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- A Guide to the Mazes of Menace
- (Guidebook for NetHack)
-
-
- Eric S. Raymond
- (Extensively edited and expanded for 3.4)
-
-
-
- 1. Introduction
-
- Recently, you have begun to find yourself unfulfilled and distant
- in your daily occupation. Strange dreams of prospecting, steal-
- ing, crusading, and combat have haunted you in your sleep for
- many months, but you aren't sure of the reason. You wonder
- whether you have in fact been having those dreams all your life,
- and somehow managed to forget about them until now. Some nights
- you awaken suddenly and cry out, terrified at the vivid recollec-
- tion of the strange and powerful creatures that seem to be lurk-
- ing behind every corner of the dungeon in your dream. Could
- these details haunting your dreams be real? As each night pass-
- es, you feel the desire to enter the mysterious caverns near the
- ruins grow stronger. Each morning, however, you quickly put the
- idea out of your head as you recall the tales of those who en-
- tered the caverns before you and did not return. Eventually you
- can resist the yearning to seek out the fantastic place in your
- dreams no longer. After all, when other adventurers came back
- this way after spending time in the caverns, 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. Upon hearing the legends, you
- immediately realize that there is some profound and undiscovered
- reason that you are to descend into the caverns and seek out that
- amulet of which they spoke. Even if the rumors of the amulet's
- powers are untrue, you decide that you should at least be able to
- sell the tales of your adventures to the local minstrels for a
- tidy sum, especially if you encounter any of the terrifying and
- magical creatures of your dreams along the way. You spend one
- last night fortifying yourself at the local inn, becoming more
- and more depressed as you watch the odds of your success being
- posted on the inn's walls getting lower and lower.
-
-
-
- NetHack Guidebook 1
-
-
-
-
-
- NetHack Guidebook 2
-
-
-
- In the morning you awake, collect your belongings, and set
- off for the dungeon. After several days of uneventful travel,
- you see the ancient ruins that mark the entrance to the Mazes of
- Menace. It is late at night, so you make camp at the entrance
- and spend the night sleeping under the open skies. In the morn-
- ing, you gather your gear, eat what may be your last meal out-
- side, 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.
-
- 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.
-
- 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, anes-
- thetize, 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.
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 3
-
-
-
- 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. Al-
- though seemingly weak and easy to overcome at first sight, an ex-
- perienced 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
- 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 se-
- cret 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.
-
- 3. What do all those things on the screen mean?
-
- 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.
-
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 4
-
-
-
- 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 generates a new dungeon every time you play it; even
- the authors still find it an entertaining and exciting game de-
- spite having won several times.
-
- 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 repre-
- sent everything. There is no difference between the various dis-
- play options with respect to game play. Because we cannot repro-
- duce the tiles or colors in the Guidebook, and because it is com-
- mon 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 way the screen looks for you depends on
- your platform.
-
- --------------------------------------------------------------------
- The bat bites!
-
- ------
- |....| ----------
- |.<..|####...@...$.|
- |....-# |...B....+
- |....| |.d......|
- ------ -------|--
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 5
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- 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
- 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 ba-
- sic attributes. A human character's attributes can range
- from 3 to 18 inclusive; non-humans may exceed these limits
- (occasionally you may get super-strengths of the form 18/xx,
- and magic can also cause attributes to exceed the normal
- limits). 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.
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 6
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- Alignment
- Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
- and Chaotic as evil, but legal and ethical do not always co-
- incide. 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
- 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 dis-
- played.
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 7
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- 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 de-
- scribe things that are impossible to represent visually. If you
- see a ``--More--'' on the top line, this means that NetHack has
- another message to display on the screen, but it wants to make
- certain that you've read the one that is there first. To read
- the next message, just press the space bar.
-
- 3.3. The map (rest of the screen)
-
- The rest of the screen is the map of the level as you have
- explored it so far. Each symbol on the screen represents 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 may be
- able to 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.
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 8
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- ! A potion.
-
- ( A useful item (pick-axe, key, lamp...).
-
- " An amulet or a spider web.
-
- * A gem or rock (possibly valuable, possibly worthless).
-
- ` A boulder or statue.
-
- 0 An iron ball.
-
- _ An altar, 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.
-
- I This marks the last known location of an invisible or other-
- wise unseen monster. Note that the monster could have
- moved. The 'F' and 'm' commands may be useful here.
-
- 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 pre-
- sented with will depend chiefly on how you have set the menustyle
- 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
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 9
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- inventory letters of every object you're carrying. Finally, if
- you change your mind and decide you don't want to do this command
- after all, you can press the ESC key to abort the command.
-
- You can put a number before some commands to repeat them
- that many times; for example, ``10s'' will search ten times. If
- you have the number_pad option set, you must type `n' to prefix a
- count, so the example above would be typed ``n10s'' instead.
- Commands for which counts make no sense ignore them. In addi-
- tion, movement commands can be prefixed for greater control (see
- below). To cancel a count or a prefix, press the ESC key.
-
- The list of commands is rather long, but it can be read at
- any time during the game through the `?' command, which accesses
- a menu of helpful texts. Here are the commands for your refer-
- ence:
-
- ? Help menu: display one of several help texts available.
-
- / 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 up-
- on 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 additional
- info and also not bother asking you to choose another loca-
- tion 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 a staircase or
- ladder).
-
- > Go down to the next level (if you are on a staircase or lad-
- der).
-
- [yuhjklbn]
- Go one step in the direction indicated (see Figure 2). If
- you sense or remember a monster there, you will fight the
- monster instead. Only these one-step movement commands
- cause you to fight monsters; the others (below) are
- ``safe.''
-
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 10
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-
-
- 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
- there)
-
- M[yuhjklbn]
- Prefix: move far, no pickup.
-
- g[yuhjklbn]
- Prefix: move until something interesting is found.
-
- G[yuhjklbn] or <CONTROL->[yuhjklbn]
- Prefix: same as `g', but forking of corridors is not con-
- sidered interesting.
-
- _ Travel to a map location via a shortest-path algorithm. The
- shortest path is computed over map locations the hero knows
- about (e.g. seen or previously traversed). If there is no
- known path, a guess is made instead. Stops on most of the
- same conditions as the `G' command, but without picking up
- objects, similar to the `M' command. For ports with mouse
- support, the command is also invoked when a mouse-click
- takes place on a location other than the current position.
-
- . 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.
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 11
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- 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? [!%= BUCXaium]'' you should
- type zero or more object symbols possibly followed by `a'
- and/or `i' and/or `u' and/or `m'. In addition, one or more
- of the blessed/uncursed/cursed groups may be typed.
-
- DB - drop all objects known to be blessed.
- DU - drop all objects known to be uncursed.
- DC - drop all objects known to be cursed.
- DX - drop all objects of unknown B/U/C status.
- Da - drop all objects, without asking for confirmation.
- Di - examine your inventory before dropping anything.
- Du - drop only unpaid objects (when in a shop).
- Dm - use a menu to pick which object(s) to drop.
- D%u - drop only unpaid food.
-
- ^D Kick something (usually a door).
-
- e Eat food.
-
- E Engrave a message on the floor. 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.
-
- f Fire one of the objects placed in your quiver. You may se-
- lect ammunition with a previous `Q' command, or let the com-
- puter 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
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 12
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- 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
- messages. The behavior can be varied via the msg_window op-
- tion.
-
- 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.
-
- 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 alternate
- weapon slot. The latter is used as your secondary weapon
- when engaging in two-weapon combat. Note that if one of
- these slots is empty, the exchange still takes place.
-
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- NetHack 3.4 February 12, 2003
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- NetHack Guidebook 13
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- X Enter explore (discovery) mode, explained in its own section
- later.
