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- Welcome to NetHack! ( description of version 3.4 )
-
- NetHack is a Dungeons and Dragons like game where you (the adventurer)
- descend into the depths of the dungeon in search of the Amulet of Yendor,
- reputed to be hidden somewhere below the twentieth level. You begin your
- adventure with a pet that can help you in many ways, and can be trained
- to do all sorts of things. On the way you will find useful (or useless)
- items, quite possibly with magic properties, and assorted monsters. You can
- attack a monster by trying to move onto the space a monster is on (but often
- it is much wiser to leave it alone).
-
- Unlike most adventure games, which give you a verbal description of
- your location, NetHack gives you a visual image of the dungeon level you are
- on.
-
- NetHack uses the following symbols:
-
- - and | The walls of a room, possibly also open doors or a grave.
- . The floor of a room or a 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.
- @ You (usually), or another human.
- ) A weapon of some sort.
- [ A suit or piece of armor.
- % Something edible (not necessarily healthy).
- / A wand.
- = A ring.
- ? A scroll.
- ! A potion.
- ( Some other useful object (pick-axe, key, lamp...)
- $ A pile of gold.
- * A gem or rock (possibly valuable, possibly worthless).
- + A closed door, or a spellbook containing a spell
- you can learn.
- ^ A trap (once you detect it).
- " An amulet, or a spider web.
- 0 An iron ball.
- _ An altar, or an iron chain.
- { A fountain.
- } A pool of water or moat or a pool of lava.
- \ An opulent throne.
- ` A boulder or statue.
- A to Z, a to z, and several others: Monsters.
- I Invisible or unseen monster's last known location
-
- You can find out what a symbol represents by typing
- '/' and following the directions to move the cursor
- to the symbol in question. For instance, a 'd' may
- turn out to be a dog.
-
-
- y k u 7 8 9 Move commands:
- \|/ \|/ yuhjklbn: go one step in specified direction
- h-.-l 4-.-6 YUHJKLBN: go in specified direction until you
- /|\ /|\ hit a wall or run into something
- b j n 1 2 3 g<dir>: run in direction <dir> until something
- numberpad interesting is seen
- G<dir>, same, except a branching corridor isn't
- < up ^<dir>: considered interesting (the ^ in this
- case means the Control key, not a caret)
- > down m<dir>: move without picking up objects
- F<dir>: fight even if you don't sense a monster
- If the number_pad option is set, the number keys move instead.
- Depending on the platform, Shift number (on the numberpad),
- Meta number, or Alt number will invoke the YUHJKLBN commands.
- Control <dir> may or may not work when number_pad is enabled,
- depending on the platform's capabilities.
-
- Commands:
- NetHack knows the following commands:
- ? Help menu.
- / Tell what a symbol represents. You may choose to specify
- a location or give a symbol argument.
- & Tell what a command does.
- < Go up a staircase (if you are standing on it).
- > Go down a staircase (if you are standing on it).
- . Rest, do nothing for one turn.
- _ Travel via a shortest-path algorithm to a point on the map
- a Apply (use) a tool (pick-axe, key, lamp...)
- A Remove all armor.
- ^A Redo the previous command
- c Close a door.
- C Call (name) an individual monster.
- d Drop something. d7a: drop seven items of object a.
- D Drop multiple items. This command is implemented in two
- different ways. One way is:
- "D" displays a list of all of your items, from which you can
- pick and choose what to drop. A "+" next to an item means
- that it will be dropped, a "-" means that it will not be
- dropped. Toggle an item to be selected/deselected by typing
- the letter adjacent to its description. Select all items
- with "+", deselect all items with "=". The <SPACEBAR> moves
- you from one page of the listing to the next.
- The other way is:
- "D" will ask 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 (for doors, usually).
- e Eat food.
- E Engrave a message on the floor.
- E- - write in the dust with your fingers.
- f Fire ammunition from quiver.
- F Followed by direction, fight a monster (even if you don't
- sense it).
- i Display your inventory.
- I Display selected parts of your inventory, as in
- 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 Review current options and possibly change them.
- A menu displaying the option settings will be displayed
- and most can be changed by simply selecting their entry.
