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27\begin{document}
28%
29% input file: guidebook.mn
30% $Revision: 1.61.2.19 $ $Date: 2003/12/03 03:00:50 $
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36%.mt
37\title{\LARGE A Guide to the Mazes of Menace:\\
38\Large Guidebook for {\it NetHack\/}}
39
40%.au
41\author{Eric S. Raymond\\
42(Extensively edited and expanded for 3.4)}
43\date{December 2, 2003}
44
45\maketitle
46
47%.hn 1
48\section{Introduction}
49
50%.pg
51
52Recently, you have begun to find yourself unfulfilled and distant 
53in your daily occupation.  Strange dreams of prospecting, stealing, 
54crusading, and combat have haunted you in your sleep for many months, 
55but you aren't sure of the reason.  You wonder whether you have in 
56fact been having those dreams all your life, and somehow managed to 
57forget about them until now.  Some nights you awaken suddenly
58and cry out, terrified at the vivid recollection of the strange and 
59powerful creatures that seem to be lurking behind every corner of the 
60dungeon in your dream.  Could these details haunting your dreams be real?  
61As each night passes, you feel the desire to enter the mysterious caverns 
62near the ruins grow stronger.  Each morning, however, you quickly put 
63the idea out of your head as you recall the tales of those who entered 
64the caverns before you and did not return.  Eventually you can resist 
65the yearning to seek out the fantastic place in your dreams no longer.  
66After all, when other adventurers came back this way after spending time 
67in the caverns, they usually seemed better off than when they passed 
68through the first time.  And who was to say that all of those who did 
69not return had not just kept going?
70%.pg
71
72Asking around, you hear about a bauble, called the Amulet of Yendor by some,
73which, if you can find it, will bring you great wealth.  One legend you were
74told even mentioned that the one who finds the amulet will be granted
75immortality by the gods.  The amulet is rumored to be somewhere beyond the
76Valley of Gehennom, deep within the Mazes of Menace.  Upon hearing the
77legends, you immediately realize that there is some profound and 
78undiscovered reason that you are to descend into the caverns and seek 
79out that amulet of which they spoke.  Even if the rumors of the amulet's 
80powers are untrue, you decide that you should at least be able to sell the 
81tales of your adventures to the local minstrels for a tidy sum, especially 
82if you encounter any of the terrifying and magical creatures of 
83your dreams along the way.  You spend one last night fortifying yourself 
84at the local inn, becoming more and more depressed as you watch the odds 
85of your success being posted on the inn's walls getting lower and lower.  
86
87%.pg
88\nd In the morning you awake, collect your belongings, and 
89set off for the dungeon.  After several days of uneventful 
90travel, you see the ancient ruins that mark the entrance to the 
91Mazes of Menace.  It is late at night, so you make camp at the entrance 
92and spend the night sleeping under the open skies.  In the morning, you 
93gather your gear, eat what may be your last meal outside, and enter the 
94dungeon\ldots
95
96%.hn 1
97\section{What is going on here?}
98
99%.pg
100You have just begun a game of {\it NetHack}.  Your goal is to grab as much
101treasure as you can, retrieve the Amulet of Yendor, and escape the
102Mazes of Menace alive.  
103
104%.pg
105Your abilities and strengths for dealing with the hazards of adventure
106will vary with your background and training:
107
108%.pg
109%
110\blist{}
111\item[\bb{Archeologists}]%
112understand dungeons pretty well; this enables them
113to move quickly and sneak up on the local nasties.  They start equipped
114with the tools for a proper scientific expedition.
115%.pg
116%
117\item[\bb{Barbarians}]%
118are warriors out of the hinterland, hardened to battle.
119They begin their quests with naught but uncommon strength, a trusty hauberk,
120and a great two-handed sword.
121%.pg
122%
123\item[\bb{Cavemen {\rm and} Cavewomen}]
124start with exceptional strength, but unfortunately, neolithic weapons.
125%.pg
126%
127\item[\bb{Healers}]%
128are wise in medicine and apothecary.  They know the
129herbs and simples that can restore vitality, ease pain, anesthetize,
130and neutralize
131poisons; and with their instruments, they can divine a being's state
132of health or sickness.  Their medical practice earns them quite reasonable
133amounts of money, with which they enter the dungeon.
134%.pg
135%
136\item[\bb{Knights}]%
137are distinguished from the common skirmisher by their
138devotion to the ideals of chivalry and by the surpassing excellence of
139their armor.
140%.pg
141%
142\item[\bb{Monks}]%
143are ascetics, who by rigorous practice of physical and mental
144disciplines have become capable of fighting as effectively without weapons
145as with.  They wear no armor but make up for it with increased mobility.
146%.pg
147%
148\item[\bb{Priests {\rm and} Priestesses}]%
149are clerics militant, crusaders
150advancing the cause of righteousness with arms, armor, and arts
151thaumaturgic.  Their ability to commune with deities via prayer
152occasionally extricates them from peril, but can also put them in it.
153%.pg
154%
155\item[\bb{Rangers}]%
156are most at home in the woods, and some say slightly out
157of place in a dungeon.  They are, however, experts in archery as well
158as tracking and stealthy movement.
159%.pg
160%
161\item[\bb{Rogues}]%
162are agile and stealthy thieves, with knowledge of locks,
163traps, and poisons.  Their advantage lies in surprise, which they employ
164to great advantage.
165%.pg
166%
167\item[\bb{Samurai}]%
168are the elite warriors of feudal Nippon.  They are lightly
169armored and quick, and wear the %
170{\it dai-sho}, two swords of the deadliest
171keenness.
172%.pg
173%
174\item[\bb{Tourists}]%
175start out with lots of gold (suitable for shopping with),
176a credit card, lots of food, some maps, and an expensive camera.  Most
177monsters don't like being photographed.
178%.pg
179%
180\item[\bb{Valkyries}]%
181are hardy warrior women.  Their upbringing in the harsh
182Northlands makes them strong, inures them to extremes of cold, and instills
183in them stealth and cunning.
184%.pg
185%
186\item[\bb{Wizards}]%
187start out with a knowledge of magic, a selection of magical
188items, and a particular affinity for dweomercraft.  Although seemingly weak
189and easy to overcome at first sight, an experienced Wizard is a deadly foe.
190\elist
191
192%.pg
193You may also choose the race of your character:
194
195%.pg
196%
197\blist{}
198\item[\bb{Dwarves}]%
199are smaller than humans or elves, but are stocky and solid
200individuals.  Dwarves' most notable trait is their great expertise in mining
201and metalwork.  Dwarvish armor is said to be second in quality not even to the
202mithril armor of the Elves.
203%.pg
204%
205\item[\bb{Elves}]%
206are agile, quick, and perceptive; very little of what goes
207on will escape an Elf.  The quality of Elven craftsmanship often gives
208them an advantage in arms and armor.
209%.pg
210%
211\item[\bb{Gnomes}]%
212are smaller than but generally similar to dwarves.  Gnomes are
213known to be expert miners, and it is known that a secret underground mine
214complex built by this race exists within the Mazes of Menace, filled with
215both riches and danger.
216%.pg
217%
218\item[\bb{Humans}]%
219are by far the most common race of the surface world, and
220are thus the norm by which other races are often compared.  Although
221they have no special abilities, they can succeed in any role.
