,
- right slant, no door, vertical open door, horizontal open door,
- closed door, floor of a room, corridor, stairs up, stairs down, trap,
- web, pool or moat, fountain, kitchen sink, throne, altar, ladder up,
- ladder down, vertical drawbridge, horizontal drawbridge. You might
- want to use `+' for the corners and T walls for a more esthetic,
- boxier display. Note that in the next release, new symbols may be
- added, or the present ones rearranged.
-
- Cannot be set with the `O' command.
-
- 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.
-
- IBM_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, PC and ST NetHack only).
-
- IBMgraphics
- Use a predefined selection of IBM extended ASCII characters to
- display the dungeon instead of having to define a full graphics set
- yourself (default off). Cannot be set with the `O' command.
-
- ignintr
- Ignore interrupt signals, including breaks (default off).
-
- male
- Set your sex (default on, most hackers are male). Cannot be set with
- the `O' command.
-
- name
- Set your character's name (defaults to your user name). You can also
- set your character class by appending a dash and the first letter of
- the character class (that is, by suffixing one of -A -B -C -E -H -K
- -P -R -S -T -V -W). Cannot be set with the `O' command.
-
- news
- Read the NetHack news file, if present (default on). Since the news
- is shown at the beginning of the game, there's no point in setting
- this with the `O' command.
-
- number_pad
- Use the number keys to move instead of [yuhjklbn] (default off).
-
- null
- Send padding nulls to the terminal (default off).
-
- 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.
-
- pickup
- Pick up things you move onto by default (default on).
-
- rawio
- Force raw (non-cbreak) mode for faster output and more bulletproof
- input (MS-DOS sometimes treats `^P' as a printer toggle without it)
- (default off). Note: DEC Rainbows hang if this is turned on.
- Cannot be set with the `O' command.
-
- rest_on_space
- Make the space bar a synonym for the `.' (rest) command (default
- off).
-
- safe_pet
- Prevent you from (knowingly) attacking your pets (default on).
-
- silent
- Suppress terminal beeps (default on).
-
- sortpack
- Sort the pack contents by type when displaying inventory (default
- on).
-
- standout
- Boldface monsters and ``--More--'' (default off).
-
- time
- Show the elapsed game time in turns on bottom line (default off).
-
- tombstone
- Draw a tombstone graphic upon your death (default on).
-
- verbose
- Provide more commentary during the game (default on).
-
- In some versions, options may be set in a configuration file on disk as
- well as from NETHACKOPTIONS.
-
- *** 9. Scoring
-
- NetHack maintains a list of the top scores or scorers on your machine,
- depending on how it is set up. In the latter case, each account on the
- machine can post only one non-winning score on this list. If you score
- higher than someone else on this list, or better your previous score, you
- will be inserted in the proper place under your current name. How many
- scores are kept can also be set up when NetHack is compiled.
-
- Your score is chiefly based upon how much experience you gained, how much
- loot you accumulated, how deep you explored, and how the game ended. If you
- quit the game, you escape with all of your gold intact. If, however, you get
- killed in the Mazes of Menace, the guild will only hear about 90% of your
- gold when your corpse is discovered (adventurers have been known to collect
- finder's fees). So, consider whether you want to take one last hit at that
- monster and possibly live, or quit and stop with whatever you have. If you
- quit, you keep all your gold, but if you swing and live, you might find more.
-
- If you just want to see what the current top players/games list is, you
- can type nethack -s all.
-
- *** 10. Explore mode
-
- NetHack is an intricate and difficult game. Novices might falter in
- fear, aware of their ignorance of the means to survive. Well, fear not.
- Your dungeon may come equipped with an ``explore'' or ``discovery'' mode that
- enables you to keep old save files and cheat death, at the paltry cost of not
- getting on the high score list.
-
- There are two ways of enabling explore mode. One is to start the game
- with the -X switch. The other is to issue the `X' command while already
- playing the game. The other benefits of explore mode are left for the trepid
- reader to discover.
-
- *** 11. Credits
-
- The original hack game was modeled on the Berkeley UNIX rogue game.
- Large portions of this paper were shamelessly cribbed from A Guide to the
- Dungeons of Doom, by Michael C. Toy and Kenneth C. R. C. Arnold. Small
- portions were adapted from Further Exploration of the Dungeons of Doom, by
- Ken Arromdee.
-
- NetHack is the product of literally dozens of people's work. Main events
- in the course of the game development are described below:
-
- Jay Fenlason wrote the original Hack, with help from Kenny Woodland, Mike
- Thome and Jon Payne.
-
- Andries Brouwer did a major re-write, transforming Hack into a very
- different game, and published (at least) three versions (1.0.1, 1.0.2, and
- 1.0.3) for UNIX machines to the Usenet.
-
- Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS, producing PC
- HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went
- on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6).
-
- R. Black ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST,
- producing ST Hack 1.03.
-
- Mike Stephenson merged these various versions back together,
- incorporating many of the added features, and produced NetHack 1.4. He then
- coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and
- released NetHack versions 2.2 and 2.3.
-
- Later, Mike coordinated a major rewrite of the game, heading a team which
- included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson,
- Izchak Miller, John Rupley, Mike Threepoint, and Janet Walz, to produce
- NetHack 3.0c.
-
- NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo
- Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy
- later joined the main development team to produce subsequent revisions of
- 3.0.
-
- Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch,
- Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack
- 3.0. Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various
- other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga
- ports through the later revisions of 3.0.
-
- 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:
- Richard Addison Bruce Holloway Pat Rankin
- Tom Almy Richard P. Hughey Eric S. Raymond
- Ken Arromdee Ari Huttunen John Rupley
- Eric Backus Del Lamb Olaf Seibert
- John S. Bien Greg Laskin Kevin Sitze
- Ralf Brown Johnny Lee Eric R. Smith
- Jean-Christophe Collet Steve Linhart Kevin Smolkowski
- Steve Creps Ken Lorber Michael Sokolov
- Kevin Darcy Benson I. Margulies Stephen Spackman
- Matthew Day Pierre Martineau Andy Swanson
- Joshua Delahunty Roland McGrath Kevin Sweet
- Jochen Erwied Norm Meluch Scott R. Turner
- David Gentzel Bruce Mewborne Janet Walz
- Mark Gooderum Izchak Miller Jon Watte
- David Hairston Gil Neiger Tom West
- Timo Hakulinen Greg Olson Gregg Wonderly
- Eric Hendrickson Mike Passaretti
-
- Brand and product names are trademarks or registered trademarks of their
- respective holders.
-