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11                           A Guide to the Mazes of Menace
12                               (Guidebook for NetHack)
13
14
15                                   Eric S. Raymond
16                      (Extensively edited and expanded for 3.4)
17
18
19
20          1.  Introduction
21
22          Recently, you have begun to find yourself unfulfilled and distant
23          in your daily occupation.  Strange dreams of prospecting,  steal-
24          ing,  crusading,  and  combat  have haunted you in your sleep for
25          many months, but you aren't  sure  of  the  reason.   You  wonder
26          whether  you have in fact been having those dreams all your life,
27          and somehow managed to forget about them until now.  Some  nights
28          you awaken suddenly and cry out, terrified at the vivid recollec-
29          tion of the strange and powerful creatures that seem to be  lurk-
30          ing  behind  every  corner  of  the dungeon in your dream.  Could
31          these details haunting your dreams be real?  As each night  pass-
32          es,  you feel the desire to enter the mysterious caverns near the
33          ruins grow stronger.  Each morning, however, you quickly put  the
34          idea  out  of  your head as you recall the tales of those who en-
35          tered the caverns before you and did not return.  Eventually  you
36          can  resist  the yearning to seek out the fantastic place in your
37          dreams no longer.  After all, when other  adventurers  came  back
38          this  way after spending time in the caverns, they usually seemed
39          better off than when they passed through the first time.  And who
40          was to say that all of those who did not return had not just kept
41          going?
42
43
44               Asking around, you hear about a bauble, called the Amulet of
45          Yendor  by  some, which, if you can find it, will bring you great
46          wealth.  One legend you were told even mentioned that the one who
47          finds  the  amulet  will be granted immortality by the gods.  The
48          amulet is rumored to be somewhere beyond the Valley of  Gehennom,
49          deep  within  the Mazes of Menace.  Upon hearing the legends, you
50          immediately realize that there is some profound and  undiscovered
51          reason that you are to descend into the caverns and seek out that
52          amulet of which they spoke.  Even if the rumors of  the  amulet's
53          powers are untrue, you decide that you should at least be able to
54          sell the tales of your adventures to the local  minstrels  for  a
55          tidy  sum,  especially if you encounter any of the terrifying and
56          magical creatures of your dreams along the way.   You  spend  one
57          last  night  fortifying  yourself at the local inn, becoming more
58          and more depressed as you watch the odds of  your  success  being
59          posted on the inn's walls getting lower and lower.
60
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69          NetHack Guidebook                                               2
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73                 In the morning you awake, collect your belongings, and set
74          off for the dungeon.  After several days  of  uneventful  travel,
75          you  see the ancient ruins that mark the entrance to the Mazes of
76          Menace.  It is late at night, so you make camp  at  the  entrance
77          and  spend the night sleeping under the open skies.  In the morn-
78          ing, you gather your gear, eat what may be your  last  meal  out-
79          side, and enter the dungeon...
80
81
82          2.  What is going on here?
83
84               You have just begun a game of NetHack.  Your goal is to grab
85          as much treasure as you can, retrieve the Amulet of  Yendor,  and
86          escape the Mazes of Menace alive.
87
88               Your abilities and strengths for dealing with the hazards of
89          adventure will vary with your background and training:
90
91               Archeologists understand dungeons pretty well; this  enables
92          them  to  move  quickly  and sneak up on the local nasties.  They
93          start equipped with the tools for a proper scientific expedition.
94
95               Barbarians  are  warriors out of the hinterland, hardened to
96          battle.   They  begin  their  quests  with  naught  but  uncommon
97          strength, a trusty hauberk, and a great two-handed sword.
98
99               Cavemen  and  Cavewomen start with exceptional strength but,
100          unfortunately, with neolithic weapons.
101
102               Healers are wise in medicine and apothecary.  They know  the
103          herbs  and  simples  that  can restore vitality, ease pain, anes-
104          thetize, and neutralize poisons; and with their instruments, they
105          can  divine a being's state of health or sickness.  Their medical
106          practice earns them quite reasonable amounts of money, with which
107          they enter the dungeon.
108
109               Knights  are  distinguished  from  the  common skirmisher by
110          their devotion to the ideals of chivalry and  by  the  surpassing
111          excellence of their armor.
112
113               Monks are ascetics, who by rigorous practice of physical and
114          mental disciplines have become capable of fighting as effectively
115          without  weapons  as with.  They wear no armor but make up for it
116          with increased mobility.
117
118               Priests and Priestesses are clerics militant, crusaders  ad-
119          vancing  the  cause  of  righteousness with arms, armor, and arts
120          thaumaturgic.  Their ability to commune with deities  via  prayer
121          occasionally extricates them from peril, but can also put them in
122          it.
123
124               Rangers are most at home in the woods, and some say slightly
125          out of place in a dungeon.  They are, however, experts in archery
126          as well as tracking and stealthy movement.
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139               Rogues are agile and stealthy  thieves,  with  knowledge  of
140          locks,  traps,  and  poisons.   Their advantage lies in surprise,
141          which they employ to great advantage.
142
143               Samurai are the elite warriors of feudal Nippon.   They  are
144          lightly  armored  and  quick, and wear the dai-sho, two swords of
145          the deadliest keenness.
146
147               Tourists start out with lots of gold (suitable for  shopping
148          with),  a  credit card, lots of food, some maps, and an expensive
149          camera.  Most monsters don't like being photographed.
150
151               Valkyries are hardy warrior women.  Their upbringing in  the
152          harsh  Northlands  makes  them strong, inures them to extremes of
153          cold, and instills in them stealth and cunning.
154
155               Wizards start out with a knowledge of magic, a selection  of
156          magical  items,  and a particular affinity for dweomercraft.  Al-
157          though seemingly weak and easy to overcome at first sight, an ex-
158          perienced Wizard is a deadly foe.
159
160               You may also choose the race of your character:
161
162               Dwarves are smaller than humans or elves, but are stocky and
163          solid individuals.  Dwarves' most notable trait  is  their  great
164          expertise  in mining and metalwork.  Dwarvish armor is said to be
165          second in quality not even to the mithril armor of the Elves.
166
167               Elves are agile, quick, and perceptive; very little of  what
168          goes  on  will escape an Elf.  The quality of Elven craftsmanship
169          often gives them an advantage in arms and armor.
170
171               Gnomes are smaller than but generally  similar  to  dwarves.
172          Gnomes  are known to be expert miners, and it is known that a se-
173          cret underground mine complex built by this  race  exists  within
174          the Mazes of Menace, filled with both riches and danger.
175
176               Humans are by far the most common race of the surface world,
177          and are thus the norm by which other races  are  often  compared.
178          Although  they have no special abilities, they can succeed in any
179          role.
180
181               Orcs are a cruel and barbaric race that  hate  every  living
182          thing  (including other orcs).  Above all others, Orcs hate Elves
183          with a passion unequalled, and will go out of their way  to  kill
184          one  at  any opportunity.  The armor and weapons fashioned by the
185          Orcs are typically of inferior quality.
186
187          3.  What do all those things on the screen mean?
188
189               On the screen is kept a map of where you have been and  what
190          you  have  seen on the current dungeon level; as you explore more
191          of the level, it appears on the screen in front of you.
192
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204
205               When NetHack's ancestor rogue  first  appeared,  its  screen
206          orientation  was  almost  unique  among  computer  fantasy games.
207          Since then, screen orientation has become the  norm  rather  than
208          the  exception;  NetHack  continues  this fine tradition.  Unlike
209          text adventure games that accept commands in pseudo-English  sen-
210          tences and explain the results in words, NetHack commands are all
211          one or two keystrokes and the results are  displayed  graphically
212          on  the  screen.  A minimum screen size of 24 lines by 80 columns
213          is recommended; if the screen is larger,  only  a  21x80  section
214          will be used for the map.
215
216               NetHack can even be played by blind players, with the assis-
217          tance of Braille readers or  speech  synthesisers.   Instructions
218          for  configuring NetHack for the blind are included later in this
219          document.
220
221               NetHack generates a new dungeon every time you play it; even
222          the  authors  still find it an entertaining and exciting game de-
223          spite having won several times.
224
225               NetHack offers a variety of display  options.   The  options
226          available  to  you  will vary from port to port, depending on the
227          capabilities of your hardware and software, and  whether  various
228          compile-time options were enabled when your executable was creat-
229          ed.  The three possible display options are: a monochrome charac-
230          ter  interface,  a color character interface, and a graphical in-
231          terface using small pictures called tiles.  The two character in-
232          terfaces allow fonts with other characters to be substituted, but
233          the default assignments use standard ASCII characters  to  repre-
234          sent everything.  There is no difference between the various dis-
235          play options with respect to game play.  Because we cannot repro-
236          duce the tiles or colors in the Guidebook, and because it is com-
237          mon to all ports, we will use the default ASCII  characters  from
238          the  monochrome  character  display  when referring to things you
239          might see on the screen during your game.
240
241               In order to understand what is going on  in  NetHack,  first
242          you  must  understand what NetHack is doing with the screen.  The
243          NetHack screen replaces the ``You see ...'' descriptions of  text
244          adventure  games.   Figure 1 is a sample of what a NetHack screen
245          might look like.  The way the screen looks  for  you  depends  on
246          your platform.
247
248          --------------------------------------------------------------------
249           The bat bites!
250
251               ------
252               |....|    ----------
253               |.<..|####...@...$.|
254               |....-#   |...B....+
255               |....|    |.d......|
256               ------    -------|--
257
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267          NetHack Guidebook                                               5
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273           Player the Rambler     St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15  Neutral
274           Dlvl:1 $:0  HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
275
276          --------------------------------------------------------------------
277                                      Figure 1
278
279
280          3.1.  The status lines (bottom)
281
282               The  bottom  two lines of the screen contain several cryptic
283          pieces of information describing your current status.  If  either
284          status  line  becomes  longer  than  the width of the screen, you
285          might not see all of it.  Here are explanations of what the vari-
286          ous status items mean (though your configuration may not have all
287          the status items listed below):
288
289          Rank
290               Your character's name and professional ranking (based on the
291               experience level, see below).
292
293          Strength
294               A  measure of your character's strength; one of your six ba-
295               sic attributes.  A human character's  attributes  can  range
296               from  3  to 18 inclusive; non-humans may exceed these limits
297               (occasionally you may get super-strengths of the form 18/xx,
298               and  magic  can  also  cause attributes to exceed the normal
299               limits).  The higher your strength, the  stronger  you  are.
300               Strength  affects  how  successfully  you  perform  physical
301               tasks, how much damage you do in combat, and how  much  loot
302               you can carry.
303
304          Dexterity
305               Dexterity  affects  your  chances to hit in combat, to avoid
306               traps, and do other tasks requiring agility or  manipulation
307               of objects.
308
309          Constitution
310               Constitution  affects  your ability to recover from injuries
311               and other strains on your stamina.
312
313          Intelligence
314               Intelligence affects your ability to cast  spells  and  read
315               spellbooks.
316
317          Wisdom
318               Wisdom comes from your practical experience (especially when
319               dealing with magic).  It affects your magical energy.
320
321          Charisma
322               Charisma affects how certain creatures react toward you.  In
323               particular,  it can affect the prices shopkeepers offer you.
324
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333          NetHack Guidebook                                               6
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336
337          Alignment
338               Lawful, Neutral, or Chaotic.  Often, Lawful is taken as good
339               and Chaotic as evil, but legal and ethical do not always co-
340               incide.  Your alignment influences how other monsters  react
341               toward you.  Monsters of a like alignment are more likely to
342               be non-aggressive, while those of an opposing alignment  are
343               more likely to be seriously offended at your presence.
344
345          Dungeon Level
346               How deep you are in the dungeon.  You start at level one and
347               the number increases as you  go  deeper  into  the  dungeon.
348               Some  levels  are  special, and are identified by a name and
349               not a number.  The Amulet of Yendor is reputed to  be  some-
350               where beneath the twentieth level.
351
352          Gold
353               The  number  of  gold  pieces you are openly carrying.  Gold
354               which you have concealed in containers is not counted.
355
356          Hit Points
357               Your current and maximum hit points.   Hit  points  indicate
358               how  much  damage you can take before you die.  The more you
359               get hit in a fight, the lower they get.  You can regain  hit
360               points  by  resting,  or  by  using certain magical items or
361               spells.  The number in parentheses  is  the  maximum  number
362               your hit points can reach.
363
364          Power
365               Spell  points.  This tells you how much mystic energy (mana)
366               you have available for spell casting.  Again,  resting  will
367               regenerate the amount available.
368
369          Armor Class
370               A measure of how effectively your armor stops blows from un-
371               friendly creatures.  The lower this number is, the more  ef-
372               fective the armor; it is quite possible to have negative ar-
373               mor class.
374
375          Experience
376               Your current experience level and experience points.  As you
377               adventure,  you  gain experience points.  At certain experi-
378               ence point totals, you gain an experience level.   The  more
379               experienced you are, the better you fight and withstand mag-
380               ical attacks.  Many dungeons show only your experience level
381               here.
382
383          Time
384               The  number  of  turns elapsed so far, displayed if you have
385               the time option set.
386
387          Hunger status
388               Your current hunger status, ranging from  Satiated  down  to
389               Fainting.   If  your hunger status is normal, it is not dis-
390               played.
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402
403               Additional status flags may appear after the hunger  status:
404          Conf  when you're confused, FoodPois or Ill when sick, Blind when
405          you can't see, Stun when stunned, and Hallu when hallucinating.
406
407          3.2.  The message line (top)
408
409               The top line of the screen is reserved for messages that de-
410          scribe  things that are impossible to represent visually.  If you
411          see a ``--More--'' on the top line, this means that  NetHack  has
412          another  message  to  display on the screen, but it wants to make
413          certain that you've read the one that is there  first.   To  read
414          the next message, just press the space bar.
415
416          3.3.  The map (rest of the screen)
417
418               The  rest  of the screen is the map of the level as you have
419          explored it so far.  Each symbol on the screen  represents  some-
420          thing.   You  can  set various graphics options to change some of
421          the symbols the game uses; otherwise, the game will  use  default
422          symbols.  Here is a list of what the default symbols mean:
423
424          - and |
425               The walls of a room, or an open door.  Or a grave (|).
426
427          .    The floor of a room, ice, or a doorless doorway.
428
429          #    A  corridor,  or iron bars, or a tree, or possibly a kitchen
430               sink (if your dungeon has sinks), or a drawbridge.
431
432          >    Stairs down: a way to the next level.
433
434          <    Stairs up: a way to the previous level.
435
436          +    A closed door, or a spellbook containing a spell you may  be
437               able to learn.
438
439          @    Your character or a human.
440
441          $    A pile of gold.
442
443          ^    A trap (once you have detected it).
444
445          )    A weapon.
446
447          [    A suit or piece of armor.
448
449          %    Something edible (not necessarily healthy).
450
451          ?    A scroll.
452
453          /    A wand.
454
455          =    A ring.
456
457
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465          NetHack Guidebook                                               8
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467
468
469          !    A potion.
470
471          (    A useful item (pick-axe, key, lamp...).
472
473          "    An amulet or a spider web.
474
475          *    A gem or rock (possibly valuable, possibly worthless).
476
477          `    A boulder or statue.
478
479          0    An iron ball.
480
481          _    An altar, or an iron chain.
482
483          {    A fountain.
484
485          }    A pool of water or moat or a pool of lava.
486
487          \    An opulent throne.
488
489          a-zA-Z and other symbols
490               Letters  and certain other symbols represent the various in-
491               habitants of the Mazes of Menace.  Watch out,  they  can  be
492               nasty and vicious.  Sometimes, however, they can be helpful.
493
494          I    This marks the last known location of an invisible or other-
495               wise  unseen  monster.   Note  that  the  monster could have
496               moved.  The 'F' and 'm' commands may be useful here.
497
498               You need not memorize all these symbols;  you  can  ask  the
499          game  what  any  symbol  represents with the `/' command (see the
500          next section for more info).
501
502
503          4.  Commands
504
505               Commands are initiated by  typing  one  or  two  characters.
506          Some  commands, like ``search'', do not require that any more in-
507          formation be collected by NetHack.  Other commands might  require
508          additional  information, for example a direction, or an object to
509          be used.  For those commands that require additional information,
510          NetHack  will present you with either a menu of choices or with a
511          command line prompt requesting information.  Which you  are  pre-
512          sented with will depend chiefly on how you have set the menustyle
513          option.