-
- ^X Display your name, role, race, gender, and alignment as well
- as the various deities in your game.
-
- z Zap a wand. To aim at yourself, use `.' for the direction.
-
- Z Zap (cast) a spell. To cast at yourself, use `.' for the
- direction.
-
- ^Z Suspend the game (UNIX(R) versions with job control only).
-
- : Look at what is here.
-
- ; Show what type of thing a visible symbol corresponds to.
-
- , Pick up some things. May be preceded by `m' to force a se-
- lection menu.
-
- @ Toggle the autopickup option on and off.
-
- ^ Ask for the type of a trap you found earlier.
-
- ) Tell what weapon you are wielding.
-
- [ Tell what armor you are wearing.
-
- = Tell what rings you are wearing.
-
- " Tell what amulet you are wearing.
-
- ( Tell what tools you are using.
-
- * Tell what equipment you are using; combines the preceding
- five type-specific commands into one.
-
- $ Count your gold pieces.
-
- + List the spells you know. Using this command, you can also
- rearrange the order in which your spells are listed. 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.
-
-
-
- __________
- (R)UNIX is a registered trademark of AT&T.
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 14
-
-
-
- # 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. See the section
- below entitled ``Conduct'' for details.
-
- #dip Dip an object into something.
-
- #enhance
- Advance or check weapons and spell skills.
-
- #force
- Force a lock.
-
- #invoke
- Invoke an object's special powers.
-
- #jump
- Jump to another location.
-
- #loot
- Loot a box or bag on the floor beneath you, or the saddle
- from a horse standing next to you.
-
- #monster
- Use a monster's special ability (when polymorphed into mon-
- ster form).
-
- #name
- Name an item or type of object.
-
- #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.
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 15
-
-
-
- #rub Rub a lamp or a stone.
-
- #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-? #? (not supported by all platforms)
-
- M-2 #twoweapon (unless the number_pad option is enabled)
-
- M-a #adjust
-
- M-c #chat
-
- M-d #dip
-
- M-e #enhance
-
- M-f #force
-
- M-i #invoke
-
- M-j #jump
-
- M-l #loot
-
- M-m #monster
-
- M-n #name
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 16
-
-
-
- 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:
-
- h Help menu: display one of several help texts available,
- like ``?''.
-
- j Jump to another location. Same as ``#jump'' or ``M-j''.
-
- k Kick something (usually a door). Same as `^D'.
-
- l Loot a box or bag on the floor beneath you, or the saddle
- from a horse standing next to you. 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.
-
- 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
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 17
-
-
-
- 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.
-
- There is a special pre-mapped branch of the dungeon based on
- the classic computer game ``Sokoban.'' The goal is to push the
- boulders into the pits or holes. With careful foresight, it is
- possible to complete all of the levels according to the tradi-
- tional rules of Sokoban. Some allowances are permitted in case
- the player gets stuck; however, they will lower your luck.
-
- 5.3. Stairs (`<', `>')
-
- In general, each level in the dungeon will have a staircase
- going up (`<') to the previous level and another going down (`>')
- to the next level. There are some exceptions though. For in-
- stance, fairly early in the dungeon you will find a level with
- two down staircases, one continuing into the dungeon and the oth-
- er branching into an area known as the Gnomish Mines. Those
- mines eventually hit a dead end, so after exploring them (if you
- choose to do so), you'll need to climb back up to the main dun-
- geon.
-
- When you traverse a set of stairs, or trigger a trap which
- sends you to another level, the level you're leaving will be de-
- activated and stored in a file on disk. If you're moving to a
- previously visited level, it will be loaded from its file on disk
- and reactivated. If you're moving to a level which has not yet
- been visited, it will be created (from scratch for most random
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 18
-
-
-
- levels, from a template for some ``special'' levels, or loaded
- from the remains of an earlier game for a ``bones'' level as
- briefly described below). Monsters are only active on the cur-
- rent level; those on other levels are essentially placed into
- stasis.
-
- Ordinarily when you climb a set of stairs, you will arrive
- on the corresponding staircase at your destination. However,
- pets (see below) and some other monsters will follow along if
- they're close enough when you travel up or down stairs, and occa-
- sionally one of these creatures will displace you during the
- climb. When that occurs, the pet or other monster will arrive on
- the staircase and you will end up nearby.
-
- 5.4. Ladders (`<', `>')
-
- Ladders serve the same purpose as staircases, and the two
- types of inter-level connections are nearly indistinguishable
- during game play.
-
-
- 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.
-
- If you can't see a monster (if it is invisible, or if you
- are blinded), the symbol `I' will be shown when you learn of its
- presence. If you attempt to walk into it, you will try to fight
- it just like a monster that you can see; of course, if the mon-
- ster has moved, you will attack empty air. If you guess that the
- monster has moved and you don't wish to fight, you can use the
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 19
-
-
-
- `m' command to move without fighting; likewise, if you don't re-
- member a monster but want to try fighting anyway, you can use the
- `F' command.
-
- 6.2. Your pet
-
- You start the game with a little dog (`d'), cat (`f'), or
- pony (`u'), which follows you about the dungeon and fights mon-
- sters with you. Like you, your pet needs food to survive. It
- usually feeds itself on fresh carrion and other meats. If you're
- worried about it or want to train it, you can feed it, too, by
- throwing it food. A properly trained pet can be very useful un-
- der certain circumstances.
-
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
- you, which makes pets useful for low-level characters.
-
- Your pet will follow you up and down staircases if it is
- next to you when you move. Otherwise your pet will be stranded
- and may become wild. Similarly, when you trigger certain types
- of traps which alter your location (for instance, a trap door
- which drops you to a lower dungeon level), any adjacent pet will
- accompany you and any non-adjacent pet will be left behind. Your
- pet may trigger such traps itself; you will not be carried along
- with it even if adjacent at the time.
-
- 6.3. Steeds
-
- Some types of creatures in the dungeon can actually be rid-
- den if you have the right equipment and skill. Convincing a wild
- beast to let you saddle it up is difficult to say the least.
- Many a dungeoneer has had to resort to magic and wizardry in or-
- der to forge the alliance. Once you do have the beast under your
- control however, you can easily climb in and out of the saddle
- with the `#ride' command. Lead the beast around the dungeon when
- riding, in the same manner as you would move yourself. It is the
- beast that you will see displayed on the map.
-
- Riding skill is managed by the `#enhance' command. See the
- section on Weapon proficiency for more information about that.
-
- 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.
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 20
-
-
-
- 7. Objects
-
- When you find something in the dungeon, it is common to want
- to pick it up. In NetHack, this is accomplished automatically by
- walking over the object (unless you turn off the autopickup op-
- tion (see below), or move with the `m' prefix (see above)), or
- manually by using the `,' command.
-
- If you're carrying too many items, NetHack will tell you so
- and you won't be able to pick up anything more. Otherwise, it
- will add the object(s) to your pack and tell you what you just
- picked up.
-
- As you add items to your inventory, you also add the weight
- of that object to your load. The amount that you can carry de-
- pends on your strength and your constitution. The stronger you
- are, the less the additional load will affect you. There comes a
- point, though, when the weight of all of that stuff you are car-
- rying around with you through the dungeon will encumber you.
- Your reactions will get slower and you'll burn calories faster,
- requiring food more frequently to cope with it. Eventually,
- you'll be so overloaded that you'll either have to discard some
- of what you're carrying or collapse under its weight.
-
- NetHack will tell you how badly you have loaded yourself.
- The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
- `Overloaded' are displayed on the bottom line display to indicate
- your condition.
-
- When you pick up an object, it is assigned an inventory let-
- ter. Many commands that operate on objects must ask you to find
- out which object you want to use. When NetHack asks you to
- choose a particular object you are carrying, you are usually pre-
- sented with a list of inventory letters to choose from (see Com-
- mands, above).