- Options are usually set before the game with a NETHACKOPTIONS
- environment variable, or via a config file (defaults.nh,
- NetHack Defaults, nethack.cnf, .nethackrc, etc.), not with
- the 'O' command.
- p Pay your shopping bill.
- P Put on an accessory (ring, amulet, etc).
- ^P Repeat last message (subsequent ^P's repeat earlier messages).
- The behavior can be varied via the msg_window option.
- q Drink (quaff) something (potion, water, etc).
- Q Select ammunition for quiver.
- 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.
- S Save the game.
- t Throw an object or shoot a projectile.
- T Take off armor.
- ^T Teleport, if you are able.
- v Displays the version number.
- V Display a longer identification of the version, including the
- history of the game.
- w Wield weapon. w- means wield nothing, use bare hands.
- W Wear armor.
- x Swap wielded and secondary weapons.
- X Switch the game to explore (discovery) mode.
- ^X Show your attributes.
- z Zap a wand.
- Z Cast a spell.
- ^Z Suspend the game.
- : Look at what is here.
- ; Look at what is somewhere else.
- , Pick up some things.
- @ Toggle the pickup option.
- ^ 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.
- $ Count your gold pieces.
- + List the spells you know; also rearrange them if desired.
- \ Show what types of objects have been discovered.
- ! Escape to a shell, if supported in your version and OS.
- # Introduces one of the "extended" commands. To get a list of
- the commands you can use with "#" type "#?". The extended
- commands you can use depends upon what options the game was
- compiled with, along with your class and what type of monster
- you most closely resemble at a given moment. 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),
- these extended commands can be invoked by meta-ing the first
- letter of the command. An alt key may have a similar effect.
-
- If the "number_pad" option is on, some additional letter commands
- are available:
-
- h displays the help menu, like '?'
- j Jump to another location.
- k Kick (for doors, usually).
- l Loot a box on the floor.
- n followed by number of times to repeat the next command
- N Name an object or type of object.
- u Untrap a trapped object or door.
-
- You can put a number before a command to repeat it that many times,
- as in "40." or "20s.". If you have the number_pad option set, you
- must type 'n' to prefix the count, as in "n40." or "n20s".
-
-
- Some information is displayed on the bottom line or perhaps in a
- box, depending on the platform you are using. You see your
- attributes, your alignment, what dungeon level you are on, how many
- hit points you have now (and will have when fully recovered), what
- your armor class is (the lower the better), your experience level,
- and the state of your stomach. Optionally, you may or may not see
- other information such as spell points, how much gold you have, etc.
-
- Have Fun, and Happy Hacking!
- y k u 7 8 9 Move commands:
- \|/ \|/ yuhjklbn: go one step in specified direction
- h-.-l 4-.-6 YUHJKLBN: go in specified direction until you
- /|\ /|\ hit a wall or run into something
- b j n 1 2 3 g<dir>: run in direction <dir> until something
- numberpad interesting is seen
- G<dir>, same, except a branching corridor isn't
- < up ^<dir>: considered interesting (the ^ in this
- case means the Control key, not a caret)
- > down m<dir>: move without picking up objects/fighting
- F<dir>: fight even if you don't sense a monster
- If the number_pad option is set, the number keys move instead.
- Depending on the platform, Shift number (on the numberpad),
- Meta number, or Alt number will invoke the YUHJKLBN commands.
- Control <dir> may or may not work when number_pad is enabled,
- depending on the platform's capabilities.
-
- General commands:
- ? help display one of several informative texts
- #quit quit end the game without saving current game
- S save save the game (to be continued later) and exit
- ! sh escape to some SHELL (if allowed)
- ^Z suspend suspend the game (independent of your current suspend char)
- O options set options
- / whatis tell what a map symbol represents
- \ known display list of what's been discovered
- v version display version number
- V history display game history
- X explore switch the game to explore (discovery) mode
- ^A again redo the previous command (^A denotes the keystroke CTRL-A)
- ^R redraw redraw the screen
- ^P prevmsg repeat previous message (subsequent ^P's repeat earlier ones)
- # introduces an extended command (#? for a list of them)
-
- Game commands:
- ^D kick kick (a door, or something else)
- ^T 'port teleport (if you can)
- ^X show show your attributes
- a apply apply or use a tool (pick-axe, key, camera, etc.)