514
515               For example, a common question, in the form  ``What  do  you
516          want  to use? [a-zA-Z ?*]'', asks you to choose an object you are
517          carrying.  Here, ``a-zA-Z'' are the  inventory  letters  of  your
518          possible  choices.   Typing  `?'  gives  you an inventory list of
519          these items, so you can see what each letter refers to.  In  this
520          example,  there  is  also a `*' indicating that you may choose an
521          object not on the list, if you wanted to use something  unexpect-
522          ed.  Typing a `*' lists your entire inventory, so you can see the
523
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534
535          inventory letters of every object you're carrying.   Finally,  if
536          you change your mind and decide you don't want to do this command
537          after all, you can press the ESC key to abort the command.
538
539               You can put a number before some  commands  to  repeat  them
540          that  many times; for example, ``10s'' will search ten times.  If
541          you have the number_pad option set, you must type `n' to prefix a
542          count,  so  the  example  above  would be typed ``n10s'' instead.
543          Commands for which counts make no sense ignore  them.   In  addi-
544          tion,  movement commands can be prefixed for greater control (see
545          below).  To cancel a count or a prefix, press the ESC key.
546
547               The list of commands is rather long, but it can be  read  at
548          any  time during the game through the `?' command, which accesses
549          a menu of helpful texts.  Here are the commands for  your  refer-
550          ence:
551
552          ?    Help menu:  display one of several help texts available.
553
554          /    Tell  what a symbol represents.  You may choose to specify a
555               location or type a symbol (or even a whole word) to explain.
556               Specifying a location is done by moving the cursor to a par-
557               ticular spot on the map and then pressing one of  `.',  `,',
558               `;',  or `:'.  `.' will explain the symbol at the chosen lo-
559               cation, conditionally check for ``More info?'' depending up-
560               on whether the help option is on, and then you will be asked
561               to pick another location; `,' will explain  the  symbol  but
562               skip  any  additional  information; `;' will skip additional
563               info and also not bother asking you to choose another  loca-
564               tion  to  examine;  `:'  will  show additional info, if any,
565               without asking for confirmation.  When picking  a  location,
566               pressing  the ESC key will terminate this command, or press-
567               ing `?'  will give a brief reminder about how it works.
568
569               Specifying a name rather than a location  always  gives  any
570          additional information available about that name.
571
572          &    Tell what a command does.
573
574          <    Go  up  to  the previous level (if you are on a staircase or
575               ladder).
576
577          >    Go down to the next level (if you are on a staircase or lad-
578               der).
579
580          [yuhjklbn]
581               Go  one  step in the direction indicated (see Figure 2).  If
582               you sense or remember a monster there, you  will  fight  the
583               monster  instead.   Only  these  one-step  movement commands
584               cause  you  to  fight  monsters;  the  others  (below)   are
585               ``safe.''
586
587
588
589
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597          NetHack Guidebook                                              10
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599
600
601                                    y  k  u          7  8  9
602                                     \ | /            \ | /
603                                    h- . -l          4- . -6
604                                     / | \            / | \
605                                    b  j  n          1  2  3
606                                              (if number_pad is set)
607
608                                         Figure 2
609
610
611          [YUHJKLBN]
612               Go  in that direction until you hit a wall or run into some-
613               thing.
614
615          m[yuhjklbn]
616               Prefix:  move without picking up objects or  fighting  (even
617               if you remember a monster there)
618
619          F[yuhjklbn]
620               Prefix:   fight  a  monster  (even  if you only guess one is
621               there)
622
623          M[yuhjklbn]
624               Prefix:  move far, no pickup.
625
626          g[yuhjklbn]
627               Prefix:  move until something interesting is found.
628
629          G[yuhjklbn] or <CONTROL->[yuhjklbn]
630               Prefix:  same as `g', but forking of corridors is  not  con-
631               sidered interesting.
632
633          _    Travel to a map location via a shortest-path algorithm.  The
634               shortest path is computed over map locations the hero  knows
635               about  (e.g.  seen or previously traversed).  If there is no
636               known path, a guess is made instead.  Stops on most  of  the
637               same  conditions  as the `G' command, but without picking up
638               objects, similar to the `M' command.  For ports  with  mouse
639               support,  the  command  is  also  invoked when a mouse-click
640               takes place on a location other than the current position.
641
642          .    Rest, do nothing for one turn.
643
644          a    Apply (use) a tool (pick-axe, key, lamp...).
645
646          A    Remove one or more worn items, such as armor.  Use `T' (take
647               off)  to take off only one piece of armor or `R' (remove) to
648               take off only one accessory.
649
650          ^A   Redo the previous command.
651
652          c    Close a door.
653
654
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663          NetHack Guidebook                                              11
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665
666
667          C    Call (name) an individual monster.
668
669          ^C   Panic button.  Quit the game.
670
671          d    Drop something.  Ex. ``d7a'' means drop seven items  of  ob-
672               ject a.
673
674          D    Drop several things.  In answer to the question ``What kinds
675               of things do you want to drop? [!%= BUCXaium]''  you  should
676               type  zero  or  more object symbols possibly followed by `a'
677               and/or `i' and/or `u' and/or `m'.  In addition, one or  more
678               of the blessed/uncursed/cursed groups may be typed.
679
680                    DB  - drop all objects known to be blessed.
681                    DU  - drop all objects known to be uncursed.
682                    DC  - drop all objects known to be cursed.
683                    DX  - drop all objects of unknown B/U/C status.
684                    Da  - drop all objects, without asking for confirmation.
685                    Di  - examine your inventory before dropping anything.
686                    Du  - drop only unpaid objects (when in a shop).
687                    Dm  - use a menu to pick which object(s) to drop.
688                    D%u - drop only unpaid food.
689
690          ^D   Kick something (usually a door).
691
692          e    Eat food.
693
694          E    Engrave   a  message  on  the  floor.   Engraving  the  word
695               ``Elbereth'' will cause most  monsters  to  not  attack  you
696               hand-to-hand  (but if you attack, you will rub it out); this
697               is often useful to give yourself a breather.  (This  feature
698               may  be  compiled out of the game, so your version might not
699               have it.)
700
701                    E- - write in the dust with your fingers.
702
703          f    Fire one of the objects placed in your quiver.  You may  se-
704               lect ammunition with a previous `Q' command, or let the com-
705               puter pick something appropriate if autoquiver is true.
706
707          i    List your inventory (everything you're carrying).
708
709          I    List selected parts of your inventory.
710
711                    I* - list all gems in inventory;
712                    Iu - list all unpaid items;
713                    Ix - list all used up items that are on your shopping bill;
714                    I$ - count your money.
715
716          o    Open a door.
717
718          O    Set options.  A menu showing the current option values  will
719               be  displayed.  You can change most values simply by select-
720               ing the menu entry for the given option (ie, by  typing  its
721
722
723          NetHack 3.4                                      December 2, 2003
724
725
726
727
728
729          NetHack Guidebook                                              12
730
731
732
733               letter  or  clicking  upon it, depending on your user inter-
734               face).  For the  non-boolean  choices,  a  further  menu  or
735               prompt will appear once you've closed this menu.  The avail-
736               able options are listed later in  this  Guidebook.   Options
737               are  usually  set  before  the game rather than with the `O'
738               command; see the section on options below.
739
740          p    Pay your shopping bill.
741
742          P    Put on a ring or other accessory (amulet, blindfold).
743
744          ^P   Repeat previous message.   Subsequent  ^P's  repeat  earlier
745               messages.  The behavior can be varied via the msg_window op-
746               tion.
747
748          q    Quaff (drink) something (potion, water, etc).
749
750          Q    Select an object for your quiver.  You can then  throw  this
751               using  the  `f' command.  (In versions prior to 3.3 this was
752               the command to quit the game, which has now  been  moved  to
753               `#quit'.)
754
755          r    Read a scroll or spellbook.
756
757          R    Remove an accessory (ring, amulet, etc).
758
759          ^R   Redraw the screen.
760
761          s    Search  for  secret  doors and traps around you.  It usually
762               takes several tries to find something.
763
764          S    Save (and suspend) the game.  The game will be restored  au-
765               tomatically the next time you play.
766
767          t    Throw an object or shoot a projectile.
768
769          T    Take off armor.
770
771          ^T   Teleport, if you have the ability.
772
773          v    Display version number.
774
775          V    Display the game history.
776
777          w    Wield weapon.
778
779                    w- - wield nothing, use your bare hands.
780
781          W    Wear armor.
782
783          x    Exchange your wielded weapon with the item in your alternate
784               weapon slot.  The latter is used as  your  secondary  weapon
785               when  engaging  in  two-weapon  combat.  Note that if one of
786               these slots is empty, the exchange still takes place.
787
788
789          NetHack 3.4                                      December 2, 2003
790
791
792
793
794
795          NetHack Guidebook                                              13
796
797
798
799          X    Enter explore (discovery) mode, explained in its own section
800               later.
801
802          ^X   Display your name, role, race, gender, and alignment as well
803               as the various deities in your game.
804
805          z    Zap a wand.  To aim at yourself, use `.' for the  direction.
806
807          Z    Zap  (cast)  a  spell.  To cast at yourself, use `.' for the
808               direction.
809
810          ^Z   Suspend the game (UNIX(R) versions with job control only).
811
812          :    Look at what is here.
813
814          ;    Show what type of thing a visible symbol corresponds to.
815
816          ,    Pick up some things. May be preceded by `m' to force  a  se-
817               lection menu.
818
819          @    Toggle the autopickup option on and off.
820
821          ^    Ask for the type of a trap you found earlier.
822
823          )    Tell what weapon you are wielding.
824
825          [    Tell what armor you are wearing.
826
827          =    Tell what rings you are wearing.
828
829          "    Tell what amulet you are wearing.
830
831          (    Tell what tools you are using.
832
833          *    Tell  what  equipment  you are using; combines the preceding
834               five type-specific commands into one.
835
836          $    Count your gold pieces.
837
838          +    List the spells you know.  Using this command, you can  also
839               rearrange  the  order in which your spells are listed.  They
840               are shown via a menu, and if you  select  a  spell  in  that
841               menu, you'll be re-prompted for another spell to swap places
842               with it, and then  have  opportunity  to  make  further  ex-
843               changes.
844
845          \    Show what types of objects have been discovered.
846
847          !    Escape to a shell.
848
849
850
851          __________
852          (R)UNIX is a registered trademark of AT&T.
853
854
855          NetHack 3.4                                      December 2, 2003
856
857
858
859
860
861          NetHack Guidebook                                              14
862
863
864
865          #    Perform an extended command.  As you can see, the authors of
866               NetHack used up all the letters, so this is a way to  intro-
867               duce  the less frequently used commands.  What extended com-
868               mands are available depends on what features  the  game  was
869               compiled with.
870
871          #adjust
872               Adjust inventory letters (most useful when the fixinv option
873               is ``on'').
874
875          #chat
876               Talk to someone.
877
878          #conduct
879               List which challenges you have adhered to.  See the  section
880               below entitled ``Conduct'' for details.
881
882          #dip Dip an object into something.
883
884          #enhance
885               Advance or check weapons and spell skills.
886
887          #force
888               Force a lock.
889
890          #invoke
891               Invoke an object's special powers.
892
893          #jump
894               Jump to another location.
895
896          #loot
897               Loot  a  box  or bag on the floor beneath you, or the saddle
898               from a horse standing next to you.
899
900          #monster
901               Use a monster's special ability (when polymorphed into  mon-
902               ster form).
903
904          #name
905               Name an item or type of object.
906
907          #offer
908               Offer a sacrifice to the gods.
909
910          #pray
911               Pray to the gods for help.
912
913          #quit
914               Quit the program without saving your game.
915
916          #ride
917               Ride (or stop riding) a monster.
918
919
920
921          NetHack 3.4                                      December 2, 2003
922
923
924
925
926
927          NetHack Guidebook                                              15
928
929
930
931          #rub Rub a lamp or a stone.
932
933          #sit Sit down.
934
935          #turn
936               Turn undead.
937
938          #twoweapon
939               Toggle  two-weapon combat on or off.  Note that you must use
940               suitable weapons for this type of combat, or it will be  au-
941               tomatically turned off.
942
943          #untrap
944               Untrap something (trap, door, or chest).
945
946          #version
947               Print compile time options for this version of NetHack.
948
949          #wipe
950               Wipe off your face.
951
952          #?   Help menu:  get the list of available extended commands.
953
954               If your keyboard has a meta key (which, when pressed in com-
955          bination with another key, modifies  it  by  setting  the  `meta'
956          [8th,  or  `high'] bit), you can invoke many extended commands by
957          meta-ing the first letter of the command.  In NT,  OS/2,  and  PC
958          NetHack, the `Alt' key can be used in this fashion.
959
960          M-?  #? (not supported by all platforms)
961
962          M-2  #twoweapon (unless the number_pad option is enabled)
963
964          M-a  #adjust
965
966          M-c  #chat
967
968          M-d  #dip
969
970          M-e  #enhance
971
972          M-f  #force
973
974          M-i  #invoke
975
976          M-j  #jump
977
978          M-l  #loot
979
980          M-m  #monster
981
982          M-n  #name
983
984
985
986
987          NetHack 3.4                                      December 2, 2003
988
989
990
991
992
993          NetHack Guidebook                                              16
994
995
996
997          M-o  #offer
998
999          M-p  #pray
1000
1001          M-q  #quit
1002
1003          M-r  #rub
1004
1005          M-s  #sit
1006
1007          M-t  #turn
1008
1009          M-u  #untrap
1010
1011          M-v  #version
1012
1013          M-w  #wipe
1014
1015               If  the number_pad option is on, some additional letter com-
1016          mands are available:
1017
1018          h    Help menu:  display one of  several  help  texts  available,
1019               like ``?''.
1020
1021          j    Jump to another location.  Same as ``#jump'' or ``M-j''.
1022
1023          k    Kick something (usually a door).  Same as `^D'.
1024
1025          l    Loot  a  box  or bag on the floor beneath you, or the saddle
1026               from a horse standing next to you.   Same  as  ``#loot''  or
1027               ``M-l''.
1028
1029          N    Name  an  item or type of object.  Same as ``#name'' or ``M-
1030               n''.
1031
1032          u    Untrap a trap, door, or chest.  Same as ``#untrap'' or  ``M-
1033               u''.
1034
1035
1036          5.  Rooms and corridors
1037
1038               Rooms  and  corridors in the dungeon are either lit or dark.
1039          Any lit areas within your line of sight will be  displayed;  dark
1040          areas  are  only  displayed  if they are within one space of you.
1041          Walls and corridors remain on the map as you explore them.
1042
1043               Secret corridors are hidden.  You can find them with the `s'
1044          (search) command.
1045
1046          5.1.  Doorways
1047
1048               Doorways connect rooms and corridors.  Some doorways have no
1049          doors; you can walk right through.  Others have  doors  in  them,
1050          which may be open, closed, or locked.  To open a closed door, use
1051
1052
1053          NetHack 3.4                                      December 2, 2003
1054
1055
1056
1057
1058
1059          NetHack Guidebook                                              17
1060
1061
1062
1063          the `o' (open) command; to close it again, use  the  `c'  (close)
1064          command.
1065
1066               You  can  get  through a locked door by using a tool to pick
1067          the lock with the `a' (apply) command, or by kicking it open with
1068          the `^D' (kick) command.
1069
1070               Open  doors  cannot be entered diagonally; you must approach
1071          them straight on, horizontally or vertically.   Doorways  without
1072          doors are not restricted in this fashion.
1073
1074               Doors  can  be  useful for shutting out monsters.  Most mon-
1075          sters cannot open doors, although a few don't need to (ex. ghosts
1076          can walk through doors).
1077
1078               Secret  doors  are  hidden.   You can find them with the `s'
1079          (search) command.  Once found they are in all ways equivalent  to
1080          normal doors.
1081
1082          5.2.  Traps (`^')
1083
1084               There  are  traps throughout the dungeon to snare the unwary
1085          delver.  For example, you may suddenly fall into  a  pit  and  be
1086          stuck for a few turns trying to climb out.  Traps don't appear on
1087          your map until you see one triggered by moving onto it, see some-
1088          thing fall into it, or you discover it with the `s' (search) com-
1089          mand.  Monsters can fall prey to traps, too, which can be a  very
1090          useful defensive strategy.
