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A Guide to the Mazes of Menace
(Guidebook for NetHack 3.3)
Eric S. Raymond
(Extensively edited and expanded for 3.0 by Mike Threepoint)
1. Introduction
Having exhausted your own meager financial resources, as
well as those of your parents, you find that you must end your
formal education. Your lack of experience and skills leaves you
facing a pretty grim future. You could look for some sort of me-
nial job and hope to perform well enough to be noticed and
perhaps rise in responsibilities until you were earning enough
money to be comfortable. Or you could set out into the world and
make your livelihood by prospecting, stealing, crusading, or just
plain killing, for your gold. Over the objections of your local
guildmaster, you opt to follow the adventuring route. After all,
when adventurers came back this way they usually seemed better
off than when they passed through the first time. And who was to
say that all of those who did not return had not just kept going?
Asking around, you hear about a bauble, called the Amulet of
Yendor by some, which, if you can find it, will bring you great
wealth. One legend you were told even mentioned that the one who
finds the amulet will be granted immortality by the gods. The
amulet is rumored to be somewhere beyond the Valley of Gehennom,
deep within the Mazes of Menace. You decide that even if the ru-
mors of the amulet's powers are untrue, and even if it won't cure
the common plague, you should at least be able to sell the tales
of your adventures to the local minstrels for a tidy sum. You
spend one last night fortifying yourself at the local inn, becom-
ing more and more depressed as you watch the odds of your success
being posted on the inn's walls getting lower and lower. In the
morning you awake, gather together your belongings, and set off
on your adventure...
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 the local nasties. They
start equipped with the tools for a proper 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.
NetHack Guidebook 1
NetHack Guidebook 2
Cavemen and Cavewomen start with exceptional strength but,
unfortunately, with neolithic weapons.
Healers are wise in medicine and apothecary. They know the
herbs and simples that can restore vitality, ease pain, anesthe-
tize, and neutralize poisons; and with their instruments, they
can divine a being's state of health or sickness. Their medical
practice earns them quite reasonable amounts of money, with which
they enter the dungeon.
Knights are distinguished from the common skirmisher by
their devotion to the ideals of chivalry and by the surpassing
excellence of their armor.
Monks are ascetics, who by rigorous practice of physical and
mental disciplines have become capable of fighting as effectively
without weapons as with. They wear no armor but make up for it
with increased mobility.
Priests and Priestesses are clerics militant, crusaders ad-
vancing 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.
Rangers are most at home in the woods, and some say slightly
out of place in a dungeon. They are, however, experts in archery
as well as tracking and stealthy movement.
Rogues are agile and stealthy thieves, with knowledge of
locks, traps, and poisons. Their advantage lies in surprise,
which they employ to great advantage.
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, inures them to extremes of
cold, and instills in them stealth and cunning.
Wizards start out with a knowledge of magic, a selection of
magical items, and a particular affinity for dweomercraft.
Although seemingly weak and easy to overcome at first sight, an
experienced Wizard is a deadly foe.
You may also choose the race of your character:
Dwarves are smaller than humans or elves, but are stocky and
solid individuals. Dwarves' most notable trait is their great
NetHack 3.3 December 2, 1999
NetHack Guidebook 3
expertise in mining and metalwork. Dwarvish armor is said to be
second in quality not even to the mithril armor of the Elves.
Elves are agile, quick, and perceptive; very little of what
goes on will escape an Elf. The quality of Elven craftsmanship
often gives them an advantage in arms and armor.
Gnomes are smaller than but generally similar to dwarves.
Gnomes are known to be expert miners, and it is known that a
secret underground mine complex built by this race exists within
the Mazes of Menace, filled with both riches and danger.
Humans are by far the most common race of the surface world,
and are thus the norm by which other races are often compared.
Although they have no special abilities, they can succeed in any
role.
Orcs are a cruel and barbaric race, that hate every living
thing (including other orcs). Above all others, Orcs hate Elves
with a passion unequalled, and will go out of their way to kill
one at any opportunity. The armor and weapons fashioned by the
Orcs are typically of inferior quality.
You set out for the dungeon and after several days of
uneventful travel you see the ancient ruins that mark the en-
trance 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 accept commands in pseudo-English sen-
tences 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 can even be played by blind players, with the assis-
tance of Braille readers or speech synthesisers. Instructions
for configuring NetHack for the blind are included later in this
document.
NetHack 3.3 December 2, 1999
NetHack Guidebook 4
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?
NetHack offers a variety of display options. The options
available to you will vary from port to port, depending on the
capabilities of your hardware and software, and whether various
compile-time options were enabled when your executable was creat-
ed. The three possible display options are: a monochrome charac-
ter interface, a color character interface, and a graphical in-
terface using small pictures called tiles. The two character in-
terfaces allow fonts with other characters to be substituted, but
the default assignments use standard ASCII characters to
represent everything. There is no difference between the various
display options with respect to game play. Because we cannot
reproduce the tiles or colors in the Guidebook, and because it is
common to all ports, we will use the default ASCII characters
from the monochrome character display when referring to things
you might see on the screen during your game.
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 $:0 HP:9(12) Pw:3(3) AC:10 Exp: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 vari-
ous status items mean (though your configuration may not have all
NetHack 3.3 December 2, 1999
NetHack Guidebook 5
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, how much damage you do in combat, and how much loot
you can carry.
Dexterity
Dexterity affects your chances to hit in combat, to avoid
traps, and do other tasks requiring agility or manipulation
of objects.
Constitution
Constitution affects your ability to recover from injuries
and other strains on your stamina.
Intelligence
Intelligence affects your ability to cast spells and read
spellbooks.
Wisdom
Wisdom comes from your practical experience (especially when
dealing with magic). It affects your magical energy.
Charisma
Charisma affects how certain creatures react toward you. In
particular, it can affect the prices shopkeepers offer you.
Alignment
Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
and Chaotic as evil, but legal and ethical do not always
coincide. Your alignment influences how other monsters
react toward you. Monsters of a like alignment are more
likely to be non-aggressive, while those of an opposing
alignment are more likely to be seriously offended at your
presence.
Dungeon Level
How deep you are in the dungeon. You start at level one and
the number increases as you go deeper into the dungeon.
Some levels are special, and are identified by a name and
not a number. The Amulet of Yendor is reputed to be some-
where beneath the twentieth level.
Gold
The number of gold pieces you are openly carrying. Gold
NetHack 3.3 December 2, 1999
NetHack Guidebook 6
which you have concealed in containers is not counted.
Hit Points
Your current and maximum hit points. Hit points indicate
how much damage you can take before you die. The more you
get hit in a fight, the lower they get. You can regain hit
points by resting, or by using certain magical items or
spells. The number in parentheses is the maximum number
your hit points can reach.
Power
Spell points. This tells you how much mystic energy (mana)
you have available for spell casting. Again, resting will
regenerate the amount available.
Armor Class
A measure of how effectively your armor stops blows from un-
friendly creatures. The lower this number is, the more ef-
fective the armor; it is quite possible to have negative ar-
mor class.
Experience
Your current experience level and experience points. As you
adventure, you gain experience points. At certain experi-
ence point totals, you gain an experience level. The more
experienced you are, the better you fight and withstand mag-
ical 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, FoodPois or Ill 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.
NetHack 3.3 December 2, 1999
NetHack Guidebook 7
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 some-
thing. 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:
- and |
The walls of a room, or an open door. Or a grave (|).
. The floor of a room, ice, or a doorless doorway.