222%.pg
223%
224\item[\bb{Orcs}]%
225are a cruel and barbaric race that hate every living thing
226(including other orcs).  Above all others, Orcs hate Elves with a passion
227unequalled, and will go out of their way to kill one at any opportunity.
228The armor and weapons fashioned by the Orcs are typically of inferior quality.
229\elist
230
231%.hn 1
232\section{What do all those things on the screen mean?}
233%.pg
234On the screen is kept a map of where you have been and what you have 
235seen on the current dungeon level; as you explore more of the level, 
236it appears on the screen in front of you.
237
238%.pg
239When {\it NetHack\/}'s ancestor {\it rogue\/} first appeared, its screen
240orientation was almost unique among computer fantasy games.  Since
241then, screen orientation has become the norm rather than the
242exception; {\it NetHack\/} continues this fine tradition.  Unlike text
243adventure games that accept commands in pseudo-English sentences and
244explain the results in words, {\it NetHack\/} commands are all one or two
245keystrokes and the results are displayed graphically on the screen.  A
246minimum screen size of 24 lines by 80 columns is recommended; if the
247screen is larger, only a $21\times80$ section will be used for the map.
248
249%.pg
250{\it NetHack\/} can even be played by blind players, with the assistance of
251Braille readers or speech synthesisers.  Instructions for configuring
252{\it NetHack\/} for the blind are included later in this document.
253
254%.pg
255{\it NetHack\/} generates a new dungeon every time you play it; even the
256authors still find it an entertaining and exciting game despite
257having won several times.
258
259%.pg
260{\it NetHack\/} offers a variety of display options.  The options available to
261you will vary from port to port, depending on the capabilities of your
262hardware and software, and whether various compile-time options were
263enabled when your executable was created.  The three possible display
264options are: a monochrome character interface, a color character interface,
265and a graphical interface using small pictures called tiles.  The two
266character interfaces allow fonts with other characters to be substituted,
267but the default assignments use standard ASCII characters to represent
268everything.  There is no difference between the various display options
269with respect to game play.  Because we cannot reproduce the tiles or
270colors in the Guidebook, and because it is common to all ports, we will
271use the default ASCII characters from the monochrome character display
272when referring to things you might see on the screen during your game.
273%.pg
274In order to understand what is going on in {\it NetHack}, first you must
275understand what {\it NetHack\/} is doing with the screen.  The {\it NetHack\/}
276screen replaces the ``You see \ldots'' descriptions of text adventure games.
277Figure 1 is a sample of what a {\it NetHack\/} screen might look like.
278The way the screen looks for you depends on your platform.
279
280\vbox{
281\begin{verbatim}
282        The bat bites!
283
284                ------
285                |....|    ----------
286                |.<..|####...@...$.|
287                |....-#   |...B....+
288                |....|    |.d......|
289                ------    -------|--
290
291
292
293        Player the Rambler     St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15  Neutral
294        Dlvl:1  $:0  HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
295\end{verbatim}
296\begin{center}
297Figure 1
298\end{center}
299}
300
301%.hn 2
302\subsection*{The status lines (bottom)}
303
304%.pg
305The bottom two lines of the screen contain several cryptic pieces of
306information describing your current status.  If either status line
307becomes longer than the width of the screen, you might not see all of
308it.  Here are explanations of what the various status items mean
309(though your configuration may not have all the status items listed
310below):
311
312%.lp
313\blist{}
314\item[\bb{Rank}]
315Your character's name and professional ranking (based on the
316experience level, see below).
317%.lp
318\item[\bb{Strength}]
319A measure of your character's strength; one of your six basic
320attributes.  A human character's attributes can range from 3 to 18 inclusive;
321non-humans may exceed these limits
322(occasionally you may get super-strengths of the form 18/xx, and magic can
323also cause attributes to exceed the normal limits).  The
324higher your strength, the stronger you are.  Strength affects how
325successfully you perform physical tasks, how much damage you do in
326combat, and how much loot you can carry.
327%.lp
328\item[\bb{Dexterity}]
329Dexterity affects your chances to hit in combat, to avoid traps, and
330do other tasks requiring agility or manipulation of objects.
331%.lp
332\item[\bb{Constitution}]
333Constitution affects your ability to recover from injuries and other
334strains on your stamina.
335%.lp
336\item[\bb{Intelligence}]
337Intelligence affects your ability to cast spells and read spellbooks.
338%.lp
339\item[\bb{Wisdom}]
340Wisdom comes from your practical experience (especially when dealing with
341magic).  It affects your magical energy.
342%.lp
343\item[\bb{Charisma}]
344Charisma affects how certain creatures react toward you.  In
345particular, it can affect the prices shopkeepers offer you.
346%.lp
347\item[\bb{Alignment}]
348%
349{\it Lawful}, {\it Neutral\/} or {\it Chaotic}.  Often, Lawful is
350taken as good and Chaotic is evil, but legal and ethical do not always
351coincide.  Your alignment influences how other
352monsters react toward you.  Monsters of a like alignment are more likely
353to be non-aggressive, while those of an opposing alignment are more likely
354to be seriously offended at your presence.
355%.lp
356\item[\bb{Dungeon Level}]
357How deep you are in the dungeon.  You start at level one and the number
358increases as you go deeper into the dungeon.  Some levels are special,
359and are identified by a name and not a number.  The Amulet of Yendor is
360reputed to be somewhere beneath the twentieth level.
361%.lp
362\item[\bb{Gold}]
363The number of gold pieces you are openly carrying.  Gold which you have
364concealed in containers is not counted.
365%.lp
366\item[\bb{Hit Points}]
367Your current and maximum hit points.  Hit points indicate how much
368damage you can take before you die.  The more you get hit in a fight,
369the lower they get.  You can regain hit points by resting, or by using
370certain magical items or spells.  The number in parentheses is the maximum
371number your hit points can reach.
372%.lp
373\item[\bb{Power}]
374Spell points.  This tells you how much mystic energy ({\it mana\/})
375you have available for spell casting.  Again, resting will regenerate the
376amount available.
377%.lp
378\item[\bb{Armor Class}]
379A measure of how effectively your armor stops blows from unfriendly
380creatures.  The lower this number is, the more effective the armor; it
381is quite possible to have negative armor class.
382%.lp
383\item[\bb{Experience}]
384Your current experience level and experience points.  As you
385adventure, you gain experience points.  At certain experience point
386totals, you gain an experience level.  The more experienced you are,
387the better you fight and withstand magical attacks.  Many dungeons
388show only your experience level here.
389%.lp
390\item[\bb{Time}]
391The number of turns elapsed so far, displayed if you have the
392{\it time\/} option set.
393%.lp
394\item[\bb{Hunger Status}]
395Your current hunger status, ranging from %
396{\it Satiated\/} down to {\it Fainting}.  If your hunger status is normal,
397it is not displayed.
398%.pg
399Additional status flags may appear after the hunger status:
400{\it Conf\/} when you're confused, {\it FoodPois\/} or {\it Ill\/}
401when sick, {\it Blind\/}
402when you can't see, {\it Stun\/} when stunned, and {\it Hallu\/} when
403hallucinating.
404\elist
405
406%.hn 2
407\subsection*{The message line (top)}
408
409%.pg
410The top line of the screen is reserved for messages that describe
411things that are impossible to represent visually.  If you see a
412``{\tt --More--}'' on the top line, this means that {\it NetHack\/} has
413another message to display on the screen, but it wants to make certain
414that you've read the one that is there first.  To read the next message,
415just press the space bar.