1091
1092               There is a special pre-mapped branch of the dungeon based on
1093          the classic computer game ``Sokoban.''  The goal is to  push  the
1094          boulders  into  the pits or holes.  With careful foresight, it is
1095          possible to complete all of the levels according  to  the  tradi-
1096          tional  rules  of Sokoban.  Some allowances are permitted in case
1097          the player gets stuck; however, they will lower your luck.
1098
1099          5.3.  Stairs (`<', `>')
1100
1101               In general, each level in the dungeon will have a  staircase
1102          going up (`<') to the previous level and another going down (`>')
1103          to the next level.  There are some exceptions  though.   For  in-
1104          stance,  fairly  early  in the dungeon you will find a level with
1105          two down staircases, one continuing into the dungeon and the oth-
1106          er  branching  into  an  area  known as the Gnomish Mines.  Those
1107          mines eventually hit a dead end, so after exploring them (if  you
1108          choose  to  do so), you'll need to climb back up to the main dun-
1109          geon.
1110
1111               When you traverse a set of stairs, or trigger a  trap  which
1112          sends  you to another level, the level you're leaving will be de-
1113          activated and stored in a file on disk.  If you're  moving  to  a
1114          previously visited level, it will be loaded from its file on disk
1115          and reactivated.  If you're moving to a level which has  not  yet
1116          been  visited,  it  will be created (from scratch for most random
1117
1118
1119          NetHack 3.4                                      December 2, 2003
1120
1121
1122
1123
1124
1125          NetHack Guidebook                                              18
1126
1127
1128
1129          levels, from a template for some ``special''  levels,  or  loaded
1130          from  the  remains  of  an  earlier game for a ``bones'' level as
1131          briefly described below).  Monsters are only active on  the  cur-
1132          rent  level;  those  on  other levels are essentially placed into
1133          stasis.
1134
1135               Ordinarily when you climb a set of stairs, you  will  arrive
1136          on  the  corresponding  staircase  at your destination.  However,
1137          pets (see below) and some other monsters  will  follow  along  if
1138          they're close enough when you travel up or down stairs, and occa-
1139          sionally one of these creatures  will  displace  you  during  the
1140          climb.  When that occurs, the pet or other monster will arrive on
1141          the staircase and you will end up nearby.
1142
1143          5.4.  Ladders (`<', `>')
1144
1145               Ladders serve the same purpose as staircases,  and  the  two
1146          types  of  inter-level  connections  are nearly indistinguishable
1147          during game play.
1148
1149          5.5.  Shops and shopping
1150
1151               Occasionally you will run across a room  with  a  shopkeeper
1152          near  the  door  and  many items lying on the floor.  You can buy
1153          items by picking them up and then using the `p' command.  You can
1154          inquire  about the price of an item prior to picking it up by us-
1155          ing the ``#chat'' command while standing on it.   Using  an  item
1156          prior  to  paying  for it will incur a charge, and the shopkeeper
1157          won't allow you to leave the shop until you have  paid  any  debt
1158          you owe.
1159
1160               You  can  sell items to a shopkeeper by dropping them to the
1161          floor while inside a shop.  You will either be offered an  amount
1162          of  gold  and  asked whether you're willing to sell, or you'll be
1163          told that the shopkeeper isn't interested (generally,  your  item
1164          needs  to  be  compatible with the type of merchandise carried by
1165          the shop).
1166
1167               If you drop something in a shop by accident, the  shopkeeper
1168          will  usually  claim ownership without offering any compensation.
1169          You'll have to buy it back if you want to reclaim it.
1170
1171               Shopkeepers sometimes run out of money.  When that  happens,
1172          you'll  be  offered  credit  instead of gold when you try to sell
1173          something.  Credit can be used to pay for purchases,  but  it  is
1174          only  good  in  the shop where it was obtained; other shopkeepers
1175          won't honor it.  (If you happen to find a "credit  card"  in  the
1176          dungeon, don't bother trying to use it in shops; shopkeepers will
1177          not accept it.)
1178
1179               The `$' command, which reports the amount of  gold  you  are
1180          carrying (in inventory, not inside bags or boxes), will also show
1181          current shop debt or credit, if any.  The `Iu' command lists  un-
1182          paid  items  (those  which  still  belong to the shop) if you are
1183
1184
1185          NetHack 3.4                                      December 2, 2003
1186
1187
1188
1189
1190
1191          NetHack Guidebook                                              19
1192
1193
1194
1195          carrying any.  The `Ix' command shows an  inventory-like  display
1196          of  any  unpaid  items  which have been used up, along with other
1197          shop fees, if any.
1198
1199          5.5.1.  Shop idiosyncracies
1200
1201               Several aspects of shop behavior might be unexpected.
1202
1203          * The price of a given item can vary due to a variety of factors.
1204
1205          * A  shopkeeper treats the spot immediately inside the door as if
1206            it were outside the shop.
1207
1208          * While the shopkeeper watches you like a hawk, he will generally
1209            ignore any other customers.
1210
1211          * If  a  shop  is "closed for inventory", it will not open of its
1212            own accord.
1213
1214          * Shops do not get restocked with new items, regardless of inven-
1215            tory depletion.
1216
1217
1218          6.  Monsters
1219
1220               Monsters  you  cannot  see  are not displayed on the screen.
1221          Beware!  You may suddenly come upon one in a  dark  place.   Some
1222          magic  items  can  help  you  locate  them before they locate you
1223          (which some monsters can do very well).
1224
1225               The commands `/' and `;' may be used to  obtain  information
1226          about  those  monsters who are displayed on the screen.  The com-
1227          mand `C' allows you to assign a name to a monster, which  may  be
1228          useful  to  help  distinguish one from another when multiple mon-
1229          sters are present.  Assigning a name which is just a  space  will
1230          remove any prior name.
1231
1232               The  extended command ``#chat'' can be used to interact with
1233          an adjacent monster.  There is no actual dialog (in other  words,
1234          you  don't get to choose what you'll say), but chatting with some
1235          monsters such as a shopkeeper or the Oracle of Delphi can produce
1236          useful results.
1237
1238          6.1.  Fighting
1239
1240               If  you see a monster and you wish to fight it, just attempt
1241          to walk into it.  Many monsters you  find  will  mind  their  own
1242          business unless you attack them.  Some of them are very dangerous
1243          when angered.  Remember:  discretion is the better part of valor.
1244
1245               If  you  can't  see a monster (if it is invisible, or if you
1246          are blinded), the symbol `I' will be shown when you learn of  its
1247          presence.   If you attempt to walk into it, you will try to fight
1248          it just like a monster that  you  can  see;  of  course,  if  the
1249
1250
1251          NetHack 3.4                                      December 2, 2003
1252
1253
1254
1255
1256
1257          NetHack Guidebook                                              20
1258
1259
1260
1261          monster  has moved, you will attack empty air.  If you guess that
1262          the monster has moved and you don't wish to fight,  you  can  use
1263          the  `m' command to move without fighting; likewise, if you don't
1264          remember a monster but want to try fighting anyway, you  can  use
1265          the `F' command.
1266
1267          6.2.  Your pet
1268
1269               You  start  the  game with a little dog (`d'), cat (`f'), or
1270          pony (`u'), which follows you about the dungeon and  fights  mon-
1271          sters  with  you.   Like you, your pet needs food to survive.  It
1272          usually feeds itself on fresh carrion and other meats.  If you're
1273          worried  about  it  or want to train it, you can feed it, too, by
1274          throwing it food.  A properly trained pet can be very useful  un-
1275          der certain circumstances.
1276
1277               Your  pet  also  gains experience from killing monsters, and
1278          can grow over time, gaining hit points  and  doing  more  damage.
1279          Initially,  your  pet  may  even be better at killing things than
1280          you, which makes pets useful for low-level characters.
1281
1282               Your pet will follow you up and down  staircases  if  it  is
1283          next  to  you when you move.  Otherwise your pet will be stranded
1284          and may become wild.  Similarly, when you trigger  certain  types
1285          of  traps  which  alter  your location (for instance, a trap door
1286          which drops you to a lower dungeon level), any adjacent pet  will
1287          accompany you and any non-adjacent pet will be left behind.  Your
1288          pet may trigger such traps itself; you will not be carried  along
1289          with it even if adjacent at the time.
1290
1291          6.3.  Steeds
1292
1293               Some  types of creatures in the dungeon can actually be rid-
1294          den if you have the right equipment and skill.  Convincing a wild
1295          beast  to  let  you  saddle  it up is difficult to say the least.
1296          Many a dungeoneer has had to resort to magic and wizardry in  or-
1297          der to forge the alliance.  Once you do have the beast under your
1298          control however, you can easily climb in and out  of  the  saddle
1299          with the `#ride' command.  Lead the beast around the dungeon when
1300          riding, in the same manner as you would move yourself.  It is the
1301          beast that you will see displayed on the map.
1302
1303               Riding  skill is managed by the `#enhance' command.  See the
1304          section on Weapon proficiency for more information about that.
1305
1306          6.4.  Bones levels
1307
1308               You may encounter the shades and corpses of other  adventur-
1309          ers (or even former incarnations of yourself!) and their personal
1310          effects.  Ghosts are hard to  kill,  but  easy  to  avoid,  since
1311          they're  slow and do little damage.  You can plunder the deceased
1312          adventurer's possessions; however, they are likely to be  cursed.
1313          Beware of whatever killed the former player; it is probably still
1314          lurking around, gloating over its last victory.
1315
1316
1317          NetHack 3.4                                      December 2, 2003
1318
1319
1320
1321
1322
1323          NetHack Guidebook                                              21
1324
1325
1326
1327          7.  Objects
1328
1329               When you find something in the dungeon, it is common to want
1330          to pick it up.  In NetHack, this is accomplished automatically by
1331          walking over the object (unless you turn off the  autopickup  op-
1332          tion  (see  below),  or move with the `m' prefix (see above)), or
1333          manually by using the `,' command.
1334
1335               If you're carrying too many items, NetHack will tell you  so
1336          and  you  won't  be able to pick up anything more.  Otherwise, it
1337          will add the object(s) to your pack and tell you  what  you  just
1338          picked up.
1339
1340               As  you add items to your inventory, you also add the weight
1341          of that object to your load.  The amount that you can  carry  de-
1342          pends  on  your strength and your constitution.  The stronger you
1343          are, the less the additional load will affect you.  There comes a
1344          point,  though, when the weight of all of that stuff you are car-
1345          rying around with you through  the  dungeon  will  encumber  you.
1346          Your  reactions  will get slower and you'll burn calories faster,
1347          requiring food more frequently  to  cope  with  it.   Eventually,
1348          you'll  be  so overloaded that you'll either have to discard some
1349          of what you're carrying or collapse under its weight.
1350
1351               NetHack will tell you how badly you  have  loaded  yourself.
1352          The  symbols  `Burdened', `Stressed', `Strained', `Overtaxed' and
1353          `Overloaded' are displayed on the bottom line display to indicate
1354          your condition.
1355
1356               When you pick up an object, it is assigned an inventory let-
1357          ter.  Many commands that operate on objects must ask you to  find
1358          out  which  object  you  want  to  use.  When NetHack asks you to
1359          choose a particular object you are carrying, you are usually pre-
1360          sented  with a list of inventory letters to choose from (see Com-
1361          mands, above).
1362
1363               Some objects, such as weapons,  are  easily  differentiated.
1364          Others,  like  scrolls  and potions, are given descriptions which
1365          vary according to type.  During a game, any two objects with  the
1366          same  description  are  the same type.  However, the descriptions
1367          will vary from game to game.
1368
1369               When you use one of these objects, if its effect is obvious,
1370          NetHack  will  remember  what it is for you.  If its effect isn't
1371          extremely obvious, you will be asked what you want to  call  this
1372          type  of object so you will recognize it later.  You can also use
1373          the ``#name'' command for the same purpose at any time,  to  name
1374          all  objects  of  a particular type or just an individual object.
1375          When you use ``#name'' on an object which has already been named,
1376          specifying  a  space  as the value will remove the prior name in-
1377          stead of assigning a new one.
1378
1379
1380
1381
1382
1383          NetHack 3.4                                      December 2, 2003
1384
1385
1386
1387
1388
1389          NetHack Guidebook                                              22
1390
1391
1392
1393          7.1.  Curses and Blessings
1394
1395               Any object that you find may be cursed, even if  the  object
1396          is otherwise helpful.  The most common effect of a curse is being
1397          stuck with (and to) the item.  Cursed weapons weld themselves  to
1398          your  hand  when wielded, so you cannot unwield them.  Any cursed
1399          item you wear is not removable by ordinary means.   In  addition,
1400          cursed  arms and armor usually, but not always, bear negative en-
1401          chantments that make them less effective in combat.  Other cursed
1402          objects may act poorly or detrimentally in other ways.
1403
1404               Objects  can  also  be  blessed.  Blessed items usually work
1405          better or more beneficially than normal uncursed items.  For  ex-
1406          ample, a blessed weapon will do more damage against demons.
1407
1408               There are magical means of bestowing or removing curses upon
1409          objects, so even if you are stuck with one, you  can  still  have
1410          the  curse  lifted and the item removed.  Priests and Priestesses
1411          have an innate sensitivity to this property  in  any  object,  so
1412          they  can  more  easily avoid cursed objects than other character
1413          roles.
1414
1415               An item with unknown status will be reported in your  inven-
1416          tory with no prefix.  An item which you know the state of will be
1417          distinguished in your inventory  by  the  presence  of  the  word
1418          ``cursed'', ``uncursed'' or ``blessed'' in the description of the
1419          item.
1420
1421          7.2.  Weapons (`)')
1422
1423               Given a chance, most monsters in the Mazes  of  Menace  will
1424          gratuitously  try to kill you.  You need weapons for self-defense
1425          (killing them first).  Without a weapon,  you  do  only  1-2  hit
1426          points  of damage (plus bonuses, if any).  Monk characters are an
1427          exception; they normally do much more damage with bare hands than
1428          they do with weapons.
1429
1430               There are wielded weapons, like maces and swords, and thrown
1431          weapons, like arrows and spears.  To hit monsters with a  weapon,
1432          you  must wield it and attack them, or throw it at them.  You can
1433          simply elect to throw a spear.  To shoot  an  arrow,  you  should
1434          first  wield a bow, then throw the arrow.  Crossbows shoot cross-
1435          bow bolts.  Slings hurl rocks and (other) stones (like gems).
1436
1437               Enchanted weapons have a ``plus'' (or ``to hit enhancement''
1438          which  can  be  either  positive  or  negative) that adds to your
1439          chance to hit and the damage you do to a monster.  The  only  way
1440          to determine a weapon's enchantment is to have it magically iden-
1441          tified somehow.  Most weapons are subject to some type of  damage
1442          like rust.  Such ``erosion'' damage can be repaired.
1443
1444               The  chance  that an attack will successfully hit a monster,
1445          and the amount of damage such a hit will do,  depends  upon  many
1446          factors.   Among  them  are:  type  of  weapon, quality of weapon
1447
1448
1449          NetHack 3.4                                      December 2, 2003
1450
1451
1452
1453
1454
1455          NetHack Guidebook                                              23
1456
1457
1458
1459          (enchantment and/or erosion), experience level, strength, dexter-
1460          ity, encumbrance, and proficiency (see below).  The monster's ar-
1461          mor class - a general defense  rating,  not  necessarily  due  to
1462          wearing  of armor - is a factor too; also, some monsters are par-
1463          ticularly vulnerable to certain types of weapons.
1464
1465               Many weapons can be wielded in one hand; some  require  both
1466          hands.   When  wielding  a  two-handed weapon, you can not wear a
1467          shield, and vice versa.  When wielding a one-handed  weapon,  you
1468          can  have  another  weapon ready to use by setting things up with
1469          the `x' command, which exchanges  your  primary  (the  one  being
1470          wielded)  and  alternate weapons.  And if you have proficiency in
1471          the ``two weapon combat'' skill, you may wield both  weapons  si-
1472          multaneously  as  primary and secondary; use the `#twoweapon' ex-
1473          tended command to engage or disengage that.  Only some  types  of
1474          characters  (barbarians,  for  instance) have the necessary skill
1475          available.  Even with that skill, using two weapons at  once  in-
1476          curs a penalty in the chance to hit your target compared to using
1477          just one weapon at a time.
1478
1479               There might be times when you'd rather not wield any  weapon
1480          at  all.  To accomplish that, wield `-', or else use the `A' com-
1481          mand which allows you to unwield the current weapon  in  addition
1482          to taking off other worn items.