-
- Some objects, such as weapons, are easily differentiated.
- Others, like scrolls and potions, are given descriptions which
- vary according to type. During a game, any two objects with the
- same description are the same type. However, the descriptions
- will vary from game to game.
-
- 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.
-
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 21
-
-
-
- 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.
-
- There are magical means of bestowing or removing curses upon
- objects, so even if you are stuck with one, you can still have
- the curse lifted and the item removed. Priests and Priestesses
- have an innate sensitivity to this property in any object, so
- they can more easily avoid cursed objects than other character
- roles.
-
- An item with unknown status will be reported in your inven-
- tory with no prefix. An item which you know the state of will be
- distinguished in your inventory by the presence of the word
- ``cursed'', ``uncursed'' or ``blessed'' in the description of the
- item.
-
- 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 cross-
- bow bolts. Slings hurl rocks and (other) stones (like gems).
-
- Enchanted weapons have a ``plus'' (or ``to hit enhancement''
- which can be either positive or negative) that adds to your
- chance to hit and the damage you do to a monster. The only way
- to determine a weapon's enchantment is to have it magically iden-
- tified somehow. Most weapons are subject to some type of damage
- like rust. Such ``erosion'' damage can be repaired.
-
- The chance that an attack will successfully hit a monster,
- and the amount of damage such a hit will do, depends upon many
- factors. Among them are: type of weapon, quality of weapon
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 22
-
-
-
- (enchantment and/or erosion), experience level, strength, dexter-
- ity, encumbrance, and proficiency (see below). The monster's ar-
- mor class - a general defense rating, not necessarily due to
- wearing of armor - is a factor too; also, some monsters are par-
- ticularly vulnerable to certain types of weapons.
-
- Many weapons can be wielded in one hand; some require both
- hands. When wielding a two-handed weapon, you can not wear a
- shield, and vice versa. When wielding a one-handed weapon, you
- can have another weapon ready to use by setting things up with
- the `x' command, which exchanges your primary (the one being
- wielded) and alternate weapons. And if you have proficiency in
- the ``two weapon combat'' skill, you may wield both weapons si-
- multaneously as primary and secondary; use the `#twoweapon' ex-
- tended command to engage or disengage that. Only some types of
- characters (barbarians, for instance) have the necessary skill
- available. Even with that skill, using two weapons at once in-
- curs a penalty in the chance to hit your target compared to using
- just one weapon at a time.
-
- There might be times when you'd rather not wield any weapon
- at all. To accomplish that, wield `-', or else use the `A' com-
- mand which allows you to unwield the current weapon in addition
- to taking off other worn items.
-
- Those of you in the audience who are AD&D players, be aware
- that each weapon which existed in AD&D does roughly the same dam-
- age to monsters in NetHack. Some of the more obscure weapons
- (such as the aklys, lucern hammer, and bec-de-corbin) are defined
- in an appendix to Unearthed Arcana, an AD&D supplement.
-
- The commands to use weapons are `w' (wield), `t' (throw),
- `f' (fire, an alternative way of throwing), `Q' (quiver), `x'
- (exchange), `#twoweapon', and `#enhance' (see below).
-
- 7.2.1. Throwing and shooting
-
- You can throw just about anything via the `t' command. It
- will prompt for the item to throw; picking `?' will list things
- in your inventory which are considered likely to be thrown, or
- picking `*' will list your entire inventory. After you've chosen
- what to throw, you will be prompted for a direction rather than
- for a specific target. The distance something can be thrown de-
- pends mainly on the type of object and your strength. Arrows can
- be thrown by hand, but can be thrown much farther and will be
- more likely to hit when thrown while you are wielding a bow.
-
- You can simplify the throwing operation by using the `Q'
- command to select your preferred ``missile'', then using the `f'
- command to throw it. You'll be prompted for a direction as
- above, but you don't have to specify which item to throw each
- time you use `f'. There is also an option, autoquiver, which has
- NetHack choose another item to automatically fill your quiver
- when the inventory slot used for `Q' runs out.
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 23
-
-
-
- Some characters have the ability to fire a volley of multi-
- ple items in a single turn. Knowing how to load several rounds
- of ammunition at once -- or hold several missiles in your hand --
- and still hit a target is not an easy task. Rangers are among
- those who are adept at this task, as are those with a high level
- of proficiency in the relevant weapon skill (in bow skill if
- you're wielding one to shoot arrows, in crossbow skill if you're
- wielding one to shoot bolts, or in sling skill if you're wielding
- one to shoot stones). The number of items that the character has
- a chance to fire varies from turn to turn. You can explicitly
- limit the number of shots by using a numeric prefix before the
- `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
- number_pad mode) would ensure that at most 2 arrows are shot even
- if you could have fired 3. If you specify a larger number than
- would have been shot (``4f'' in this example), you'll just end up
- shooting the same number (3, here) as if no limit had been speci-
- fied. Once the volley is in motion, all of the items will travel
- in the same direction; if the first ones kill a monster, the oth-
- ers can still continue beyond that spot.
-
- 7.2.2. Weapon proficiency
-
- You will have varying degrees of skill in the weapons avail-
- able. Weapon proficiency, or weapon skills, affect how well you
- can use particular types of weapons, and you'll be able to im-
- prove your skills as you progress through a game, depending on
- your role, your experience level, and use of the weapons.
-
- For the purposes of proficiency, weapons have been divided
- up into various groups such as daggers, broadswords, and
- polearms. Each role has a limit on what level of proficiency a
- character can achieve for each group. For instance, wizards can
- become highly skilled in daggers or staves but not in swords or
- bows.
-
- The `#enhance' extended command is used to review current
- weapons proficiency (also spell proficiency) and to choose which
- skill(s) to improve when you've used one or more skills enough to
- become eligible to do so. The skill rankings are ``none'' (some-
- times also referred to as ``restricted'', because you won't be
- able to advance), ``unskilled'', ``basic'', ``skilled'', and
- ``expert''. Restricted skills simply will not appear in the list
- shown by `#enhance'. (Divine intervention might unrestrict a
- particular skill, in which case it will start at unskilled and be
- limited to basic.) Some characters can enhance their barehanded
- combat or martial arts skill beyond expert to ``master'' or
- ``grand master''.
-
- Use of a weapon in which you're restricted or unskilled will
- incur a modest penalty in the chance to hit a monster and also in
- the amount of damage done when you do hit; at basic level, there
- is no penalty or bonus; at skilled level, you receive a modest
- bonus in the chance to hit and amount of damage done; at expert
- level, the bonus is higher. A successful hit has a chance to
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 24
-
-
-
- boost your training towards the next skill level (unless you've
- already reached the limit for this skill). Once such training
- reaches the threshold for that next level, you'll be told that
- you feel more confident in your skills. At that point you can
- use `#enhance' to increase one or more skills. Such skills are
- not increased automatically because there is a limit to your to-
- tal overall skills, so you need to actively choose which skills
- to enhance and which to ignore.
-
- 7.3. Armor (`[')
-
- Lots of unfriendly things lurk about; you need armor to pro-
- tect yourself from their blows. Some types of armor offer better
- protection than others. Your armor class is a measure of this
- protection. Armor class (AC) is measured as in AD&D, with 10 be-
- ing the equivalent of no armor, and lower numbers meaning better
- armor. Each suit of armor which exists in AD&D gives the same
- protection in NetHack. Here is an (incomplete) list of the armor
- classes provided by various suits of armor:
-
- dragon scale mail 1
- plate mail 3
- crystal plate mail 3
- bronze plate mail 4
- splint mail 4
- banded mail 4
- dwarvish mithril-coat 4
- elven mithril-coat 5
- chain mail 5
- orcish chain mail 6
- scale mail 6
- studded leather armor 7
- ring mail 7
- orcish ring mail 8
- leather armor 8
- leather jacket 9
- no armor 10
-
- You can also wear other pieces of armor (ex. helmets, boots,
- shields, cloaks) to lower your armor class even further, but you
- can only wear one item of each category (one suit of armor, one
- cloak, one helmet, one shield, and so on) at a time.
