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- .ds h0 "NetHack Guidebook
- .ds h1
- .ds h2 %
- .ds vr "NetHack 3.1
- .ds f0 "\*(vr
- .ds f1
- .ds f2 "May 28, 1990
- .mt
- A Guide to the Mazes of Menace
- .au
- Eric S. Raymond
- (Extensively edited and expanded for 3.0 by Mike Threepoint)
- .ai
- Thyrsus Enterprises
- Malvern, PA 19355
- .hn 1
- Introduction
- .pg
- You have just finished your years as a student at the local adventurer's
- guild. After much practice and sweat you have finally completed your
- training and are ready to embark upon a perilous adventure. To prove
- your worthiness, the local guildmasters have sent you into the Mazes of
- Menace. Your quest is to return with the Amulet of Yendor. According
- to legend, the gods will grant immortality to the one who recovers this
- artifact; true or not, its recovery will bring honor and full guild
- membership (not to mention the attentions of certain wealthy wizards).
- .pg
- Your abilities and strengths for dealing with the hazards of adventure
- will vary with your background and training.
- .pg
- \fIArcheologists\fP understand dungeons pretty well; this enables them
- to move quickly and sneak up on dungeon nasties. They start equipped
- with proper tools for a scientific expedition.
- .pg
- \fIBarbarians\fP 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.
- .pg
- \fICavemen\fP and \fICavewomen\fP start with exceptional strength and
- neolithic weapons.
- .pg
- \fIElves\fP are agile, quick, and sensitive; very little of what goes
- on will escape an Elf. The quality of Elven craftsmanship often gives
- them an advantage in arms and armor.
- .pg
- \fIHealers\fP are wise in medicine and the apothecary. They know the
- herbs and simples that can restore vitality, ease pain, anesthetize,
- and neutralize
- poisons; and with their instruments, they can divine a being's state
- of health or sickness. Their medical practice earns them quite reasonable
- amounts of money, which they enter the dungeon with.
- .pg
- \fIKnights\fP are distinguished from the common skirmisher by their
- devotion to the ideals of chivalry and by the surpassing excellence of
- their armor.
- .pg
- \fIPriests\fP and \fIPriestesses\fP are clerics militant, crusaders
- advancing the cause of righteousness with arms, armor, and arts
- thaumaturgic. Their ability to commune with deities via prayer
- occasionally extricates them from peril\(embut can also put them in it.
- .pg
- \fIRogues\fP are agile and stealthy thieves, who carry daggers, lock
- picks, and poisons to put on darts.
- .pg
- \fISamurai\fP are the elite warriors of feudal Nippon. They are lightly
- armored and quick, and wear the \fIdai-sho\fP, two swords of the deadliest
- keenness.
- .pg
- \fITourists\fP 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.
- .pg
- \fIValkyries\fP are hardy warrior women. Their upbringing in the harsh
- Northlands makes them strong and inures them to extremes of cold, and instills
- in them stealth and cunning.
- .pg
- \fIWizards\fP start out with a fair selection of magical goodies and
- a particular affinity for dweomercraft.
- .pg
- You set out for the dungeon and after several days of uneventful
- travel, you see the ancient ruins that mark the entrance to the Mazes
- of Menace. It is late at night, so you make camp at the entrance and
- spend the night sleeping under the open skies. In the morning, you
- gather your gear, eat what may be your last meal outside, and enter
- the dungeon.
-
- .hn 1
- What is going on here?
- .pg
- You have just begun a game of NetHack. Your goal is to grab as much
- treasure as you can, retrieve the Amulet of Yendor, and escape the
- Mazes of Menace alive. On the screen is kept a map of where you have
- been and what you have seen on the current dungeon level; as you
- explore more of the level, it appears on the screen in front of you.
- .pg
- When NetHack's ancestor \fIrogue\fP first appeared, its screen
- orientation was almost unique among computer fantasy games. Since
- then, screen orientation has become the norm rather than the
- exception; NetHack continues this fine tradition. Unlike text
- adventure games that input commands in pseudo-English sentences and
- explain the results in words, NetHack commands are all one or two
- keystrokes and the results are displayed graphically on the screen. A
- minimum screen size of 24 lines by 80 columns is recommended; if the
- screen is larger, only a 21x80 section will be used for the map.
- .pg
- NetHack generates a new dungeon every time you play it; even the
- authors still find it an entertaining and exciting game despite
- having won several times.
-
- .hn 1
- What do all those things on the screen mean?
- .pg
- In order to understand what is going on in NetHack, first you must
- understand what NetHack is doing with the screen. The NetHack screen
- replaces the ``You see...'' descriptions of text adventure games.
- Figure 1 is a sample of what a NetHack screen might look like.
-
- .TS S
- center tab(~);
- a.
- _
- The bat bites!
-
- ------
- |....| ----------
- |.<..|####...@...$.|
- |....-# |...B....+
- |....| |.d......|
- ------ -------|--
-
-
-
- Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
- Dlvl:1 G:0 HP:9(12) Pw:3(3) AC:10 Xp:1/19 T:257 Weak
-
- _
- .TE
- .ce 1
- Figure 1
-
- .hn 2
- The status lines (bottom)
- .pg
- The bottom two lines of the screen contain several cryptic pieces of
- information describing your current status. If either status line
- becomes longer than the width of the screen, you might not see all of
- it. Here are explanations of what the various status items mean
- (though your configuration may not have all the status items listed
- below):
- .lp Rank\ \
- Your character's name and professional ranking (based on the
- experience level, see below).
- .lp Strength
- A measure of your character's strength, one of your six basic
- attributes. Your attributes can range from 3 to 18 inclusive
- (occasionally you may get super-strengths of the form 18/xx). The
- higher your strength, the stronger you are. Strength affects how
- successfully you perform physical tasks and how much damage you do in
- combat.
- .lp Dexterity
- Dexterity affects your chances to hit in combat, to avoid traps, and
- do other tasks requiring agility or manipulation of objects.
- .lp Constitution
- Constitution affects your ability to withstand injury and other
- strains on your stamina.
- .lp Intelligence
- Intelligence affects your ability to cast spells.
- .lp Wisdom
- Wisdom comes from your religious affairs. It affects your magical energy.
- .lp Charisma
- Charisma affects how certain creatures react toward you. In
- particular, it can affect the prices shopkeepers offer you.
- .lp Alignment
- \fBLawful\fP, \fBNeutral\fP, or \fBChaotic\fP. Basically, Lawful is
- good and Chaotic is evil. Your alignment influences how other
- monsters react toward you.
- .lp "Dungeon Level
- How deep you have gone into the dungeon. It starts at one and
- increases as you go deeper into the dungeon. The Amulet of Yendor is
- reputed to be somewhere beneath the twentieth level.