1483
1484               Those  of you in the audience who are AD&D players, be aware
1485          that each weapon which existed in AD&D does roughly the same dam-
1486          age  to  monsters  in  NetHack.  Some of the more obscure weapons
1487          (such as the aklys, lucern hammer, and bec-de-corbin) are defined
1488          in an appendix to Unearthed Arcana, an AD&D supplement.
1489
1490               The  commands  to  use weapons are `w' (wield), `t' (throw),
1491          `f' (fire, an alternative way of  throwing),  `Q'  (quiver),  `x'
1492          (exchange), `#twoweapon', and `#enhance' (see below).
1493
1494          7.2.1.  Throwing and shooting
1495
1496               You  can  throw just about anything via the `t' command.  It
1497          will prompt for the item to throw; picking `?' will  list  things
1498          in  your  inventory  which are considered likely to be thrown, or
1499          picking `*' will list your entire inventory.  After you've chosen
1500          what  to  throw, you will be prompted for a direction rather than
1501          for a specific target.  The distance something can be thrown  de-
1502          pends mainly on the type of object and your strength.  Arrows can
1503          be thrown by hand, but can be thrown much  farther  and  will  be
1504          more likely to hit when thrown while you are wielding a bow.
1505
1506               You  can  simplify  the  throwing operation by using the `Q'
1507          command to select your preferred ``missile'', then using the  `f'
1508          command  to  throw  it.   You'll  be  prompted for a direction as
1509          above, but you don't have to specify which  item  to  throw  each
1510          time you use `f'.  There is also an option, autoquiver, which has
1511          NetHack choose another item to  automatically  fill  your  quiver
1512          when the inventory slot used for `Q' runs out.
1513
1514
1515          NetHack 3.4                                      December 2, 2003
1516
1517
1518
1519
1520
1521          NetHack Guidebook                                              24
1522
1523
1524
1525               Some  characters have the ability to fire a volley of multi-
1526          ple items in a single turn.  Knowing how to load  several  rounds
1527          of ammunition at once -- or hold several missiles in your hand --
1528          and still hit a target is not an easy task.   Rangers  are  among
1529          those  who are adept at this task, as are those with a high level
1530          of proficiency in the relevant weapon  skill  (in  bow  skill  if
1531          you're  wielding one to shoot arrows, in crossbow skill if you're
1532          wielding one to shoot bolts, or in sling skill if you're wielding
1533          one to shoot stones).  The number of items that the character has
1534          a chance to fire varies from turn to turn.   You  can  explicitly
1535          limit  the  number  of shots by using a numeric prefix before the
1536          `t' or `f' command.  For example, ``2f''  (or  ``n2f''  if  using
1537          number_pad mode) would ensure that at most 2 arrows are shot even
1538          if you could have fired 3.  If you specify a larger  number  than
1539          would have been shot (``4f'' in this example), you'll just end up
1540          shooting the same number (3, here) as if no limit had been speci-
1541          fied.  Once the volley is in motion, all of the items will travel
1542          in the same direction; if the first ones kill a monster, the oth-
1543          ers can still continue beyond that spot.
1544
1545          7.2.2.  Weapon proficiency
1546
1547               You will have varying degrees of skill in the weapons avail-
1548          able.  Weapon proficiency, or weapon skills, affect how well  you
1549          can  use  particular  types of weapons, and you'll be able to im-
1550          prove your skills as you progress through a  game,  depending  on
1551          your role, your experience level, and use of the weapons.
1552
1553               For  the  purposes of proficiency, weapons have been divided
1554          up  into  various  groups  such  as  daggers,  broadswords,   and
1555          polearms.   Each  role has a limit on what level of proficiency a
1556          character can achieve for each group.  For instance, wizards  can
1557          become  highly  skilled in daggers or staves but not in swords or
1558          bows.
1559
1560               The `#enhance' extended command is used  to  review  current
1561          weapons  proficiency (also spell proficiency) and to choose which
1562          skill(s) to improve when you've used one or more skills enough to
1563          become eligible to do so.  The skill rankings are ``none'' (some-
1564          times also referred to as ``restricted'', because  you  won't  be
1565          able  to  advance),  ``unskilled'',  ``basic'',  ``skilled'', and
1566          ``expert''.  Restricted skills simply will not appear in the list
1567          shown  by  `#enhance'.   (Divine  intervention might unrestrict a
1568          particular skill, in which case it will start at unskilled and be
1569          limited  to basic.)  Some characters can enhance their barehanded
1570          combat or martial arts  skill  beyond  expert  to  ``master''  or
1571          ``grand master''.
1572
1573               Use of a weapon in which you're restricted or unskilled will
1574          incur a modest penalty in the chance to hit a monster and also in
1575          the  amount of damage done when you do hit; at basic level, there
1576          is no penalty or bonus; at skilled level, you  receive  a  modest
1577          bonus  in  the chance to hit and amount of damage done; at expert
1578          level, the bonus is higher.  A successful hit  has  a  chance  to
1579
1580
1581          NetHack 3.4                                      December 2, 2003
1582
1583
1584
1585
1586
1587          NetHack Guidebook                                              25
1588
1589
1590
1591          boost  your  training towards the next skill level (unless you've
1592          already reached the limit for this skill).   Once  such  training
1593          reaches  the  threshold  for that next level, you'll be told that
1594          you feel more confident in your skills.  At that  point  you  can
1595          use  `#enhance'  to increase one or more skills.  Such skills are
1596          not increased automatically because there is a limit to your  to-
1597          tal  overall  skills, so you need to actively choose which skills
1598          to enhance and which to ignore.
1599
1600          7.3.  Armor (`[')
1601
1602               Lots of unfriendly things lurk about; you need armor to pro-
1603          tect yourself from their blows.  Some types of armor offer better
1604          protection than others.  Your armor class is a  measure  of  this
1605          protection.  Armor class (AC) is measured as in AD&D, with 10 be-
1606          ing the equivalent of no armor, and lower numbers meaning  better
1607          armor.   Each  suit  of armor which exists in AD&D gives the same
1608          protection in NetHack.  Here is an (incomplete) list of the armor
1609          classes provided by various suits of armor:
1610
1611                             dragon scale mail         1
1612                             plate mail                3
1613                             crystal plate mail        3
1614                             bronze plate mail         4
1615                             splint mail               4
1616                             banded mail               4
1617                             dwarvish mithril-coat     4
1618                             elven mithril-coat        5
1619                             chain mail                5
1620                             orcish chain mail         6
1621                             scale mail                6
1622                             studded leather armor     7
1623                             ring mail                 7
1624                             orcish ring mail          8
1625                             leather armor             8
1626                             leather jacket            9
1627                             no armor                 10
1628
1629               You can also wear other pieces of armor (ex. helmets, boots,
1630          shields, cloaks) to lower your armor class even further, but  you
1631          can  only  wear one item of each category (one suit of armor, one
1632          cloak, one helmet, one shield, and so on) at a time.
1633
1634               If a piece of armor is enchanted, its armor protection  will
1635          be  better  (or  worse)  than normal, and its ``plus'' (or minus)
1636          will subtract from your armor class.  For  example,  a  +1  chain
1637          mail  would  give  you  better protection than normal chain mail,
1638          lowering your armor class one unit further to 4.  When you put on
1639          a  piece  of  armor, you immediately find out the armor class and
1640          any ``plusses'' it provides.  Cursed pieces of armor usually have
1641          negative enchantments (minuses) in addition to being unremovable.
1642
1643               Many types of armor are subject to some kind of damage  like
1644          rust.   Such  damage  can  be  repaired.  Some types of armor may
1645
1646
1647          NetHack 3.4                                      December 2, 2003
1648
1649
1650
1651
1652
1653          NetHack Guidebook                                              26
1654
1655
1656
1657          inhibit spell casting.
1658
1659               The commands to use armor are `W' (wear) and `T' (take off).
1660          The  `A'  command  can  also be used to take off armor as well as
1661          other worn items.
1662
1663          7.4.  Food (`%')
1664
1665               Food is necessary to survive.  If you go  too  long  without
1666          eating  you  will  faint, and eventually die of starvation.  Some
1667          types of food will spoil, and become unhealthy  to  eat,  if  not
1668          protected.  Food stored in ice boxes or tins (``cans'') will usu-
1669          ally stay fresh, but ice boxes are heavy, and tins take  a  while
1670          to open.
1671
1672               When you kill monsters, they usually leave corpses which are
1673          also ``food.''  Many, but not all, of these are edible; some also
1674          give  you special powers when you eat them.  A good rule of thumb
1675          is ``you are what you eat.''
1676
1677               Some character roles and some monsters are vegetarian.  Veg-
1678          etarian  monsters  will typically never eat animal corpses, while
1679          vegetarian players can, but with some rather unpleasant  side-ef-
1680          fects.
1681
1682               You  can  name one food item after something you like to eat
1683          with the fruit option.
1684
1685               The command to eat food is `e'.
1686
1687          7.5.  Scrolls (`?')
1688
1689               Scrolls are labeled with various titles, probably chosen  by
1690          ancient  wizards  for  their amusement value (ex. ``READ ME,'' or
1691          ``THANX MAUD'' backwards).  Scrolls disappear after you read them
1692          (except for blank ones, without magic spells on them).
1693
1694               One  of  the most useful of these is the scroll of identify,
1695          which can be used to determine what another object is, whether it
1696          is  cursed  or  blessed, and how many uses it has left.  Some ob-
1697          jects of subtle enchantment are  difficult  to  identify  without
1698          these.
1699
1700               A mail daemon may run up and deliver mail to you as a scroll
1701          of mail (on versions compiled with this feature).   To  use  this
1702          feature  on  versions where NetHack mail delivery is triggered by
1703          electronic mail appearing in your system mailbox,  you  must  let
1704          NetHack  know  where to look for new mail by setting the ``MAIL''
1705          environment variable to the file name of your mailbox.   You  may
1706          also  want  to set the ``MAILREADER'' environment variable to the
1707          file name of your favorite reader, so NetHack  can  shell  to  it
1708          when  you  read the scroll.  On versions of NetHack where mail is
1709          randomly generated internal to the game, these environment  vari-
1710          ables  are  ignored.   You can disable the mail daemon by turning
1711
1712
1713          NetHack 3.4                                      December 2, 2003
1714
1715
1716
1717
1718
1719          NetHack Guidebook                                              27
1720
1721
1722
1723          off the mail option.
1724
1725               The command to read a scroll is `r'.
1726
1727          7.6.  Potions (`!')
1728
1729               Potions are distinguished by the color of the liquid  inside
1730          the flask.  They disappear after you quaff them.
1731
1732               Clear  potions  are  potions  of water.  Sometimes these are
1733          blessed or cursed, resulting in holy or unholy water.  Holy water
1734          is  the  bane  of  the  undead, so potions of holy water are good
1735          things to throw (`t') at them.  It is also sometimes very  useful
1736          to dip (``#dip'') an object into a potion.
1737
1738               The command to drink a potion is `q' (quaff).
1739
1740          7.7.  Wands (`/')
1741
1742               Magic  wands  usually  have  multiple magical charges.  Some
1743          wands are directional--you must give a direction in which to  zap
1744          them.   You can also zap them at yourself (just give a `.' or `s'
1745          for the direction). Be warned, however, for this is often unwise.
1746          Other  wands  are nondirectional--they don't require a direction.
1747          The number of charges in a wand is random and  decreases  by  one
1748          whenever you use it.
1749
1750               When  the number of charges left in a wand becomes zero, at-
1751          tempts to use the wand will usually result in nothing  happening.
1752          Occasionally, however, it may be possible to squeeze the last few
1753          mana points from an otherwise spent wand, destroying  it  in  the
1754          process.   A  wand  may be recharged by using suitable magic, but
1755          doing so runs the risk of causing it to explode.  The chance  for
1756          such  an  explosion starts out very small and increases each time
1757          the wand is recharged.
1758
1759               In a truly desperate situation, when your back is up against
1760          the  wall,  you might decide to go for broke and break your wand.
1761          This is not for the faint of heart.  Doing so  will  almost  cer-
1762          tainly cause a catastrophic release of magical energies.
1763
1764               When  you have fully identified a particular wand, inventory
1765          display will include additional information in  parentheses:  the
1766          number  of  times  it  has been recharged followed by a colon and
1767          then by its current number of charges.  A current charge count of
1768          -1 is a special case indicating that the wand has been cancelled.
1769
1770               The command to use a wand is `z' (zap).  To break  one,  use
1771          the `a' (apply) command.
1772
1773          7.8.  Rings (`=')
1774
1775               Rings  are very useful items, since they are relatively per-
1776          manent magic, unlike the usually  fleeting  effects  of  potions,
1777
1778
1779          NetHack 3.4                                      December 2, 2003
1780
1781
1782
1783
1784
1785          NetHack Guidebook                                              28
1786
1787
1788
1789          scrolls, and wands.
1790
1791               Putting  on  a  ring activates its magic.  You can wear only
1792          two rings, one on each ring finger.
1793
1794               Most rings also cause you to grow hungry more  rapidly,  the
1795          rate varying with the type of ring.
1796
1797               The commands to use rings are `P' (put on) and `R' (remove).
1798
1799          7.9.  Spellbooks (`+')
1800
1801               Spellbooks are tomes of mighty magic.  When studied with the
1802          `r'  (read) command, they transfer to the reader the knowledge of
1803          a spell (and therefore eventually become  unreadable)  --  unless
1804          the  attempt  backfires.   Reading a cursed spellbook or one with
1805          mystic runes beyond your ken can be harmful to your health!
1806
1807               A spell (even when learned) can also backfire when you  cast
1808          it.   If  you  attempt to cast a spell well above your experience
1809          level, or if you have little skill  with  the  appropriate  spell
1810          type,  or  cast  it at a time when your luck is particularly bad,
1811          you can end up wasting both the energy and the time  required  in
1812          casting.
1813
1814               Casting  a  spell  calls  forth magical energies and focuses
1815          them with your naked mind.  Some of the magical  energy  released
1816          comes  from  within  you, and casting several spells in a row may
1817          tire you.  Casting of spells also requires practice.  With  prac-
1818          tice,  your skill in each category of spell casting will improve.
1819          Over time, however, your memory of each spell will dim,  and  you
1820          will need to relearn it.
1821
1822               Some  spells  are  directional--you must give a direction in
1823          which to cast them.  You can also cast  them  at  yourself  (just
1824          give  a  `.'  or  `s' for the direction). Be warned, however, for
1825          this is often  unwise.   Other  spells  are  nondirectional--they
1826          don't require a direction.
1827
1828               Just as weapons are divided into groups in which a character
1829          can become proficient (to varying degrees), spells are  similarly
1830          grouped.  Successfully casting a spell exercises the skill group;
1831          sufficient skill may increase the potency of the spell and reduce
1832          the  risk  of spell failure.  Skill slots are shared with weapons
1833          skills.  (See also the section on ``Weapon proficiency''.)
1834
1835               Casting a spell also requires flexible movement, and wearing
1836          various types of armor may interfere with that.
1837
1838               The  command to read a spellbook is the same as for scrolls,
1839          `r' (read).  The `+' command lists  your  current  spells,  their
1840          levels, categories, and chances for failure.  The `Z' (cast) com-
1841          mand casts a spell.
1842
1843
1844
1845          NetHack 3.4                                      December 2, 2003
1846
1847
1848
1849
1850
1851          NetHack Guidebook                                              29
1852
1853
1854
1855          7.10.  Tools (`(')
1856
1857               Tools are miscellaneous objects with various purposes.  Some
1858          tools  have  a limited number of uses, akin to wand charges.  For
1859          example, lamps burn out after a while.  Other tools are  contain-
1860          ers, which objects can be placed into or taken out of.
1861
1862               The command to use tools is `a' (apply).
1863
1864          7.10.1.  Containers
1865
1866               You  may  encounter bags, boxes, and chests in your travels.
1867          A tool of this sort can be opened  with  the  ``#loot''  extended
1868          command  when you are standing on top of it (that is, on the same
1869          floor spot), or with the `a' (apply) command when you are  carry-
1870          ing  it.   However,  chests are often locked, and are in any case
1871          unwieldy objects.  You must set one down before unlocking  it  by
1872          using a key or lock-picking tool with the `a' (apply) command, by
1873          kicking it with the `^D' command, or by using a weapon  to  force
1874          the lock with the ``#force'' extended command.
1875
1876               Some chests are trapped, causing nasty things to happen when
1877          you unlock or open them.  You can check for and try to deactivate
1878          traps with the ``#untrap'' extended command.