# A corridor, or iron bars, or a tree, or possibly a kitchen
sink (if your dungeon has sinks), or a drawbridge.
> Stairs down: a way to the next level.
< Stairs up: a way to the previous level.
+ A closed door, or a spellbook containing a spell you can
learn.
@ Your character or a human.
$ A pile of gold.
^ A trap (once you have detected it).
) A weapon.
[ A suit or piece of armor.
% Something edible (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.
NetHack 3.3 December 2, 1999
NetHack Guidebook 8
_ An altar, or an iron chain.
{ A fountain.
} A pool of water or moat or a pool of lava.
\ An opulent throne.
a-zA-Z and other symbols
Letters and certain other symbols represent the various in-
habitants 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
next section for more info).
4. Commands
Commands are initiated by typing one or two characters.
Some commands, like ``search'', do not require that any more in-
formation 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 menus-
tyle option.
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 unexpect-
ed. Typing a `*' lists your entire inventory, so you can see the
inventory letters of every object you're carrying. Finally, if
you change your mind and decide you don't want to do this command
after all, you can press the ESC key to abort the command.
You can put a number before some commands to repeat them
that many times; for example, ``10s'' will search ten times. If
you have the number_pad option set, you must type `n' to prefix a
count, so the example above would be typed ``n10s'' instead.
Commands for which counts make no sense ignore them. In addi-
tion, movement commands can be prefixed for greater control (see
below). To cancel a count or a prefix, press the ESC key.
The list of commands is rather long, but it can be read at
any time during the game through the `?' command, which accesses
a menu of helpful texts. Here are the commands for your refer-
ence:
NetHack 3.3 December 2, 1999
NetHack Guidebook 9
? Help menu: display one of several help texts available.
/ Tell what a symbol represents. You may choose to specify a
location or type a symbol (or even a whole word) to explain.
Specifying a location is done by moving the cursor to a par-
ticular spot on the map and then pressing one of `.', `,',
`;', or `:'. `.' will explain the symbol at the chosen lo-
cation, conditionally check for ``More info?'' depending
upon whether the help option is on, and then you will be
asked to pick another location; `,' will explain the symbol
but skip any additional information; `;' will skip addition-
al info and also not bother asking you to choose another lo-
cation to examine; `:' will show additional info, if any,
without asking for confirmation. When picking a location,
pressing the ESC key will terminate this command, or press-
ing `?' will give a brief reminder about how it works.
Specifying a name rather than a location always gives any
additional information available about that name.
& Tell what a command does.
< Go up to the previous level (if you are on the staircase or
ladder).
> Go down to the next level (if you are on the staircase or
ladder).
[yuhjklbn]
Go one step in the direction indicated (see Figure 2). If
you can sense a monster there, you will fight the monster
instead. Only these one-step movement commands cause you to
fight monsters; the others (below) are ``safe.''
y k u 7 8 9
\ | / \ | /
h- . -l 4- . -6
/ | \ / | \
b j n 1 2 3
(if number_pad is set)
Figure 2
[YUHJKLBN]
Go in that direction until you hit a wall or run into some-
thing.
m[yuhjklbn]
Prefix: move without picking up objects or fighting (even
if you remember a monster there)
F[yuhjklbn]
Prefix: fight a monster (even if you only guess one is
NetHack 3.3 December 2, 1999
NetHack Guidebook 10
there)
M[yuhjklbn]
Prefix: move far, no pickup.
g[yuhjklbn]
Prefix: move until something interesting is found.
G[yuhjklbn] or <CONTROL->[yuhjklbn]
Prefix: same as `g', but forking of corridors is not con-
sidered interesting.
. Rest, do nothing for one turn.
a Apply (use) a tool (pick-axe, key, lamp...).
A Remove one or more worn items, such as armor. Use `T' (take
off) to take off only one piece of armor or `R' (remove) to
take off only one accessory.
^A Redo the previous command.
c Close a door.
C Call (name) an individual monster.
^C Panic button. Quit the game.
d Drop something. Ex. ``d7a'' means drop seven items of ob-
ject a.
D Drop several things. In answer to the question ``What kinds
of things do you want to drop? [!%= aium]'' you should type
zero or more object symbols possibly followed by `a' and/or
`i' and/or `u' and/or `m'.
Da - drop all objects, without asking for confirmation.
Di - examine your inventory before dropping anything.
Du - drop only unpaid objects (when in a shop).
Dm - use a menu to pick which object(s) to drop.
D%u - drop only unpaid food.
^D Kick something (usually a door).
e Eat food.
E Engrave a message on the floor. Engraving the word ``El-
bereth'' 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.)
E- - write in the dust with your fingers.
NetHack 3.3 December 2, 1999
NetHack Guidebook 11
f Fire one of the objects placed in your quiver. You may
select ammunition with a previous `Q' command, or let the
computer pick something appropriate if autoquiver is true.
i List your inventory (everything you're carrying).
I List selected parts of your inventory.
I* - list all gems in inventory;
Iu - list all unpaid items;
Ix - list all used up items that are on your shopping bill;
I$ - count your money.
o Open a door.
O Set options. A menu showing the current option values will
be displayed. You can change most values simply by select-
ing the menu entry for the given option (ie, by typing its
letter or clicking upon it, depending on your user inter-
face). For the non-boolean choices, a further menu or
prompt will appear once you've closed this menu. The avail-
able 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.
p Pay your shopping bill.
P Put on a ring or other accessory (amulet, blindfold).
^P Repeat previous message (subsequent ^P's repeat earlier mes-
sages).
q Quaff (drink) a potion.
Q Select an object for your quiver. You can then throw this
using the `f' command. (In versions prior to 3.3 this was
the command to quit the game, which has now been moved to
`#quit'.)
r Read a scroll or spellbook.
R Remove an accessory (ring, amulet, etc).
^R Redraw the screen.
s Search for secret doors and traps around you. It usually
takes several tries to find something.
S Save (and suspend) the game. The game will be restored au-
tomatically the next time you play.
t Throw an object or shoot a projectile.
NetHack 3.3 December 2, 1999
NetHack Guidebook 12
T Take off armor.
^T Teleport, if you have the ability.
v Display version number.
V Display the game history.
w Wield weapon.
w- - wield nothing, use your bare hands.
W Wear armor.
x Exchange your wielded weapon with the item in your secondary
weapon slot. The latter is used as your second weapon in
two-weapon combat. Note that if one of these slots is emp-
ty, the exchange still takes place.
X Enter explore (discovery) mode, explained in its own section
later.
z Zap a wand. To aim at yourself, use `.' for the direction.
Z Zap (cast) a spell.
^Z Suspend the game (UNIX(R) versions with job control only).
: Look at what is here.
; Show what type of thing a visible symbol corresponds to.
, Pick up some things.
@ Toggle the autopickup option on and off.
^ Ask for the type of a trap you found earlier.
) Tell what weapon you are wielding.
[ Tell what armor you are wearing.
= Tell what rings you are wearing.
" Tell what amulet you are wearing.
( Tell what tools you are using.
* Tell what equipment you are using; combines the preceding
five type-specific commands into one.
__________
(R)UNIX is a registered trademark of AT&T.
NetHack 3.3 December 2, 1999
NetHack Guidebook 13
$ Count your gold pieces.
+ List the spells you know. Using this command, you can also
rearrange the order in which your spells are listed. They
are shown via a menu, and if you select a spell in that
menu, you'll be re-prompted for another spell to swap places
with it, and then have opportunity to make further ex-
changes.