-
- If a piece of armor is enchanted, its armor protection will
- be better (or worse) than normal, and its ``plus'' (or minus)
- will subtract from your armor class. For example, a +1 chain
- mail would give you better protection than normal chain mail,
- lowering your armor class one unit further to 4. When you put on
- a piece of armor, you immediately find out the armor class and
- any ``plusses'' it provides. Cursed pieces of armor usually have
- negative enchantments (minuses) in addition to being unremovable.
-
- Many types of armor are subject to some kind of damage like
- rust. Such damage can be repaired. Some types of armor may
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 25
-
-
-
- inhibit spell casting.
-
- The commands to use armor are `W' (wear) and `T' (take off).
- The `A' command can also be used to take off armor as well as
- other worn items.
-
- 7.4. Food (`%')
-
- Food is necessary to survive. If you go too long without
- eating you will faint, and eventually die of starvation. Some
- types of food will spoil, and become unhealthy to eat, if not
- protected. Food stored in ice boxes or tins (``cans'') will usu-
- ally stay fresh, but ice boxes are heavy, and tins take a while
- to open.
-
- When you kill monsters, they usually leave corpses which are
- also ``food.'' Many, but not all, of these are edible; some also
- give you special powers when you eat them. A good rule of thumb
- is ``you are what you eat.''
-
- Some character roles and some monsters are vegetarian. Veg-
- etarian monsters will typically never eat animal corpses, while
- vegetarian players can, but with some rather unpleasant side-ef-
- fects.
-
- You can name one food item after something you like to eat
- with the fruit option.
-
- The command to eat food is `e'.
-
- 7.5. Scrolls (`?')
-
- Scrolls are labeled with various titles, probably chosen by
- ancient wizards for their amusement value (ex. ``READ ME,'' or
- ``THANX MAUD'' backwards). Scrolls disappear after you read them
- (except for blank ones, without magic spells on them).
-
- One of the most useful of these is the scroll of identify,
- which can be used to determine what another object is, whether it
- is cursed or blessed, and how many uses it has left. Some ob-
- jects of subtle enchantment are difficult to identify without
- these.
-
- A mail daemon may run up and deliver mail to you as a scroll
- of mail (on versions compiled with this feature). To use this
- feature on versions where NetHack mail delivery is triggered by
- electronic mail appearing in your system mailbox, you must let
- NetHack know where to look for new mail by setting the ``MAIL''
- environment variable to the file name of your mailbox. You may
- also want to set the ``MAILREADER'' environment variable to the
- 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
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 26
-
-
-
- off the mail option.
-
- The command to read a scroll is `r'.
-
- 7.6. Potions (`!')
-
- Potions are distinguished by the color of the liquid inside
- the flask. They disappear after you quaff them.
-
- Clear potions are potions of water. Sometimes these are
- blessed or cursed, resulting in holy or unholy water. Holy water
- is the bane of the undead, so potions of holy water are good
- things to throw (`t') at them. It is also sometimes very useful
- to dip (``#dip'') an object into a potion.
-
- The command to drink a potion is `q' (quaff).
-
- 7.7. Wands (`/')
-
- Magic wands usually have multiple magical charges. Some
- wands are directional--you must give a direction in which to zap
- them. You can also zap them at yourself (just give a `.' or `s'
- for the direction). Be warned, however, for this is often unwise.
- Other wands are nondirectional--they don't require a direction.
- The number of charges in a wand is random and decreases by one
- whenever you use it.
-
- When the number of charges left in a wand becomes zero, at-
- tempts to use the wand will usually result in nothing happening.
- Occasionally, however, it may be possible to squeeze the last few
- mana points from an otherwise spent wand, destroying it in the
- process. A wand may be recharged by using suitable magic, but
- doing so runs the risk of causing it to explode. The chance for
- such an explosion starts out very small and increases each time
- the wand is recharged.
-
- In a truly desperate situation, when your back is up against
- the wall, you might decide to go for broke and break your wand.
- This is not for the faint of heart. Doing so will almost cer-
- tainly cause a catastrophic release of magical energies.
-
- When you have fully identified a particular wand, inventory
- display will include additional information in parentheses: the
- number of times it has been recharged followed by a colon and
- then by its current number of charges. A current charge count of
- -1 is a special case indicating that the wand has been cancelled.
-
- The command to use a wand is `z' (zap). To break one, use
- the `a' (apply) command.
-
- 7.8. Rings (`=')
-
- Rings are very useful items, since they are relatively per-
- manent magic, unlike the usually fleeting effects of potions,
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 27
-
-
-
- scrolls, and wands.
-
- Putting on a ring activates its magic. You can wear only
- two rings, one on each ring finger.
-
- Most rings also cause you to grow hungry more rapidly, the
- rate varying with the type of ring.
-
- The commands to use rings are `P' (put on) and `R' (remove).
-
- 7.9. Spellbooks (`+')
-
- Spellbooks are tomes of mighty magic. When studied with the
- `r' (read) command, they transfer to the reader the knowledge of
- a spell (and therefore eventually become unreadable) -- unless
- the attempt backfires. Reading a cursed spellbook or one with
- mystic runes beyond your ken can be harmful to your health!
-
- A spell (even when learned) can also backfire when you cast
- it. If you attempt to cast a spell well above your experience
- level, or if you have little skill with the appropriate spell
- type, or cast it at a time when your luck is particularly bad,
- you can end up wasting both the energy and the time required in
- casting.
-
- Casting a spell calls forth magical energies and focuses
- them with your naked mind. Some of the magical energy released
- comes from within you, and casting several spells in a row may
- tire you. Casting of spells also requires practice. With prac-
- tice, your skill in each category of spell casting will improve.
- Over time, however, your memory of each spell will dim, and you
- will need to relearn it.
-
- Some spells are directional--you must give a direction in
- which to cast them. You can also cast them at yourself (just
- give a `.' or `s' for the direction). Be warned, however, for
- this is often unwise. Other spells are nondirectional--they
- don't require a direction.
-
- Just as weapons are divided into groups in which a character
- can become proficient (to varying degrees), spells are similarly
- grouped. Successfully casting a spell exercises the skill group;
- sufficient skill may increase the potency of the spell and reduce
- the risk of spell failure. Skill slots are shared with weapons
- skills. (See also the section on ``Weapon proficiency''.)
-
- 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, their
- levels, categories, and chances for failure. The `Z' (cast) com-
- mand casts a spell.
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 28
-
-
-
- 7.10. Tools (`(')
-
- Tools are miscellaneous objects with various purposes. Some
- tools have a limited number of uses, akin to wand charges. For
- example, lamps burn out after a while. Other tools are contain-
- ers, which objects can be placed into or taken out of.
-
- The command to use tools is `a' (apply).
-
- 7.10.1. Containers
-
- You may encounter bags, boxes, and chests in your travels.
- A tool of this sort can be opened with the ``#loot'' extended
- command when you are standing on top of it (that is, on the same
- floor spot), or with the `a' (apply) command when you are carry-
- ing it. However, chests are often locked, and are in any case
- unwieldy objects. You must set one down before unlocking it by
- using a key or lock-picking tool with the `a' (apply) command, by
- kicking it with the `^D' command, or by using a weapon to force
- the lock with the ``#force'' extended command.