- A armor take off all armor
- c close close a door
- C call name an individual monster (ex. baptize your dog)
- d drop drop an object. d7a: drop seven items of object 'a'
- D Drop drop selected types of objects
- e eat eat something
- E engrave write a message in the dust on the floor (E- use fingers)
- f fire fire ammunition from quiver
- F fight followed by direction, fight a monster
- i invent list your inventory (all objects you are carrying)
- I Invent list selected parts of your inventory
- Iu: list unpaid objects
- Ix: list unpaid but used up items
- I$: count your money
- o open open a door
- p pay pay your bill (in a shop)
- P puton put on an accessory (ring, amulet, etc)
- q quaff drink something (potion, water, etc)
- Q quiver select ammunition for quiver
- r read read a scroll or spellbook
- R remove remove an accessory (ring, amulet, etc)
- s search search for secret doors, hidden traps and monsters
- t throw throw or shoot a weapon
- T takeoff take off some armor
- w wield wield a weapon (w- wield nothing)
- W wear put on some armor
- x xchange swap wielded and secondary weapons
- z zap zap a wand
- Z Zap cast a spell
- < up go up the stairs
- > down go down the stairs
- ^ trap_id identify a previously found trap
- ),[,=,",( ask for current items of specified symbol in use
- * ask for combination of ),[,=,",( all at once
- $ gold count your gold
- + spells list the spells you know; also rearrange them if desired
- _ travel move via a shortest-path algorithm to a point on the map
- . rest wait a moment
- , pickup pick up all you can carry
- @ toggle "pickup" (auto pickup) option on and off
- : look look at what is here
- ; farlook look at what is somewhere else by selecting a map symbol
-
- Keyboards that have a meta key can also use these extended commands
- via the meta modifier instead of the # prefix:
-
- M-? Display extended command help (if the platform allows this)
- M-2 twoweapon toggle two-weapon combat (unless number_pad is enabled)
- M-a adjust adjust inventory letters
- M-c chat talk to someone
- M-d dip dip an object into something
- M-e enhance advance or check weapons skills
- M-f force force a lock
- M-i invoke invoke an object's special powers
- M-j jump jump to another location
- M-l loot loot a box on the floor
- M-m monster use a monster's special ability
- M-n name name an item or type of object
- M-o offer offer a sacrifice to the gods
- M-p pray pray to the gods for help
- M-q quit stop playing
- M-r rub rub a lamp or a stone
- M-s sit sit down
- M-t turn turn undead
- M-u untrap untrap something
- M-v version print compile time options for this version
- M-w wipe wipe off your face
-
- If the "number_pad" option is on, these additional variants are available:
-
- n followed by number of times to repeat the next command
- h help display one of several informative texts, like '?'
- j jump jump to another location
- k kick kick something (usually a door)
- l loot loot a box on the floor
- N name name an item or type of object
- u untrap untrap something (usually a trapped object)
- ^ Show the type of a trap
- ^[ Cancel command
- ^A Redo the previous command
- ^C Quit the game
- ^D Kick something (usually a door, chest, or box)
- ^E Search a room (available in debug mode only)
- ^F Map the level (available in debug mode only)
- ^G Create a monster (available in debug mode only)
- ^I Identify all items (available in debug mode only)
- ^O Show location of special levels (available in debug mode only)
- ^P Toggle through previously displayed game messages
- ^R Redraw screen
- ^T Teleport around level
- ^V Teleport between levels (available in debug mode only)
- ^W Wish (available in debug mode only)
- ^X Show your attributes (intrinsic ones included in debug or explore mode)
- ^Z Suspend game (only if defined)
- a Apply (use) a tool
- A Remove all armor
- b Go southwest 1 space
- B Go southwest until you are on top of something
- ^B Go southwest until you are near something
- c Close a door
- C Call (name) a particular monster
- d Drop an item
- D Drop specific item types
- e Eat something
- E Engrave writing on the floor
- f Fire ammunition from quiver
- F Followed by direction, fight a monster (even if you don't sense it)
- g Followed by direction, move until you are near something
- G Followed by direction, same as control-direction
- h Go west 1 space (if number_pad is on, display help message)
- H Go west until you are on top of something
- ^H Go west until you are near something
- i Show your inventory
- I Inventory specific item types
- j Go south 1 space (or if number_pad is on, jump to another location)