\ 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 intro-
duce the less frequently used commands. What extended com-
mands are available depends on what features the game was
compiled with.
#adjust
Adjust inventory letters (most useful when the fixinv option
is ``on'').
#chat
Talk to someone.
#conduct
List which challenges you have adhered to.
#dip Dip an object into something.
#enhance
Advance or check weapons skills.
#force
Force a lock.
#invoke
Invoke an object's special powers.
#jump
Jump to another location.
#loot
Loot a box on the floor.
#monster
Use a monster's special ability (when polymorphed into mon-
ster form).
#name
Name an item or type of object.
NetHack 3.3 December 2, 1999
NetHack Guidebook 14
#offer
Offer a sacrifice to the gods.
#pray
Pray to the gods for help.
#quit
Quit the program without saving your game.
#ride
Ride (or stop riding) a monster.
#rub Rub a lamp.
#sit Sit down.
#turn
Turn undead.
#twoweapon
Toggle two-weapon combat on or off. Note that you must use
suitable weapons for this type of combat, or it will be au-
tomatically turned off.
#untrap
Untrap something (trap, door, or chest).
#version
Print compile time options for this version of NetHack.
#wipe
Wipe off your face.
#? Help menu: get the list of available extended commands.
If your keyboard has a meta key (which, when pressed in com-
bination with another key, modifies it by setting the `meta'
[8th, or `high'] bit), you can invoke many extended commands by
meta-ing the first letter of the command. In NT, OS/2, and PC
NetHack, the `Alt' key can be used in this fashion.
M-a #adjust
M-c #chat
M-d #dip
M-e #enhance
M-f #force
M-i #invoke
NetHack 3.3 December 2, 1999
NetHack Guidebook 15
M-j #jump
M-l #loot
M-m #monster
M-n #name
M-o #offer
M-p #pray
M-q #quit
M-r #rub
M-s #sit
M-t #turn
M-u #untrap
M-v #version
M-w #wipe
If the number_pad option is on, some additional letter com-
mands 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 trap, door, or chest. Same as ``#untrap'' or ``M-
u''.
5. Rooms and corridors
Rooms and corridors in the dungeon are either lit or dark.
Any lit areas within your line of sight will be displayed; dark
areas are only displayed if they are within one space of you.
Walls and corridors remain on the map as you explore them.
Secret corridors are hidden. You can find them with the `s'
(search) command.
NetHack 3.3 December 2, 1999
NetHack Guidebook 16
5.1. Doorways
Doorways connect rooms and corridors. Some doorways have no
doors; you can walk right through. Others have doors in them,
which may be open, closed, or locked. To open a closed door, use
the `o' (open) command; to close it again, use the `c' (close)
command.
You can get through a locked door by using a tool to pick
the lock with the `a' (apply) command, or by kicking it open with
the `^D' (kick) command.
Open doors cannot be entered diagonally; you must approach
them straight on, horizontally or vertically. Doorways without
doors are not restricted in this fashion.
Doors can be useful for shutting out monsters. Most mon-
sters cannot open doors, although a few don't need to (ex. ghosts
can walk through doors).
Secret doors are hidden. You can find them with the `s'
(search) command. Once found they are in all ways equivalent to
normal doors.
5.2. Traps (`^')
There are traps throughout the dungeon to snare the unwary
delver. For example, you may suddenly fall into a pit and be
stuck for a few turns trying to climb out. Traps don't appear on
your map until you see one triggered by moving onto it, see some-
thing fall into it, or you discover it with the `s' (search) com-
mand. Monsters can fall prey to traps, too, which can be a very
useful defensive strategy.
5.3. Stairs (`<', `>')
In general, each level in the dungeon will have a staircase
going up (`<') to the previous level and another going down (`>')
to the next level. There are some exceptions though. For in-
stance, fairly early in the dungeon you will find a level with
two down staircases, one continuing into the dungeon and the oth-
er branching into an area known as the Gnomish Mines. Those
mines eventually hit a dead end, so after exploring them (if you
choose to do so), you'll need to climb back up to the main
dungeon.
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
NetHack 3.3 December 2, 1999
NetHack Guidebook 17
described below). Monsters are only active on the current level;
those on other levels are essentially placed into stasis.
Ordinarily when you climb a set of stairs, you will arrive
on the corresponding staircase at your destination. However,
pets (see below) and some other monsters will follow along if
they're close enough when you travel up or down stairs, and occa-
sionally one of these creatures will displace you during the
climb. When that occurs, the pet or other monster will arrive on
the staircase and you will end up nearby.
5.4. Ladders (`<', `>')
Ladders serve the same purpose as staircases, and the two
types of inter-level connections are nearly indistinguishable
during game play.
6. Monsters
Monsters you cannot see are not displayed on the screen.
Beware! You may suddenly come upon one in a dark place. Some
magic items can help you locate them before they locate you
(which some monsters can do very well).
The commands `/' and `;' may be used to obtain information
about those monsters who are displayed on the screen. The com-
mand `C' allows you to assign a name to a monster, which may be
useful to help distinguish one from another when multiple mon-
sters are present. Assigning a name which is just a space will
remove any prior name.
The extended command ``#chat'' can be used to interact with
an adjacent monster. There is no actual dialog (in other words,
you don't get to choose what you'll say), but chatting with some
monsters such as a shopkeeper or the Oracle of Delphi can produce
useful results.
6.1. Fighting
If you see a monster and you wish to fight it, just attempt
to walk into it. Many monsters you find will mind their own
business unless you attack them. Some of them are very dangerous
when angered. Remember: discretion is the better part of valor.
6.2. Your pet
You start the game with a little dog (`d'), cat (`f'), or
pony (`u'), which follows you about the dungeon and fights mon-
sters with you. Like you, your pet needs food to survive. It
usually feeds itself on fresh carrion and other meats. If you're
worried about it or want to train it, you can feed it, too, by
throwing it food. A properly trained pet can be very useful
under certain circumstances.
NetHack 3.3 December 2, 1999
NetHack Guidebook 18
Your pet also gains experience from killing monsters, and
can grow over time, gaining hit points and doing more damage.
Initially, your pet may even be better at killing things than
you, which makes pets useful for low-level characters.
Your pet will follow you up and down staircases if it is
next to you when you move. Otherwise your pet will be stranded
and may become wild. Similarly, when you trigger certain types
of traps which alter your location (for instance, a trap door
which drops you to a lower dungeon level), any adjacent pet will
accompany you and any non-adjacent pet will be left behind. Your
pet may trigger such traps itself; you will not be carried along
with it even if adjacent at the time.
6.3. Steeds
Some types of creatures in the dungeon can actually be rid-
den if you have the right equipment and skill. Convincing a wild
beast to let you saddle it up is difficult to say the least.
Many a dungeoneer has had to resort to magic and wizardry in ord-
er to forge the alliance. Once you do have the beast under your
control however, you can easily climb in and out of the saddle
with the `#ride' command. Lead the beast around the dungeon when
riding, in the same manner as you would move yourself. It is the
beast that you will see displayed on the map.
Riding skill is managed by the `#enhance' command. See the
section on Weapon proficiency for more information about that.
6.4. Bones levels
You may encounter the shades and corpses of other adventur-
ers (or even former incarnations of yourself!) and their personal
effects. Ghosts are hard to kill, but easy to avoid, since
they're slow and do little damage. You can plunder the deceased
adventurer's possessions; however, they are likely to be cursed.