416
417%.hn 2
418\subsection*{The map (rest of the screen)}
419
420%.pg
421The rest of the screen is the map of the level as you have explored it
422so far.  Each symbol on the screen represents something.  You can set
423various graphics
424options to change some of the symbols the game uses; otherwise, the
425game will use default symbols.  Here is a list of what the default
426symbols mean:
427
428\blist{}
429%.lp
430\item[\tb{- {\rm and} |}]
431The walls of a room, or an open door.  Or a grave ({\tt |}).
432%.lp
433\item[\tb{.}]
434The floor of a room, ice, or a doorless doorway.
435%.lp
436\item[\tb{\#}]
437A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
438your dungeon has sinks), or a drawbridge.
439%.lp
440\item[\tb{>}]
441Stairs down: a way to the next level.
442%.lp
443\item[\tb{<}]
444Stairs up: a way to the previous level.
445%.lp
446\item[\tb{+}]
447A closed door, or a spellbook containing a spell you may be able to learn.
448%.lp
449\item[\tb{@}]
450Your character or a human.
451%.lp
452\item[\tb{\$}]
453A pile of gold.
454%.lp
455\item[\tb{\^}]
456A trap (once you have detected it).
457%.lp
458\item[\tb{)}]
459A weapon.
460%.lp
461\item[\tb{[}]
462A suit or piece of armor.
463%.lp
464\item[\tb{\%}]
465Something edible (not necessarily healthy).
466%.lp
467\item[\tb{?}]
468A scroll.
469%.lp
470\item[\tb{/}]
471A wand.
472%.lp
473\item[\tb{=}]
474A ring.
475%.lp
476\item[\tb{!}]
477A potion.
478%.lp
479\item[\tb{(}]
480A useful item (pick-axe, key, lamp \ldots).
481%.lp
482\item[\tb{"}]
483An amulet or a spider web.
484%.lp
485\item[\tb{*}]
486A gem or rock (possibly valuable, possibly worthless).
487%.lp
488\item[\tb{`}]
489A boulder or statue.
490%.lp
491\item[\tb{0}]
492An iron ball.
493%.lp
494\item[\tb{_}]
495An altar, or an iron chain.
496%.lp
497\item[\tb{\{}]
498A fountain.
499%.lp
500\item[\tb{\}}]
501A pool of water or moat or a pool of lava.
502%.lp
503\item[\tb{$\backslash$}]
504An opulent throne.
505%.lp
506\item[\tb{a-zA-Z {\rm \& other symbols}}]
507Letters and certain other symbols represent the various inhabitants
508of the Mazes of Menace.  Watch out, they can be nasty and vicious.
509Sometimes, however, they can be helpful.
510%.lp
511\item[\tb{I}]
512This marks the last known location of an invisible or otherwise unseen
513monster.  Note that the monster could have moved.  The `F' and `m' commands
514may be useful here.
515
516\elist
517%.pg
518You need not memorize all these symbols; you can ask the game what any
519symbol represents with the `{\tt /}' command (see the next section for
520more info).
521
522%.hn 1
523\section{Commands}
524
525%.pg
526Commands are initiated by typing one or two characters.  Some commands,
527like ``{\tt search}'', do not require that any more information be collected
528by {\it NetHack\/}.  Other commands might require additional information, for
529example a direction, or an object to be used.  For those commands that
530require additional information, {\it NetHack\/} will present you with either 
531a menu of choices, or with a command line prompt requesting information.  Which
532you are presented with will depend chiefly on how you have set the
533`{\it menustyle\/}'
534option.
535
536%.pg
537For example, a common question in the form ``{\tt What do you want to
538use? [a-zA-Z\ ?*]}'', asks you to choose an object you are carrying.
539Here, ``{\tt a-zA-Z}'' are the inventory letters of your possible choices.
540Typing `{\tt ?}' gives you an inventory list of these items, so you can see
541what each letter refers to.  In this example, there is also a `{\tt *}'
542indicating that you may choose an object not on the list, if you
543wanted to use something unexpected.  Typing a `{\tt *}' lists your entire
544inventory, so you can see the inventory letters of every object you're
545carrying.  Finally, if you change your mind and decide you don't want
546to do this command after all, you can press the `ESC' key to abort the
547command.
548
549%.pg
550You can put a number before some commands to repeat them that many
551times; for example, ``{\tt 10s}'' will search ten times.  If you have the
552{\it number\_pad\/}
553option set, you must type `{\tt n}' to prefix a count, so the example above
554would be typed ``{\tt n10s}'' instead.  Commands for which counts make no
555sense ignore them.  In addition, movement commands can be prefixed for
556greater control (see below).  To cancel a count or a prefix, press the
557`ESC' key.
558
559%.pg
560The list of commands is rather long, but it can be read at any time
561during the game through the `{\tt ?}' command, which accesses a menu of
562helpful texts.  Here are the commands for your reference:
563
564\blist{}
565%.lp
566\item[\tb{?}]
567Help menu:  display one of several help texts available.
568%.lp
569\item[\tb{/}]
570Tell what a symbol represents.  You may choose to specify a location
571or type a symbol (or even a whole word) to explain.
572Specifying a location is done by moving the cursor to a particular spot
573on the map and then pressing one of `{\tt .}', `{\tt ,}', `{\tt ;}',
574or `{\tt :}'.  `{\tt .}' will explain the symbol at the chosen location,
575conditionally check for ``{\tt More info?}'' depending upon whether the
576{\it help\/}
577option is on, and then you will be asked to pick another location;
578`{\tt ,}' will explain the symbol but skip any additional
579information; `{\tt ;}' will skip additional info and also not bother asking
580you to choose another location to examine; `{\tt :}' will show additional
581info, if any, without asking for confirmation.  When picking a location,
582pressing the {\tt ESC} key will terminate this command, or pressing `{\tt ?}'
583will give a brief reminder about how it works.
584
585%.pg
586Specifying a name rather than a location
587always gives any additional information available about that name.
588%.lp
589\item[\tb{\&}]
590Tell what a command does.
591%.lp
592\item[\tb{<}]
593Go up to the previous level (if you are on a staircase or ladder).
594%.lp
595\item[\tb{>}]
596Go down to the next level (if you are on a staircase or ladder).
597%.lp
598\item[\tb{[yuhjklbn]}]
599Go one step in the direction indicated (see Figure 2).  If you sense
600or remember
601a monster there, you will fight the monster instead.  Only these
602one-step movement commands cause you to fight monsters; the others
603(below) are ``safe.''
604%.sd
605\begin{center}
606\begin{tabular}{cc}
607\verb+   y  k  u   + & \verb+   7  8  9   +\\
608\verb+    \ | /    + & \verb+    \ | /    +\\
609\verb+   h- . -l   + & \verb+   4- . -6   +\\
610\verb+    / | \    + & \verb+    / | \    +\\
611\verb+   b  j  n   + & \verb+   1  2  3   +\\
612                     & (if {\it number\_pad\/} set)
613\end{tabular}
614\end{center}
615%.ed
616\begin{center}
617Figure 2
618\end{center}
619%.lp
620\item[\tb{[YUHJKLBN]}]
621Go in that direction until you hit a wall or run into something.