- .lp Gold\ \
- The number of gold pieces you have.
- .lp "Hit Points
- Your current and maximum hit points. Hit points indicate how much
- damage you can take before you die. The more you get hit in a fight,
- the lower they get. You can regain hit points by resting. The number
- in parentheses is the maximum number your hit points can reach.
- .lp Power
- Spell points. This tells you how much mystic energy (\fImana\fP)
- you have available for spell casting. When you type `+' to
- list your spells, each will have a spell point cost beside
- it in parentheses. You will not see this if your dungeon
- has been set up without spells.
- .lp "Armor Class
- A measure of how effectively your armor stops blows from unfriendly
- creatures. The lower this number is, the more effective the armor; it
- is quite possible to have negative armor class.
- .lp Experience
- Your current experience level and experience points. As you
- adventure, you gain experience points. At certain experience point
- totals, you gain an experience level. The more experienced you are,
- the better you fight and withstand magical attacks. Many dungeons
- show only your experience level here.
- .lp Time\ \
- The number of turns elapsed so far, displayed if you have the
- .op time
- option set.
- .lp "Hunger status
- Your current hunger status, ranging from \fBSatiated\fP down to
- \fBFainting\fP. If your hunger status is normal, it is not displayed.
- .pg
- Additional status flags may appear after the hunger status: \fBConf\fP
- when you're confused, \fBSick\fP when sick, \fBBlind\fP when you can't
- see, \fBStun\fP when stunned, and \fBHallu\fP when hallucinating.
- .hn 2
- The message line (top)
- .pg
- The top line of the screen is reserved for messages that describe
- things that are impossible to represent visually. If you see a
- ``\fB--More--\fP'' on the top line, this means that NetHack has
- another message to display on the screen, but it wants to make certain
- that you've read the one that is there first. To read the next message,
- just press the space bar.
- .hn 2
- The map (rest of the screen)
- .pg
- The rest of the screen is the map of the level as you have explored it
- so far. Each symbol on the screen represents something. You can set
- the
- .op graphics
- option to change some of the symbols the game uses; otherwise, the
- game will use default symbols. Here is a list of what the default
- symbols mean:
- .lp "- and |
- The walls of a room, or an open door.
- .lp .
- The floor of a room, or a doorless doorway.
- .lp #
- A corridor, or possibly a kitchen sink or drawbridge (if your dungeon
- has sinks).
- .lp <
- A way to the previous level.
- .lp >
- A way to the next level.
- .lp +
- A closed door, or a spell book containing a spell you can learn (if your
- dungeon has spell books).
- .lp @
- A human (you, usually).
- .lp $
- A pile of gold.
- .lp ^
- A trap (once you detect it).
- .lp )
- A weapon.
- .lp [
- A suit or piece of armor.
- .lp %
- A piece of food (not necessarily healthy).
- .lp ?
- A scroll.
- .lp /
- A wand.
- .lp =
- A ring.
- .lp !
- A potion.
- .lp (
- A useful item (pick-axe, key, lamp...).
- .lp """
- An amulet, or a spider web.
- .lp *
- A gem or rock (possibly valuable, possibly worthless).
- .lp `
- A boulder or statue.
- .lp 0
- An iron ball.
- .lp _
- An altar, or an iron chain.
- .lp }
- A pool of water or moat or a pool of lava.
- .lp {
- A fountain (your dungeon may not have fountains).
- .lp "\\\\
- An opulent throne (your dungeon may not have thrones either).
- .lp "a-zA-Z and other symbols
- Letters and certain other symbols represent the various inhabitants
- of the Mazes of Menace. Watch out, they can be nasty and vicious.
- Sometimes, however, they can be helpful.
- .pg
- You need not memorize all these symbols; you can ask the game what any
- symbol represents with the `/' command (see the Commands section for
- more info).
-
- .hn 1
- Commands
- .pg
- Commands are given to NetHack by typing one or two characters; NetHack
- then asks questions to find out what it needs to know to do your
- bidding.
- .pg
- For example, a common question, in the form ``What do you want to
- use?\ [a-zA-Z\ ?*]'', asks you to choose an object you are carrying.
- Here, ``a-zA-Z'' are the inventory letters of your possible choices.
- Typing `?' gives you an inventory list of these items, so you can see
- what each letter refers to. In this example, there is also a `*'
- indicating that you may choose an object not on the list, if you
- wanted to use something unexpected. Typing a `*' lists your entire
- inventory, so you can see the inventory letters of every object you're
- carrying. Finally, if you change your mind and decide you don't want
- to do this command after all, you can press the ESC key to abort the
- command.
- .pg
- You can put a number before most commands to repeat them that many
- times; for example, ``10s'' will search ten times. If you have the
- .op number_pad
- option set, you must type `n' to prefix a count, so the example above
- would be typed ``n10s'' instead. Commands for which counts make no
- sense ignore them. In addition, movement commands can be prefixed for
- greater control (see below). To cancel a count or a prefix, press the
- ESC key.
- .pg
- The list of commands is rather long, but it can be read at any time
- during the game through the `?' command, which accesses a menu of
- helpful texts. Here are the commands for your reference:
- .lp ?
- Help menu: display one of several help texts available.
- .lp /
- Tell what a symbol represents. You may choose to specify a location
- or type a symbol (or even a whole word) to define. If the
- .op help
- option is on, and NetHack has some special information about an object or
- monster that you looked at, you'll be asked if you want ``More info?''.
- If \fBhelp\fP is off, then you'll only get the special information if you
- explicitly ask for it by typing in the name of the monster or object.
- .lp &
- Tell what a command does.
- .lp <
- Go up a staircase to the previous level (if you are on the stairs).
- .lp >
- Go down a staircase to the next level (if you are on the stairs).
- .lp [yuhjklbn]
- Go one step in the direction indicated (see Figure 2). If there is
- a monster there, you will fight the monster instead. Only these
- one-step movement commands cause you to fight monsters; the others
- (below) are ``safe.''
- .sd
- .TS S
- center;
- c c.
- y k u 7 8 9
- \\\\\\\\ | / \\\\\\\\ | /
- h- . -l 4- . -6
- / | \\\\\\\\ / | \\\\\\\\
- b j n 1 2 3
- (if \fBnumber_pad\fP is set)
- .TE
- .ed
- .ce 1
- Figure 2
-
- .lp [YUHJKLBN]
- Go in that direction until you hit a wall or run into something.
- .lp m[yuhjklbn]
- Prefix: move without picking up any objects.
- .lp M[yuhjklbn]
- Prefix: move far, no pickup.
- .lp "g[yuhjklbn]
- Prefix: move until something interesting is found.