- J Go south until you are on top of something
- ^J Go south until you are near something
- k Go north 1 space (or if number_pad is on, kick something)
- K Go north until you are on top of something
- ^K Go north until you are near something
- l Go east 1 space (or if number_pad is on, loot a box on the floor)
- L Go east until you are on top of something
- ^L Go east until you are near something
- m Followed by direction, move without picking anything up or fighting
- M Followed by direction, move a distance without picking anything up
- n Go southeast 1 space
- N Go southeast until you are on something (if number_pad, name an object)
- ^N Go southeast until you are near something
- o Open a door
- O Show option settings, possibly change them
- p Pay your shopping bill
- P Put on an accessory (ring, amulet, etc)
- q Quaff (drink) something (potion, water, etc)
- Q Select ammunition for quiver
- r Read a scroll or spellbook
- R Remove an accessory (ring, amulet, etc)
- s Search for traps and secret doors
- S Save the game
- t Throw something
- T Take off one piece of armor
- u Go northeast 1 space (or if number_pad is on, untrap something)
- U Go northeast until you are on top of something
- ^U Go northeast until you are near something
- v Show version
- V Show long version and game history
- w Wield (put in use) a weapon
- W Wear a piece of armor
- x Swap wielded and secondary weapons
- X Enter explore (discovery) mode (only if defined)
- y Go northwest 1 space
- Y Go northwest until you are on top of something
- ^Y Go northwest until you are near something
- z Zap a wand
- Z Zap (cast) a spell
- < Go up a staircase
- > Go down a staircase
- / Show what type of thing a symbol corresponds to
- ? Give a help message
- & Tell what a command does
- ! Do a shell escape (only if defined)
- \ Show what object types have been discovered
- _ Travel via a shortest-path algorithm to a point on the map
- . Rest one move while doing nothing
- Rest one move while doing nothing (if rest_on_space option is on)
- : Look at what is on the floor
- ; Show what type of thing a map symbol on the level corresponds to
- , Pick up things at the current location
- @ Toggle the pickup option on/off
- ) Show the weapon currently wielded
- [ Show the armor currently worn
- = Show the ring(s) currently worn
- " Show the amulet currently worn
- ( Show the tools currently in use
- * Show all equipment in use (combination of the ),[,=,",( commands)
- $ Count your gold
- + List known spells
- # Perform an extended command
- M-? Display extended command help (if the platform allows this)
- M-2 Toggle two-weapon combat (unless number_pad is enabled)
- M-a Adjust inventory letters
- M-c Talk to someone
- M-d Dip an object into something
- M-e Advance or check weapons skills
- M-f Force a lock
- M-i Invoke an object's special powers
- 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-q Quit
- M-r Rub a lamp
- M-s Sit down
- M-t Turn undead
- M-u Untrap something (trap, door, or chest)
- M-v Print compile time options for this version of NetHack
- M-w Wipe off your face
- NetHack History file for release 3.4
-
- Behold, mortal, the origins of NetHack...
-
- 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(tm) machines to the Usenet.
-
- Don G. Kneller ported Hack 1.0.3 to Microsoft(tm) C and MS-DOS(tm), 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(tm) 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 version 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, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz,
- to produce NetHack 3.0c. The same group subsequently released ten patch-
- level revisions and updates of 3.0.
-
- NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo
- Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy
- later joined the main development team to produce subsequent revisions of
- 3.0.
-
- Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen
- Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0.
- Johnny Lee ported NetHack 3.0 to the Macintosh. Along with various other
- Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports
- through the later revisions of 3.0.
-
- Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz,
- the development team which now included Ken Arromdee, 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 Schelin, 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 ported NetHack 3.1
- to the Atari. Pat Rankin, with help from Joshua Delahunty, is 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, released version 3.2 in April of 1996.