622%.lp
623\item[\tb{m[yuhjklbn]}]
624Prefix:  move without picking up objects or fighting (even if you remember
625a monster there)
626%.lp
627\item[\tb{F[yuhjklbn]}]
628Prefix:  fight a monster (even if you only guess one is there)
629%.lp
630\item[\tb{M[yuhjklbn]}]
631Prefix:  Move far, no pickup.
632%.lp
633\item[\tb{g[yuhjklbn]}]
634Prefix:  Move until something interesting is found.
635%.lp
636\item[\tb{G[yuhjklbn] {\rm or} <CONTROL->[yuhjklbn]}]
637Prefix:  Same as `{\tt g}', but forking of corridors is not considered
638interesting.
639%.lp
640\item[\tb{_}]
641Travel to a map location via a shortest-path algorithm.  The shortest path
642is computed over map locations the hero knows about (e.g. seen or
643previously traversed).  If there is no known path, a guess is made instead.
644Stops on most of 
645the same conditions as the `G' command, but without picking up
646objects, similar to the `M' command.  For ports with mouse 
647support, the command is also invoked when a mouse-click takes place on a 
648location other than the current position.
649%.lp
650\item[\tb{.}]
651Rest, do nothing for one turn.
652%.lp
653\item[\tb{a}]
654Apply (use) a tool (pick-axe, key, lamp \ldots).
655%.lp
656\item[\tb{A}]
657Remove one or more worn items, such as armor.
658Use `{\tt T}' (take off) to take off only one piece of armor 
659or `{\tt R}' (remove) to take off only one accessory.
660%.lp
661\item[\tb{\^{}A}]
662Redo the previous command.
663%.lp
664\item[\tb{c}]
665Close a door.
666%.lp
667\item[\tb{C}]
668Call (name) an individual monster.
669%.lp
670\item[\tb{\^{}C}]
671Panic button.  Quit the game.
672%.lp
673\item[\tb{d}]
674Drop something.\\
675{\tt d7a} --- drop seven items of object
676{\it a}.
677%.lp
678\item[\tb{D}]
679Drop several things.  In answer to the question
680``{\tt What kinds of things do you want to drop? [!\%= BUCXaium]}''
681you should type zero or more object symbols possibly followed by
682`{\tt a}' and/or `{\tt i}' and/or `{\tt u}' and/or `{\tt m}'.
683In addition, one or more of
684the blessed/uncursed/cursed groups may be typed.\\
685%.sd
686%.si
687{\tt DB}  --- drop all objects known to be blessed.\\
688{\tt DU}  --- drop all objects known to be uncursed.\\
689{\tt DC}  --- drop all objects known to be cursed.\\
690{\tt DX}  --- drop all objects of unknown B/U/C status.\\
691{\tt Da}  --- drop all objects, without asking for confirmation.\\
692{\tt Di}  --- examine your inventory before dropping anything.\\
693{\tt Du}  --- drop only unpaid objects (when in a shop).\\
694{\tt Dm}  --- use a menu to pick which object(s) to drop.\\
695{\tt D\%u} --- drop only unpaid food.
696%.ei
697%.ed
698%.lp
699\item[\tb{\^{}D}]
700Kick something (usually a door).
701%.lp
702\item[\tb{e}]
703Eat food.
704%.lp
705% Make sure Elbereth is not hyphenated below, the exact spelling matters.
706% (Only specified here to parallel Guidebook.mn; use of \tt font implicity
707% prevents automatic hyphenation in TeX and LaTeX.)
708\hyphenation{Elbereth}		%override the deduced syllable breaks
709\item[\tb{E}]
710Engrave a message on the floor.
711Engraving the word ``{\tt Elbereth}'' will cause most monsters to not attack
712you hand-to-hand (but if you attack, you will rub it out); this is
713often useful to give yourself a breather.  (This feature may be compiled out
714of the game, so your version might not have it.)\\
715%.sd
716%.si
717{\tt E-} --- write in the dust with your fingers.
718%.ei
719%.ed
720%.Ip
721\item[\tb{f}]
722Fire one of the objects placed in your quiver.  You may select
723ammunition with a previous `{\tt Q}' command, or let the computer pick
724something appropriate if {\it autoquiver\/} is true.
725%.lp
726\item[\tb{i}]
727List your inventory (everything you're carrying).
728%.lp
729\item[\tb{I}]
730List selected parts of your inventory.\\
731%.sd
732%.si
733{\tt I*} --- list all gems in inventory;\\
734{\tt Iu} --- list all unpaid items;\\
735{\tt Ix} --- list all used up items that are on your shopping bill;\\
736{\tt I\$} --- count your money.
737%.ei
738%.ed
739%.lp
740\item[\tb{o}]
741Open a door.
742%.lp
743\item[\tb{O}]
744Set options.  A menu showing the current option values will be
745displayed.  You can change most values simply by selecting the menu
746entry for the given option (ie, by typing its letter or clicking upon
747it, depending on your user interface).  For the non-boolean choices,
748a further menu or prompt will appear once you've closed this menu.
749The available options
750are listed later in this Guidebook.  Options are usually set before the
751game rather than with the `{\tt O}' command; see the section on options below.
752%.lp
753\item[\tb{p}]
754Pay your shopping bill.
755%.lp
756\item[\tb{P}]
757Put on a ring or other accessory (amulet, blindfold).
758%.lp
759\item[\tb{\^{}P}]
760Repeat previous message.  Subsequent {\tt \^{}P}'s repeat earlier messages.
761The behavior can be varied via the msg_window option.
762%.lp
763\item[\tb{q}]
764Quaff (drink) something (potion, water, etc).
765%.lp
766\item[\tb{Q}]
767Select an object for your quiver.  You can then throw this using
768the `f' command.  (In versions prior to 3.3 this was the command to quit
769the game, which has now been moved to `{\tt \#quit}'.)
770%.lp
771\item[\tb{r}]
772Read a scroll or spellbook.
773%.lp
774\item[\tb{R}]
775Remove an accessory (ring, amulet, etc).
776%.lp
777\item[\tb{\^{}R}]
778Redraw the screen.
779%.lp
780\item[\tb{s}]
781Search for secret doors and traps around you.  It usually takes several
782tries to find something.
783%.lp
784\item[\tb{S}]
785Save (and suspend) the game.  The game will be restored automatically the
786next time you play.
787%.lp
788\item[\tb{t}]
789Throw an object or shoot a projectile.
790%.lp
791\item[\tb{T}]
792Take off armor.
793%.lp
794\item[\tb{\^{}T}]
795Teleport, if you have the ability.
796%.lp
797\item[\tb{v}]
798Display version number.
799%.lp
800\item[\tb{V}]
801Display the game history.
802%.lp
803\item[\tb{w}]
804Wield weapon.\\
805%.sd
806%.si
807{\tt w-} --- wield nothing, use your bare hands.
808%.ei
809%.ed
810%.lp
811\item[\tb{W}]
812Wear armor.
813%.lp
814\item[\tb{x}]
815Exchange your wielded weapon with the item in your alternate
816weapon slot.  The latter is used as your secondary weapon when engaging in
817two-weapon combat.  Note that if one of these slots is empty,
818the exchange still takes place.
819%.lp
820\item[\tb{X}]
821Enter explore (discovery) mode, explained in its own section later.
822%.lp
823\item[\tb{\^{}X}]
824Display your name, role, race, gender, and alignment as well as
825the various deities in your game.
826%.lp
827\item[\tb{z}]
828Zap a wand.  To aim at yourself, use `{\tt .}' for the direction.