- .lp "G[yuhjklbn] or <CONTROL->[yuhjklbn]
- Prefix: same as `g', but forking of corridors is not considered interesting.
- .lp .
- Rest, do nothing for one turn.
- .lp a
- Apply (use) a tool (pick-axe, key, lamp...).
- .lp A
- Remove all armor. Use `T' (take off) to take off only one piece of armor.
- .lp ^A
- Redo the previous command.
- .lp c
- Close a door.
- .lp C
- Call (name) an individual monster.
- .lp ^C
- Panic button. Quit the game.
- .lp d
- Drop something. Ex. ``d7a'' means drop seven items of object \fIa\fP.
- .lp D
- Drop several things. In answer to the question
- ``What kinds of things do you want to drop? [!%= au]''
- you should type zero or more object symbols possibly followed by
- `a' and/or `u'.
- .sd
- .si
- Da - drop all objects, without asking for confirmation.
- Du - drop only unpaid objects (when in a shop).
- D%u - drop only unpaid food.
- .ei
- .ed
- .lp ^D
- Kick something (usually a door).
- .lp e
- Eat food.
- .lp E
- Engrave a message on the floor.
- Engraving the word ``Elbereth'' will cause most monsters to not attack
- you hand-to-hand (but if you attack, you will rub it out); this is
- often useful to give yourself a breather. (This feature may be compiled out
- of the game, so your version might not necessarily have it.)
- .sd
- .si
- E- - write in the dust with your fingers.
- .ei
- .ed
- .lp i
- List your inventory (everything you're carrying).
- .lp I
- List selected parts of your inventory.
- .sd
- .si
- I* - list all gems in inventory;
- Iu - list all unpaid items;
- Ix - list all used up items that are on your shopping bill;
- I$ - count your money.
- .ei
- .ed
- .lp o
- Open a door.
- .lp O
- Set options. You will be asked to enter an option line. If you enter
- a blank line, the current options are reported. Entering `?' will
- get you explanations of the various options. Otherwise, you should
- enter a list of options separated by commas. The available options
- are listed later in this Guidebook. Options are usually set before
- the game, not with the `O' command; see the section on options below.
- .lp p
- Pay your shopping bill.
- .lp P
- Put on a ring.
- .lp ^P
- Repeat previous message (subsequent ^P's repeat earlier messages).
- .lp q
- Quaff (drink) a potion.
- .lp Q
- Quit the game.
- .lp r
- Read a scroll or spell book.
- .lp R
- Remove a ring.
- .lp ^R
- Redraw the screen.
- .lp s
- Search for secret doors and traps around you. It usually takes several
- tries to find something.
- .lp S
- Save the game. The game will be restored automatically the next time
- you play.
- .lp t
- Throw an object or shoot a projectile.
- .lp T
- Take off armor.
- .lp ^T
- Teleport, if you have the ability.
- .lp v
- Display version number.
- .lp V
- Display the game history.
- .lp w
- Wield weapon. w- means wield nothing, use your bare hands.
- .lp W
- Wear armor.
- .lp x
- List the spells you know (same as `+').
- .lp X
- Enter explore (discovery) mode.
- .lp z
- Zap a wand.
- .lp Z
- Zap (cast) a spell.
- .lp ^Z
- Suspend the game
- .ux " versions with job control only)." (
- .lp :
- Look at what is here.
- .lp ,
- Pick up some things.
- .lp @
- Toggle the
- .op pickup
- option on and off.
- .lp ^
- Ask for the type of a trap you found earlier.
- .lp )
- Tell what weapon you are wielding.
- .lp [
- Tell what armor you are wearing.
- .lp =
- Tell what rings you are wearing.
- .lp """
- Tell what amulet you are wearing.
- .lp (
- Tell what tools you are using.
- .lp $
- Count your gold pieces.
- .lp +
- List the spells you know (same as `x').
- .lp "\\\\
- Show what types of objects have been discovered.
- .lp !
- Escape to a shell.
- .lp #
- Perform an extended command. As you can see, the authors of NetHack
- used up all the letters, so this is a way to introduce the less useful
- commands, or commands used under limited circumstances. You may obtain a
- list of them by entering `?'. What extended commands are available
- depend on what features the game was compiled with.
- .pg
- If your keyboard has a meta key (which, when pressed in combination
- with another key, modifies it by setting the `meta' [8th, or `high']
- bit), you can invoke the extended commands by meta-ing the first
- letter of the command. In OS/2, PC, and ST NetHack, the `Alt' key
- can be used in this fashion.
- .lp M-a
- Adjust inventory letters (the
- .op fixinv
- option must be ``on'' to do this).
- .lp M-c
- Talk to someone.
- .lp M-d
- Dip an object into something.
- .lp M-f
- Force a lock.
- .lp M-i
- Invoke an object's special powers.
- .lp M-j
- Jump to another location.
- .lp M-l
- Loot a box on the floor.
- .lp M-m
- Use a monster's special ability.
- .lp M-n
- Name an item or type of object.
- .lp M-o
- Offer a sacrifice to the gods.
- .lp M-p
- Pray to the gods for help.
- .lp M-r
- Rub a lamp.
- .lp M-s
- Sit down.
- .lp M-t
- Turn undead.
- .lp M-u
- Untrap something (usually a trapped object).
- .lp M-v
- Print compile time options for this version of NetHack.
- .lp M-w
- Wipe off your face.
- .pg
- If the
- .op number_pad
- option is on, some additional letter commands are available:
- .lp j
- Jump to another location. Same as ``#jump'' or ``M-j''.
- .lp k
- Kick something (usually a door). Same as `^D'.
- .lp l
- Loot a box on the floor. Same as ``#loot'' or ``M-l''.
- .lp N
- Name an item or type of object. Same as ``#name'' or ``M-N''.
- .lp u
- Untrap a trapped object or door. Same as ``#untrap'' or ``M-u''.
-
- .hn 1
- Rooms and corridors
- .pg
- Rooms and corridors in the dungeon are either lit or dark.
- Any lit areas within your line of sight will be displayed;
- dark areas are only displayed if they are within one space of you.
- Walls and corridors remain on the map as you explore them.
- .pg
- Secret corridors are hidden. You can find them with the `s' (search)
- command.
- .hn 2
- Doorways
- .pg
- Doorways connect rooms and corridors. Some doorways have no doors;
- you can walk right through. Others have doors in them, which may be
- open, closed, or locked. To open a closed door, use the `o' (open)
- command; to close it again, use the `c' (close) command.
- .pg
- You can get through a locked door by using a tool to pick the lock
- with the `a' (apply) command, or by kicking it open with the `^D'
- (kick) command.