-
- Version 3.2 marked the tenth anniversary of the formation of the development
- team. In a testament to their dedication to the game, all thirteen members
- of the original development team remained on the team at the start of work
- on that release. During the interval between the release of 3.1.3 and 3.2,
- one of the founding members of the development team, Dr. Izchak Miller,
- passed away. That release of the game was dedicated to him by the
- development and porting teams.
-
- Version 3.2 proved to be more stable than previous versions. Many bugs
- were fixed, abuses eliminated, and game features tuned for better game
- play.
-
- 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:
-
- 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 spellcasting
- system with the Wizard Patch. Warwick Allison also ported NetHack to use
- the Qt interface.
-
- Warren Cheung combined SLASH with the Wizard Patch to produce 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 final update to 3.2 was the bug fix release 3.2.3, which was released
- simultaneously with 3.3.0 in December 1999 just in time for the Year 2000.
-
- The 3.3 development team, consisting of Michael Allison, Ken Arromdee,
- David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen,
- Kevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith,
- Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in
- December 1999 and 3.3.1 in August of 2000.
-
- Version 3.3 offered many firsts. It was the first version to separate race
- and profession. The Elf class was removed in preference to an elf race,
- and the races of dwarves, gnomes, and orcs made their first appearance in
- the game alongside the familiar human race. Monk and Ranger roles joined
- Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues,
- Samurai, Tourists, Valkyries and of course, Wizards. It was also the first
- version to allow you to ride a steed, and was the first version to have a
- publicly available web-site listing all the bugs that had been discovered.
- Despite that constantly growing bug list, 3.3 proved stable enough to last
- for more than a year and a half.
-
-
- The 3.4 development team initially consisted of Michael Allison, Ken Arromdee,
- David Cohrs, Jessie Collet, Kevin Hugo, Ken Lorber, Dean Luick, Pat Rankin,
- Mike Stephenson, Janet Walz, and Paul Winner, with Warwick Allison joining
- just before the release of NetHack 3.4.0 in March 2002.
-
- As with version 3.3, various people contributed to the game as a whole as
- well as supporting ports on the different platforms that NetHack runs on:
-
- Pat Rankin maintained 3.4 for VMS.
-
- Michael Allison maintained NetHack 3.4 for the MS-DOS platform.
- Paul Winner and Yitzhak Sapir provided encouragement.
-
- Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the
- Macintosh port of 3.4.
-
- Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir
- maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel
- contributed a new graphical interface for the Windows port. Alex Kompel also
- contributed a Windows CE port for 3.4.1.
-
- Ron Van Iwaarden maintained 3.4 for OS/2.
-
- Janne Salmijarvi and Teemu Suikki maintained and enhanced the
- Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1.
-
- Christian `Marvin' Bressler maintained 3.4 for the Atari after he
- resurrected it for 3.3.1.
-
- There is a NetHack web site maintained by Ken Lorber at http://www.nethack.org/.
-
- - - - - - - - - - -
-
- 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:
-
- Adam Aronow Izchak Miller Mike Stephenson
- Alex Kompel J. Ali Harlow Norm Meluch
- Andreas Dorn Janet Walz Olaf Seibert
- Andy Church Janne Salmijarvi Pasi Kallinen
- Andy Swanson Jean-Christophe Collet Pat Rankin
- Ari Huttunen Jochen Erwied Paul Winner
- Barton House John Kallen Pierre Martineau
- Benson I. Margulies John Rupley Ralf Brown
- Bill Dyer John S. Bien Ray Chason
- Boudewijn Waijers Johnny Lee Richard Addison
- Bruce Cox Jon W{tte Richard Beigel
- Bruce Holloway Jonathan Handler Richard P. Hughey
- Bruce Mewborne Joshua Delahunty Rob Menke
- Carl Schelin Keizo Yamamoto Robin Johnson
- Chris Russo Ken Arnold Roderick Schertler
- David Cohrs Ken Arromdee Roland McGrath
- David Damerell Ken Lorber Ron Van Iwaarden
- David Gentzel Ken Washikita Ronnen Miller
- David Hairston Kevin Darcy Ross Brown
- Dean Luick Kevin Hugo Sascha Wostmann
- Del Lamb Kevin Sitze Scott Bigham
- Deron Meranda Kevin Smolkowski Scott R. Turner
- Dion Nicolaas Kevin Sweet Stephen Spackman
- Dylan O'Donnell Lars Huttar Stephen White
- Eric Backus Malcolm Ryan Steve Creps
- Eric Hendrickson Mark Gooderum Steve Linhart
- Eric R. Smith Mark Modrall Steve VanDevender
- Eric S. Raymond Marvin Bressler Teemu Suikki
- Erik Andersen 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 Warren Cheung
- Gregg Wonderly Michael Sokolov Warwick Allison
- Hao-yang Wang Mike Engber Yitzhak Sapir
- Helge Hafting Mike Gallop
- Irina Rempt-Drijfhout Mike Passaretti
-
- Boolean options not under specific compile flags (with default values in []):
- (You can learn which options exist in your version by checking your current
- option setting, which is reached via the 'O' cmd.)