-
- Some chests are trapped, causing nasty things to happen when
- you unlock or open them. You can check for and try to deactivate
- traps with the ``#untrap'' extended command.
-
- 7.11. Amulets (`"')
-
- Amulets are very similar to rings, and often more powerful.
- Like rings, amulets have various magical properties, some benefi-
- cial, some harmful, which are activated by putting them on.
-
- Only one amulet may be worn at a time, around your neck.
-
- The commands to use amulets are the same as for rings, `P'
- (put on) and `R' (remove).
-
- 7.12. Gems (`*')
-
- Some gems are valuable, and can be sold for a lot of gold.
- They are also a far more efficient way of carrying your riches.
- Valuable gems increase your score if you bring them with you when
- you exit.
-
- Other small rocks are also categorized as gems, but they are
- much less valuable. All rocks, however, can be used as 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.
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 29
-
-
-
- Very large humanoids (giants and their ilk) have been known
- to use boulders as weapons.
-
- 7.14. Gold (`$')
-
- Gold adds to your score, and you can buy things in shops
- with it. There are a number of monsters in the dungeon that may
- be influenced by the amount of gold you are carrying (shopkeepers
- aside).
-
-
- 8. Conduct
-
- As if winning NetHack were not difficult enough, certain
- players seek to challenge themselves by imposing restrictions on
- the way they play the game. The game automatically tracks some
- of these challenges, which can be checked at any time with the
- #conduct command or at the end of the game. When you perform an
- action which breaks a challenge, it will no longer be listed.
- This gives players extra ``bragging rights'' for winning the game
- with these challenges. Note that it is perfectly acceptable to
- win the game without resorting to these restrictions and that it
- is unusual for players to adhere to challenges the first time
- they win the game.
-
- Several of the challenges are related to eating behavior.
- The most difficult of these is the foodless challenge. Although
- creatures can survive long periods of time without food, there is
- a physiological need for water; thus there is no restriction on
- drinking beverages, even if they provide some minor food bene-
- fits. Calling upon your god for help with starvation does not
- violate any food challenges either.
-
- A strict vegan diet is one which avoids any food derived
- from animals. The primary source of nutrition is fruits and veg-
- etables. The corpses and tins of blobs (`b'), jellies (`j'), and
- fungi (`F') are also considered to be vegetable matter. Certain
- human food is prepared without animal products; namely, lembas
- wafers, cram rations, food rations (gunyoki), K-rations, and C-
- rations. Metal or another normally indigestible material eaten
- while polymorphed into a creature that can digest it is also con-
- sidered vegan food. Note however that eating such items still
- counts against foodless conduct.
-
- Vegetarians do not eat animals; however, they are less se-
- lective about eating animal byproducts than vegans. In addition
- to the vegan items listed above, they may eat any kind of pudding
- (`P') other than the black puddings, eggs and food made from eggs
- (fortune cookies and pancakes), food made with milk (cream pies
- and candy bars), and lumps of royal jelly. Monks are expected to
- observe a vegetarian diet.
-
- Eating any kind of meat violates the vegetarian, vegan, and
- foodless conducts. This includes tripe rations, the corpses or
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 30
-
-
-
- tins of any monsters not mentioned above, and the various other
- chunks of meat found in the dungeon. Swallowing and digesting a
- monster while polymorphed is treated as if you ate the creature's
- corpse. Eating leather, dragon hide, or bone items while poly-
- morphed into a creature that can digest it, or eating monster
- brains while polymorphed into a mind flayer, is considered eating
- an animal, although wax is only an animal byproduct.
-
- Regardless of conduct, there will be some items which are
- indigestible, and others which are hazardous to eat. Using a
- swallow-and-digest attack against a monster is equivalent to eat-
- ing the monster's corpse. Please note that the term ``vegan'' is
- used here only in the context of diet. You are still free to
- choose not to use or wear items derived from animals (e.g.
- leather, dragon hide, bone, horns, coral), but the game will not
- keep track of this for you. Also note that ``milky'' potions may
- be a translucent white, but they do not contain milk, so they are
- compatible with a vegan diet. Slime molds or player-defined
- ``fruits'', although they could be anything from ``cherries'' to
- ``pork chops'', are also assumed to be vegan.
-
- An atheist is one who rejects religion. This means that you
- cannot #pray, #offer sacrifices to any god, #turn undead, or
- #chat with a priest. Particularly selective readers may argue
- that playing Monk or Priest characters should violate this con-
- duct; that is a choice left to the player. Offering the Amulet
- of Yendor to your god is necessary to win the game and is not
- counted against this conduct. You are also not penalized for be-
- ing spoken to by an angry god, priest(ess), or other religious
- figure; a true atheist would hear the words but attach no special
- meaning to them.
-
- Most players fight with a wielded weapon (or tool intended
- to be wielded as a weapon). Another challenge is to win the game
- without using such a wielded weapon. You are still permitted to
- throw, fire, and kick weapons; use a wand, spell, or other type
- of item; or fight with your hands and feet.
-
- In NetHack, a pacifist refuses to cause the death of any
- other monster (i.e. if you would get experience for the death).
- This is a particularly difficult challenge, although it is still
- possible to gain experience by other means.
-
- An illiterate character cannot read or write. This includes
- reading a scroll, spellbook, fortune cookie message, or t-shirt;
- writing a scroll; or making an engraving of anything other than a
- single ``x'' (the traditional signature of an illiterate person).
- Reading an engraving, or any item that is absolutely necessary to
- win the game, is not counted against this conduct. The identity
- of scrolls and spellbooks (and knowledge of spells) in your
- starting inventory is assumed to be learned from your teachers
- prior to the start of the game and isn't counted.
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 31
-
-
-
- There are several other challenges tracked by the game. It
- is possible to eliminate one or more species of monsters by geno-
- cide; playing without this feature is considered a challenge.
- When you game offers you an opportunity to genocide monsters, you
- may respond with the monster type ``none'' if you want to de-
- cline. You can change the form of an item into another item of
- the same type (``polypiling'') or the form of your own body into
- another creature (``polyself'') by wand, spell, or potion of
- polymorph; avoiding these effects are each considered challenges.
- Polymorphing monsters, including pets, does not break either of
- these challenges. Finally, you may sometimes receive wishes; a
- game without an attempt to wish for any items is a challenge, as
- is a game without wishing for an artifact (even if the artifact
- immediately disappears). When the game offers you an opportunity
- to make a wish for an item, you may choose ``nothing'' if you
- want to decline.
-
-
- 9. Options
-
- Due to variations in personal tastes and conceptions of how
- NetHack should do things, there are options you can set to change
- how NetHack behaves.
-
- 9.1. Setting the options
-
- Options may be set in a number of ways. Within the game,
- the `O' command allows you to view all options and change most of
- them. You can also set options automatically by placing them in
- the NETHACKOPTIONS environment variable or in a configuration
- file. Some versions of NetHack also have front-end programs that
- allow you to set options before starting the game.
-
- 9.2. Using the NETHACKOPTIONS environment variable
-
- The NETHACKOPTIONS variable is a comma-separated list of
- initial values for the various options. Some can only be turned
- on or off. You turn one of these on by adding the name of the
- option to the list, and turn it off by typing a `!' or ``no'' be-
- fore the name. Others take a character string as a value. You
- can set string options by typing the option name, a colon or
- equals sign, and then the value of the string. The value is ter-
- minated by the next comma or the end of string.
-
- For example, to set up an environment variable so that ``au-
- toquiver'' is on, ``autopickup'' is off, the name is set to
- ``Blue Meanie'', and the fruit is set to ``papaya'', you would
- enter the command
-
- % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
-
- in csh (note the need to escape the ! since it's special to the
- shell), or
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 32
-
-
-
- $ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
- $ export NETHACKOPTIONS
-
- in sh or ksh.