1879
1880          7.11.  Amulets (`"')
1881
1882               Amulets  are very similar to rings, and often more powerful.
1883          Like rings, amulets have various magical properties, some benefi-
1884          cial, some harmful, which are activated by putting them on.
1885
1886               Only one amulet may be worn at a time, around your neck.
1887
1888               The  commands  to use amulets are the same as for rings, `P'
1889          (put on) and `R' (remove).
1890
1891          7.12.  Gems (`*')
1892
1893               Some gems are valuable, and can be sold for a lot  of  gold.
1894          They  are  also a far more efficient way of carrying your riches.
1895          Valuable gems increase your score if you bring them with you when
1896          you exit.
1897
1898               Other small rocks are also categorized as gems, but they are
1899          much less valuable.  All rocks, however, can be used  as  projec-
1900          tile  weapons  (if  you  have a sling).  In the most desperate of
1901          cases, you can still throw them by hand.
1902
1903          7.13.  Large rocks (``')
1904
1905               Statues and boulders are not particularly  useful,  and  are
1906          generally  heavy.   It  is rumored that some statues are not what
1907          they seem.
1908
1909
1910
1911          NetHack 3.4                                      December 2, 2003
1912
1913
1914
1915
1916
1917          NetHack Guidebook                                              30
1918
1919
1920
1921               Very large humanoids (giants and their ilk) have been  known
1922          to use boulders as weapons.
1923
1924          7.14.  Gold (`$')
1925
1926               Gold  adds  to  your  score, and you can buy things in shops
1927          with it.  There are a number of monsters in the dungeon that  may
1928          be influenced by the amount of gold you are carrying (shopkeepers
1929          aside).
1930
1931
1932          8.  Conduct
1933
1934               As if winning NetHack were  not  difficult  enough,  certain
1935          players  seek to challenge themselves by imposing restrictions on
1936          the way they play the game.  The game automatically  tracks  some
1937          of  these  challenges,  which can be checked at any time with the
1938          #conduct command or at the end of the game.  When you perform  an
1939          action  which  breaks  a  challenge, it will no longer be listed.
1940          This gives players extra ``bragging rights'' for winning the game
1941          with  these  challenges.  Note that it is perfectly acceptable to
1942          win the game without resorting to these restrictions and that  it
1943          is  unusual  for  players  to adhere to challenges the first time
1944          they win the game.
1945
1946               Several of the challenges are related  to  eating  behavior.
1947          The  most difficult of these is the foodless challenge.  Although
1948          creatures can survive long periods of time without food, there is
1949          a  physiological  need for water; thus there is no restriction on
1950          drinking beverages, even if they provide some  minor  food  bene-
1951          fits.   Calling  upon  your god for help with starvation does not
1952          violate any food challenges either.
1953
1954               A strict vegan diet is one which  avoids  any  food  derived
1955          from animals.  The primary source of nutrition is fruits and veg-
1956          etables.  The corpses and tins of blobs (`b'), jellies (`j'), and
1957          fungi  (`F') are also considered to be vegetable matter.  Certain
1958          human food is prepared without animal  products;  namely,  lembas
1959          wafers,  cram  rations, food rations (gunyoki), K-rations, and C-
1960          rations.  Metal or another normally indigestible  material  eaten
1961          while polymorphed into a creature that can digest it is also con-
1962          sidered vegan food.  Note however that eating  such  items  still
1963          counts against foodless conduct.
1964
1965               Vegetarians  do  not eat animals; however, they are less se-
1966          lective about eating animal byproducts than vegans.  In  addition
1967          to the vegan items listed above, they may eat any kind of pudding
1968          (`P') other than the black puddings, eggs and food made from eggs
1969          (fortune  cookies  and pancakes), food made with milk (cream pies
1970          and candy bars), and lumps of royal jelly.  Monks are expected to
1971          observe a vegetarian diet.
1972
1973               Eating  any kind of meat violates the vegetarian, vegan, and
1974          foodless conducts.  This includes tripe rations, the  corpses  or
1975
1976
1977          NetHack 3.4                                      December 2, 2003
1978
1979
1980
1981
1982
1983          NetHack Guidebook                                              31
1984
1985
1986
1987          tins  of  any monsters not mentioned above, and the various other
1988          chunks of meat found in the dungeon.  Swallowing and digesting  a
1989          monster while polymorphed is treated as if you ate the creature's
1990          corpse.  Eating leather, dragon hide, or bone items  while  poly-
1991          morphed  into  a  creature  that can digest it, or eating monster
1992          brains while polymorphed into a mind flayer, is considered eating
1993          an animal, although wax is only an animal byproduct.
1994
1995               Regardless  of  conduct,  there will be some items which are
1996          indigestible, and others which are hazardous  to  eat.   Using  a
1997          swallow-and-digest attack against a monster is equivalent to eat-
1998          ing the monster's corpse.  Please note that the term ``vegan'' is
1999          used  here  only  in  the context of diet.  You are still free to
2000          choose not to use  or  wear  items  derived  from  animals  (e.g.
2001          leather,  dragon hide, bone, horns, coral), but the game will not
2002          keep track of this for you.  Also note that ``milky'' potions may
2003          be a translucent white, but they do not contain milk, so they are
2004          compatible with a vegan  diet.   Slime  molds  or  player-defined
2005          ``fruits'',  although they could be anything from ``cherries'' to
2006          ``pork chops'', are also assumed to be vegan.
2007
2008               An atheist is one who rejects religion.  This means that you
2009          cannot  #pray,  #offer  sacrifices  to  any god, #turn undead, or
2010          #chat with a priest.  Particularly selective  readers  may  argue
2011          that  playing  Monk or Priest characters should violate this con-
2012          duct; that is a choice left to the player.  Offering  the  Amulet
2013          of  Yendor  to  your  god is necessary to win the game and is not
2014          counted against this conduct.  You are also not penalized for be-
2015          ing  spoken  to  by an angry god, priest(ess), or other religious
2016          figure; a true atheist would hear the words but attach no special
2017          meaning to them.
2018
2019               Most  players  fight with a wielded weapon (or tool intended
2020          to be wielded as a weapon).  Another challenge is to win the game
2021          without  using such a wielded weapon.  You are still permitted to
2022          throw, fire, and kick weapons; use a wand, spell, or  other  type
2023          of item; or fight with your hands and feet.
2024
2025               In  NetHack,  a  pacifist  refuses to cause the death of any
2026          other monster (i.e. if you would get experience for  the  death).
2027          This  is a particularly difficult challenge, although it is still
2028          possible to gain experience by other means.
2029
2030               An illiterate character cannot read or write.  This includes
2031          reading  a scroll, spellbook, fortune cookie message, or t-shirt;
2032          writing a scroll; or making an engraving of anything other than a
2033          single ``x'' (the traditional signature of an illiterate person).
2034          Reading an engraving, or any item that is absolutely necessary to
2035          win  the game, is not counted against this conduct.  The identity
2036          of scrolls and spellbooks  (and  knowledge  of  spells)  in  your
2037          starting  inventory  is  assumed to be learned from your teachers
2038          prior to the start of the game and isn't counted.
2039
2040
2041
2042
2043          NetHack 3.4                                      December 2, 2003
2044
2045
2046
2047
2048
2049          NetHack Guidebook                                              32
2050
2051
2052
2053               There are several other challenges tracked by the game.   It
2054          is possible to eliminate one or more species of monsters by geno-
2055          cide; playing without this feature  is  considered  a  challenge.
2056          When the game offers you an opportunity to genocide monsters, you
2057          may respond with the monster type ``none'' if  you  want  to  de-
2058          cline.   You  can change the form of an item into another item of
2059          the same type (``polypiling'') or the form of your own body  into
2060          another  creature  (``polyself'')  by  wand,  spell, or potion of
2061          polymorph; avoiding these effects are each considered challenges.
2062          Polymorphing  monsters,  including pets, does not break either of
2063          these challenges.  Finally, you may sometimes receive  wishes;  a
2064          game  without an attempt to wish for any items is a challenge, as
2065          is a game without wishing for an artifact (even if  the  artifact
2066          immediately disappears).  When the game offers you an opportunity
2067          to make a wish for an item, you may  choose  ``nothing''  if  you
2068          want to decline.
2069
2070
2071          9.  Options
2072
2073               Due  to variations in personal tastes and conceptions of how
2074          NetHack should do things, there are options you can set to change
2075          how NetHack behaves.
2076
2077          9.1.  Setting the options
2078
2079               Options  may  be  set in a number of ways.  Within the game,
2080          the `O' command allows you to view all options and change most of
2081          them.   You can also set options automatically by placing them in
2082          the NETHACKOPTIONS environment variable  or  in  a  configuration
2083          file.  Some versions of NetHack also have front-end programs that
2084          allow you to set options before starting the game.
2085
2086          9.2.  Using the NETHACKOPTIONS environment variable
2087
2088               The NETHACKOPTIONS variable is  a  comma-separated  list  of
2089          initial  values for the various options.  Some can only be turned
2090          on or off.  You turn one of these on by adding the  name  of  the
2091          option to the list, and turn it off by typing a `!' or ``no'' be-
2092          fore the name.  Others take a character string as a  value.   You
2093          can  set  string  options  by  typing the option name, a colon or
2094          equals sign, and then the value of the string.  The value is ter-
2095          minated by the next comma or the end of string.
2096
2097               For example, to set up an environment variable so that ``au-
2098          toquiver'' is on, ``autopickup'' is  off,  the  name  is  set  to
2099          ``Blue  Meanie'',  and  the fruit is set to ``papaya'', you would
2100          enter the command
2101
2102               % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
2103
2104          in csh (note the need to escape the ! since it's special  to  the
2105          shell), or
2106
2107
2108
2109          NetHack 3.4                                      December 2, 2003
2110
2111
2112
2113
2114
2115          NetHack Guidebook                                              33
2116
2117
2118
2119               $ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
2120               $ export NETHACKOPTIONS
2121
2122          in sh or ksh.
2123
2124          9.3.  Using a configuration file
2125
2126               Any  line  in  the  configuration  file starting with `#' is
2127          treated as a comment.  Any line in the configuration file  start-
2128          ing  with ``OPTIONS='' may be filled out with options in the same
2129          syntax as in  NETHACKOPTIONS.   Any  line  starting  with  ``DUN-
2130          GEON='',  ``EFFECTS='',  ``MONSTERS='', ``OBJECTS='', ``TRAPS='',
2131          or ``BOULDER='' is taken as defining the  corresponding  dungeon,
2132          effects, monsters, objects traps or boulder option in a different
2133          syntax, a sequence of decimal numbers giving the character  posi-
2134          tion  in the current font to be used in displaying each entry.  A
2135          zero in any entry in such a sequence leaves the display  of  that
2136          entry  unchanged;  this feature is not available using the option
2137          syntax.  Such a sequence can be continued to  multiple  lines  by
2138          putting a `\' at the end of each line to be continued.
2139
2140               If your copy of the game included the compile time AUTOPICK-
2141          UP_EXCEPTIONS option, then any  line  starting  with  ``AUTOPICK-
2142          UP_EXCEPTION=''  is  taken  as defining an exception to the pick-
2143          up_types option.  There is a section of this Guidebook that  dis-
2144          cusses that.
2145
2146               The default name of the configuration file varies on differ-
2147          ent operating systems, but NETHACKOPTIONS can also be set to  the
2148          full  name  of  a  file  you want to use (possibly preceded by an
2149          `@').
2150
2151          9.4.  Customization options
2152
2153               Here are explanations of what the various options do.  Char-
2154          acter  strings  that  are too long may be truncated.  Some of the
2155          options listed may be inactive in your dungeon.
2156
2157          align
2158            Your  starting  alignment  (align:lawful,   align:neutral,   or
2159            align:chaotic).   You  may  specify just the first letter.  The
2160            default is to randomly pick an appropriate  alignment.   Cannot
2161            be set with the `O' command.
2162
2163          autodig
2164            Automatically dig if you are wielding a digging tool and moving
2165            into a place that can be dug (default false).
2166
2167          autopickup
2168            Automatically pick up things onto which you move (default  on).
2169            See pickup_types to refine the behavior.
2170
2171          autoquiver
2172            This  option  controls  what  happens  when you attempt the `f'
2173
2174
2175          NetHack 3.4                                      December 2, 2003
2176
2177
2178
2179
2180
2181          NetHack Guidebook                                              34
2182
2183
2184
2185            (fire) command with an empty quiver.  When true,  the  computer
2186            will  fill your quiver with some suitable weapon.  Note that it
2187            will not take into account the blessed/cursed status,  enchant-
2188            ment, damage, or quality of the weapon; you are free to manual-
2189            ly fill your quiver with the `Q' command instead.  If no weapon
2190            is found or the option is false, the `t' (throw) command is ex-
2191            ecuted instead.  (default false)
2192
2193          boulder
2194            Set the character used to display  boulders  (default  is  rock
2195            class symbol).
2196
2197          catname
2198            Name your starting cat (ex. ``catname:Morris'').  Cannot be set
2199            with the `O' command.
2200
2201          character
2202            Pick your type of character (ex.  ``character:Monk'');  synonym
2203            for ``role''.  See ``name'' for an alternate method of specify-
2204            ing your role.  Normally only the first letter of the value  is
2205            examined; the string ``random'' is an exception.
2206
2207          checkpoint
2208            Save  game state after each level change, for possible recovery
2209            after program crash (default on).
2210
2211          checkspace
2212            Check free disk space before writing  files  to  disk  (default
2213            on).   You may have to turn this off if you have more than 2 GB
2214            free space on the partition used for your save and level files.
2215            Only applies when MFLOPPY was defined during compilation.
2216
2217          cmdassist
2218            Have  the  game  provide some additional command assistance for
2219            new players if it detects some  anticipated  mistakes  (default
2220            on).
2221
2222          confirm
2223            Have  user  confirm  attacks  on  pets,  shopkeepers, and other
2224            peaceable creatures (default on).
2225
2226          DECgraphics
2227            Use a predefined selection  of  characters  from  the  DEC  VT-
2228            xxx/DEC  Rainbow/ANSI line-drawing character set to display the
2229            dungeon/effects/traps instead of having to define a full graph-
2230            ics set yourself (default off).  This option also sets up prop-
2231            er handling of graphics characters for such terminals,  so  you
2232            should specify it when appropriate even if you override the se-
2233            lections with your own graphics strings.
2234
2235          disclose
2236            Controls options for disclosing various  information  when  the
2237            game ends (defaults to all possibilities being disclosed).  The
2238            possibilities are:
2239
2240
2241          NetHack 3.4                                      December 2, 2003
2242
2243
2244
2245
2246
2247          NetHack Guidebook                                              35
2248
2249
2250
2251                 i - disclose your inventory.
2252                 a - disclose your attributes.
2253                 v - summarize monsters that have been vanquished.
2254                 g - list monster species that have been genocided.
2255                 c - display your conduct.
2256
2257            Each disclosure possibility can optionally  be  preceded  by  a
2258            prefix  which let you refine how it behaves. Here are the valid
2259            prefixes:
2260
2261                 y - prompt you and default to yes on the prompt.
2262                 n - prompt you and default to no on the prompt.
2263                 + - disclose it without prompting.
2264                 - - do not disclose it and do not prompt.
2265
2266            (ex. ``disclose:yi na +v -g -c'') The example sets inventory to
2267            prompt  and default to yes, attributes to prompt and default to
2268            no, vanquished to disclose without prompting, genocided to  not
2269            disclose  and not to prompt, conduct to not disclose and not to
2270            prompt.  Note that the vanquished monsters  list  includes  all
2271            monsters killed by traps and each other as well as by you.
2272
2273          dogname
2274            Name  your  starting dog (ex. ``dogname:Fang'').  Cannot be set
2275            with the `O' command.
2276
2277          dungeon
2278            Set the graphics symbols for displaying  the  dungeon  (default
2279            `` |--------||.-|++##.##<><>_|\\#{}.}..## #}'').   The  dungeon
2280            option should be followed by a string of 1-41 characters to  be
2281            used  instead  of the default map-drawing characters.  The dun-
2282            geon map will use the characters you specify instead of the de-
2283            fault  symbols, and default symbols for any you do not specify.
2284            Remember that you may need to escape some of  these  characters
2285            on a command line if they are special to your shell.