-
- autodig dig if moving and wielding digging tool [FALSE]
- autopickup automatically pick up objects you move over [TRUE]
- autoquiver when firing with an empty quiver, select some
- suitable inventory weapon to fill the quiver [FALSE]
- BIOS allow the use of IBM ROM BIOS calls [FALSE]
- cmdassist give help for errors on direction & other commands [TRUE]
- confirm ask before hitting tame or peaceful monsters [TRUE]
- DECgraphics use DEC/VT line-drawing characters for the dungeon [FALSE]
- eight_bit_tty send 8-bit characters straight to terminal [FALSE]
- extmenu use a menu for selecting extended commands (#) [FALSE]
- fixinv try to retain the same letter for the same object [TRUE]
- help print all available info when using the / command [TRUE]
- IBMgraphics use IBM extended characters for the dungeon [FALSE]
- ignintr ignore interrupt signal, including breaks [FALSE]
- legacy print introductory message [TRUE]
- lit_corridor show a dark corridor as lit if in sight [FALSE]
- lootabc use a/b/c rather than o/i/b when looting [FALSE]
- mail enable the mail daemon [TRUE]
- null allow nulls to be sent to your terminal [TRUE]
- try turning this option off (forcing NetHack to use its own
- delay code) if moving objects seem to teleport across rooms
- number_pad use the number keys to move instead of yuhjklbn [FALSE]
- perm_invent keep inventory in a permanent window [FALSE]
- prayconfirm use confirmation prompt when #pray command issued [TRUE]
- pushweapon when wielding a new weapon, put your previously
- wielded weapon into the secondary weapon slot [FALSE]
- rawio allow the use of raw I/O [FALSE]
- rest_on_space count the space bar as a rest character [FALSE]
- safe_pet prevent you from (knowingly) attacking your pet(s) [TRUE]
- showrace show yourself by your race rather than by role [FALSE]
- silent don't use your terminal's bell sound [TRUE]
- sortpack group similar kinds of objects in inventory [TRUE]
- sound enable messages about what your character hears [TRUE]
- (note: this has nothing to do with your computer's audio
- capabilities, and the game resets it periodically)
- sparkle display sparkly effect for resisted magical [TRUE]
- attacks (e.g. fire attack on fire-resistant monster)
- standout use standout mode for --More-- on messages [FALSE]
- time display elapsed game time, in moves [FALSE]
- tombstone print tombstone when you die [TRUE]
- toptenwin print topten in a window rather than stdout [FALSE]
- travel enable the command to travel to a map location via [TRUE]
- a shortest-path algorithm, usually invoked by '_'.
- verbose print more commentary during the game [TRUE]
-
-
-
- There are further boolean options controlled by compilation flags.