-
- 9.3. Using a configuration file
-
- Any line in the configuration file starting with ``OP-
- TIONS='' may be filled out with options in the same syntax as in
- NETHACKOPTIONS. Any line starting with ``DUNGEON='', ``EF-
- FECTS='', ``MONSTERS='', ``OBJECTS='', ``TRAPS='', or ``BOUL-
- DER='' is taken as defining the corresponding dungeon, effects,
- monsters, objects traps or boulder 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. A zero in
- any entry in such a sequence leaves the display of that entry un-
- changed; this feature is not available using the option syntax.
- Such a sequence can be continued to multiple lines by putting a
- `\' at the end of each line to be continued. Any line starting
- with `#' is treated as a comment.
-
- The default name of the configuration file varies on differ-
- ent operating systems, but NETHACKOPTIONS can also be set to the
- full name of a file you want to use (possibly preceded by an
- `@').
-
- 9.4. Customization options
-
- Here are explanations of what the various options do. Char-
- acter strings that are too long may be truncated. Some of the
- options listed may be inactive in your dungeon.
-
- 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.
-
- autodig
- Automatically dig if you are wielding a digging tool and
- moving into a place that can be dug (default false).
-
- 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 sta-
- tus, enchantment, damage, or quality of the weapon; you are
- free to manually fill your quiver with the `Q' command in-
- stead. If no weapon is found or the option is false, the
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 33
-
-
-
- `t' (throw) command is executed instead. (default false)
-
- boulder
- Set the character used to display boulders (default is rock
- class symbol).
-
- catname
- Name your starting cat (ex. ``catname:Morris''). Cannot be
- set with the `O' command.
-
- character
- Pick your type of character (ex. ``character:Monk''); syn-
- onym 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 recov-
- ery after program crash (default on).
-
- checkspace
- Check free disk space before writing files to disk (default
- on). You may have to turn this off if you have more than 2
- GB free space on the partition used for your save and level
- files. Only applies when MFLOPPY was defined during compi-
- lation.
-
- cmdassist
- Have the game provide some additional command assistance for
- new players if it detects some anticipated mistakes (default
- on).
-
- confirm
- Have user confirm attacks on pets, shopkeepers, and other
- peaceable creatures (default on).
-
- 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.
-
- disclose
- Controls options for disclosing various information when the
- game ends (defaults to all possibilities being disclosed).
- The possibilities are:
-
-
-
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 34
-
-
-
- i - disclose your inventory.
- a - disclose your attributes.
- v - summarize monsters that have been vanquished.
- g - list monster species that have been genocided.
- c - display your conduct.
-
- Each disclosure possibility can optionally be preceded by a
- prefix which let you refine how it behaves. Here are the
- valid prefixes:
-
- y - prompt you and default to yes on the prompt.
- n - prompt you and default to no on the prompt.
- + - disclose it without prompting.
- - - do not disclose it and do not prompt.
-
- (ex. ``disclose:yi na +v -g -c'') The example sets inventory
- to prompt and default to yes, attributes to prompt and de-
- fault to no, vanquished to disclose without prompting, geno-
- cided to not disclose and not to prompt, conduct to not dis-
- close and not to prompt. 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 dun-
- geon option should be followed by a string of 1-41 charac-
- ters 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, low-
- er 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
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 35
-
-
-
- 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 re-
- lease, 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 dun-
- geon 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.
-
- 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.
-
- female
- An obsolete synonym for ``gender:female''. Cannot be set
- with the `O' command.
-
- fixinv
- An object's inventory letter sticks to it when it's dropped
- (default on). If this is off, dropping an object shifts all
- the remaining inventory letters.
-
- fruit
- Name a fruit after something you enjoy eating (ex.
- ``fruit:mango'') (default ``slime mold''). Basically a
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 36
-
-
-
- nostalgic whimsy that NetHack uses from time to time. You
- should set this to something you find more appetizing than
- slime mold. Apples, oranges, pears, bananas, and melons 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.
-
- 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).
-
- lootabc
- Use the old `a', `b', and `c' keyboard shortcuts when loot-
- ing, rather than the mnemonics `o', `i', and `b' (default
- off).
-
- mail
- Enable mail delivery during the game (default on).
-
- male
- An obsolete synonym for ``gender:male''. Cannot be set with
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 37
-
-
-
- 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 Amiga, Gem, X11 and tty ports. Default
- '-'.
-
- menu_deselect_page
- Menu character accelerator deselect all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports.
- Default '\'.
-
- menu_first_page
- Menu character accelerator to jump to the first page in a
- menu. Implemented by the Amiga, Gem and tty ports. Default
- '^'.
-
- menu_invert_all
- Menu character accelerator to invert all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default
- '@'.
-
- menu_invert_page
- Menu character accelerator to invert all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports.
- Default '~'.
-
- menu_last_page
- Menu character accelerator to jump to the last page in a
- menu. Implemented by the Amiga, Gem and tty ports. Default
- '|'.
-
- menu_next_page
- Menu character accelerator to goto the next menu page. Im-
- plemented by the Amiga, Gem and tty ports. Default '>'.
-
- menu_previous_page
- Menu character accelerator to goto the previous menu page.
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 38
-
-
-
- Implemented by the Amiga, Gem and tty ports. Default '<'.
-
- menu_search
- Menu character accelerator to search for a menu item. Im-
- plemented by the Amiga, Gem and X11 ports. Default ':'.
-
- menu_select_all
- Menu character accelerator to select all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default
- '.'.
-
- menu_select_page
- Menu character accelerator to select all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports.
- Default ','.
-
- monsters
- Set the characters used to display monster classes (default
- ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTU-
- VWXYZ@ '&;:~]''). 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 de-
- mon, jelly, kobold, leprechaun, mimic, nymph, orc, piercer,
- quadruped, rodent, arachnid or centipede, trapper or lurker
- above, horse or unicorn, vortex, worm, xan or other mythi-
- cal/fantastic insect, light, zruty, angelic being, bat or
- bird, centaur, dragon, elemental, fungus or mold, gnome, gi-
- ant humanoid, invisible monster, jabberwock, Keystone Kop,
- lich, mummy, naga, ogre, pudding or ooze, quantum mechanic,
- rust monster, snake, troll, umber hulk, vampire, wraith,
- xorn, apelike creature, zombie, human, ghost, golem, demon,
- sea monster, lizard, long worm tail, and mimic. Cannot be
- set with the `O' command.
-
- msghistory
- The number of top line messages to save (and recall with ^P)
- (default 20). Cannot be set with the `O' command.
-
- msg_window
- Allows you to change the way recalled messages are dis-
- played. (It is currently implemented for tty only.) The
- possible values are:
-
- s - single message (default, this was the behavior before 3.4.0).
- c - combination, two messages as `single', then as `full'.
- f - full window, oldest message first.
- r - full window, newest message first.
-
- For backward compatibility, no value needs to be specified
- (which defaults to `full'), or it can be negated (which de-
- faults to `single').
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 39
-
-
-
- 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 cho-
- sen. 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; or choose
- to have no initial pet at all. Possible values are ``cat'',
- ``dog'' and ``none''. 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,
- or overLoaded), you will be asked if you want to continue.
- (Default `S').
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 40
-
-
-
- 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).
-
- pushweapon
- Using the `w' (wield) command when already wielding some-
- thing pushes the old item into your alternate weapon slot
- (default off).
-
- race Selects your race (for example, ``race:human''). Default is
- random. 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.
-
- runmode
- Controls the amount of screen updating for the map window
- when engaged in multi-turn movement (running via shift+di-
- rection or control+direction and so forth, or via the travel
- command or mouse click). The possible values are:
-
- teleport - update the map after movement has finished;
- run - update the map after every seven or so steps;
- walk - update the map after each step;
- crawl - like walk, but pause briefly after each step.