2286
2287            Note  that  NetHack escape-processes this option string in con-
2288            ventional C fashion.  This means that `\' is a prefix  to  take
2289            the following character literally.  Thus `\' needs to be repre-
2290            sented as `\\'.  The special escape form `\m' switches  on  the
2291            meta  bit in the following character, and the `^' prefix causes
2292            the following character to be treated as a control character.
2293
2294            The order of the symbols is:  solid rock, vertical wall,  hori-
2295            zontal  wall, upper left corner, upper right corner, lower left
2296            corner, lower right corner, cross wall, upward T wall, downward
2297            T  wall,  leftward  T wall, rightward T wall, no door, vertical
2298            open door, horizontal open door, vertical closed door, horizon-
2299            tal  closed door, iron bars, tree, floor of a room, dark corri-
2300            dor, lit corridor, stairs up, stairs down,  ladder  up,  ladder
2301            down,  altar,  grave,  throne,  kitchen sink, fountain, pool or
2302            moat, ice, lava, vertical lowered drawbridge,  horizontal  low-
2303            ered  drawbridge, vertical raised drawbridge, horizontal raised
2304            drawbridge, air, cloud, under water.
2305
2306
2307          NetHack 3.4                                      December 2, 2003
2308
2309
2310
2311
2312
2313          NetHack Guidebook                                              36
2314
2315
2316
2317            You might want to use `+' for the corners and  T  walls  for  a
2318            more aesthetic, boxier display.  Note that in the next release,
2319            new symbols may be added, or the present ones rearranged.
2320
2321            Cannot be set with the `O' command.
2322
2323          effects
2324            Set the graphics symbols for displaying  special  effects  (de-
2325            fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/'').  The effects op-
2326            tion should be followed by a string of 1-29  characters  to  be
2327            used  instead  of the default special-effects characters.  This
2328            string is subjected to the same processing as the  dungeon  op-
2329            tion.
2330
2331            The  order  of the symbols is:  vertical beam, horizontal beam,
2332            left slant, right slant, digging beam, camera flash beam,  left
2333            boomerang, right boomerang, four glyphs giving the sequence for
2334            magic resistance displays, the  eight  surrounding  glyphs  for
2335            swallowed  display,  nine  glyphs for explosions.  An explosion
2336            consists of three rows (top, middle, and bottom) of three char-
2337            acters.  The explosion is centered in the center of this 3 by 3
2338            array.
2339
2340            Note that in the next release, new symbols may be added, or the
2341            present ones rearranged.
2342
2343            Cannot be set with the `O' command.
2344
2345          extmenu
2346            Changes  the  extended  commands  interface to pop-up a menu of
2347            available commands.  It is keystroke compatible with the tradi-
2348            tional  interface  except that it does not require that you hit
2349            Enter. It is implemented only by the tty  port  (default  off),
2350            when the game has been compiled to support tty graphics.
2351
2352          female
2353            An  obsolete synonym for ``gender:female''.  Cannot be set with
2354            the `O' command.
2355
2356          fixinv
2357            An object's inventory letter sticks to  it  when  it's  dropped
2358            (default  on).   If  this is off, dropping an object shifts all
2359            the remaining inventory letters.
2360
2361          fruit
2362            Name a fruit after something you enjoy eating (ex. ``fruit:man-
2363            go'')  (default  ``slime mold'').  Basically a nostalgic whimsy
2364            that NetHack uses from time to time.  You should  set  this  to
2365            something  you  find  more appetizing than slime mold.  Apples,
2366            oranges, pears, bananas, and melons already exist  in  NetHack,
2367            so don't use those.
2368
2369          gender
2370            Your  starting  gender (gender:male or gender:female).  You may
2371
2372
2373          NetHack 3.4                                      December 2, 2003
2374
2375
2376
2377
2378
2379          NetHack Guidebook                                              37
2380
2381
2382
2383            specify just the first letter.  Although you can  still  denote
2384            your  gender  using  the  ``male''  and ``female'' options, the
2385            ``gender'' option will take precedence.  The default is to ran-
2386            domly  pick  an appropriate gender.  Cannot be set with the `O'
2387            command.
2388
2389          help
2390            If more information is available for an object looked  at  with
2391            the  `/' command, ask if you want to see it (default on). Turn-
2392            ing help off makes just looking at  things  faster,  since  you
2393            aren't  interrupted with the ``More info?'' prompt, but it also
2394            means that you might miss some interesting and/or important in-
2395            formation.
2396
2397          horsename
2398            Name  your  starting horse (ex. ``horsename:Trigger'').  Cannot
2399            be set with the `O' command.
2400
2401          IBMgraphics
2402            Use a predefined selection of IBM extended ASCII characters  to
2403            display the dungeon/effects/traps instead of having to define a
2404            full graphics set yourself (default  off).   This  option  also
2405            sets  up proper handling of graphics characters for such termi-
2406            nals, so you should specify it when  appropriate  even  if  you
2407            override the selections with your own graphics strings.
2408
2409          ignintr
2410            Ignore interrupt signals, including breaks (default off).
2411
2412          legacy
2413            Display an introductory message when starting the game (default
2414            on).
2415
2416          lit_corridor
2417            Show corridor squares seen by night vision or  a  light  source
2418            held by your character as lit (default off).
2419
2420          lootabc
2421            Use  the old `a', `b', and `c' keyboard shortcuts when looting,
2422            rather than the mnemonics `o', `i', and `b' (default off).
2423
2424          mail
2425            Enable mail delivery during the game (default on).
2426
2427          male
2428            An obsolete synonym for ``gender:male''.  Cannot  be  set  with
2429            the `O' command.
2430
2431          menustyle
2432            Controls the interface used when you need to choose various ob-
2433            jects (in response to the Drop  command,  for  instance).   The
2434            value  specified  should be the first letter of one of the fol-
2435            lowing:  traditional, combination, partial,  or  full.   Tradi-
2436            tional  was  the only interface available for earlier versions;
2437
2438
2439          NetHack 3.4                                      December 2, 2003
2440
2441
2442
2443
2444
2445          NetHack Guidebook                                              38
2446
2447
2448
2449            it consists of a prompt for object class  characters,  followed
2450            by  an  object-by-object  prompt for all items matching the se-
2451            lected object class(es).  Combination starts with a prompt  for
2452            object  class(es)  of  interest,  but  then  displays a menu of
2453            matching objects rather  than  prompting  one-by-one.   Partial
2454            skips  the  object  class  filtering and immediately displays a
2455            menu of all objects.  Full displays a menu  of  object  classes
2456            rather than a character prompt, and then a menu of matching ob-
2457            jects for selection.
2458
2459          menu_deselect_all
2460            Menu character accelerator to deselect all  items  in  a  menu.
2461            Implemented by the Amiga, Gem, X11 and tty ports.  Default '-'.
2462
2463          menu_deselect_page
2464            Menu character accelerator to deselect all items on  this  page
2465            of  a  menu.  Implemented by the Amiga, Gem and tty ports.  De-
2466            fault '\'.
2467
2468          menu_first_page
2469            Menu character accelerator to jump to the first page in a menu.
2470            Implemented by the Amiga, Gem and tty ports.  Default '^'.
2471
2472          menu_headings
2473            Controls  how  the  headings in a menu are highlighted.  Values
2474            are 'bold', 'inverse', or 'underline'.  Not all ports can actu-
2475            ally display all three types.
2476
2477          menu_invert_all
2478            Menu  character accelerator to invert all items in a menu.  Im-
2479            plemented by the Amiga, Gem, X11 and tty ports.  Default '@'.
2480
2481          menu_invert_page
2482            Menu character accelerator to invert all items on this page  of
2483            a  menu.  Implemented by the Amiga, Gem and tty ports.  Default
2484            '~'.
2485
2486          menu_last_page
2487            Menu character accelerator to jump to the last page in a  menu.
2488            Implemented by the Amiga, Gem and tty ports.  Default '|'.
2489
2490          menu_next_page
2491            Menu  character accelerator to goto the next menu page.  Imple-
2492            mented by the Amiga, Gem and tty ports.  Default '>'.
2493
2494          menu_previous_page
2495            Menu character accelerator to goto the previous menu page.  Im-
2496            plemented by the Amiga, Gem and tty ports.  Default '<'.
2497
2498          menu_search
2499            Menu  character  accelerator to search for a menu item.  Imple-
2500            mented by the Amiga, Gem and X11 ports.  Default ':'.
2501
2502
2503
2504
2505          NetHack 3.4                                      December 2, 2003
2506
2507
2508
2509
2510
2511          NetHack Guidebook                                              39
2512
2513
2514
2515          menu_select_all
2516            Menu character accelerator to select all items in a menu.   Im-
2517            plemented by the Amiga, Gem, X11 and tty ports.  Default '.'.
2518
2519          menu_select_page
2520            Menu  character accelerator to select all items on this page of
2521            a menu.  Implemented by the Amiga, Gem and tty ports.   Default
2522            ','.
2523
2524          monsters
2525            Set  the  characters  used  to display monster classes (default
2526            ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTU-
2527            VWXYZ@ '&;:~]'').   This  string  is subjected to the same pro-
2528            cessing as the dungeon option.  The order of the symbols is ant
2529            or  other insect, blob, cockatrice, dog or other canine, eye or
2530            sphere, feline, gremlin, humanoid, imp or minor  demon,  jelly,
2531            kobold,  leprechaun, mimic, nymph, orc, piercer, quadruped, ro-
2532            dent, arachnid or centipede, trapper or lurker above, horse  or
2533            unicorn,  vortex, worm, xan or other mythical/fantastic insect,
2534            light, zruty, angelic being, bat or bird, centaur, dragon, ele-
2535            mental,  fungus  or mold, gnome, giant humanoid, invisible mon-
2536            ster, jabberwock, Keystone Kop, lich, mummy, naga,  ogre,  pud-
2537            ding or ooze, quantum mechanic, rust monster, snake, troll, um-
2538            ber hulk, vampire, wraith, xorn, apelike creature, zombie,  hu-
2539            man,  ghost, golem, demon, sea monster, lizard, long worm tail,
2540            and mimic.  Cannot be set with the `O' command.
2541
2542          msghistory
2543            The number of top line messages to save (and  recall  with  ^P)
2544            (default 20).  Cannot be set with the `O' command.
2545
2546          msg_window
2547            Allows  you  to change the way recalled messages are displayed.
2548            (It is currently implemented for tty only.)  The possible  val-
2549            ues are:
2550
2551                 s - single message (default, this was the behavior before 3.4.0).
2552                 c - combination, two messages as `single', then as `full'.
2553                 f - full window, oldest message first.
2554                 r - full window, newest message first.
2555
2556            For  backward  compatibility,  no  value  needs to be specified
2557            (which defaults to `full'), or it can  be  negated  (which  de-
2558            faults to `single').
2559
2560          name
2561            Set  your  character's  name (defaults to your user name).  You
2562            can also set your character's role by appending a dash and  one
2563            or more letters of the role (that is, by suffixing one of -A -B
2564            -C -H -K -M -P -Ra -Ro -S -T -V -W).  If -@  is  used  for  the
2565            role,  then  a random one will be automatically chosen.  Cannot
2566            be set with the `O' command.
2567
2568
2569
2570
2571          NetHack 3.4                                      December 2, 2003
2572
2573
2574
2575
2576
2577          NetHack Guidebook                                              40
2578
2579
2580
2581          news
2582            Read the NetHack news file, if present (default on).  Since the
2583            news is shown at the beginning of the game, there's no point in
2584            setting this with the `O' command.
2585
2586          null
2587            Send padding nulls to the terminal (default off).
2588
2589          number_pad
2590            Use the number keys to move instead of [yuhjklbn] (default 0 or
2591            off).   (number_pad:2  invokes  the  old DOS behavior where `5'
2592            means `g', meta-`5' means `G',  and meta-`0' means `I'.)
2593
2594          objects
2595            Set the characters used  to  display  object  classes  (default
2596            ``])[="(%!?+/$*`0_.'').   This  string is subjected to the same
2597            processing as the dungeon option.  The order of the symbols  is
2598            illegal-object  (should  never  be  seen), weapon, armor, ring,
2599            amulet, tool, food, potion, scroll, spellbook, wand, gold,  gem
2600            or  rock, boulder or statue, iron ball, chain, and venom.  Can-
2601            not be set with the `O' command.
2602
2603          packorder
2604            Specify  the  order  to   list   object   types   in   (default
2605            ``")[%?+!=/(*`0_'').   The  value  of  this  option should be a
2606            string containing the symbols for  the  various  object  types.
2607            Any  omitted  types  are filled in at the end from the previous
2608            order.
2609
2610          perm_invent
2611            If true, always display your current  inventory  in  a  window.
2612            This  only makes sense for windowing system interfaces that im-
2613            plement this feature.
2614
2615          pettype
2616            Specify the type of your initial pet,  if  you  are  playing  a
2617            character  class that uses multiple types of pets; or choose to
2618            have no initial pet  at  all.   Possible  values  are  ``cat'',
2619            ``dog'' and ``none''.  Cannot be set with the `O' command.
2620
2621          pickup_burden
2622            When  you  pick  up  an item that would exceed this encumbrance
2623            level (Unburdened, Burdened, streSsed, straiNed, overTaxed,  or
2624            overLoaded),  you  will be asked if you want to continue.  (De-
2625            fault `S').
2626
2627          pickup_types
2628            Specify the object types to be picked up when autopickup is on.
2629            Default is all types.  If your copy of the game has the experi-
2630            mental compile time option AUTOPICKUP_EXCEPTIONS included,  you
2631            may  be  able  to  use  autopickup_exception configuration file
2632            lines to further refine autopickup behavior.
2633
2634
2635
2636
2637          NetHack 3.4                                      December 2, 2003
2638
2639
2640
2641
2642
2643          NetHack Guidebook                                              41
2644
2645
2646
2647          prayconfirm
2648            Prompt for confirmation before praying (default on).
2649
2650          pushweapon
2651            Using the `w' (wield) command when already  wielding  something
2652            pushes  the  old  item into your alternate weapon slot (default
2653            off).
2654
2655          race
2656            Selects your race (for example,  ``race:human'').   Default  is
2657            random.  Cannot be set with the `O' command.
2658
2659          rest_on_space
2660            Make  the  space  bar a synonym for the `.' (rest) command (de-
2661            fault off).
2662
2663          role
2664            Pick your type of character (ex. ``role:Samurai''); synonym for
2665            ``character''.   See ``name'' for an alternate method of speci-
2666            fying your role.  Normally only the first letter of  the  value
2667            is  examined;  `r'  is an exception with ``Rogue'', ``Ranger'',
2668            and ``random'' values.
2669
2670          runmode
2671            Controls the amount of screen updating for the map window  when
2672            engaged  in multi-turn movement (running via shift+direction or
2673            control+direction and so forth, or via the  travel  command  or
2674            mouse click).  The possible values are:
2675
2676                 teleport - update the map after movement has finished;
2677                 run - update the map after every seven or so steps;
2678                 walk - update the map after each step;
2679                 crawl - like walk, but pause briefly after each step.
2680
2681            This option only affects the game's screen display, not the ac-
2682            tual results of moving.  The default is `run';  versions  prior
2683            to  3.4.1  used  `teleport' only.  Whether or not the effect is
2684            noticeable will depend upon the window port used or on the type
2685            of terminal.
2686
2687          safe_pet
2688            Prevent  you from (knowingly) attacking your pets (default on).
2689
2690          scores
2691            Control what parts of the score list you are shown at  the  end
2692            (ex.   ``scores:5  top  scores/4 around my score/own scores'').
2693            Only the first letter of each category (`t', `a',  or  `o')  is
2694            necessary.
2695
2696          showexp
2697            Show your accumulated experience points on bottom line (default
2698            off).
2699
2700
2701
2702
2703          NetHack 3.4                                      December 2, 2003
2704
2705
2706
2707
2708
2709          NetHack Guidebook                                              42
2710
2711
2712
2713          showrace
2714            Display yourself as the glyph for your race,  rather  than  the
2715            glyph  for your role (default off).  Note that this setting af-
2716            fects only the appearance of the display, not the way the  game
2717            treats you.
2718
2719          showscore
2720            Show your approximate accumulated score on bottom line (default
2721            off).
2722
2723          silent
2724            Suppress terminal beeps (default on).
2725
2726          sortpack
2727            Sort the pack contents by type when displaying  inventory  (de-
2728            fault on).
2729
2730          sound
2731            Enable  messages  about what your character hears (default on).
2732            Note that this has nothing to do with your computer's audio ca-
2733            pabilities.   This  option is only partly under player control.