- .pg
- Open doors cannot be entered diagonally; you must approach them
- straight on, horizontally or vertically. Doorways without doors are
- not restricted.
- .pg
- Doors can be useful for shutting out monsters. Most monsters cannot
- open doors, although a few don't need to (ex. ghosts can walk through
- doors).
- .pg
- Secret doors are hidden. You can find them with the `s' (search)
- command.
- .hn 2
- Traps (`^')
- .pg
- There are traps throughout the dungeon to snare the unwary delver.
- For example, you may suddenly fall into a pit and be stuck for a few
- turns. Traps don't appear on your map until you see one triggered
- by moving onto it, or you discover it with the `s' (search) command.
- Monsters can fall prey to traps, too.
-
- .hn 1
- Monsters
- .pg
- Monsters you cannot see are not displayed on the screen. Beware!
- You may suddenly come upon one in a dark place. Some magic items can
- help you locate them before they locate you, which some monsters do
- very well.
- .hn 2
- Fighting
- .pg
- If you see a monster and you wish to fight it, just attempt to walk
- into it. Many monsters you find will mind their own business unless
- you attack them. Some of them are very dangerous when angered.
- Remember: Discretion is the better part of valor.
- .hn 2
- Your pet
- .pg
- You start the game with a little dog (`d') or cat (`f'), which follows
- you about the dungeon and fights monsters with you. Like you, your
- pet needs food to survive. It usually feeds itself on fresh carrion
- and other meats. If you're worried about it or want to train it, you
- can feed it, too, by throwing it food.
- .pg
- Your pet also gains experience from killing monsters, and can grow
- over time, gaining hit points and doing more damage. Initially, your
- pet may even be better at killing things than you, which makes pets
- useful for low-level characters.
- .pg
- Your pet will follow you up and down staircases, if it is next to you
- when you move. Otherwise, your pet will be stranded, and may become
- wild.
- .hn 2
- Ghost levels
- .pg
- You may encounter the shades and corpses of other adventurers (or even
- former incarnations of yourself!) and their personal effects. Ghosts
- are hard to kill, but easy to avoid, since they're slow and do little
- damage. You can plunder the deceased adventurer's possessions;
- however, they are likely to be cursed. Beware of whatever killed the
- former player.
-
- .hn 1
- Objects
- .pg
- When you find something in the dungeon, it is common to want to pick
- it up. In NetHack, this is accomplished automatically by walking over
- the object (unless you turn off the
- .op pickup
- option (see below), or move with the `m' prefix (see above)), or
- manually by using the `,' command. If you're carrying too many
- things, NetHack will tell you so and won't pick up anything more.
- Otherwise, it will add the object(s) to your pack and tell you what you
- just picked up.
- .pg
- When you pick up an object, it is assigned an inventory letter. Many
- commands that operate on objects must ask you to find out which object
- you want to use. When NetHack asks you to choose a particular object
- you are carrying, you are usually presented with a list of inventory
- letters to choose from (see Commands, above).
- .pg
- Some objects, such as weapons, are easily differentiated. Others, like
- scrolls and potions, are given descriptions which vary according to
- type. During a game, any two objects with the same description are
- the same type. However, the descriptions will vary from game to game.
- .pg
- When you use one of these objects, if its effect is obvious, NetHack
- will remember what it is for you. If its effect isn't extremely
- obvious, you will be asked what you want to call this type of object
- so you will recognize it later. You can also use the ``#name''
- command for the same purpose at any time, to name all objects of a
- particular type or just an individual object.
- .hn 2
- Curses and blessings
- .pg
- Any object that you find may be cursed, even if the object is
- otherwise helpful. The most common effect of a curse is being stuck
- with (and to) the item. Cursed weapons weld themselves to your hand
- when wielded, so you cannot unwield them. Any cursed item you wear
- is not removable by ordinary means. In addition, cursed arms and armor
- usually, but not always, bear negative enchantments that make them
- less effective in combat. Other cursed objects may act poorly or
- detrimentally in other ways.
- .pg
- Objects can also become blessed. Blessed items usually work better or
- more beneficially than normal uncursed items. For example, a blessed
- weapon will do more damage against demons.
- .pg
- There are magical means of bestowing or removing curses upon objects,
- so even if you are stuck with one, you can still have the curse
- lifted and the item removed. Priests and Priestesses have an innate
- sensitivity to curses and blessings, so they can more easily avoid
- cursed objects than other character classes.
- .pg
- An item with unknown curse status, and an item which you know to be uncursed,
- will be distinguished in your inventory by the presence of the word ``uncursed''
- in the description of the latter. The exception is if this description
- isn't needed; you can look at the inventory description and know
- that you have discovered whether it's cursed. This applies to items which
- have ``plusses,'' and items with charges.
- .hn 2
- Weapons (`)')
- .pg
- Given a chance, almost all monsters in the Mazes of Menace will
- gratuitously kill you. You need weapons for self-defense (killing
- them first). Without a weapon, you do only 1-2 hit points of damage
- (plus bonuses, if any).
- .pg
- There are wielded weapons, like maces and swords, and thrown weapons,
- like arrows. To hit monsters with a weapon, you must wield it and
- attack them, or throw it at them. To shoot an arrow out of a bow, you
- must first wield the bow, then throw the arrow. Crossbows shoot
- crossbow bolts. Slings hurl rocks and (other) gems. You can wield
- only one weapon at a time, but you can change weapons unless you're
- wielding a cursed one.
- .pg
- Enchanted weapons have a ``plus'' (which can also be a minus)
- that adds to your chance
- to hit and the damage you do to a monster. The only way to find out
- if a weapon is enchanted is to have it magically identified somehow.
- .pg
- Those of you in the audience who are AD&D players, be aware that each
- weapon which exists in AD&D does the same damage to monsters in
- NetHack. Some of the more obscure weapons (such as the \fIaklys\fP,
- \fIlucern hammer\fP, and \fIbec-de-corbin\fP) are defined in an
- appendix to \fIUnearthed Arcana\fP, an AD&D supplement.
- .pg
- The commands to use weapons are `w' (wield) and `t' (throw).
- .hn 2
- Armor (`[')
- .pg
- Lots of unfriendly things lurk about; you need armor to protect
- yourself from their blows. Some types of armor offer better
- protection than others. Your armor class is a measure of this
- protection. Armor class (AC) is measured as in AD&D, with 10 being
- the equivalent of no armor, and lower numbers meaning better armor.
- Each suit of armor which exists in AD&D gives the same protection in
- NetHack. Here is an (incomplete) list of the armor classes provided by
- various suits of armor:
-
- .TS S
- center;
- a n.