-
- Boolean option if INSURANCE was set at compile time:
- checkpoint save game state after each level change, for possible [TRUE]
- recovery after program crash
-
- Boolean option if NEWS was set at compile time:
- news print any news from game administrator on startup [TRUE]
-
- Boolean option if MFLOPPY was set at compile time:
- checkspace check free disk space before writing files to disk [TRUE]
-
- Boolean option if EXP_ON_BOTL was set at compile time:
- showexp display your accumulated experience points [FALSE]
-
- Boolean option if SCORE_ON_BOTL was set at compile time:
- showscore display your approximate accumulated score [FALSE]
-
- Boolean options if TEXTCOLOR was set at compile time:
- color use different colors for objects on screen [TRUE for micros]
- hilite_pet display pets in a highlighted manner [FALSE]
-
- Boolean option if TIMED_DELAY was set at compile time (tty interface only):
- timed_delay on unix and VMS, use a timer instead of sending
- extra screen output when attempting to pause for
- display effect. on MSDOS without the termcap
- lib, whether or not to pause for visual effect. [TRUE]
-
- Boolean option if USE_TILES was set at compile time (MSDOS protected mode only):
- preload_tiles 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. [TRUE]
-
- Any Boolean option can be negated by prefixing it with a '!' or 'no'.
-
-
- Compound options are written as option_name:option_value.
-
- Compound options which can be set during the game are:
-
- boulder override the default boulder symbol with another default: [`]
- disclose the types of information you want offered at the end of the
- game [ni na nv ng nc]
- fruit the name of a fruit you enjoy eating [slime mold]
- (basically a whimsy which NetHack uses from time to time).
- menustyle user interface for selection of multiple objects:
- Traditional -- one object at a time prompting;
- Combination -- prompt for classes of interest, then menu;
- Partial -- skip class prompt, use menu of all objects;
- Full -- menu for classes of interest, then object menu;
- only the first letter ('T','C','P','F') matters; 'N' (None)
- is a synonym for 'T', as is boolean style negation [Full]
- packorder a list of default symbols for kinds of objects that gives the
- order in which your pack will be displayed [")[%?+!=/(*`0_]
- (If you specify only some kinds of items, the others from the
- default order will be appended to the end.)
- pickup_burden when you pick up an item that exceeds this encumberance
- level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
- or overLoaded), you will be asked if you want to continue. [S]
- pickup_types a list of default symbols for kinds of objects to autopickup
- when that option is on [all]
- runmode controls how often the map window is updated when performing
- multi-step movement (various running modes or travel command):
- teleport -- don't update map until movement stops;
- run -- periodically update map (interval is seven steps);
- walk -- update map after every step;
- crawl -- like walk, but delay after making each step.
- (This only affects screen display, not actual movement.) [run]
- scores the parts of the score list you wish to see when the game ends
- You choose a combination of top scores, scores around the top
- scores, and all of your own scores. [!own/3 top/2 around]
- suppress_alert disable various version-specific warnings about changes
- in game play or the user interface, such as notification given
- for the 'Q' command that quitting is now done via #quit
- (e.g., use suppress_alert:3.3.1 to stop that and any other
- notifications added in that version or earlier) default: [(none)]
-
- Compound options which may be set only on startup are:
-
- align Your starting alignment (align:lawful, align:neutral,
- or align:chaotic). You may specify just the first letter. [RANDOM]
- catname the name of your first cat [NONE]
- dogname the name of your first dog [NONE]
- dungeon a list of symbols to be used in place of the default ones for
- drawing the dungeon.
- The symbols are subjected to a fair amount of processing, so
- that you can use C-style escapes such as \n or \081 as well as
- indicate control characters by ^x or meta characters by \Mx.
- As usual, \ can force the next character to be taken literally.
- Since many of the default symbols are overloaded, they are
- given here by name instead of symbol, with some added notes:
- stone (solid rock, normally ' ')
- vwall hwall tlcorn trcorn blcorn brcorn (room boundaries)
- crwall tuwall tdwall tlwall trwall (wallified maze characters)
- nodoor vodoor hodoor (no, vertical, horizontal open door)
- vcdoor hcdoor (vertical, horizontal closed door)
- ironbars tree room darkcorr litcorr
- upstair dnstair upladder dnladder
- altar grave throne sink fountain pool ice lava
- vodbridge hodbridge (vertical, horizontal open drawbridge)
- vcdbridge hcdbridge (vertical, horizontal closed drawbridge)
- air cloud water
- default: \ |--------||.-|++##.##<><>_\\#{}.}..##\ #}
- effects like dungeon, but for special effects symbols
- vbeam hbeam lslant rslant (generic zap beams)
- digbeam flashbeam (special beams for digging and cameras)
- boomleft boomright (boomerangs)
- ss1 ss2 ss3 ss4 (shielding sequence)
- sw_topl, sw_topm, sw_topr, (swallow, top row)
- sw_midl, sw_midr, (swallow, middle row [no center])
- sw_botl, sw_botm, sw_botr (swallow, bottom row)
- extl extm extr (explosion matrix top row)
- exml exmm exmr (explosion matrix middle row)
- exbl exbm exbr (explosion matrix bottom row)
- default: |-\\/*!)(0#@*/-\\||\\-//-\\|\ |\\-/
- gender Your starting gender (gender:male or gender:female).