2734            The game toggles it off and on during and after sleep, for  ex-
2735            ample.
2736
2737          sparkle
2738            Display a sparkly effect when a monster (including yourself) is
2739            hit by an attack to which it is resistant (default on).
2740
2741          standout
2742            Boldface monsters and ``--More--'' (default off).
2743
2744          suppress_alert
2745            This option may be set to a NetHack version level  to  suppress
2746            alert  notification messages about feature changes for that and
2747            prior versions (ex. ``suppress_alert:3.3.1'').
2748
2749          time
2750            Show the elapsed game time in turns  on  bottom  line  (default
2751            off).
2752
2753          timed_delay
2754            When  pausing  momentarily for display effect, such as with ex-
2755            plosions and moving objects, use a timer  rather  than  sending
2756            extra  characters to the screen.  (Applies to ``tty'' interface
2757            only; ``X11'' interface always uses a timer based  delay.   The
2758            default is on if configured into the program.)
2759
2760          tombstone
2761            Draw a tombstone graphic upon your death (default on).
2762
2763          toptenwin
2764            Put the ending display in a NetHack window instead of on stdout
2765            (default off).  Setting this option makes the score list  visi-
2766            ble  when  a  windowing version of NetHack is started without a
2767
2768
2769          NetHack 3.4                                      December 2, 2003
2770
2771
2772
2773
2774
2775          NetHack Guidebook                                              43
2776
2777
2778
2779            parent window, but it no longer leaves the  score  list  around
2780            after game end on a terminal or emulating window.
2781
2782          traps
2783            Set   the   graphics  symbols  for  displaying  traps  (default
2784            ``^^^^^^^^^^^^^^^^^"^^^^'').  The traps option should  be  fol-
2785            lowed  by a string of 1-22 characters to be used instead of the
2786            default traps characters.  This string is subjected to the same
2787            processing as the dungeon option.
2788
2789            The  order  of  the  symbols is: arrow trap, dart trap, falling
2790            rock trap, squeaky board, bear trap, land mine, rolling boulder
2791            trap, sleeping gas trap, rust trap, fire trap, pit, spiked pit,
2792            hole, trap door, teleportation trap,  level  teleporter,  magic
2793            portal,  web,  statue trap, magic trap, anti-magic field, poly-
2794            morph trap.
2795
2796            Cannot be set with the `O' command.
2797
2798          travel
2799            Allow the travel command (default on).  Turning this option off
2800            will  prevent  the game from attempting unintended moves if you
2801            make inadvertent mouse clicks on the map window.
2802
2803          verbose
2804            Provide more commentary during the game (default on).
2805
2806          windowtype
2807            Select which windowing  system  to  use,  such  as  ``tty''  or
2808            ``X11''  (default  depends on version).  Cannot be set with the
2809            `O' command.
2810
2811          9.5.  Window Port Customization options
2812
2813               Here are explanations of the various options that  are  used
2814          to  customize  and  change  the characteristics of the windowtype
2815          that you have chosen.  Character strings that are too long may be
2816          truncated.   Not  all  window  ports will adjust for all settings
2817          listed here.  You can safely add any of  these  options  to  your
2818          config  file,  and  if the window port is capable of adjusting to
2819          suit your preferences, it will attempt to do so. If it  can't  it
2820          will  silently  ignore it.  You can find out if an option is sup-
2821          ported by the window port that you are currently using by  check-
2822          ing  to see if it shows up in the Options list.  Some options are
2823          dynamic and can be specified during the game with  the  `O'  com-
2824          mand.
2825
2826          align_message
2827            Where  to align or place the message window (top, bottom, left,
2828            or right)
2829
2830          align_status
2831            Where to align or place the status window (top,  bottom,  left,
2832            or right).
2833
2834
2835          NetHack 3.4                                      December 2, 2003
2836
2837
2838
2839
2840
2841          NetHack Guidebook                                              44
2842
2843
2844
2845          ascii_map
2846            NetHack should display an ascii character map if it can.
2847
2848          color
2849            NetHack  should display color if it can for different monsters,
2850            objects, and dungeon features
2851
2852          eight_bit_tty
2853            NetHack should pass eight-bit character  values  (for  example,
2854            specified  with the traps option) straight through to your ter-
2855            minal (default off).
2856
2857          font_map
2858            NetHack should use a font by the chosen name for the  map  win-
2859            dow.
2860
2861          font_menu
2862            NetHack  should use a font by the chosen name for menu windows.
2863
2864          font_message
2865            NetHack should use a font by the chosen name  for  the  message
2866            window.
2867
2868          font_status
2869            NetHack  should  use  a  font by the chosen name for the status
2870            window.
2871
2872          font_text
2873            NetHack should use a font by the chosen name for text  windows.
2874
2875          font_size_map
2876            NetHack should use this size font for the map window.
2877
2878          font_size_menu
2879            NetHack should use this size font for menu windows.
2880
2881          font_size_message
2882            NetHack should use this size font for the message window.
2883
2884          font_size_status
2885            NetHack should use this size font for the status window.
2886
2887          font_size_text
2888            NetHack should use this size font for text windows.
2889
2890          fullscreen
2891            NetHack should try and display on the entire screen rather than
2892            in a window.
2893
2894          hilite_pet
2895            Visually distinguish pets from similar animals  (default  off).
2896            The  behavior  of  this option depends on the type of windowing
2897            you use.  In text windowing, text highlighting or inverse video
2898            is  often  used;  with tiles, generally displays a heart symbol
2899
2900
2901          NetHack 3.4                                      December 2, 2003
2902
2903
2904
2905
2906
2907          NetHack Guidebook                                              45
2908
2909
2910
2911            near pets.
2912
2913          large_font
2914            NetHack should use a large font.
2915
2916          map_mode
2917            NetHack should display the map in the manner specified.
2918
2919          mouse_support
2920            Allow use of the mouse for input and travel.
2921
2922          player_selection
2923            NetHack should pop up dialog boxes, or use prompts for  charac-
2924            ter selection.
2925
2926          popup_dialog
2927            NetHack should pop up dialog boxes for input.
2928
2929          preload_tiles
2930            NetHack  should preload tiles into memory.  For example, in the
2931            protected mode MSDOS version, control whether  tiles  get  pre-
2932            loaded  into  RAM  at the start of the game.  Doing so enhances
2933            performance of the tile graphics, but uses  more  memory.  (de-
2934            fault on).  Cannot be set with the `O' command.
2935
2936          scroll_amount
2937            NetHack  should scroll the display by this number of cells when
2938            the hero reaches the scroll_margin.
2939
2940          scroll_margin
2941            NetHack should scroll the display when the hero  or  cursor  is
2942            this number of cells away from the edge of the window.
2943
2944          softkeyboard
2945            Display  an  onscreen  keyboard.   Handhelds are most likely to
2946            support this option.
2947
2948          splash_screen
2949            NetHack should display an opening splash screen when it  starts
2950            up (default yes).
2951
2952          tiled_map
2953            NetHack should display a tiled map if it can.
2954
2955          tile_file
2956            Specify  the  name  of an alternative tile file to override the
2957            default.
2958
2959          tile_height
2960            Specify the preferred height of each tile  in  a  tile  capable
2961            port.
2962
2963          tile_width
2964            Specify the preferred width of each tile in a tile capable port
2965
2966
2967          NetHack 3.4                                      December 2, 2003
2968
2969
2970
2971
2972
2973          NetHack Guidebook                                              46
2974
2975
2976
2977          use_inverse
2978            NetHack should display inverse when the game specifies it.
2979
2980          vary_msgcount
2981            NetHack should display this number of messages at a time in the
2982            message window.
2983
2984          windowcolors
2985            NetHack   should  display  windows  with  the  specified  fore-
2986            ground/background colors if it can.
2987
2988          wraptext
2989            NetHack port should wrap long lines of text if they  don't  fit
2990            in the visible area of the window.
2991
2992          9.6.  Platform-specific Customization options
2993
2994               Here  are  explanations of options that are used by specific
2995          platforms or ports to customize and change the port behavior.
2996
2997          altkeyhandler
2998            Select an alternate keystroke handler dll to  load  (Win32  tty
2999            NetHack  only).   The  name of the handler is specified without
3000            the .dll extension and without any path information.  Cannot be
3001            set with the `O' command.
3002
3003          altmeta
3004            (default on, AMIGA NetHack only).
3005
3006          BIOS
3007            Use BIOS calls to update the screen display quickly and to read
3008            the keyboard (allowing the use of arrow keys to  move)  on  ma-
3009            chines  with  an IBM PC compatible BIOS ROM (default off, OS/2,
3010            PC, and ST NetHack only).
3011
3012          flush
3013            (default off, AMIGA NetHack only).
3014
3015          MACgraphics
3016            (default on, Mac NetHack only).
3017
3018          page_wait
3019            (default on, Mac NetHack only).
3020
3021          rawio
3022            Force raw (non-cbreak) mode for faster output and more  bullet-
3023            proof  input  (MS-DOS sometimes treats `^P' as a printer toggle
3024            without it) (default off,  OS/2,  PC,  and  ST  NetHack  only).
3025            Note:   DEC  Rainbows hang if this is turned on.  Cannot be set
3026            with the `O' command.
3027
3028          soundcard
3029            (default on, PC NetHack only).  Cannot be set with the `O' com-
3030            mand.
3031
3032
3033          NetHack 3.4                                      December 2, 2003
3034
3035
3036
3037
3038
3039          NetHack Guidebook                                              47
3040
3041
3042
3043          subkeyvalue
3044            (Win32  tty  NetHack  only).  May be used to alter the value of
3045            keystrokes that the operating system returns to NetHack to help
3046            compensate  for international keyboard issues.  OPTIONS=subkey-
3047            value:171/92 will return 92 to NetHack, if 171  was  originally
3048            going  to be returned.  You can use multiple subkeyvalue state-
3049            ments in the config file if needed.  Cannot be set with the `O'
3050            command.
3051
3052          video
3053            Set the video mode used (PC NetHack only).  Values are `autode-
3054            tect', `default', or `vga'.   Setting  `vga'  (or  `autodetect'
3055            with  vga  hardware  present)  will  cause  the game to display
3056            tiles.  Cannot be set with the `O' command.
3057
3058          videocolors
3059            Set the color palette for PC systems  using  NO_TERMS  (default
3060            4-2-6-1-5-3-15-12-10-14-9-13-11,  (PC NetHack only).  The order
3061            of  colors  is  red,  green,  brown,   blue,   magenta,   cyan,
3062            bright.white,  bright.red,  bright.green,  yellow, bright.blue,
3063            bright.magenta, and bright.cyan.  Cannot be set  with  the  `O'
3064            command.
3065
3066          videoshades
3067            Set the intensity level of the three gray scales available (de-
3068            fault dark normal light, PC NetHack only).  If the game display
3069            is  difficult to read, try adjusting these scales; if this does
3070            not correct the problem, try !color.  Cannot be  set  with  the
3071            `O' command.
3072
3073          9.7.  Configuring autopickup exceptions
3074
3075               There  is  an  experimental  compile  time option called AU-
3076          TOPICKUP_EXCEPTIONS.  If your copy of the  game  was  built  with
3077          that  option  defined, you can further refine the behavior of the
3078          autopickup option beyond what  is  available  through  the  pick-
3079          up_types option.
3080
3081               By  placing autopickup_exception lines in your configuration
3082          file, you can define patterns to be  checked  when  the  game  is
3083          about to autopickup something.
3084
3085          autopickup_exception
3086            Sets  an  exception  to the pickup_types option.  The autopick-
3087            up_exception option should be followed  by  a  string  of  1-80
3088            characters  to be used as a pattern to match against the singu-
3089            lar form of the description of an object at your location.
3090
3091               You may use the following special characters in a pattern:
3092
3093                 *--- matches 0 or more characters.
3094                 ?--- matches any single character.
3095
3096
3097
3098
3099          NetHack 3.4                                      December 2, 2003
3100
3101
3102
3103
3104
3105          NetHack Guidebook                                              48
3106
3107
3108
3109               In addition, some characters are treated specially  if  they
3110          occur as the first character in the string pattern, specifically:
3111
3112               < - always pickup an object that matches the pattern that follows.
3113               > - never pickup an object that matches the pattern that follows.
3114
3115               Can be set with the `O' command, but the setting is not pre-
3116          served across saves and restores.
3117
3118               Here's a couple of examples of autopickup_exceptions:
3119
3120               autopickup_exception="<*arrow"
3121               autopickup_exception=">*corpse"
3122               autopickup_exception=">* cursed*"
3123
3124          The  first example above will result in autopickup of any type of
3125          arrow.  The second example results in the exclusion of any corpse
3126          from  autopickup.   The  last example results in the exclusion of
3127          items known to be cursed from autopickup.  A `never pickup'  rule
3128          takes precedence over an `always pickup' rule if both match.
3129
3130          9.8.  Configuring User Sounds
3131
3132               Some  platforms allow you to define sound files to be played
3133          when a message that matches a user-defined pattern  is  delivered
3134          to the message window.  At this time the Qt port and the win32tty
3135          and win32gui ports support the use of user sounds.
3136
3137               The following config file entries are  relevant  to  mapping
3138          user sounds to messages:
3139
3140          SOUNDDIR
3141            The directory that houses the sound files to be played.
3142
3143          SOUND
3144            An  entry  that  maps  a sound file to a user-specified message
3145            pattern.  Each SOUND entry is broken down  into  the  following
3146            parts:
3147
3148                 MESG       - message window mapping (the only one supported in 3.4).
3149                 pattern    - the pattern to match.
3150                 sound file - the sound file to play.
3151                 volume     - the volume to be set while playing the sound file.
3152
3153               The  exact  format  for  the  pattern depends on whether the
3154          platform is built to use ``regular expressions'' or NetHack's own
3155          internal  pattern  matching facility. The ``regular expressions''
3156          matching can be much more sophisticated than the internal NetHack
3157          pattern  matching, but requires 3rd party libraries on some plat-
3158          forms.  There are plenty of references  available  elsewhere  for
3159          explaining  ``regular expressions''. You can verify which pattern
3160          matching is used by your port with the #version command.
3161
3162
3163
3164
3165          NetHack 3.4                                      December 2, 2003
3166
3167
3168
3169
3170
3171          NetHack Guidebook                                              49
3172
3173
3174
3175               NetHack's internal pattern matching routine uses the follow-
3176          ing special characters in its pattern matching:
3177
3178                 *--- matches 0 or more characters.
3179                 ?--- matches any single character.
3180
3181               Here's  an example of a sound mapping using NetHack's inter-
3182          nal pattern matching facility:
3183
3184                   SOUND=MESG "*chime of a cash register*" "gong.wav" 50
3185
3186          specifies that any message with "chime of a cash  register"  con-
3187          tained  in  it  will  trigger the playing of "gong.wav".  You can
3188          have multiple SOUND entries in your config file.
3189
3190          9.9.  Configuring NetHack for Play by the Blind
3191
3192               NetHack can be set up to use only standard ASCII  characters
3193          for  making  maps of the dungeons. This makes the MS-DOS versions
3194          of NetHack completely accessible to  the  blind  who  use  speech
3195          and/or  Braille access technologies.  Players will require a good
3196          working knowledge of their screen-reader's review  features,  and
3197          will  have  to  know  how to navigate horizontally and vertically
3198          character by character. They will also find the search  capabili-
3199          ties  of their screen-readers to be quite valuable. Be certain to
3200          examine this Guidebook before playing so you have  an  idea  what
3201          the  screen layout is like. You'll also need to be able to locate
3202          the PC cursor. It is always  where  your  character  is  located.
3203          Merely  searching for an @-sign will not always find your charac-
3204          ter since there are other humanoids represented by the same sign.
3205          Your  screen-reader  should  also have a function which gives you
3206          the row and column of your  review  cursor  and  the  PC  cursor.
3207          These  co-ordinates  are  often useful in giving players a better
3208          sense of the overall location of items on the screen.