- dragon scale mail 1
- plate mail 3
- bronze plate mail 4
- splint mail 4
- banded mail 4
- elven mithril-coat 5
- chain mail 5
- scale mail 6
- ring mail 7
- studded leather armor 7
- leather armor 8
- no armor 10
- .TE
- .pg
- You can also wear other pieces of armor (ex. helmets, boots, shields, cloaks)
- to lower your armor class even further, but you can only wear one item
- of each category (one suit of armor, one cloak, one helmet, one
- shield, and so on).
- .pg
- If a piece of armor is enchanted, its armor protection will be better
- (or worse) than normal, and its ``plus'' (or minus) will subtract from
- your armor class. For example, a +1 chain mail would give you
- better protection than normal chain mail, lowering your armor class one
- unit further to 4. When you put on a piece of armor, you immediately
- find out the armor class and any ``plusses'' it provides. Cursed
- pieces of armor usually have negative enchantments (minuses) in
- addition to being unremovable.
- .pg
- The commands to use armor are `W' (wear) and `T' (take off).
- .hn 2
- Food (`%')
- .pg
- Food is necessary to survive. If you go too long without eating you
- will faint, and eventually die of starvation. Unprotected food does
- not stay fresh indefinitely; after a while it will spoil, and be
- unhealthy to eat. Food stored in ice boxes or tins (``cans'' to you
- Americans) will usually stay fresh, but ice boxes are heavy, and tins
- take a while to open.
- .pg
- When you kill monsters, they usually leave corpses which are also
- ``food.'' Many, but not all, of these are edible; some also give you
- special powers when you eat them. A good rule of thumb is ``you are
- what you eat.''
- .pg
- You can name one food item after something you like to eat with the
- .op fruit
- option, if your dungeon has it.
- .pg
- The command to eat food is `e'.
- .hn 2
- Scrolls (`?')
- .pg
- Scrolls are labeled with various titles, probably chosen by ancient wizards
- for their amusement value (ex. ``READ ME,'' or ``HOLY BIBLE'' backwards).
- Scrolls disappear after you read them (except for blank ones, without
- magic spells on them).
- .pg
- One of the most useful of these is the \fIscroll of identify\fP, which
- can be used to determine what another object is, whether it is cursed or
- blessed, and how many uses it has left. Some objects of subtle
- enchantment are difficult to identify without these.
- .pg
- If you receive mail while you are playing (on
- versions compiled with this feature), a mail daemon may run up and
- deliver it to you as a \fIscroll of mail\fP. To use this feature,
- you must let NetHack know where to look for new mail by setting the
- ``MAIL'' environment variable to the file name of your mailbox. You
- may also want to set the ``MAILREADER'' environment variable to the
- file name of your favorite reader, so NetHack can shell to it when you
- read the scroll.
- .pg
- The command to read a scroll is `r'.
- .hn 2
- Potions (`!')
- .pg
- Potions are distinguished by the color of the liquid inside the flask.
- They disappear after you quaff them.
- .pg
- Clear potions are potions of water. Sometimes these are
- blessed or cursed, resulting in holy or unholy water. Holy water is
- the bane of the undead, so potions of holy water are good thing to
- throw (`t') at them. It also is very useful when you dip (``#dip'') other
- objects in it.
- .pg
- The command to drink a potion is `q' (quaff).
- .hn 2
- Wands (`/')
- .pg
- Magic wands have multiple magical charges. Some wands are
- directional\(emyou must give a direction to zap them in. You can also
- zap them at yourself (just give a `.' or `s' for the direction), but
- it is often unwise. Other wands are nondirectional\(emthey don't ask
- for directions. The number of charges in a wand is random, and
- decreases by one whenever you use it.
- .pg
- The command to use a wand is `z' (zap).
- .hn 2
- Rings (`=')
- .pg
- Rings are very useful items, since they are relatively permanent
- magic, unlike the usually fleeting effects of potions, scrolls, and
- wands.
- .pg
- Putting on a ring activates its magic. You can wear only two
- rings, one on each ring finger.
- .pg
- Most rings also cause you to grow hungry more rapidly, the rate
- varying with the type of ring.
- .pg
- The commands to use rings are `P' (put on) and `R' (remove).
- .hn 2
- Spell books (`+')
- .pg
- Spell books are tomes of mighty magic. When studied with the `r' (read)
- command, they bestow the knowledge of a spell\(emunless the attempt
- backfires.
- Reading a cursed spell book, or one with mystic runes beyond
- your ken can be harmful to your health!
- .pg
- A spell can also backfire when you cast it. If you attempt to cast a
- spell well above your experience level, or cast it at a time when your
- luck is particularly bad, you can end up wasting both the energy and
- the time required in casting.
- .pg
- Casting a spell calls forth magical energies and focuses them with
- your naked mind. Releasing the magical energy releases some of your
- memory of the spell with it. Each time you cast a spell, your
- familiarity with it will dwindle, until you eventually forget the
- details completely and must relearn it.
- .pg
- The command to read a spell book is the same as for scrolls, `r'
- (read). The `+' command lists your current spells and the number of
- spell points they require. The `Z' (cast) command casts a spell.
- .hn 2
- Tools (`(')
- .pg
- Tools are miscellaneous objects with various purposes. Some tools,
- like wands, have a limited number of uses. For example, lamps burn
- out after a while. Other tools are containers, which objects can
- be placed into or taken out of.
- .pg
- The command to use tools is `a' (apply).
- .hn 3
- Chests and boxes
- .pg
- You may encounter chests or boxes in your travels. These can be
- opened with the ``#loot'' extended command when they are on the floor,
- or with the `a' (apply) command when you are carrying one. However,
- chests are often locked, and require you to either use a key to unlock
- it, a tool to pick the lock, or to break it open with brute force.
- Chests are unwieldy objects, and must be set down to be unlocked (by
- kicking them, using a key or lock picking tool with the `a' (apply)
- command, or by using a weapon to force the lock with the ``#force''
- extended command).
- .pg
- Some chests are trapped, causing nasty things to happen when you
- unlock or open them. You can check for and try to deactivate traps
- with the ``#untrap'' extended command.
- .hn 2
- Amulets (`"')
- .pg
- Amulets are very similar to rings, and often more powerful. Like
- rings, amulets have various magical properties, some beneficial,
- some harmful, which are activated by putting them on.
- .pg
- The commands to use amulets are the same as for rings, `P' (put on)
- and `R' (remove).
- .hn 2
- Gems (`*')
- .pg
- Some gems are valuable, and can be sold for a lot of gold pieces.
- Valuable gems increase your score if you bring them with you when you
- exit. Other small rocks are also categorized as gems, but they are
- much less valuable.
- .hn 2
- Large rocks (`\`')
- .pg
- Statues and boulders are not particularly useful, and are generally
- heavy. It is rumored that some statues are not what they seem.