Beware of whatever killed the former player; it is probably still
lurking around, gloating over its last victory.
7. Objects
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
walking over the object (unless you turn off the autopickup op-
tion (see below), or move with the `m' prefix (see above)), or
manually by using the `,' command.
If you're carrying too many items, NetHack will tell you so
and you won't be able to pick up anything more. Otherwise, it
will add the object(s) to your pack and tell you what you just
picked up.
NetHack 3.3 December 2, 1999
NetHack Guidebook 19
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 car-
rying around with you through the dungeon will encumber you.
Your reactions will get slower and you'll burn calories faster,
requiring food more frequently to cope with it. Eventually,
you'll be so overloaded that you'll either have to discard some
of what you're carrying or collapse under its weight.
NetHack will tell you how badly have loaded yourself. The
symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
`Overloaded' are displayed on the bottom line display to indicate
your condition.
When you pick up an object, it is assigned an inventory
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.
When you use ``#name'' on an object which has already been named,
specifying a space as the value will remove the prior name in-
stead of assigning a new one.
7.1. Curses and Blessings
Any object that you find may be cursed, even if the object
is otherwise helpful. The most common effect of a curse is being
stuck with (and to) the item. Cursed weapons weld themselves to
your hand when wielded, so you cannot unwield them. Any cursed
item you wear is not removable by ordinary means. In addition,
cursed arms and armor usually, but not always, bear negative en-
chantments that make them less effective in combat. Other cursed
objects may act poorly or detrimentally in other ways.
Objects can also be blessed. Blessed items usually work
better or more beneficially than normal uncursed items. For ex-
ample, a blessed weapon will do more damage against demons.
NetHack 3.3 December 2, 1999
NetHack Guidebook 20
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
classes.
An item with unknown status will be reported in your inven-
tory with no prefix. An item which you know the state of will be
distinguished in your inventory by the presence of the word
``cursed'', ``uncursed'' or ``blessed'' in the description of the
item.
7.2. Weapons (`)')
Given a chance, most monsters in the Mazes of Menace will
gratuitously try to kill you. You need weapons for self-defense
(killing them first). Without a weapon, you do only 1-2 hit
points of damage (plus bonuses, if any). Monk characters are an
exception; they normally do much more damage with bare hands than
they do with weapons.
There are wielded weapons, like maces and swords, and thrown
weapons, like arrows and spears. To hit monsters with a weapon,
you must wield it and attack them, or throw it at them. You can
simply elect to throw a spear. To shoot an arrow, you should
first wield a bow, then throw the arrow. Crossbows shoot
crossbow bolts. Slings hurl rocks and (other) stones (like
gems).
Enchanted weapons have a ``plus'' (or ``to hit enhancement''
which can be either positive or negative) that adds to your
chance to hit and the damage you do to a monster. The only way
to determine a weapon's enchantment is to have it magically iden-
tified somehow. Most weapons are subject to some type of damage
like rust. Such ``erosion'' damage can be repaired.
The chance that an attack will successfully hit a monster,
and the amount of damage such a hit will do, depends upon many
factors. Among them are: type of weapon, quality of weapon (en-
chantment and/or erosion), experience level, strength, dexterity,
encumbrance, and proficiency (see below). The monster's armor
class - a general defense rating, not necessarily due to wearing
of armor - is a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
Many weapons can be wielded in one hand; some require both
hands. When wielding a two-handed weapon, you can not wear a
shield, and vice versa. When wielding a one-handed weapon, you
can have another weapon ready to use by setting things up with
the `x' command, which exchanges your primary (the one being
wielded) and secondary weapons. And if you have proficiency in
the ``two weapon combat'' skill, you may wield both primary and
secondary weapons simultaneously; use the `#twoweapon' extended
NetHack 3.3 December 2, 1999
NetHack Guidebook 21
command to engage or disengage that. Only some types of charac-
ters (barbarians, for instance), have the necessary skill avail-
able. 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.
There might be times when you'd rather not wield any weapon
at all. To accomplish that, wield `-', or else use the `A' com-
mand which allows you to unwield the current weapon in addition
to taking off other worn items.
Those of you in the audience who are AD&D players, be aware
that each weapon which exists in AD&D does roughly the same dam-
age to monsters in NetHack. Some of the more obscure weapons
(such as the aklys, lucern hammer, and bec-de-corbin) are defined
in an appendix to Unearthed Arcana, an AD&D supplement.
The commands to use weapons are `w' (wield), `t' (throw),
`f' (fire, an alternative way of throwing), `Q' (quiver), `x'
(exchange), `#twoweapon', and `#enhance' (see below).
7.2.1. Throwing and shooting
You can throw just about anything via the `t' command. It
will prompt for the item to throw; picking `?' will list things
in your inventory which are considered likely to be thrown, or
picking `*' will list your entire inventory. After you've chosen
what to throw, you will be prompted for a direction rather than
for a specific target. The distance something can be thrown
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.
You can simplify the throwing operation by using the `Q'
command to select your preferred ``missile'', then using the `f'
command to throw it. You'll be prompted for a direction as
above, but you don't have to specify which item to throw each
time you use `f'. There is also an option, autoquiver, which has
NetHack choose another item to automatically fill your quiver
when the inventory slot used for `Q' runs out.
Some characters will throw multiple items in a single ac-
tion. Rangers, for instance, or anyone who achieves a high level
of proficiency in the relevant weapon skill (in bow skill if
you're wielding one to shoot arrows, or in sling skill if you're
wielding one to shoot stones). There is little you can do to
control this; if NetHack decides that you'll be shooting 3 arrows
on the current shot, then three arrows will travel in the direc-
tion you've indicated, even if the first or second succeeds in
killing the target. You can explicitly limit the number of shots
by using a numeric prefix before the `t' or `f' command. For ex-
ample, ``2f'' (or ``n2f'' if using number_pad mode) would ensure
that at most 2 arrows are shot even if NetHack decides that your
skill warrants 3. If you specify a larger number than would have
NetHack 3.3 December 2, 1999
NetHack Guidebook 22
been shot (``4f'' in this example), you'll just end up shooting
the same number (3, here) as if no limit had been specified.
7.2.2. Weapon proficiency
You will have varying degrees of skill in the weapons avail-
able. Weapon proficiency, or weapon skills, affect how well you
can use particular types of weapons, and you'll be able to im-
prove your skills as you progress through a game, depending on
your role, your experience level, and use of the weapons.
For the purposes of proficiency, weapons have been divided
up into various groups such as daggers, broadswords, and
polearms. Each role has a limit on what level of proficiency a
character can achieve for each group. For instance, wizards can
become highly skilled in daggers or staves but not in swords or
bows.
The `#enhance' extended command is used to review current
weapons proficiency (also spell proficiency) and to choose which
skill(s) to improve when you've used one or more skills enough to
become eligible to do so. The skill rankings are "none" (some-
times also referred to as "restricted", because you won't be able
to advance), "unskilled", "basic", "skilled", and "expert". Res-
tricted 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.)
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 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.
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
ing the equivalent of no armor, and lower numbers meaning better
armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack. Here is an (incomplete) list of the armor
classes provided by various suits of armor:
NetHack 3.3 December 2, 1999
NetHack Guidebook 23
dragon scale mail 1
plate mail 3
crystal plate mail 3
bronze plate mail 4
splint mail 4
banded mail 4
dwarvish mithril-coat 4
elven mithril-coat 5
chain mail 5
orcish chain mail 6
scale mail 6
studded leather armor 7
ring mail 7
orcish ring mail 8
leather armor 8
leather jacket 9
no armor 10
You can also wear other pieces of armor (ex. helmets, boots,
shields, cloaks) to lower your armor class even further, but you
can only wear one item of each category (one suit of armor, one
cloak, one helmet, one shield, and so on) at a time.