829%.lp
830\item[\tb{Z}]
831Zap (cast) a spell.  To cast at yourself, use `{\tt .}' for the direction.
832%.lp
833\item[\tb{\^{}Z}]
834Suspend the game (UNIX versions with job control only).
835%.lp
836\item[\tb{:}]
837Look at what is here.
838%.lp
839\item[\tb{;}]
840Show what type of thing a visible symbol corresponds to.
841%.lp
842\item[\tb{,}]
843Pick up some things. May be preceded by `{\tt m}' to force a selection menu.
844%.lp
845\item[\tb{@}]
846Toggle the {\it autopickup\/} option on and off.
847%.lp
848\item[\tb{\^{}}]
849Ask for the type of a trap you found earlier.
850%.lp
851\item[\tb{)}]
852Tell what weapon you are wielding.
853%.lp
854\item[\tb{[}]
855Tell what armor you are wearing.
856%.lp
857\item[\tb{=}]
858Tell what rings you are wearing.
859%.lp
860\item[\tb{"}]
861Tell what amulet you are wearing.
862%.lp
863\item[\tb{(}]
864Tell what tools you are using.
865%.lp
866\item[\tb{*}]
867Tell what equipment you are using; combines the preceding five type-specific
868commands into one.
869%.lp
870\item[\tb{\$}]
871Count your gold pieces.
872%.lp
873\item[\tb{+}]
874List the spells you know.  Using this command, you can also rearrange
875the order in which your spells are listed.  They are shown via a menu,
876and if you select a spell in that menu, you'll be re-prompted for
877another spell to swap places with it, and then have opportunity to
878make further exchanges.
879%.lp
880\item[\tb{$\backslash$}]
881Show what types of objects have been discovered.
882%.lp
883\item[\tb{!}]
884Escape to a shell.
885%.lp
886\item[\tb{\#}]
887Perform an extended command.  As you can see, the authors of {\it NetHack\/}
888used up all the letters, so this is a way to introduce the less frequently
889used commands.
890What extended commands are available depends on what features
891the game was compiled with.
892%.lp
893\item[\tb{\#adjust}]
894Adjust inventory letters (most useful when the
895{\it fixinv\/}
896option is ``on'').
897%.lp
898\item[\tb{\#chat}]
899Talk to someone.
900%.lp
901\item[\tb{\#conduct}]
902List which challenges you have adhered to.  See the section below entitled
903``Conduct'' for details.
904%.lp
905\item[\tb{\#dip}]
906Dip an object into something.
907%.lp
908\item[\tb{\#enhance}]
909Advance or check weapons and spell skills.
910%.lp
911\item[\tb{\#force}]
912Force a lock.
913%.lp
914\item[\tb{\#invoke}]
915Invoke an object's special powers.
916%.lp
917\item[\tb{\#jump}]
918Jump to another location.
919%.lp
920\item[\tb{\#loot}]
921Loot a box or bag on the floor beneath you, or the saddle 
922from a horse standing next to you.
923%.lp
924\item[\tb{\#monster}]
925Use a monster's special ability (when polymorphed into monster form).
926%.lp
927\item[\tb{\#name}]
928Name an item or type of object.
929%.lp
930\item[\tb{\#offer}]
931Offer a sacrifice to the gods.
932%.lp
933\item[\tb{\#pray}]
934Pray to the gods for help.
935%.lp
936\item[\tb{\#quit}]
937Quit the program without saving your game.
938%.lp
939\item[\tb{\#ride}]
940Ride (or stop riding) a monster.
941%.lp
942\item[\tb{\#rub}]
943Rub a lamp or a stone.
944%.lp
945\item[\tb{\#sit}]
946Sit down.
947%.lp
948\item[\tb{\#turn}]
949Turn undead.
950%.lp
951\item[\tb{\#twoweapon}]
952Toggle two-weapon combat on or off.  Note that you must
953use suitable weapons for this type of combat, or it will
954be automatically turned off.
955%.lp
956\item[\tb{\#untrap}]
957Untrap something (trap, door, or chest).
958%.lp
959\item[\tb{\#version}]
960Print compile time options for this version of {\it NetHack}.
961%.lp
962\item[\tb{\#wipe}]
963Wipe off your face.
964%.lp
965\item[\tb{\#?}]
966Help menu:  get the list of available extended commands.
967\elist
968
969%.pg
970\nd If your keyboard has a meta key (which, when pressed in combination
971with another key, modifies it by setting the `meta' [8th, or `high']
972bit), you can invoke many extended commands by meta-ing the first
973letter of the command.
974%- In {\it NT, OS/2, PC\/ {\rm and} ST NetHack},
975%- the `Alt' key can be used in this fashion;
976%- on the Amiga set the {\it altmeta\/} option to get this behavior.
977In {\it NT, OS/2, {\rm and} PC NetHack},
978the `Alt' key can be used in this fashion.
979\blist{}
980%.lp 
981\item[\tb{M-?}]
982{\tt\#?} (not supported by all platforms)
983%.lp
984\item[\tb{M-2}]
985{\tt\#twoweapon} (unless the {\it number\_pad\/} option is enabled)
986%.lp
987\item[\tb{M-a}]
988{\tt\#adjust}
989%.lp
990\item[\tb{M-c}]
991{\tt\#chat}
992%.lp
993\item[\tb{M-d}]
994{\tt\#dip}
995%.lp
996\item[\tb{M-e}]
997{\tt\#enhance}
998%.lp
999\item[\tb{M-f}]
1000{\tt\#force}
1001%.lp
1002\item[\tb{M-i}]
1003{\tt\#invoke}
1004%.lp
1005\item[\tb{M-j}]
1006{\tt\#jump}
1007%.lp
1008\item[\tb{M-l}]
1009{\tt\#loot}
1010%.lp
1011\item[\tb{M-m}]
1012{\tt\#monster}
1013%.lp
1014\item[\tb{M-n}]
1015{\tt\#name}
1016%.lp
1017\item[\tb{M-o}]
1018{\tt\#offer}
1019%.lp
1020\item[\tb{M-p}]
1021{\tt\#pray}
1022%.Ip
1023\item[\tb{M-q}]
1024{\tt\#quit}
1025%.lp
1026\item[\tb{M-r}]
1027{\tt\#rub}
1028%.lp
1029\item[\tb{M-s}]
1030{\tt\#sit}
1031%.lp
1032\item[\tb{M-t}]
1033{\tt\#turn}
1034%.lp
1035\item[\tb{M-u}]
1036{\tt\#untrap}
1037%.lp
1038\item[\tb{M-v}]
1039{\tt\#version}
1040%.lp
1041\item[\tb{M-w}]
1042{\tt\#wipe}
1043\elist
1044
1045%.pg
1046\nd If the {\it number\_pad\/} option is on, some additional letter commands
1047are available:
1048\blist{}
1049%.lp 
1050\item[\tb{h}]
1051Help menu:  display one of several help texts available, like ``{\tt ?}''.
1052%.lp
1053\item[\tb{j}]
1054Jump to another location.  Same as ``{\tt \#jump}'' or ``{\tt M-j}''.
1055%.lp
1056\item[\tb{k}]
1057Kick something (usually a door).  Same as `{\tt \^{}D}'.
1058%.lp
1059\item[\tb{l}]
1060Loot a box or bag on the floor beneath you, or the saddle 
1061from a horse standing next to you.  Same as ``{\tt \#loot}'' or ``{\tt M-l}''.