-
- This option only affects the game's screen display, not the
- actual results of moving. The default is `run'; versions
- prior to 3.4.1 used `teleport' only. Whether or not the ef-
- fect is noticeable will depend upon the window port used or
- on the type of terminal.
-
- 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.
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 41
-
-
-
- showexp
- Show your accumulated experience points on bottom line (de-
- fault off).
-
- showrace
- Display yourself as the glyph for your race, rather than the
- glyph for your role (default off). Note that this setting
- affects only the appearance of the display, not the way the
- game treats you.
-
- 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).
-
- sound
- Enable messages about what your character hears (default
- on). Note that this has nothing to do with your computer's
- audio capabilities. This option is only partly under player
- control. The game toggles it off and on during and after
- sleep, for example.
-
- sparkle
- Display a sparkly effect when a monster (including yourself)
- is hit by an attack to which it is resistant (default on).
-
- standout
- Boldface monsters and ``--More--'' (default off).
-
- suppress_alert
- This option may be set to a NetHack version level to sup-
- press alert notification messages about feature changes for
- that and prior versions (ex. ``suppress_alert:3.3.1'').
-
- 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).
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 42
-
-
-
- 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 tele-
- porter, magic portal, web, statue trap, magic trap, anti-
- magic field, polymorph trap.
-
- Cannot be set with the `O' command.
-
- travel
- Allow the travel command (default on). Turning this option
- off will prevent the game from attempting unintended moves
- if you make inadvertent mouse clicks on the map window.
-
- verbose
- Provide more commentary during the game (default on).
-
- windowtype
- Select which windowing system to use, such as ``tty'' or
- ``X11'' (default depends on version). Cannot be set with
- the `O' command.
-
- 9.5. Window Port Customization options
-
- Here are explanations of the various options that are used
- to customize and change the characteristics of the windowtype
- that you have chosen. Character strings that are too long may be
- truncated. Not all window ports will adjust for all settings
- listed here. You can safely add any of these options to your
- config file, and if the window port is capable of adjusting to
- suit your preferences, it will attempt to do so. If it can't it
- will silently ignore it. You can find out if an option is sup-
- ported by the window port that you are currently using by check-
- ing to see if it shows up in the Options list. Some options are
- dynamic and can be specified during the game with the `O' com-
- mand.
-
- align_message
- Where to align or place the message window (top, bottom,
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 43
-
-
-
- left, or right)
-
- align_status
- Where to align or place the status window (top, bottom,
- left, or right).
-
- ascii_map
- NetHack should display an ascii character map if it can.
-
- color
- NetHack should display color if it can for different mon-
- sters, objects, and dungeon features
-
- eight_bit_tty
- NetHack should pass eight-bit character values (for example,
- specified with the traps option) straight through to your
- terminal (default off).
-
- font_map
- NetHack should use a font by the chosen name for the map
- window.
-
- font_menu
- NetHack should use a font by the chosen name for menu win-
- dows.
-
- font_message
- NetHack should use a font by the chosen name for the message
- window.
-
- font_status
- NetHack should use a font by the chosen name for the status
- window.
-
- font_text
- NetHack should use a font by the chosen name for text win-
- dows.
-
- font_size_map
- NetHack should use this size font for the map window.
-
- font_size_menu
- NetHack should use this size font for menu windows.
-
- font_size_message
- NetHack should use this size font for the message window.
-
- font_size_status
- NetHack should use this size font for the status window.
-
- font_size_text
- NetHack should use this size font for text windows.
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 44
-
-
-
- hilite_pet
- Visually distinguish pets from similar animals (default
- off). The behavior of this option depends on the type of
- windowing you use. In text windowing, text highlighting or
- inverse video is often used; with tiles, generally displays
- a heart symbol near pets.
-
- large_font
- NetHack should use a large font.
-
- map_mode
- NetHack should display the map in the manner specified.
-
- mouse_support
- Allow use of the mouse for input and travel.
-
- player_selection
- NetHack should pop up dialog boxes, or use prompts for char-
- acter selection.
-
- popup_dialog
- NetHack should pop up dialog boxes for input.
-
- preload_tiles
- NetHack should preload tiles into memory. For example, in
- the protected mode MSDOS version, control whether tiles get
- pre-loaded into RAM at the start of the game. Doing so en-
- hances performance of the tile graphics, but uses more memo-
- ry. (default on). Cannot be set with the `O' command.
-
- scroll_amount
- NetHack should scroll the display by this number of cells
- when the hero reaches the scroll_margin.
-
- scroll_margin
- NetHack should scroll the display when the hero or cursor is
- this number of cells away from the edge of the window.
-
- splash_screen
- NetHack should display an opening splash screen when it
- starts up (default yes).
-
- tiled_map
- NetHack should display a tiled map if it can.
-
- tile_file
- Specify the name of an alternative tile file to override the
- default.
-
- tile_height
- Specify the preferred height of each tile in a tile capable
- port.
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 45
-
-
-
- tile_width
- Specify the preferred width of each tile in a tile capable
- port
-
- use_inverse
- NetHack should display inverse when the game specifies it.
-
- vary_msgcount
- NetHack should display this number of messages at a time in
- the message window.
-
- windowcolors
- NetHack should display windows with the specified fore-
- ground/background colors if it can.
-
- 9.6. Platform-specific Customization options
-
- Here are explanations of options that are used by specific
- platforms or ports to customize and change the port behaviour.
-
- altmeta
- (default on, AMIGA NetHack only).
-
- 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).
-
- flush
- (default off, AMIGA NetHack only).
-
- MACgraphics
- (default on, Mac NetHack only).
-
- page_wait
- (default on, Mac NetHack only).
-
- rawio
- Force raw (non-cbreak) mode for faster output and more bul-
- letproof input (MS-DOS sometimes treats `^P' as a printer
- toggle without it) (default off, OS/2, PC, and ST NetHack
- only). Note: DEC Rainbows hang if this is turned on. Can-
- not be set with the `O' command.
-
- soundcard
- (default on, PC NetHack only). Cannot be set with the `O'
- command.
-
- video
- Set the video mode used (PC NetHack only). Values are `au-
- todetect', `default', or `vga'. Setting `vga' (or `autode-
- tect' with vga hardware present) will cause the game to dis-
- play tiles. Cannot be set with the `O' command.
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 46
-
-
-
- videocolors
- Set the color palette for PC systems using NO_TERMS (default
- 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The or-
- der 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.
-
- 9.7. Configuring User Sounds
-
- Some platforms allow you to define sound files to be played
- when a message that matches a user-defined pattern is delivered
- to the message window. At this time the Qt port and the win32tty
- and win32gui ports support the use of user sounds.
-
- The following config file entries are relevant to mapping
- user sounds to messages:
-
- SOUNDDIR
- The directory that houses the sound files to be played.
-
- SOUND
- An entry that maps a sound file to a user-specified message
- pattern. Each SOUND entry is broken down into the following
- parts:
-
- MESG - message window mapping (the only one supported in 3.4).
- pattern - the pattern to match.
- sound file - the sound file to play.
- volume - the volume to be set while playing the sound file.
-
- The exact format for the pattern depends on whether the
- platform is built to use ``regular expressions'' or NetHack's own
- internal pattern matching facility. The ``regular expressions''
- matching can be much more sophisticated than the internal NetHack
- pattern matching, but requires 3rd party libraries on some plat-
- forms. There are plenty of references available elsewhere for
- explaining ``regular expressions''. You can verify which pattern
- matching is used by your port with the #version command.