If a piece of armor is enchanted, its armor protection will
be better (or worse) than normal, and its ``plus'' (or minus)
will subtract from your armor class. For example, a +1 chain
mail would give you better protection than normal chain mail,
lowering your armor class one unit further to 4. When you put on
a piece of armor, you immediately find out the armor class and
any ``plusses'' it provides. Cursed pieces of armor usually have
negative enchantments (minuses) in addition to being unremovable.
Many types of armor are subject to some kind of damage like
rust. Such damage can be repaired. Some types or armor may in-
hibit spell casting.
The commands to use armor are `W' (wear) and `T' (take off).
The `A' command can also be used to take off armor as well as
other worn items.
7.4. Food (`%')
Food is necessary to survive. If you go too long without
eating you will faint, and eventually die of starvation. Some
types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins (``cans'') will usu-
ally stay fresh, but ice boxes are heavy, and tins take a while
to open.
When you kill monsters, they usually leave corpses which are
also ``food.'' Many, but not all, of these are edible; some also
give you special powers when you eat them. A good rule of thumb
is ``you are what you eat.''
NetHack 3.3 December 2, 1999
NetHack Guidebook 24
Some classes and some monsters are vegetarian. Vegetarian
monsters will typically never eat animal corpses, while vegetari-
an players can, but with some rather unpleasant side-effects.
You can name one food item after something you like to eat
with the fruit option.
The command to eat food is `e'.
7.5. Scrolls (`?')
Scrolls are labeled with various titles, probably chosen by
ancient wizards for their amusement value (ex. ``READ ME,'' or
``THANX MAUD'' backwards). Scrolls disappear after you read them
(except for blank ones, without magic spells on them).
One of the most useful of these is the scroll of identify,
which can be used to determine what another object is, whether it
is cursed or blessed, and how many uses it has left. Some ob-
jects of subtle enchantment are difficult to identify without
these.
A mail daemon may run up and deliver mail to you as a scroll
of mail (on versions compiled with this feature). To use this
feature on versions where NetHack mail delivery is triggered by
electronic mail appearing in your system mailbox, you must let
NetHack know where to look for new mail by setting the ``MAIL''
environment variable to the file name of your mailbox. You may
also want to set the ``MAILREADER'' environment variable to the
file name of your favorite reader, so NetHack can shell to it
when you read the scroll. On versions of NetHack where mail is
randomly generated internal to the game, these environment vari-
ables are ignored. You can disable the mail daemon by turning
off the mail option.
The command to read a scroll is `r'.
7.6. Potions (`!')
Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
is the bane of the undead, so potions of holy water are good
things to throw (`t') at them. It is also sometimes very useful
to dip (``#dip'') an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. Wands (`/')
Magic wands usually have multiple magical charges. Some
wands are directional-you must give a direction in which to zap
NetHack 3.3 December 2, 1999
NetHack Guidebook 25
them. You can also zap them at yourself (just give a `.' or `s'
for the direction). Be warned, however, for this is often unwise.
Other wands are nondirectional-they don't require a direction.
The number of charges in a wand is random and decreases by one
whenever you use it.
When the number of charges left in a wand becomes zero, at-
tempts to use the wand will usually result in nothing happening.
Occasionally, however, it may be possible to squeeze the last few
mana points from an otherwise spent wand, destroying it in the
process. A wand may be recharged by using suitable magic, but
doing so runs the risk of causing it to explode. The chance for
such an explosion starts out very small and increases each time
the wand is recharged.
In a truly desperate situation, when your back is up against
the wall, you might decide to go for broke and break your wand.
This is not for the faint of heart. Doing so will almost cer-
tainly cause a catastrophic release of magical energies.
When you have fully identified a particular wand, inventory
display will include additional information in parentheses: the
number of times it has been recharged followed by a colon and
then by its current number of charges. A current charge count of
-1 is a special case indicating that the wand has been cancelled.
The command to use a wand is `z' (zap). To break one, use
the `a' (apply) command.
7.8. Rings (`=')
Rings are very useful items, since they are relatively per-
manent magic, unlike the usually fleeting effects of potions,
scrolls, and wands.
Putting on a ring activates its magic. You can wear only
two rings, one on each ring finger.
Most rings also cause you to grow hungry more rapidly, the
rate varying with the type of ring.
The commands to use rings are `P' (put on) and `R' (remove).
7.9. Spellbooks (`+')
Spellbooks are tomes of mighty magic. When studied with the
`r' (read) command, they bestow the knowledge of a spell-unless
the attempt backfires. Reading a cursed spellbook or one with
mystic runes beyond your ken can be harmful to your health!
A spell (even when learned) can also backfire when you cast
it. If you attempt to cast a spell well above your experience
level, or cast it at a time when your luck is particularly bad,
you can end up wasting both the energy and the time required in
NetHack 3.3 December 2, 1999
NetHack Guidebook 26
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 eventual-
ly forget the details completely and must relearn it.
Casting a spell also requires flexible movement, and wearing
various types of armor may interfere with that.
The command to read a spellbook is the same as for scrolls,
`r' (read). The `+' command lists 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 have a limited number of uses, akin to wand charges. For
example, lamps burn out after a while. Other tools are con-
tainers, which objects can be placed into or taken out of.
The command to use tools is `a' (apply).
7.10.1. Containers
You may encounter bags, boxes, and chests in your travels.
A tool of this sort can be opened with the ``#loot'' extended
command when you are standing on top of it (that is, on the same
floor spot), or with the `a' (apply) command when you are carry-
ing it. However, chests are often locked, and are in any case
unwieldy objects. You must set one down before unlocking it by
using a key or lock-picking tool with the `a' (apply) command, by
kicking it with the `^D' command, or by using a weapon to force
the lock with the ``#force'' extended command.
Some chests are trapped, causing nasty things to happen when
you unlock or open them. You can check for and try to deactivate
traps with the ``#untrap'' extended command.
7.11. Amulets (`"')
Amulets are very similar to rings, and often more powerful.
Like rings, amulets have various magical properties, some benefi-
cial, some harmful, which are activated by putting them on.
Only one amulet may be worn at a time, around your neck.
The commands to use amulets are the same as for rings, `P'
(put on) and `R' (remove).
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NetHack Guidebook 27
7.12. Gems (`*')
Some gems are valuable, and can be sold for a lot of gold.
They are also a far more efficient way of carrying your riches.
Valuable gems increase your score if you bring them with you when
you exit.
Other small rocks are also categorized as gems, but they are
much less valuable. All rocks, however, can be used as projec-
tile weapons (if you have a sling). In the most desperate of
cases, you can still throw them by hand.
7.13. Large rocks (``')
Statues and boulders are not particularly useful, and are
generally heavy. It is rumored that some statues are not what
they seem.
Very large humanoids (giants and their ilk) have been known
to use boulders as weapons.
7.14. Gold (`$')
Gold adds to your score, and you can buy things in shops
with it. There are a number of monsters in the dungeon that may
be influenced by the amount of gold you are carrying (shopkeepers
aside).
8. 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
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.