1062%.lp
1063\item[\tb{N}]
1064Name an object or type of object.  Same as ``{\tt \#name}'' or ``{\tt M-n}''.
1065%.lp
1066\item[\tb{u}]
1067Untrap a trap, door, or chest.  Same as ``{\tt \#untrap}'' or ``{\tt M-u}''.
1068\elist
1069
1070%.hn 1
1071\section{Rooms and corridors}
1072
1073%.pg
1074Rooms and corridors in the dungeon are either lit or dark.
1075Any lit areas within your line of sight will be displayed;
1076dark areas are only displayed if they are within one space of you. 
1077Walls and corridors remain on the map as you explore them.
1078
1079%.pg
1080Secret corridors are hidden.  You can find them with the `{\tt s}' (search)
1081command.
1082
1083%.hn 2
1084\subsection*{Doorways}
1085
1086%.pg
1087Doorways connect rooms and corridors.  Some doorways have no doors;
1088you can walk right through.  Others have doors in them, which may be
1089open, closed, or locked.  To open a closed door, use the `{\tt o}' (open)
1090command; to close it again, use the `{\tt c}' (close) command.
1091
1092%.pg
1093You can get through a locked door by using a tool to pick the lock
1094with the `{\tt a}' (apply) command, or by kicking it open with the
1095`{\tt \^{}D}' (kick) command.
1096
1097%.pg
1098Open doors cannot be entered diagonally; you must approach them
1099straight on, horizontally or vertically.  Doorways without doors are
1100not restricted in this fashion.
1101
1102%.pg
1103Doors can be useful for shutting out monsters.  Most monsters cannot
1104open doors, although a few don't need to (ex.\ ghosts can walk through
1105doors).
1106
1107%.pg
1108Secret doors are hidden.  You can find them with the `{\tt s}' (search)
1109command.  Once found they are in all ways equivalent to normal doors.
1110
1111%.hn 2
1112\subsection*{Traps (`{\tt \^{}}')}
1113
1114%.pg
1115There are traps throughout the dungeon to snare the unwary delver.
1116For example, you may suddenly fall into a pit and be stuck for a few
1117turns trying to climb out.  Traps don't appear on your map until you
1118see one triggered by moving onto it, see something fall into it, or you
1119discover it with the `{\tt s}' (search) command.  Monsters can fall prey to
1120traps, too, which can be a very useful defensive strategy.
1121
1122%.pg
1123There is a special pre-mapped branch of the dungeon based on the
1124classic computer game ``{\tt Sokoban}.''  The goal is to push the boulders
1125into the pits or holes.  With careful foresight, it is possible to
1126complete all of the levels according to the traditional rules of
1127Sokoban.  Some allowances are permitted in case the player gets stuck;
1128however, they will lower your luck.
1129
1130\subsection*{Stairs (`{\tt <}', `{\tt >}')}
1131
1132%.pg
1133In general, each level in the dungeon will have a staircase going up
1134(`{\tt <}') to the previous level and another going down (`{\tt >}')
1135to the next
1136level.  There are some exceptions though.  For instance, fairly early
1137in the dungeon you will find a level with two down staircases, one
1138continuing into the dungeon and the other branching into an area
1139known as the Gnomish Mines.  Those mines eventually hit a dead end,
1140so after exploring them (if you choose to do so), you'll need to
1141climb back up to the main dungeon.
1142
1143%.pg
1144When you traverse a set of stairs, or trigger a trap which sends you
1145to another level, the level you're leaving will be deactivated and
1146stored in a file on disk.  If you're moving to a previously visited
1147level, it will be loaded from its file on disk and reactivated.  If
1148you're moving to a level which has not yet been visited, it will be
1149created (from scratch for most random levels, from a template for
1150some ``special'' levels, or loaded from the remains of an earlier game
1151for a ``bones'' level as briefly described below).  Monsters are only
1152active on the current level; those on other levels are essentially
1153placed into stasis.
1154 
1155%.pg
1156Ordinarily when you climb a set of stairs, you will arrive on the
1157corresponding staircase at your destination.  However, pets (see below)
1158and some other monsters will follow along if they're close enough when
1159you travel up or down stairs, and occasionally one of these creatures
1160will displace you during the climb.  When that occurs, the pet or other
1161monster will arrive on the staircase and you will end up nearby.
1162
1163\subsection*{Ladders (`{\tt <}', `{\tt >}')}
1164
1165%.pg
1166Ladders serve the same purpose as staircases, and the two types of
1167inter-level connections are nearly indistinguishable during game play.
1168
1169%.hn 2
1170\subsection*{Shops and shopping}
1171
1172%.pg
1173Occasionally you will run across a room with a shopkeeper near the door
1174and many items lying on the floor.  You can buy items by picking them
1175up and then using the `{\tt p}' command.  You can inquire about the price
1176of an item prior to picking it up by using the ``{\tt \#chat}'' command
1177while standing on it.  Using an item prior to paying for it will incur a
1178charge, and the shopkeeper won't allow you to leave the shop until you
1179have paid any debt you owe.
1180
1181%.pg
1182You can sell items to a shopkeeper by dropping them to the floor while
1183inside a shop.  You will either be offered an amount of gold and asked
1184whether you're willing to sell, or you'll be told that the shopkeeper
1185isn't interested (generally, your item needs to be compatible with the
1186type of merchandise carried by the shop).
1187
1188%.pg
1189If you drop something in a shop by accident, the shopkeeper will usually
1190claim ownership without offering any compensation.  You'll have to buy
1191it back if you want to reclaim it.
1192
1193%.pg
1194Shopkeepers sometimes run out of money.  When that happens, you'll be
1195offered credit instead of gold when you try to sell something.  Credit
1196can be used to pay for purchases, but it is only good in the shop where
1197it was obtained; other shopkeepers won't honor it.  (If you happen to
1198find a ``credit card'' in the dungeon, don't bother trying to use it in
1199shops; shopkeepers will not accept it.)
1200
1201%.pg
1202The {\tt \$} command, which reports the amount of gold you are carrying
1203(in inventory, not inside bags or boxes), will also show current shop
1204debt or credit, if any.  The {\tt Iu} command lists unpaid items
1205(those which still belong to the shop) if you are carrying any.
1206The {\tt Ix} command shows an inventory-like display of any unpaid
1207items which have been used up, along with other shop fees, if any.
1208
1209%.hn 3
1210\subsubsection*{Shop idiosyncracies}
1211
1212%.pg
1213Several aspects of shop behavior might be unexpected.
1214
1215\begin{itemize}
1216% note: a bullet is the default item label so we could omit [$\bullet$] here
1217%.lp \(bu 2
1218\item[$\bullet$]
1219The price of a given item can vary due to a variety of factors.
1220%.lp \(bu 2
1221\item[$\bullet$]
1222A shopkeeper treats the spot immediately inside the door as if it were
1223outside the shop.
1224%.lp \(bu 2
1225\item[$\bullet$]
1226While the shopkeeper watches you like a hawk, he will generally ignore
1227any other customers.
1228%.lp \(bu 2
1229\item[$\bullet$]
1230If a shop is ``closed for inventory'', it will not open of its own accord.
1231%.lp \(bu 2
1232\item[$\bullet$]
1233Shops do not get restocked with new items, regardless of inventory depletion.