-
- NetHack's internal pattern matching routine uses the follow-
- ing special characters in its pattern matching:
-
- *--- matches 0 or more characters.
- ?--- matches any single character.
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 47
-
-
-
- Here's an example of a sound mapping using NetHack's inter-
- nal pattern matching facility:
-
- SOUND=MESG "*chime of a cash register*" "gong.wav" 50
-
- specifies that any message with "chime of a cash register" con-
- tained in it will trigger the playing of "gong.wav". You can
- have multiple SOUND entries in your config file.
-
- 9.8. 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
- 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, disable the number_pad op-
- tion 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 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 48
-
-
-
- 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.
-
- 10. Scoring
-
- NetHack maintains a list of the top scores or scorers on
- your machine, depending on how it is set up. In the latter case,
- each account on the machine can post only one non-winning score
- on this list. If you score higher than someone else on this
- list, or better your previous score, you will be inserted in the
- proper place under your current name. How many scores are kept
- can also be set up when NetHack is compiled.
-
- Your score is chiefly based upon how much experience you
- gained, how much loot you accumulated, how deep you explored, and
- how the game ended. If you quit the game, you escape with all of
- your gold intact. If, however, you get killed in the Mazes of
- Menace, the guild will only hear about 90% of your gold when your
- corpse is discovered (adventurers have been known to collect
- finder's fees). So, consider whether you want to take one last
- hit at that monster and possibly live, or quit and stop with
- whatever you have. If you quit, you keep all your gold, but if
- you swing and live, you might find more.
-
- If you just want to see what the current top players/games
- list is, you can type nethack -s all on most versions.
-
-
- 11. Explore mode
-
- NetHack is an intricate and difficult game. Novices might
- falter in fear, aware of their ignorance of the means to survive.
- Well, fear not. Your dungeon 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.
-
- 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.
-
-
- 12. Credits
-
- The original hack game was modeled on the Berkeley UNIX
- rogue game. Large portions of this paper were shamelessly
- cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
- and Kenneth C. R. C. Arnold. Small portions were adapted from
- Further Exploration of the Dungeons of Doom, by Ken Arromdee.
-
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 49
-
-
-
- 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 Threep-
- oint, and Janet Walz, to produce NetHack 3.0c.
-
- NetHack 3.0 was ported to the Atari by Eric R. Smith, to
- OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
- of them and Kevin Darcy later joined the main development team to
- produce subsequent revisions of 3.0.
-
- Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
- Meluch, Stephen Spackman and Pierre Martineau designed overlay
- code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
- Macintosh. Along with various other Dungeoneers, they continued
- to enhance the PC, Macintosh, and Amiga ports through the later
- revisions of 3.0.
-
- Headed by Mike Stephenson and coordinated by Izchak Miller
- and Janet Walz, the development team which now included Ken Ar-
- romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
- Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
- Raymond, and Eric Smith undertook a radical revision of 3.0.
- They re-structured the game's design, and re-wrote major parts of
- the code. They added multiple dungeons, a new display, special
- individual character quests, a new endgame and many other new
- features, and produced NetHack 3.1.
-
- Ken Lorber, Gregg Wonderly and Greg Olson, with help from
- Richard Addison, Mike Passaretti, and Olaf Seibert, developed
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 50
-
-
-
- NetHack 3.1 for the Amiga.
-
- Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
- lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
- NetHack 3.1 to the PC.
-
- Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
- Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
- Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
- 3.1 for the Macintosh, porting it for MPW. Building on their de-
- velopment, Barton House added a Think C port.
-
- Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
- ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
- Delahunty, was responsible for the VMS version of NetHack 3.1.
- Michael Allison ported NetHack 3.1 to Windows NT.
-
- Dean Luick, with help from David Cohrs, developed NetHack
- 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
- for the Atari; he later contributed the tiles to the DevTeam and
- tile support was then added to other platforms.
-
- The 3.2 development team, comprised of Michael Allison, Ken
- Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
- Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
- Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
- version 3.2 in April of 1996.
-
- Version 3.2 marked the tenth anniversary of the formation of
- the development team. In a testament to their dedication to the
- game, all thirteen members of the original development team re-
- mained on the team at the start of work on that release. During
- the interval between the release of 3.1.3 and 3.2, one of the
- founding members of the development team, Dr. Izchak Miller, was
- diagnosed with cancer and passed away. That release of the game
- was dedicated to him by the development and porting teams.
-
- During the lifespan of NetHack 3.1 and 3.2, several enthusi-
- asts of the game added their own modifications to the game and
- made these ``variants'' publicly available:
-
- Tom Proudfoot and Yuval Oren created NetHack++, which was
- quickly renamed NetHack--. Working independently, Stephen White
- wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
- his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
- wick Allison improved the spell casting system with the Wizard
- Patch. Warwick Allison also ported NetHack to use the Qt inter-
- face.
-
- Warren Cheung combined SLASH with the Wizard Patch to pro-
- duce Slash'em, and with the help of Kevin Hugo, added more fea-
- tures. Kevin later joined the DevTeam and incorporated the best
- of these ideas in NetHack 3.3.
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 51
-
-
-
- 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 pref-
- erence 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, Barbar-
- ians, 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 Al-
- lison, 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 re-
- lease 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 plat-
- form. Paul Winner and Yitzhak Sapir provided encouragement.
-
- Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
- hanced 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 inter-
- face for the Windows port. Alex Kompel also contributed a Win-
- dows 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.
-
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-
-
- NetHack Guidebook 52
-
-
-
- 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 Irina Rempt-Drijfhout Mike Gallop
- Alex Kompel Izchak Miller Mike Passaretti
- Andreas Dorn J. Ali Harlow Mike Stephenson
- Andy Church Janet Walz Norm Meluch
- Andy Swanson Janne Salmijarvi Olaf Seibert
- Ari Huttunen Jean-Christophe Collet Pasi Kallinen
- Barton House Jochen Erwied Pat Rankin
- Benson I. Margulies John Kallen Paul Winner
- Bill Dyer John Rupley Pierre Martineau
- Boudewijn Waijers John S. Bien Ralf Brown
- Bruce Cox Johnny Lee Richard Addison
- Bruce Holloway Jon W{tte Richard Beigel
- Bruce Mewborne Jonathan Handler Richard P. Hughey
- Carl Schelin Joshua Delahunty Rob Menke
- Chris Russo Keizo Yamamoto Robin Johnson
- David Cohrs Ken Arnold Roderick Schertler
- David Damerell Ken Arromdee Roland McGrath
- David Gentzel Ken Lorber Ron Van Iwaarden
- David Hairston Ken Washikita Ronnen Miller
- Dean Luick Kevin Darcy Ross Brown
- Del Lamb Kevin Hugo Sascha Wostmann
- Deron Meranda Kevin Sitze Scott Bigham
- Dion Nicolaas Kevin Smolkowski Scott R. Turner
- Dylan O'Donnell Kevin Sweet Stephen Spackman
- Eric Backus Lars Huttar Stephen White
- Eric Hendrickson Malcolm Ryan Steve Creps
- Eric R. Smith Mark Gooderum Steve Linhart
- Eric S. Raymond Mark Modrall Steve VanDevender
- Erik Andersen Marvin Bressler Teemu Suikki
- Frederick Roeber Matthew Day Tim Lennan
- Gil Neiger Merlyn LeRoy Timo Hakulinen
- Greg Laskin Michael Allison Tom Almy
- Greg Olson Michael Feir Tom West
- Gregg Wonderly Michael Hamel Warren Cheung
- Hao-yang Wang Michael Sokolov Warwick Allison
- Helge Hafting Mike Engber Yitzhak Sapir
-
- Brand and product names are trademarks or registered trademarks
- of their respective holders.
-
-
- NetHack 3.4 February 12, 2003
-
-
-
-