8.2. Using the NETHACKOPTIONS environment variable
The NETHACKOPTIONS variable is a comma-separated list of in-
itial 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 op-
tion to the list, and turn it off by typing a `!' or ``no'' be-
fore the name. Others take a character string as a value. You
can set string options by typing the option name, a colon or
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
NetHack 3.3 December 2, 1999
NetHack Guidebook 28
For example, to set up an environment variable so that ``fe-
male'' is on, ``autopickup'' is off, the name is set to ``Blue
Meanie'', and the fruit is set to ``papaya'', you would enter the
command
% setenv NETHACKOPTIONS "female,\!autopickup,name:Blue Meanie,fruit:papaya"
in csh (note the need to escape the ! since it's special to the
shell), or
$ NETHACKOPTIONS="female,!autopickup,name:Blue Meanie,fruit:papaya"
$ export NETHACKOPTIONS
in sh or ksh.
8.3. Using a configuration file
Any line in the configuration file starting with ``OP-
TIONS='' may be filled out with options in the same syntax as in
NETHACKOPTIONS. Any line starting with ``DUNGEON='', ``EF-
FECTS='', ``MONSTERS='', ``OBJECTS='', or ``TRAPS='' is taken as
defining the corresponding dungeon, effects, monsters, objects or
traps option in a different syntax, a sequence of decimal numbers
giving the character position in the current font to be used in
displaying each entry. Such a sequence can be continued to mul-
tiple lines by putting a `\' at the end of each line to be con-
tinued. Any line starting with `#' is treated as a comment.
The default name of the configuration file varies on dif-
ferent operating systems, but NETHACKOPTIONS can also be set to
the full name of a file you want to use (possibly preceded by an
`@').
8.4. Customization options
Here are explanations of what the various options do. Char-
acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
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. Can-
not be set with the `O' command.
autopickup
Automatically pick up things onto which you move (default
on).
autoquiver
This option controls what happens when you attempt the `f'
(fire) command with an empty quiver. When true, the comput-
er will fill your quiver with some suitable weapon. Note
that it will not take into account the blessed/cursed
NetHack 3.3 December 2, 1999
NetHack Guidebook 29
status, enchantment, damage, or quality of the weapon; you
are free to manually fill your quiver with the `Q' command
instead. If no weapon is found or the option is false, the
`t' (throw) command is executed instead. (default false)
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).
catname
Name your starting cat (ex. ``catname:Morris''). Cannot be
set with the `O' command.
character
Pick your type of character (ex. ``character:Elf''); 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.
checkpoint
Save game state after each level change, for possible
recovery after program crash (default on).
color
Use color for different monsters, objects, and dungeon
features (default on for microcomputers).
confirm
Have user confirm attacks on pets, shopkeepers, and other
peaceable creatures (default on).
DECgraphics
Use a predefined selection of characters from the DEC VT-
xxx/DEC Rainbow/ANSI line-drawing character set to display
the dungeon/effects/traps instead of having to define a full
graphics set yourself (default off). This option also sets
up proper handling of graphics characters for such termi-
nals, so you should specify it when appropriate even if you
override the selections with your own graphics strings.
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 (de-
fault off), when the game has been compiled to support tty
graphics.
disclose
Offer to disclose various information when the game ends
(default all). The possibilities are identifying your in-
ventory ('i'), disclosing your attributes ('a'), summarizing
NetHack 3.3 December 2, 1999
NetHack Guidebook 30
monsters that have been vanquished ('v'), and listing mon-
ster species that have been genocided ('g'). Note that the
vanquished monsters list includes all monsters killed by
traps and each other as well as by you.
dogname
Name your starting dog (ex. ``dogname:Fang''). Cannot be
set with the `O' command.
dungeon
Set the graphics symbols for displaying the dungeon (default
`` |--------||.-|++##.##<><>_|\\#{}.}..## #}''). The
dungeon option should be followed by a string of 1-41 char-
acters to be used instead of the default map-drawing charac-
ters. The dungeon map will use the characters you specify
instead of the default symbols, and default symbols for any
you do not specify. Remember that you may need to escape
some of these characters on a command line if they are spe-
cial to your shell.
Note that NetHack escape-processes this option string in
conventional C fashion. This means that `\' is a prefix to
take the following character literally. Thus `\' needs to
be represented as `\\'. 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.
The order of the symbols is: solid rock, vertical wall,
horizontal wall, upper left corner, upper right corner,
lower left corner, lower right corner, cross wall, upward T
wall, downward T wall, leftward T wall, rightward T wall, no
door, vertical open door, horizontal open door, vertical
closed door, horizontal closed door, iron bars, tree, floor
of a room, dark corridor, lit corridor, stairs up, stairs
down, ladder up, ladder down, altar, grave, throne, kitchen
sink, fountain, pool or moat, ice, lava, vertical lowered
drawbridge, horizontal lowered drawbridge, vertical raised
drawbridge, horizontal raised drawbridge, air, cloud, under
water.
You might want to use `+' for the corners and T walls for a
more aesthetic, boxier display. Note that in the next
release, new symbols may be added, or the present ones rear-
ranged.
Cannot be set with the `O' command.
effects
Set the graphics symbols for displaying special effects (de-
fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/''). The effects
option should be followed by a string of 1-29 characters to
be used instead of the default special-effects characters.
This string is subjected to the same processing as the
NetHack 3.3 December 2, 1999
NetHack Guidebook 31
dungeon option.
The order of the symbols is: vertical beam, horizontal
beam, left slant, right slant, digging beam, camera flash
beam, left boomerang, right boomerang, four glyphs giving
the sequence for magic resistance displays, the eight sur-
rounding glyphs for swallowed display, nine glyphs for ex-
plosions. An explosion consists of three rows (top, middle,
and bottom) of three characters. The explosion is centered
in the center of this 3 by 3 array.
Note that in the next release, new symbols may be added, or
the present ones rearranged.
Cannot be set with the `O' command.
female
Set your starting gender to female. Cannot be set with the
`O' command.
fixinv
An object's inventory letter sticks to it when it's dropped
(default on). If this is off, dropping an object shifts all
the remaining inventory letters.
fruit
Name a fruit after something you enjoy eating (ex.
``fruit:mango'') (default ``slime mold''). Basically a nos-
talgic 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 al-
ready exist in NetHack, so don't use those.
gender
Your starting gender (gender:male or gender:female). You
may specify just the first letter. Although you can still
denote your gender using the ``male'' and ``female'' op-
tions, the ``gender'' option will take precedence. The de-
fault is to randomly pick an appropriate gender. 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.
hilite_pet
Visually distinguish pets from similar animals (default
off). In text windowing, use text highlighting when color
is turned off; with X tiles, display a heart symbol near
pets.
NetHack 3.3 December 2, 1999
NetHack Guidebook 32
horsename
Name your starting horse (ex. ``horsename:Trigger''). Can-
not be set with the `O' command.
IBMgraphics
Use a predefined selection of IBM extended ASCII characters
to display the dungeon/effects/traps instead of having to
define a full graphics set yourself (default off). This op-
tion also sets up proper handling of graphics characters for
such terminals, so you should specify it when appropriate
even if you override the selections with your own graphics
strings.
ignintr
Ignore interrupt signals, including breaks (default off).
legacy
Display an introductory message when starting the game (de-
fault on).
lit_corridor
Show corridor squares seen by night vision or a light source
held by your character as lit (default off).
mail
Enable mail delivery during the game.
male
Set your starting gender to male. Cannot be set with the
`O' command.
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 charac-
ters, 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.
menu_deselect_all
Menu character accelerator to deselect all items in a menu.