1234\end{itemize}
1235
1236%.hn 1
1237\section{Monsters}
1238
1239%.pg
1240Monsters you cannot see are not displayed on the screen.  Beware!
1241You may suddenly come upon one in a dark place.  Some magic items can
1242help you locate them before they locate you (which some monsters can do
1243very well).
1244
1245%.pg
1246The commands `{\tt /}' and `{\tt ;}' may be used to obtain information
1247about those
1248monsters who are displayed on the screen.  The command `{\tt C}' allows you
1249to assign a name to a monster, which may be useful to help distinguish
1250one from another when multiple monsters are present.  Assigning a name
1251which is just a space will remove any prior name.
1252
1253%.pg
1254The extended command ``{\tt \#chat}'' can be used to interact with an adjacent
1255monster.  There is no actual dialog (in other words, you don't get to
1256choose what you'll say), but chatting with some monsters such as a
1257shopkeeper or the Oracle of Delphi can produce useful results.
1258
1259%.hn 2
1260\subsection*{Fighting}
1261
1262%.pg
1263If you see a monster and you wish to fight it, just attempt to walk
1264into it.  Many monsters you find will mind their own business unless
1265you attack them.  Some of them are very dangerous when angered.
1266Remember:  discretion is the better part of valor.
1267
1268%.pg
1269If you can't see a monster (if it is invisible, or if you are blinded),
1270the symbol `I' will be shown when you learn of its presence.
1271If you attempt to walk into it, you will try to fight it just like
1272a monster that you can see; of course,
1273if the monster has moved, you will attack empty air.  If you guess
1274that the monster has moved and you don't wish to fight, you can use the `m'
1275command to move without fighting; likewise, if you don't remember a monster
1276but want to try fighting anyway, you can use the `F' command.
1277
1278%.hn 2
1279\subsection*{Your pet}
1280
1281%.pg
1282You start the game with a little dog (`{\tt d}'), cat (`{\tt f}'),
1283or pony (`{\tt u}'), which follows
1284you about the dungeon and fights monsters with you.  Like you, your
1285pet needs food to survive.  It usually feeds itself on fresh carrion
1286and other meats.  If you're worried about it or want to train it, you
1287can feed it, too, by throwing it food.  A properly trained pet can be
1288very useful under certain circumstances.
1289
1290%.pg
1291Your pet also gains experience from killing monsters, and can grow
1292over time, gaining hit points and doing more damage.  Initially, your
1293pet may even be better at killing things than you, which makes pets
1294useful for low-level characters.
1295
1296%.pg
1297Your pet will follow you up and down staircases if it is next to you
1298when you move.  Otherwise your pet will be stranded and may become
1299wild.  Similarly, when you trigger certain types of traps which alter
1300your location (for instance, a trap door which drops you to a lower
1301dungeon level), any adjacent pet will accompany you and any non-adjacent
1302pet will be left behind.  Your pet may trigger such traps itself; you
1303will not be carried along with it even if adjacent at the time.
1304
1305%.hn 2
1306\subsection*{Steeds}
1307
1308%.pg
1309Some types of creatures in the dungeon can actually be ridden if you
1310have the right equipment and skill.  Convincing a wild beast to let
1311you saddle it up is difficult to say the least.  Many a dungeoneer
1312has had to resort to magic and wizardry in order to forge the alliance.
1313Once you do have the beast under your control however, you can
1314easily climb in and out of the saddle with the `{\tt \#ride}' command.  Lead
1315the beast around the dungeon when riding, in the same manner as
1316you would move yourself.  It is the beast that you will see displayed
1317on the map.
1318
1319%.pg
1320Riding skill is managed by the `{\tt \#enhance}' command.  See the section
1321on Weapon proficiency for more information about that.
1322
1323%.hn 2
1324\subsection*{Bones levels}
1325
1326%.pg
1327You may encounter the shades and corpses of other adventurers (or even
1328former incarnations of yourself!) and their personal effects.  Ghosts
1329are hard to kill, but easy to avoid, since they're slow and do little
1330damage.  You can plunder the deceased adventurer's possessions;
1331however, they are likely to be cursed.  Beware of whatever killed the
1332former player; it is probably still lurking around, gloating over its
1333last victory.
1334
1335%.hn 1
1336\section{Objects}
1337
1338%.pg
1339When you find something in the dungeon, it is common to want to pick
1340it up.  In {\it NetHack}, this is accomplished automatically by walking over
1341the object (unless you turn off the {\it autopickup\/}
1342option (see below), or move with the `{\tt m}' prefix (see above)), or
1343manually by using the `{\tt ,}' command.
1344%.pg
1345If you're carrying too many items, {\it NetHack\/} will tell you so and you
1346won't be able to pick up anything more.  Otherwise, it will add the object(s)
1347to your pack and tell you what you just picked up.
1348%.pg
1349As you add items to your inventory, you also add the weight of that object
1350to your load.  The amount that you can carry depends on your strength and
1351your constitution.  The
1352stronger you are, the less the additional load will affect you.  There comes
1353a point, though, when the weight of all of that stuff you are carrying around
1354with you through the dungeon will encumber you.  Your reactions
1355will get slower and you'll burn calories faster, requiring food more frequently
1356to cope with it.  Eventually, you'll be so overloaded that you'll either have
1357to discard some of what you're carrying or collapse under its weight.
1358%.pg
1359NetHack will tell you how badly you have loaded yourself.  The symbols
1360`Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are
1361displayed on the bottom line display to indicate your condition.
1362
1363%.pg
1364When you pick up an object, it is assigned an inventory letter.  Many
1365commands that operate on objects must ask you to find out which object
1366you want to use.  When {\it NetHack\/} asks you to choose a particular object
1367you are carrying, you are usually presented with a list of inventory
1368letters to choose from (see Commands, above).
1369
1370%.pg
1371Some objects, such as weapons, are easily differentiated.  Others, like
1372scrolls and potions, are given descriptions which vary according to
1373type.  During a game, any two objects with the same description are
1374the same type.  However, the descriptions will vary from game to game.
1375
1376%.pg
1377When you use one of these objects, if its effect is obvious, {\it NetHack\/}
1378will remember what it is for you.  If its effect isn't extremely
1379obvious, you will be asked what you want to call this type of object
1380so you will recognize it later.  You can also use the ``{\tt \#name}''
1381command for the same purpose at any time, to name all objects of a
1382particular type or just an individual object.
1383When you use ``{\tt \#name}'' on an object which has already been named,
1384specifying a space as the value will remove the prior name instead
1385of assigning a new one.
1386
1387%.hn 2
1388\subsection*{Curses and Blessings}
1389
1390%.pg
1391Any object that you find may be cursed, even if the object is
1392otherwise helpful.  The most common effect of a curse is being stuck
1393with (and to) the item.  Cursed weapons weld themselves to your hand
1394when wielded, so you cannot unwield them.  Any cursed item you wear
1395is not removable by ordinary means.  In addition, cursed arms and armor
1396usually, but not always, bear negative enchantments that make them
1397less effective in combat.  Other cursed objects may act poorly or
1398detrimentally in other ways.
1399
1400%.pg
1401Objects can also be blessed.  Blessed items usually work better or
1402more beneficially than normal uncursed items.  For example, a blessed
1403weapon will do more damage against demons.