- You may specify just the first letter. Although you can
- still denote your gender using the "male" and "female"
- options, the "gender" option will take precedence. [RANDOM]
- horsename the name of your first horse [NONE]
- menu_* create single character accelerators for menu commands. Below
- is a list of all commands. Each is followed by a list of window-
- ports that implement them: 'x' is X11, 't' is tty, 'g' is Gem,
- 'a' is Amiga.
- menu_deselect_all deselect all items in a menu [-](gxta)
- menu_deselect_page deselect all items on this page of a menu [\](gta)
- menu_first_page jump to the first page in a menu [^](gta)
- menu_invert_all invert all items in a menu [@](gxta)
- menu_invert_page invert all items on this page of a menu [~](gta)
- menu_last_page jump to the last page in a menu [|](gta)
- menu_next_page goto the next menu page [>](gta)
- menu_previous_page goto the previous menu page [<](gta)
- menu_search search for a menu item [:](gxa)
- menu_select_all select all items in a menu [.](gxta)
- menu_select_page select all items on this page of a menu [,](gta)
- monsters like dungeon, but for monster symbols
- default: abcdefghijklmnopqrstuvwxyz
- ABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \\&;:~]
- msghistory number of top line messages to save [20]
- name the name of your character [obtained by asking the system or
- the player]
- objects like dungeon, but for object symbols
- default: ])[="(%!?+/$*`0_.
- pettype your preferred type of pet (cat or dog), if your character
- class uses both types; or none for no pet [RANDOM]
- race Your starting race (e.g., race:Human, race:Elf). [RANDOM]
- role Your starting role (e.g., role:Barbarian, role:Valk).
- Although you can specify just the first letter(s), it will
- choose only the first role it finds that matches; thus, it
- is recommended that you spell out as much of the role name
- as possible. You can also still denote your role by
- appending it to the "name" option (e.g., name:Vic-V), but the
- "role" option will take precedence. [RANDOM]
- traps like dungeon, but for trap symbols
- 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_trap polymorph_trap
- default: ^^^^^^^^^^^^^^^^^"^^^^
-
- windowtype windowing system to be used [depends on operating system]
-
- Compound option if TTY_GRAPHICS was set at compile time:
- msg_window the type of message window to use:
- single -- One message at a time
- full -- Full window with all saved top line messages
- reverse -- Same as full, but messages printed most-recent-first
- combination -- Two single messages, then as full
- default: single
-
- Some sample options lists are:
- !autopickup,!tombstone,name:Gandalf,scores:own/3 top/2 around
- female,nonews,dogname:Rover,dungeon: |--------||.-|++.##<><>_\\#{}.}..## #}
- rest_on_space,!verbose,menustyle:traditional
- Debug-Mode Quick Reference:
-
- ^E == detect secret doors and traps.
- ^F == do magic mapping.
- ^G == create monster.
- ^I == identify items in pack.
- ^O == tell locations of special levels.
- ^T == do intra-level teleport.
- ^V == do trans-level teleport.
- ^W == make wish.
- ^X == show attributes including intrinsic attributes.
-
- #levelchange == change experience level
- #lightsources == show mobile light sources
- #monpolycontrol == control monster polymorphs
- #panic == panic test
- #polyself == polymorph self
- #seenv == show seen vectors
- #stats == show memory statistics
- #timeout == look at timeout queue
- #vision == show vision array
- #wmode == show wall modes
-