- .hn 2
- Gold (`$')
- .pg
- Gold adds to your score, and you can buy things in shops with it.
- Your version of NetHack may display how much gold you have on the
- status line. If not, the `$' command will count it.
-
- .hn 1
- Options
- .pg
- Due to variations in personal tastes and conceptions of how NetHack
- should do things, there are options you can set to change how NetHack
- behaves.
- .hn 2
- Setting the options
- .pg
- Options may be set in a number of ways. Within the game, the `O'
- command allows you to view all options and change most of them.
- You can also set options automatically by placing them in the
- NETHACKOPTIONS environment variable or a configuration file.
- Some versions of NetHack also have front-end programs that allow
- you to set options before starting the game.
- .hn 2
- Using the NETHACKOPTIONS environment variable
- .pg
- The NETHACKOPTIONS variable is a comma-separated list of initial
- values for the various options. Some can only be turned on or off.
- You turn one of these on by adding the name of the option to the list,
- and turn it off by typing a `!' or ``no'' before the name. Others take a
- character string as a value. You can set string options by typing
- the option name, a colon, and then the value of the string. The value
- is terminated by the next comma or the end of string.
- .pg
- For example, to set up an environment variable so that ``female'' is on,
- ``pickup'' is off, the name is set to ``Blue Meanie'', and the fruit
- is set to ``papaya'', you would enter the command
- .sd
- % \fBsetenv NETHACKOPTIONS "female,!pickup,name:Blue Meanie,fruit:papaya"\fP
- .ed
- in \fIcsh\fP, or
- .sd
- $ \fBNETHACKOPTIONS="female,!pickup,name:Blue Meanie,fruit:papaya"\fP
- $ \fBexport NETHACKOPTIONS\fP
- .ed
- in \fIsh\fP or \fIksh\fP.
- .hn 2
- Using a configuration file
- .pg
- Any line in the configuration file starting with ``OPTIONS='' may be
- filled out with options in the same syntax as in NETHACKOPTIONS.
- Any line starting with ``GRAPHICS='', ``MONSTERS='', or ``OBJECTS=''
- is taken as defining the
- .op graphics,
- .op monsters,
- or
- .op objects
- options in a different syntax,
- a sequence of decimal numbers giving the character position
- in the current font to be used in displaying each entry.
- Such a sequence can be continued to multiple lines by putting a `\\'
- at the end of each line to be continued.
- Any line starting with `#' is treated as a comment.
- .pg
- The default name of the configuration file varies on different
- operating systems, but NETHACKOPTIONS can also be set to
- the full name of a file you want to use (possibly preceded by an `@').
- .hn 2
- Customization options
- .pg
- Here are explanations of the various options do. Character strings
- longer than fifty characters are truncated. Some of the options
- listed may be inactive in your dungeon.
- .lp BIOS\ \ \ \
- Use BIOS calls to update the screen
- display quickly and to read the keyboard (allowing the use of arrow
- keys to move) on machines with an IBM PC compatible BIOS ROM (default off,
- OS/2, PC, and ST NetHack only).
- .lp catname
- Name your starting cat (ex. ``catname:Morris'').
- Cannot be set with the `O' command.
- .lp checkpoint
- Save game state after each level change, for possible recovery after
- program crash (default on).
- .lp color\ \ \
- Use color for different monsters, objects, and dungeon features
- (default on for microcomputers).
- .lp confirm\
- Have user confirm attacks on pets, shopkeepers, and other
- peaceable creatures (default on).
- .lp DECgraphics
- Use a predefined selection of characters from the DEC VT-xxx/DEC Rainbow/
- ANSI line-drawing character set to display the dungeon instead of having
- to define a full graphics set yourself (default off).
- Cannot be set with the `O' command.
- .lp disclose
- Offer to identify your inventory and intrinsics when the
- game ends (default on).
- .lp dogname
- Name your starting dog (ex. ``dogname:Fang'').
- Cannot be set with the `O' command.
- .lp female
- Set your sex (default off).
- Cannot be set with the `O' command.
- .lp fixinv
- An object's inventory letter sticks to it when it's dropped (default on).
- If this is off, dropping an object shifts all the remaining inventory letters.
- .lp fruit\ \ \
- Name a fruit after something you enjoy eating (ex. ``fruit:mango'')
- (default ``slime mold''. Basically a nostalgic whimsy that NetHack uses
- from time to time. You should set this to something you find more
- appetizing than slime mold. Apples, oranges, pears, bananas, and melons
- already exist in NetHack, so don't use those.
- .lp graphics
- Set the graphics symbols for screen displays
- (default \&`` |--
- .br
- .nf
- ------||.-|++.##<><>\\^"_\\\\#{}.}..## #}|-\\\\/*!)(0#@*/-\\\\||\\\\-
- .fi
- //-\\\\| |\\\\-/'').
- If specified, the
- .op graphics
- option should come last, followed by a string of 1-69
- characters to be used instead of the default map-drawing characters.
- The dungeon map will use the characters you specify instead of the
- default symbols.
- Remember that you may need to escape some of these characters
- if, for example, you use \fIcsh\fP.
-
- The
- .op DECgraphics
- and
- .op IBMgraphics
- options use predefined selections of graphics symbols, so you need not
- go to the trouble of setting up a full graphics string for these common
- cases. These two options also set up proper handling of graphics
- characters for such terminals, so you should specify them as appropriate
- even if you override the selections with your own graphics string.
-
- Note that this option string is now escape-processed in conventional C
- fashion. This means that `\\' is a prefix to take the following
- character literally, and not as a special prefix. Your graphics
- strings for NetHack 2.2 and older versions may contain a `\\'; it must
- be doubled for the same effect now. The special escape form `\\m'
- switches on the meta bit in the following character, and the `^'
- prefix causes the following character to be treated as a control
- character (so any `^' in your old graphics strings should be changed
- to `\\^' now). Also note that there are more symbols in a different
- order than used for NetHack 3.0.
-
- The order of the symbols is: solid rock, vertical wall, horizontal
- wall, upper left corner, upper right corner, lower left corner, lower
- right corner, cross wall, upward T wall, downward T wall, leftward T
- wall, rightward T wall, no door, vertical open door, horizontal open
- door, vertical closed door, horizontal closed door, floor of a room,
- dark corridor, lit corridor, stairs up, stairs down, ladder up, ladder
- down, trap, web, altar, throne, kitchen sink, fountain, pool or moat,
- ice, lava, vertical lowered drawbridge, horizontal lowered drawbridge,
- vertical raised drawbridge, horizontal raised drawbridge, air, cloud,
- under water, 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
- surrounding glyphs for swallowed display; nine glyphs for explosions.
- 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.