3209
3210               While it is not difficult for experienced users to edit  the
3211          defaults.nh  file  to accomplish this, novices may find this task
3212          somewhat daunting.  Included in  all  official  distributions  of
3213          NetHack is a file called NHAccess.nh.  Replacing defaults.nh with
3214          this file will cause the game to run in a  manner  accessible  to
3215          the  blind.  After  you have gained some experience with the game
3216          and with editing files, you may want to alter settings to  better
3217          suit your preferences. Instructions on how to do this are includ-
3218          ed in the NHAccess.nh file itself. The most crucial  settings  to
3219          make the game accessible are:
3220
3221          IBMgraphics
3222            Disable IBMgraphics by commenting out this option.
3223
3224          menustyle:traditional
3225            This will assist in the interface to speech synthesizers.
3226
3227          number_pad
3228            A  lot  of  speech access programs use the number-pad to review
3229
3230
3231          NetHack 3.4                                      December 2, 2003
3232
3233
3234
3235
3236
3237          NetHack Guidebook                                              50
3238
3239
3240
3241            the screen.  If this is the case, disable the number_pad option
3242            and use the traditional Rogue-like commands.
3243
3244          Character graphics
3245            Comment  out  all character graphics sets found near the bottom
3246            of the defaults.nh file.  Most of these replace  NetHack's  de-
3247            fault  representation of the dungeon using standard ASCII char-
3248            acters with fancier characters from  extended  character  sets,
3249            and these fancier characters can annoy screen-readers.
3250
3251          10.  Scoring
3252
3253               NetHack  maintains  a  list  of the top scores or scorers on
3254          your machine, depending on how it is set up.  In the latter case,
3255          each  account  on the machine can post only one non-winning score
3256          on this list.  If you score higher  than  someone  else  on  this
3257          list,  or better your previous score, you will be inserted in the
3258          proper place under your current name.  How many scores  are  kept
3259          can also be set up when NetHack is compiled.
3260
3261               Your  score  is  chiefly  based upon how much experience you
3262          gained, how much loot you accumulated, how deep you explored, and
3263          how the game ended.  If you quit the game, you escape with all of
3264          your gold intact.  If, however, you get killed in  the  Mazes  of
3265          Menace, the guild will only hear about 90% of your gold when your
3266          corpse is discovered (adventurers  have  been  known  to  collect
3267          finder's  fees).   So, consider whether you want to take one last
3268          hit at that monster and possibly live,  or  quit  and  stop  with
3269          whatever  you  have.  If you quit, you keep all your gold, but if
3270          you swing and live, you might find more.
3271
3272               If you just want to see what the current  top  players/games
3273          list is, you can type nethack -s all on most versions.
3274
3275
3276          11.  Explore mode
3277
3278               NetHack  is  an intricate and difficult game.  Novices might
3279          falter in fear, aware of their ignorance of the means to survive.
3280          Well,  fear  not.   Your  dungeon may come equipped with an ``ex-
3281          plore'' or ``discovery'' mode that enables you to keep  old  save
3282          files  and  cheat death, at the paltry cost of not getting on the
3283          high score list.
3284
3285               There are two ways of enabling  explore  mode.   One  is  to
3286          start the game with the -X switch.  The other is to issue the `X'
3287          command while already playing the game.  The  other  benefits  of
3288          explore mode are left for the trepid reader to discover.
3289
3290
3291          12.  Credits
3292
3293               The  original  hack  game  was  modeled on the Berkeley UNIX
3294          rogue game.   Large  portions  of  this  paper  were  shamelessly
3295
3296
3297          NetHack 3.4                                      December 2, 2003
3298
3299
3300
3301
3302
3303          NetHack Guidebook                                              51
3304
3305
3306
3307          cribbed  from  A Guide to the Dungeons of Doom, by Michael C. Toy
3308          and Kenneth C. R. C. Arnold.  Small portions  were  adapted  from
3309          Further Exploration of the Dungeons of Doom, by Ken Arromdee.
3310
3311               NetHack is the product of literally dozens of people's work.
3312          Main events in the course of the game development  are  described
3313          below:
3314
3315
3316               Jay  Fenlason  wrote the original Hack, with help from Kenny
3317          Woodland, Mike Thome and Jon Payne.
3318
3319               Andries Brouwer did a major re-write, transforming Hack into
3320          a  very  different  game, and published (at least) three versions
3321          (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
3322
3323               Don G. Kneller ported Hack 1.0.3 to Microsoft C and  MS-DOS,
3324          producing  PC  HACK 1.01e, added support for DEC Rainbow graphics
3325          in version 1.03g, and went on to produce at least four more  ver-
3326          sions (3.0, 3.2, 3.51, and 3.6).
3327
3328               R.  Black  ported  PC  HACK  3.51 to Lattice C and the Atari
3329          520/1040ST, producing ST Hack 1.03.
3330
3331               Mike Stephenson merged these various versions back together,
3332          incorporating  many  of  the added features, and produced NetHack
3333          1.4.  He then coordinated a cast of thousands  in  enhancing  and
3334          debugging  NetHack 1.4 and released NetHack versions 2.2 and 2.3.
3335
3336               Later, Mike coordinated a major rewrite of the game, heading
3337          a team which included Ken Arromdee, Jean-Christophe Collet, Steve
3338          Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
3339          oint, and Janet Walz, to produce NetHack 3.0c.
3340
3341               NetHack  3.0  was  ported  to the Atari by Eric R. Smith, to
3342          OS/2 by Timo Hakulinen, and to VMS by David Gentzel.   The  three
3343          of them and Kevin Darcy later joined the main development team to
3344          produce subsequent revisions of 3.0.
3345
3346               Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga.   Norm
3347          Meluch,  Stephen  Spackman  and Pierre Martineau designed overlay
3348          code for PC NetHack 3.0.  Johnny Lee ported NetHack  3.0  to  the
3349          Macintosh.   Along with various other Dungeoneers, they continued
3350          to enhance the PC, Macintosh, and Amiga ports through  the  later
3351          revisions of 3.0.
3352
3353               Headed  by  Mike Stephenson and coordinated by Izchak Miller
3354          and Janet Walz, the development team which now included  Ken  Ar-
3355          romdee,  David  Cohrs,  Jean-Christophe Collet, Kevin Darcy, Matt
3356          Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin,  Eric
3357          Raymond,  and  Eric  Smith  undertook  a radical revision of 3.0.
3358          They re-structured the game's design, and re-wrote major parts of
3359          the  code.   They added multiple dungeons, a new display, special
3360          individual character quests, a new endgame  and  many  other  new
3361
3362
3363          NetHack 3.4                                      December 2, 2003
3364
3365
3366
3367
3368
3369          NetHack Guidebook                                              52
3370
3371
3372
3373          features, and produced NetHack 3.1.
3374
3375               Ken  Lorber,  Gregg  Wonderly and Greg Olson, with help from
3376          Richard Addison, Mike Passaretti,  and  Olaf  Seibert,  developed
3377          NetHack 3.1 for the Amiga.
3378
3379               Norm  Meluch and Kevin Smolkowski, with help from Carl Sche-
3380          lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
3381          NetHack 3.1 to the PC.
3382
3383               Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
3384          Engber, David Hairston, Michael Hamel, Jonathan  Handler,  Johnny
3385          Lee,  Tim  Lennan, Rob Menke, and Andy Swanson, developed NetHack
3386          3.1 for the Macintosh, porting it for MPW.  Building on their de-
3387          velopment, Barton House added a Think C port.
3388
3389               Timo Hakulinen ported NetHack 3.1 to OS/2.  Eric Smith port-
3390          ed NetHack 3.1 to the Atari.  Pat Rankin, with help  from  Joshua
3391          Delahunty,  was  responsible  for the VMS version of NetHack 3.1.
3392          Michael Allison ported NetHack 3.1 to Windows NT.
3393
3394               Dean Luick, with help from David  Cohrs,  developed  NetHack
3395          3.1  for  X11.   Warwick Allison wrote a tiled version of NetHack
3396          for the Atari; he later contributed the tiles to the DevTeam  and
3397          tile support was then added to other platforms.
3398
3399               The  3.2 development team, comprised of Michael Allison, Ken
3400          Arromdee, David Cohrs, Jessie Collet, Steve Creps,  Kevin  Darcy,
3401          Timo  Hakulinen,  Steve  Linhart,  Dean  Luick,  Pat Rankin, Eric
3402          Smith, Mike Stephenson, Janet Walz,  and  Paul  Winner,  released
3403          version 3.2 in April of 1996.
3404
3405               Version 3.2 marked the tenth anniversary of the formation of
3406          the development team.  In a testament to their dedication to  the
3407          game,  all  thirteen members of the original development team re-
3408          mained on the team at the start of work on that release.   During
3409          the  interval  between  the  release of 3.1.3 and 3.2, one of the
3410          founding members of the development team, Dr. Izchak Miller,  was
3411          diagnosed  with cancer and passed away.  That release of the game
3412          was dedicated to him by the development and porting teams.
3413
3414               During the lifespan of NetHack 3.1 and 3.2, several enthusi-
3415          asts  of  the  game added their own modifications to the game and
3416          made these ``variants'' publicly available:
3417
3418               Tom Proudfoot and Yuval Oren created  NetHack++,  which  was
3419          quickly  renamed NetHack--.  Working independently, Stephen White
3420          wrote NetHack Plus.  Tom Proudfoot later merged NetHack Plus  and
3421          his own NetHack-- to produce SLASH.  Larry Stewart-Zerba and War-
3422          wick Allison improved the spell casting system  with  the  Wizard
3423          Patch.   Warwick Allison also ported NetHack to use the Qt inter-
3424          face.
3425
3426
3427
3428
3429          NetHack 3.4                                      December 2, 2003
3430
3431
3432
3433
3434
3435          NetHack Guidebook                                              53
3436
3437
3438
3439               Warren Cheung combined SLASH with the Wizard Patch  to  pro-
3440          duce  Slash'em,  and with the help of Kevin Hugo, added more fea-
3441          tures.  Kevin later joined the DevTeam and incorporated the  best
3442          of these ideas in NetHack 3.3.
3443
3444               The final update to 3.2 was the bug fix release 3.2.3, which
3445          was released simultaneously with 3.3.0 in December 1999  just  in
3446          time for the Year 2000.
3447
3448               The 3.3 development team, consisting of Michael Allison, Ken
3449          Arromdee, David Cohrs, Jessie Collet, Steve Creps,  Kevin  Darcy,
3450          Timo  Hakulinen,  Kevin  Hugo,  Steve  Linhart,  Ken Lorber, Dean
3451          Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet  Walz,  and
3452          Paul  Winner, released 3.3.0 in December 1999 and 3.3.1 in August
3453          of 2000.
3454
3455               Version 3.3 offered many firsts. It was the first version to
3456          separate  race and profession. The Elf class was removed in pref-
3457          erence to an elf race, and the races of dwarves, gnomes, and orcs
3458          made  their  first  appearance in the game alongside the familiar
3459          human race.  Monk and Ranger roles joined Archeologists,  Barbar-
3460          ians,   Cavemen,  Healers,  Knights,  Priests,  Rogues,  Samurai,
3461          Tourists, Valkyries and of course,  Wizards.   It  was  also  the
3462          first  version  to  allow  you to ride a steed, and was the first
3463          version to have a publicly available  web-site  listing  all  the
3464          bugs  that  had been discovered.  Despite that constantly growing
3465          bug list, 3.3 proved stable enough to last for more than  a  year
3466          and a half.
3467
3468               The  3.4 development team initially consisted of Michael Al-
3469          lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo,  Ken
3470          Lorber,  Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
3471          Paul Winner, with  Warwick Allison joining just  before  the  re-
3472          lease of NetHack 3.4.0 in March 2002.
3473
3474               As  with version 3.3, various people contributed to the game
3475          as a whole as well as supporting ports on the different platforms
3476          that NetHack runs on:
3477
3478               Pat Rankin maintained 3.4 for VMS.
3479
3480               Michael  Allison maintained NetHack 3.4 for the MS-DOS plat-
3481          form.  Paul Winner and Yitzhak Sapir provided encouragement.
3482
3483               Dean Luick, Mark Modrall, and Kevin Hugo maintained and  en-
3484          hanced the Macintosh port of 3.4.
3485
3486               Michael  Allison,  David  Cohrs, Alex Kompel, Dion Nicolaas,
3487          and Yitzhak Sapir maintained and enhanced 3.4 for  the  Microsoft
3488          Windows platform.  Alex Kompel contributed a new graphical inter-
3489          face for the Windows port.  Alex Kompel also contributed  a  Win-
3490          dows CE port for 3.4.1.
3491
3492
3493
3494
3495          NetHack 3.4                                      December 2, 2003
3496
3497
3498
3499
3500
3501          NetHack Guidebook                                              54
3502
3503
3504
3505               Ron Van Iwaarden maintained 3.4 for OS/2.
3506
3507               Janne  Salmijarvi  and  Teemu Suikki maintained and enhanced
3508          the Amiga port of 3.4 after Janne Salmijarvi resurrected  it  for
3509          3.3.1.
3510
3511               Christian  ``Marvin''  Bressler maintained 3.4 for the Atari
3512          after he resurrected it for 3.3.1.
3513
3514               There is a NetHack web site  maintained  by  Ken  Lorber  at
3515          http://www.nethack.org/.
3516
3517                    - - - - - - - - - -
3518
3519               From  time  to  time,  some depraved individual out there in
3520          netland sends a particularly intriguing modification to help  out
3521          with  the  game.   The Gods of the Dungeon sometimes make note of
3522          the names of the worst of these miscreants in this, the  list  of
3523          Dungeoneers:
3524
3525
3526
3527
3528
3529
3530
3531
3532
3533
3534
3535
3536
3537
3538
3539
3540
3541
3542
3543
3544
3545
3546
3547
3548
3549
3550
3551
3552
3553
3554
3555
3556
3557
3558
3559
3560
3561          NetHack 3.4                                      December 2, 2003
3562
3563
3564
3565
3566
3567          NetHack Guidebook                                              55
3568
3569
3570
3571                    Adam Aronow            Izchak Miller         Mike Stephenson
3572                    Alex Kompel            J. Ali Harlow           Norm Meluch
3573                   Andreas Dorn              Janet Walz            Olaf Seibert
3574                    Andy Church           Janne Salmijarvi        Pasi Kallinen
3575                   Andy Swanson        Jean-Christophe Collet       Pat Rankin
3576                   Ari Huttunen            Jochen Erwied           Paul Winner
3577                   Barton House             John Kallen          Pierre Martineau
3578                Benson I. Margulies         John Rupley             Ralf Brown
3579                     Bill Dyer              John S. Bien            Ray Chason
3580                 Boudewijn Waijers           Johnny Lee          Richard Addison
3581                     Bruce Cox               Jon W{tte            Richard Beigel
3582                  Bruce Holloway          Jonathan Handler      Richard P. Hughey
3583                  Bruce Mewborne          Joshua Delahunty          Rob Menke
3584                   Carl Schelin            Keizo Yamamoto         Robin Johnson
3585                    Chris Russo              Ken Arnold         Roderick Schertler
3586                    David Cohrs             Ken Arromdee          Roland McGrath
3587                  David Damerell             Ken Lorber          Ron Van Iwaarden
3588                   David Gentzel           Ken Washikita          Ronnen Miller
3589                  David Hairston            Kevin Darcy             Ross Brown
3590                    Dean Luick               Kevin Hugo          Sascha Wostmann
3591                     Del Lamb               Kevin Sitze            Scott Bigham
3592                   Deron Meranda          Kevin Smolkowski       Scott R. Turner
3593                   Dion Nicolaas            Kevin Sweet          Stephen Spackman
3594                  Dylan O'Donnell           Lars Huttar           Stephen White
3595                    Eric Backus             Malcolm Ryan           Steve Creps
3596                 Eric Hendrickson          Mark Gooderum          Steve Linhart
3597                   Eric R. Smith            Mark Modrall        Steve VanDevender
3598                  Eric S. Raymond         Marvin Bressler          Teemu Suikki
3599                   Erik Andersen            Matthew Day             Tim Lennan
3600                 Frederick Roeber           Merlyn LeRoy          Timo Hakulinen
3601                    Gil Neiger            Michael Allison            Tom Almy
3602                    Greg Laskin             Michael Feir             Tom West
3603                    Greg Olson             Michael Hamel          Warren Cheung
3604                  Gregg Wonderly          Michael Sokolov        Warwick Allison
3605                   Hao-yang Wang            Mike Engber           Yitzhak Sapir
3606                   Helge Hafting            Mike Gallop
3607               Irina Rempt-Drijfhout      Mike Passaretti
3608
3609          Brand  and  product names are trademarks or registered trademarks
3610          of their respective holders.
3611
3612
3613
3614
3615
3616
3617
3618
3619
3620
3621
3622
3623
3624
3625
3626
3627          NetHack 3.4                                      December 2, 2003
3628
3629
3630
3631