Implemented by the X11 and tty ports. Default '-'.
menu_deselect_page
Menu character accelerator deselect all items on this page
of a menu. Implemented only by the tty port. Default '\'.
NetHack 3.3 December 2, 1999
NetHack Guidebook 33
menu_first_page
Menu character accelerator to jump to the first page in a
menu. Implemented only by the tty port. Default '^'.
menu_invert_all
Menu character accelerator to invert all items in a menu.
Implemented by the X11 and tty ports. Default '@'.
menu_invert_page
Menu character accelerator to invert all items on this page
of a menu. Implemented only by the tty port. Default '~'.
menu_last_page
Menu character accelerator to jump to the last page in a
menu. Implemented only by the tty port. Default '|'.
menu_next_page
Menu character accelerator to goto the next menu page. Im-
plemented only by the tty port. Default '>'.
menu_previous_page
Menu character accelerator to goto the previous menu page.
Implemented only by the tty port. Default '<'.
menu_search
Menu character accelerator to search for a menu item. Im-
plemented only by the X11 port. Default ':'.
menu_select_all
Menu character accelerator to select all items in a menu.
Implemented by the X11 and tty ports. Default '.'.
menu_select_page
Menu character accelerator to select all items on this page
of a menu. Implemented only by the tty port. Default ','.
monsters
Set the characters used to display monster classes (default
``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWX-
YZ@ '&;:~]''). This string is subjected to the same pro-
cessing as the dungeon option. The order of the symbols is
ant or other insect, blob, cockatrice, dog or other canine,
eye or sphere, feline, gremlin, humanoid, imp or minor
demon, jelly, kobold, leprechaun, mimic, nymph, orc, pi-
ercer, quadruped, rodent, spider, trapper or lurker above,
horse or unicorn, vortex, worm, xan or other
mythical/fantastic insect, light, zruty, angelic being, bat
or bird, centaur, dragon, elemental, fungus or mold, gnome,
giant humanoid, invisible monster, jabberwock, Keystone Kop,
lich, mummy, naga, ogre, pudding or ooze, quantum mechanic,
rust monster, snake, troll, umber hulk, vampire, wraith,
xorn, yeti or ape or other large beast, zombie, human,
ghost, golem, demon, sea monster, lizard, long worm tail,
and mimic. Cannot be set with the `O' command.
NetHack 3.3 December 2, 1999
NetHack Guidebook 34
msghistory
The number of top line messages to save (and recall with ^P)
(default 20). Cannot be set with the `O' command.
name
Set your character's name (defaults to your user name). You
can also set your character's role by appending a dash and
one or more letters of the role (that is, by suffixing one
of -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used
for the role, then a random one will be automatically
chosen. Cannot be set with the `O' command.
news
Read the NetHack news file, if present (default on). Since
the news is shown at the beginning of the game, there's no
point in setting this with the `O' command.
null
Send padding nulls to the terminal (default off).
number_pad
Use the number keys to move instead of [yuhjklbn] (default
off).
objects
Set the characters used to display object classes (default
``])[="(%!?+/$*`0_.''). This string is subjected to the
same processing as the dungeon option. The order of the
symbols is illegal-object (should never be seen), weapon,
armor, ring, amulet, tool, food, potion, scroll, spellbook,
wand, gold, gem or rock, boulder or statue, iron ball,
chain, and venom. Cannot be set with the `O' command.
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.
perm_invent
If true, always display your current inventory in a window.
This only makes sense for windowing system interfaces that
implement this feature.
pettype
Specify the type of your initial pet, if you are playing a
character class that uses multiple types of pets. Possible
values are ``cat'' and ``dog''. Cannot be set with the `O'
command.
pickup_burden
When you pick up an item that would exceed this encumbrance
level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
NetHack 3.3 December 2, 1999
NetHack Guidebook 35
or overLoaded), you will be asked if you want to continue.
(Default `S').
pickup_types
Specify the object types to be picked up when autopickup is
on. Default is all types.
prayconfirm
Prompt for confirmation before praying (default on).
preload_tiles
For 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.
pushweapon
Using the `w' (wield) command when already wielding some-
thing pushes the old item into your secondary weapon slot
(default off).
race Selects your race (for example, ``race:human''). Default is
random. Cannot be set with the `O' command.
rawio
Force raw (non-cbreak) mode for faster output and more bul-
letproof 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 (de-
fault off).
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.
safe_pet
Prevent you from (knowingly) attacking your pets (default
on).
scores
Control what parts of the score list you are shown at the
end (ex. ``scores:5 top scores/4 around my score/own
scores''). Only the first letter of each category (`t',
`a', or `o') is necessary.
showexp
Show your accumulated experience points on bottom line (de-
fault off).
NetHack 3.3 December 2, 1999
NetHack Guidebook 36
showscore
Show your approximate accumulated score on bottom line (de-
fault off).
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).
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:3.3.0'').
time
Show the elapsed game time in turns on bottom line (default
off).
timed_delay
When pausing momentarily for display effect, such as with
explosions and moving objects, use a timer rather than send-
ing extra characters to the screen. (Applies to ``tty'' in-
terface only; ``X11'' interface always uses a timer based
delay. The default is on if configured into the program.)
tombstone
Draw a tombstone graphic upon your death (default on).
toptenwin
Put the ending display in a NetHack window instead of on
stdout (default off). Setting this option makes the score
list 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 win-
dow.
traps
Set the graphics symbols for displaying traps (default
``^^^^^^^^^^^^^^^^^"^^^^''). The traps option should be
followed by a string of 1-22 characters to be used instead
of the default traps characters. This string is subjected
to the same processing as the dungeon option.
The order of the symbols is: arrow trap, dart trap, falling
rock trap, squeaky board, bear trap, land mine, rolling
boulder trap, sleeping gas trap, rust trap, fire trap, pit,
spiked pit, hole, trap door, teleportation trap, level
teleporter, magic portal, web, statue trap, magic trap,
anti-magic field, polymorph trap.
NetHack 3.3 December 2, 1999
NetHack Guidebook 37
Cannot be set with the `O' command.
verbose
Provide more commentary during the game (default on).
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). The order of colors is
red, green, brown, blue, magenta, cyan, bright.white,
bright.red, bright.green, yellow, bright.blue,
bright.magenta, and bright.cyan. Cannot be set with the `O'
command.
videoshades
Set the intensity level of the three gray scales available
(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.
windowtype
Select which windowing system to use, such as ``tty'' or
``X11'' (default depends on version). Cannot be set with
the `O' command.
8.5. Configuring NetHack for Play by the Blind
NetHack can be set up to use only standard ASCII characters
for making maps of the dungeons. This makes the MS-DOS versions
of NetHack completely accessible to the blind who use speech
and/or Braille access technologies. Players will require a good
working knowledge of their screen-reader's review features, and
will have to know how to navigate horizontally and vertically
character by character. They will also find the search capabili-
ties of their screen-readers to be quite valuable. Be certain to
examine this Guidebook before playing so you have an idea what
the screen layout is like. You'll also need to be able to locate
the PC cursor. It is always where your character is located.
Merely searching for an @-sign will not always find your charac-
ter since there are other humanoids represented by the same sign.
Your screen-reader should also have a function which gives you
the row and column of your review cursor and the PC cursor.
These co-ordinates are often useful in giving players a better
sense of the overall location of items on the screen.