-
- You might want to use `+' for the corners and T walls for a more
- aesthetic, boxier display. Note that in the next release, new symbols
- may be added, or the present ones rearranged.
-
- Cannot be set with the `O' command.
- .lp help
- If more information is available for an object looked at
- with the `/' command, ask if you want to see it (default on). Turning help
- off makes just looking at things faster, since you aren't interrupted with the
- ``More info?'' prompt, but it also means that you might miss some
- interesting and/or important information.
- .lp hilite_pet
- Highlight pets when color is turned off (default off).
- .lp IBMgraphics
- Use a predefined selection of IBM extended ASCII characters to display the
- dungeon instead of having to define a full graphics set yourself (default off).
- Cannot be set with the `O' command.
- .lp ignintr
- Ignore interrupt signals, including breaks (default off).
- .lp legacy
- Display an introductory message when starting the game (default on).
- .lp lit_corridor
- Show corridor squares seen by night vision or a light source held by your
- character as lit (default off).
- .lp male\ \ \ \
- Set your sex (default on, most hackers are male).
- Cannot be set with the `O' command.
- .lp monsters
- Set the characters used to display monster classes (default
- ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \\&;:~]'').
- This string is subjected to the same processing as the
- .op graphics
- option.
- The order of the symbols is
- ant or other insect, blob, cockatrice,
- dog or other canine, eye or sphere, feline,
- gremlin, humanoid, imp or minor demon,
- jelly, kobold, leprechaun,
- mimic, nymph, orc,
- piercer, quadruped, rodent,
- spider, trapper or lurker above, unicorn,
- vortex, worm, xan or other mythical/fantastic insect,
- light, zruty,
- angelic being, bat, centaur,
- dragon, elemental, fungus or mold,
- gnome, giant humanoid, invisible stalker,
- jabberwock, Keystone Kop, lich,
- mummy, naga, ogre,
- pudding or ooze, quantum mechanic, rust monster,
- snake, troll, umber hulk,
- vampire, wraith, xorn,
- yeti or ape or other large beast, zombie,
- human, ghost, golem,
- demon, sea monster, lizard,
- long worm tail, and mimic.
- Cannot be set with the `O' command.
- .lp msghistory
- The number of top line messages to save (and recall with ^P) (default 20).
- Cannot be set with the `O' command.
- .lp name\ \ \ \
- Set your character's name (defaults to your user name). You can also
- set your character class by appending a dash and the first letter of
- the character class (that is, by suffixing one of
- .op "-A -B -C -E -H -K -P -R -S -T -V -W" ).
- Cannot be set with the `O' command.
- .lp news\ \ \ \
- Read the NetHack news file, if present (default on).
- Since the news is shown at the beginning of the game, there's no point
- in setting this with the `O' command.
- .lp null\ \ \ \
- Send padding nulls to the terminal (default off).
- .lp number_pad
- Use the number keys to move instead of [yuhjklbn] (default off).
- .lp objects
- Set the characters used to display object classes
- (default ``])[="(%!?+/$*`0_.'').
- This string is subjected to the same processing as the
- .op graphics
- option.
- The order of the symbols is
- illegal-object (should never be seen), weapon, armor, ring, amulet, tool,
- food, potion, scroll, spell book, wand, gold, gem or rock, boulder or statue,
- iron ball, chain, and venom.
- Cannot be set with the `O' command.
- .lp packorder
- Specify the order to list object types in (default ``\\")[%?+/=!(*`0_'').
- The value of this option should be a string containing the
- symbols for the various object types.
- .lp pettype
- Specify the type of your initial pet, if you are playing a character class
- that uses both types of pets. Possible values are ``cat'' and ``dog''.
- Cannot be set with the `O' command.
- .lp pickup\ \
- Pick up things you move onto by default (default on).
- .lp rawio\ \ \
- Force raw (non-cbreak) mode for faster output and more
- bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle
- without it) (default off). Note: DEC Rainbows hang if this is turned on.
- Cannot be set with the `O' command.
- .lp rest_on_space
- Make the space bar a synonym for the `.' (rest) command (default off).
- .lp safe_pet
- Prevent you from (knowingly) attacking your pets (default on).
- .lp scores
- Control what parts of the score list you are shown at the end (ex.
- ``scores:5 top scores/4 around my score/own scores''). Only the first
- letter of each category (`t', `a', or `o') is necessary.
- .lp showexp
- Show your accumulated experience points on bottom line (default off).
- .lp showscore
- Show your approximate accumulated score on bottom line (default off).
- .lp silent\ \
- Suppress terminal beeps (default on).
- .lp sortpack
- Sort the pack contents by type when displaying inventory (default on).
- .lp standout
- Boldface monsters and ``\fB--More--\fP'' (default off).
- .lp time\ \ \ \
- Show the elapsed game time in turns on bottom line (default off).
- .lp tombstone
- Draw a tombstone graphic upon your death (default on).
- .lp verbose
- Provide more commentary during the game (default on).
- .lp windowtype
- Select which windowing system to use, such as ``tty'' or ``X11''
- (default depends on version).
- Cannot be set with the `O' command.
-
- .hn 1
- Scoring
- .pg
- NetHack maintains a list of the top scores or scorers on your machine,
- depending on how it is set up. In the latter case, each account on
- the machine can post only one non-winning score on this list. If
- you score higher than someone else on this list, or better your
- previous score, you will be inserted in the proper place under your
- current name. How many scores are kept can also be set up when
- NetHack is compiled.
- .pg
- Your score is chiefly based upon how much experience you gained, how
- much loot you accumulated, how deep you explored, and how the game
- ended. If you quit the game, you escape with all of your gold intact.
- If, however, you get killed in the Mazes of Menace, the guild will
- only hear about 90% of your gold when your corpse is discovered
- (adventurers have been known to collect finder's fees). So, consider
- whether you want to take one last hit at that monster and possibly
- live, or quit and stop with whatever you have. If you quit, you keep
- all your gold, but if you swing and live, you might find more.
- .pg
- If you just want to see what the current top players/games list is, you
- can type \fBnethack -s all\fP on most versions.
-
- .hn 1
- Explore mode
- .pg
- NetHack is an intricate and difficult game. Novices might falter
- in fear, aware of their ignorance of the means to survive. Well, fear
- not. Your dungeon may come equipped with an ``explore'' or ``discovery''
- mode that enables you to keep old save files and cheat death, at the
- paltry cost of not getting on the high score list.
- .pg
- There are two ways of enabling explore mode. One is to start the game
- with the
- .op -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.