While it is not difficult for experienced users to edit the
defaults.nh file to accomplish this, novices may find this task
somewhat daunting. Included in all official distributions of
NetHack is a file called NHAccess.nh. Replacing defaults.nh with
this file will cause the game to run in a manner accessible to
the blind. After you have gained some experience with the game
and with editing files, you may want to alter settings to better
suit your preferences. Instructions on how to do this are includ-
ed in the NHAccess.nh file itself. The most crucial settings to
NetHack 3.3 December 2, 1999
NetHack Guidebook 38
make the game accessible are:
IBMgraphics
Disable IBMgraphics by commenting out this option.
menustyle:traditional
This will assist in the interface to speech synthesizers.
number_pad
A lot of speech access programs use the number-pad to review
the screen. If this is the case, turn off the number_pad
option and use the traditional Rogue-like commands.
Character graphics
Comment out all character graphics sets found near the bot-
tom of the defaults.nh file. Most of these replace
NetHack's default representation of the dungeon using stan-
dard ASCII characters with fancier characters from extended
character sets, and these fancier characters can annoy
screen-readers.
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 on most versions.
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 ``ex-
plore'' 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.
NetHack 3.3 December 2, 1999
NetHack Guidebook 39
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 ro-
gue game. Large portions of this paper were shamelessly cribbed
from A Guide to the Dungeons of Doom, by Michael C. Toy and Ken-
neth C. R. C. Arnold. Small portions were adapted from Further
Exploration of the Dungeons of Doom, by Ken Arromdee.
NetHack is the product of literally dozens of people's work.
Main events in the course of the game development are described
below:
Jay Fenlason wrote the original Hack, with help from Kenny
Woodland, Mike Thome and Jon Payne.
Andries Brouwer did a major re-write, transforming Hack into
a very different game, and published (at least) three versions
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
producing PC HACK 1.01e, added support for DEC Rainbow graphics
in version 1.03g, and went on to produce at least four more ver-
sions (3.0, 3.2, 3.51, and 3.6).
R. Black ported PC HACK 3.51 to Lattice C and the Atari
520/1040ST, producing ST Hack 1.03.
Mike Stephenson merged these various versions back together,
incorporating many of the added features, and produced NetHack
1.4. He then coordinated a cast of thousands in enhancing and
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
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
NetHack 3.3 December 2, 1999
NetHack Guidebook 40
revisions of 3.0.
Headed by Mike Stephenson and coordinated by Izchak Miller
and Janet Walz, the development team which now included Ken Ar-
romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
Raymond, and Eric Smith undertook a radical revision of 3.0.
They re-structured the game's design, and re-wrote major parts of
the code. They added multiple dungeons, a new display, special
individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.
Ken Lorber, Gregg Wonderly and Greg Olson, with help from
Richard Addison, Mike Passaretti, and Olaf Seibert, developed
NetHack 3.1 for the Amiga.
Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
3.1 for the Macintosh, porting it for MPW. Building on their
development, Barton House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
Delahunty, was responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
Dean Luick, with help from David Cohrs, developed NetHack
3.1 for X11. Warwick Allison wrote a tiled version of NetHack
for the Atari; he later contributed the tiles to the DevTeam and
tile support was then added to other platforms.
The 3.2 development team, comprised of: Michael Allison; Ken
Arromdee; David Cohrs; Jessie Collet; Steve Creps; Kevin Darcy;
Timo Hakulinen; Steve Linhart; Dean Luick; Pat Rankin; Eric
Smith; Mike Stephenson; Janet Walz; and, Paul Winner, release
version 3.2 in April of 1996.
Version 3.2 marked the tenth anniversary of the formation of
the development team. In a testament to their dedication to the
game, all thirteen members of the original development team
remained on the team at the start of work on that release. Dur-
ing the interval between the release of 3.1.3 and 3.2, one of the
founding members of the development team, Dr. Izchak Miller, was
diagnosed with cancer and passed away. That release of the game
was dedicated to him by the development and porting teams.
During the lifespan of NetHack 3.1 and 3.2, several
enthusiasts of the game added their own modifications to the game
and made these ``variants'' publicly available:
NetHack 3.3 December 2, 1999
NetHack Guidebook 41
Tom Proudfoot and Yuval Oren created NetHack++, which was
quickly renamed NetHack--. Working independently, Stephen White
wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and
Warwick Allison improved the spell casting system with the Wizard
Patch. Warwick Allison also ported NetHack to use the Qt inter-
face.
Warren Cheung combined SLASH with the Wizard Patch to pro-
duce Slash'em, and with the help of Kevin Hugo, added more
features. Kevin later joined the DevTeam and incorporated the
best of these ideas in NetHack 3.3.
The 3.3 development team consisted of Michael Allison, Ken
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
Timo Hakulinen, Kevin Hugo, Steve Linhart, Dean Luick, Pat Ran-
kin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner.
As with version 3.2, various people contributed to the game
as a whole as well as supporting ports on the different platforms
that NetHack runs on:
Pat Rankin maintained 3.3 for VMS.
Michael Allison maintained NetHack 3.3 for the MS-DOS plat-
form. Paul Winner and Yitzhak Sapir provided encouragement.
Elvis was seen playing NetHack on an Amiga. That is to say,
like Elvis, it it might come back, but don't hold your breath.
Dean Luick, Mark Modrall, and Kevin Hugo maintained and
enhanced the Macintosh port of 3.3.
The Atari port of NetHack was discontinued.
Michael Allison maintained and enhanced 3.3 for the Micro-
soft Windows NT platform.
Ron Van Iwaarden took over responsibility for the OS/2 port.
- - - - - - - - - -
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:
NetHack 3.3 December 2, 1999
NetHack Guidebook 42
Adam Aronow Helge Hafting Mike Engber
Andy Church Irina Rempt-Drijfhout Mike Gallop
Andy Swanson Izchak Miller Mike Passaretti
Ari Huttunen Janet Walz Mike Stephenson
Barton House Jean-Christophe Collet Norm Meluch
Benson I. Margulies Jochen Erwied Olaf Seibert
Bill Dyer John Kallen Pat Rankin
Boudewijn Waijers John Rupley Paul Winner
Bruce Cox John S. Bien Pierre Martineau
Bruce Holloway Johnny Lee Ralf Brown
Bruce Mewborne Jon W{tte Richard Addison
Carl Schelin Jonathan Handler Richard P. Hughey
Chris Russo Joshua Delahunty Rob Menke
David Cohrs Keizo Yamamoto Roland McGrath
David Damerell Ken Arromdee Ron Van Iwaarden
David Gentzel Ken Lorber Ronnen Miller
David Hairston Ken Washikita Ross Brown
Dean Luick Kevin Darcy Sascha Wostmann
Del Lamb Kevin Hugo Scott R. Turner
Deron Meranda Kevin Sitze Stephen Spackman
Dylan O'Donnell Kevin Smolkowski Stephen White
Eric Backus Kevin Sweet Steve Creps
Eric Hendrickson Mark Gooderum Steve Linhart
Eric R. Smith Mark Modrall Steve VanDevender
Eric S. Raymond Matthew Day Tim Lennan
Frederick Roeber Merlyn LeRoy Timo Hakulinen
Gil Neiger Michael Allison Tom Almy
Greg Laskin Michael Feir Tom West
Greg Olson Michael Hamel Warwick Allison
Gregg Wonderly Michael Sokolov Yitzhak Sapir
Hao-yang Wang
Brand and product names are trademarks or registered trademarks
of their respective holders.
NetHack 3.3 December 2, 1999