-
- .hn
- Credits
- .pg
- The original \fIhack\fP game was modeled on the Berkeley
- .ux
- \fIrogue\fP game. Large portions of this paper were shamelessly
- cribbed from \fIA Guide to the Dungeons of Doom\fP, by Michael C. Toy
- and Kenneth C. R. C. Arnold. Small portions were adapted from
- \fIFurther Exploration of the Dungeons of Doom\fP, by Ken Arromdee.
- .pg
- NetHack is the product of literally dozens of people's work.
- Main events in the course of the game development are described below:
-
- .pg
- \fBJay Fenlason\fP wrote the original Hack, with help from
- \fBKenny Woodland\fP, \fBMike Thome\fP and \fBJon Payne\fP.
- .pg
- \fBAndries Brouwer\fP did a major re-write, transforming Hack into a
- very different game, and published (at least) three versions (1.0.1,
- 1.0.2, and 1.0.3) for
- .ux
- machines to the Usenet.
- .pg
- \fBDon G. Kneller\fP ported Hack 1.0.3 to Microsoft C and MS-DOS, producing PC
- HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went
- on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6).
- .pg
- \fBR. Black\fP ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST,
- producing ST Hack 1.03.
- .pg
- \fBMike Stephenson\fP merged these various versions back together,
- incorporating many of the added features, and produced NetHack 1.4.
- He then coordinated a cast of thousands in enhancing and debugging
- NetHack 1.4 and released NetHack versions 2.2 and 2.3.
- .pg
- Later, Mike coordinated a major rewrite of the game, heading a
- team which included \fBKen Arromdee\fP, \fBJean-Christophe Collet\fP, \fBSteve
- Creps\fP, \fBEric Hendrickson\fP, \fBIzchak Miller\fP, \fBJohn Rupley\fP,
- \fBMike Threepoint\fP, and \fBJanet Walz\fP, to produce NetHack 3.0c.
- .pg
- NetHack 3.0 was ported to the Atari by \fBEric R. Smith\fP, to OS/2 by
- \fBTimo Hakulinen\fP, and to VMS by \fBDavid Gentzel\fP. The three of them
- and \fBKevin Darcy\fP later joined the main development team to produce
- subsequent revisions of 3.0.
- .pg
- \fBOlaf Seibert\fP ported NetHack 2.3 and 3.0 to the Amiga.
- \fBNorm Meluch\fP, \fBStephen Spackman\fP and \fBPierre Martineau\fP designed
- overlay code for PC NetHack 3.0. \fBJohnny Lee\fP ported
- NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they
- continued to enhance the PC, Macintosh, and Amiga ports through the later
- revisions of 3.0.
- .pg
- Headed by \fBMike Stephenson\fP and coordinated by \fBIzchak Miller\fP and
- \fBJanet Walz\fP, the development team which now included \fBKen Arromdee\fP,
- \fBDavid Cohrs\fP, \fBJean-Christophe Collet\fP, \fBKevin Darcy\fP,
- \fBMatt Day\fP, \fBTimo Hakulinen\fP, \fBSteve Linhart\fP, \fBDean Luick\fP,
- \fBPat Rankin\fP, \fBEric Raymond\fP, and \fBEric Smith\fP undertook a radical
- revision of 3.0. They re-structured the game's design, and re-wrote major
- parts of the code. They added multiple dungeons, a new display, special
- individual character quests, a new endgame and many other new features, and
- produced NetHack 3.1.
- .pg
- \fBKen Lorber\fP, \fBGregg Wonderly\fP and \fBGreg Olson\fP, with help
- from \fBRichard Addison\fP, \fBMike Passaretti\fP, and \fBOlaf Seibert\fP,
- developed NetHack 3.1 for the Amiga.
- .pg
- \fBNorm Meluch\fP and \fBKevin Smolkowski\fP, with help from
- \fBCarl Schelin\fP, \fBStephen Spackman\fP, \fBSteve VanDevender\fP,
- and \fBPaul Winner\fP, ported NetHack 3.1 to the PC.
- .pg
- \fBJon Watte\fP, with help from \fBRoss Brown\fP, \fBMike Engber\fP,
- \fBDavid Hairston\fP, \fBMichael Hamel\fP, \fBJonathan Handler\fP,
- \fBJohnny Lee\fP, \fBTim Lennan\fP, \fBRob Menke\fP, \fBAndy Swanson\fP, and
- especially from \fBHao-yang Wang\fP, developed NetHack 3.1 for the Macintosh.
- .pg
- \fBTimo Hakulinen\fP ported NetHack 3.1 to OS/2. \fBEric Smith\fP
- ported NetHack 3.1 to the Atari. \fBPat Rankin\fP, with help from
- \fBJoshua Delahunty\fP, is responsible for the VMS version of NetHack 3.1.
- .pg
- \fBDean Luick\fP, with help from \fBDavid Cohrs\fP, developed NetHack
- 3.1 for X11.
-
- .pg
- From time to time, some depraved individual out there in netland sends a
- particularly intriguing modification to help out with the game. The Gods of
- the Dungeon sometimes make note of the names of the worst of these miscreants
- in this, the list of Dungeoneers:
-
- .sd
- .TS S
- center;
- c c c.
- Richard Addison Eric Hendrickson Mike Passaretti
- Tom Almy Bruce Holloway Pat Rankin
- Ken Arromdee Richard P. Hughey Eric S. Raymond
- Eric Backus Ari Huttunen Frederick Roeber
- John S. Bien John Kallen John Rupley
- Ralf Brown Del Lamb Carl Schelin
- Ross Brown Greg Laskin Olaf Seibert
- David Cohrs Johnny Lee Kevin Sitze
- Jean-Christophe Collet Tim Lennan Eric R. Smith
- Steve Creps Merlyn LeRoy Kevin Smolkowski
- Kevin Darcy Steve Linhart Michael Sokolov
- Matthew Day Ken Lorber Stephen Spackman
- Joshua Delahunty Dean Luick Andy Swanson
- Bill Dyer Benson I. Margulies Kevin Sweet
- Mike Engber Pierre Martineau Scott R. Turner
- Jochen Erwied Roland McGrath Steve VanDevender
- Mike Gallop Norm Meluch Janet Walz
- David Gentzel Rob Menke Hao-yang Wang
- Mark Gooderum Deron Meranda Jon Watte
- David Hairston Bruce Mewborne Tom West
- Timo Hakulinen Izchak Miller Paul Winner
- Michael Hamel Gil Neiger Gregg Wonderly
- Jonathan Handler Greg Olson
- .TE
- .ed
-
- .\"Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.
- .\"Lattice is a trademark of Lattice, Inc.
- .\"Atari and 1040ST are trademarks of Atari, Inc.
- .\"AMIGA is a trademark of Commodore-Amiga, Inc.
- .sm "Brand and product names are trademarks or registered trademarks \
- of their respective holders."
-