1404
1405%.pg
1406There are magical means of bestowing or removing curses upon objects,
1407so even if you are stuck with one, you can still have the curse
1408lifted and the item removed.  Priests and Priestesses have an innate
1409sensitivity to this property in any object, so they can more easily avoid
1410cursed objects than other character roles.
1411
1412%.pg
1413An item with unknown status will be reported in your inventory with no prefix.
1414An item which you know the state of will be distinguished in your inventory
1415by the presence of the word ``cursed'', ``uncursed'' or ``blessed'' in the
1416description of the item.
1417
1418%.hn 2
1419\subsection*{Weapons (`{\tt )}')}
1420
1421%.pg
1422Given a chance, most monsters in the Mazes of Menace will gratuitously try to
1423kill you.  You need weapons for self-defense (killing them first).  Without a
1424weapon, you do only 1--2 hit points of damage (plus bonuses, if any).
1425Monk characters are an exception; they normally do much more damage with
1426bare hands than they do with weapons.
1427
1428%.pg
1429There are wielded weapons, like maces and swords, and thrown weapons,
1430like arrows and spears.  To hit monsters with a weapon, you must wield it and
1431attack them, or throw it at them.  You can simply elect to throw a spear.
1432To shoot an arrow, you should first wield a bow, then throw the arrow.
1433Crossbows shoot crossbow bolts.  Slings hurl rocks and (other) stones
1434(like gems).
1435
1436%.pg
1437Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be
1438either positive or negative) that adds to your chance to
1439hit and the damage you do to a monster.  The only way to determine a weapon's
1440enchantment is to have it magically identified somehow.
1441Most weapons are subject to some type of damage like rust.  Such
1442``erosion'' damage can be repaired.
1443
1444%.pg
1445The chance that an attack will successfully hit a monster, and the amount
1446of damage such a hit will do, depends upon many factors.  Among them are:
1447type of weapon, quality of weapon (enchantment and/or erosion), experience
1448level, strength, dexterity, encumbrance, and proficiency (see below).  The
1449monster's armor class---a general defense rating, not necessarily due to
1450wearing of armor---is a factor too; also, some monsters are particularly
1451vulnerable to certain types of weapons.
1452
1453%.pg
1454Many weapons can be wielded in one hand; some require both hands.
1455When wielding a two-handed weapon, you can not wear a shield, and
1456vice versa.  When wielding a one-handed weapon, you can have another
1457weapon ready to use by setting things up with the `{\tt x}' command, which
1458exchanges your primary (the one being wielded) and alternate weapons.
1459And if you have proficiency in the ``two weapon combat'' skill, you
1460may wield both weapons simultaneously as primary and secondary; use the
1461`{\tt \#twoweapon}' extended command to engage or disengage that.  Only
1462some types of characters (barbarians, for instance) have the necessary
1463skill available.  Even with that skill, using two weapons at once incurs
1464a penalty in the chance to hit your target compared to using just one
1465weapon at a time.
1466
1467%.pg
1468There might be times when you'd rather not wield any weapon at all.
1469To accomplish that, wield `{\tt -}', or else use the `{\tt A}' command which
1470allows you to unwield the current weapon in addition to taking off
1471other worn items.
1472
1473%.pg
1474Those of you in the audience who are AD\&D players, be aware that each
1475weapon which existed in AD\&D does roughly the same damage to monsters in
1476{\it NetHack}.  Some of the more obscure weapons (such as the %
1477{\it aklys}, {\it lucern hammer}, and {\it bec-de-corbin\/}) are defined
1478in an appendix to {\it Unearthed Arcana}, an AD\&D supplement.
1479
1480%.pg
1481The commands to use weapons are `{\tt w}' (wield), `{\tt t}' (throw),
1482`{\tt f}' (fire, an alternative way of throwing), `{\tt Q}' (quiver),
1483`{\tt x}' (exchange), `{\tt \#twoweapon}', and `{\tt \#enhance}' (see below).
1484
1485%.hn 3
1486\subsection*{Throwing and shooting}
1487
1488%.pg
1489You can throw just about anything via the `{\tt t}' command.  It will prompt
1490for the item to throw; picking `{\tt ?}' will list things in your inventory
1491which are considered likely to be thrown, or picking `{\tt *}' will list
1492your entire inventory.  After you've chosen what to throw, you will
1493be prompted for a direction rather than for a specific target.  The
1494distance something can be thrown depends mainly on the type of object
1495and your strength.  Arrows can be thrown by hand, but can be thrown
1496much farther and will be more likely to hit when thrown while you are
1497wielding a bow.
1498
1499%.pg
1500You can simplify the throwing operation by using the `{\tt Q}' command to
1501select your preferred ``missile'', then using the `{\tt f}' command to
1502throw it.  You'll be prompted for a direction as above, but you don't
1503have to specify which item to throw each time you use `{\tt f}'.  There is
1504also an option,
1505{\it autoquiver},
1506which has {\it NetHack\/} choose another item to automatically fill your
1507quiver when the inventory slot used for `{\tt Q}' runs out.
1508
1509%.pg
1510Some characters have the ability to fire a volley of multiple items in a
1511single turn.  Knowing how to load several rounds of ammunition at
1512once---or hold several missiles in your hand---and still hit a
1513target is not an easy task.  Rangers are among those who are adept
1514at this task, as are those with a high level of proficiency in the
1515relevant weapon skill (in bow skill if you're wielding one to
1516shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
1517or in sling skill if you're wielding one to shoot stones).
1518The number of items that the character has a chance to fire varies from
1519turn to turn.  You can explicitly limit the number of shots by using a
1520numeric prefix before the `{\tt t}' or `{\tt f}' command.
1521For example, ``{\tt 2f}'' (or ``{\tt n2f}'' if using
1522{\it number\_pad\/}
1523mode) would ensure that at most 2 arrows are shot
1524even if you could have fired 3.  If you specify
1525a larger number than would have been shot (``{\tt 4f}'' in this example),
1526you'll just end up shooting the same number (3, here) as if no limit
1527had been specified.  Once the volley is in motion, all of the items
1528will travel in the same direction; if the first ones kill a monster,
1529the others can still continue beyond that spot.
1530
1531%.hn 3
1532\subsection*{Weapon proficiency}
1533
1534%.pg
1535You will have varying degrees of skill in the weapons available.
1536Weapon proficiency, or weapon skills, affect how well you can use
1537particular types of weapons, and you'll be able to improve your skills
1538as you progress through a game, depending on your role, your experience
1539level, and use of the weapons.
1540
1541%.pg
1542For the purposes of proficiency, weapons have
1543been divided up into various groups such as daggers, broadswords, and
1544polearms.  Each role has a limit on what level of proficiency a character
1545can achieve for each group.  For instance, wizards can become highly
1546skilled in daggers or staves but not in swords or bows.
1547
1548%.pg
1549The `{\tt \#enhance}' extended command is used to review current weapons proficiency
1550(also spell proficiency) and to choose which skill(s) to improve when
1551you've used one or more skills enough to become eligible to do so.  The
1552skill rankings are ``none'' (sometimes also referred to as ``restricted'',
1553because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
1554and ``expert''.  Restricted skills simply will not appear in the list
1555shown by `{\tt \#enhance}'.  (Divine intervention might unrestrict a particular
1556skill, in which case it will start at unskilled and be limited to basic.)
1557Some characters can enhance their barehanded combat or martial arts skill
1558beyond expert to ``master'' or ``grand master''.
1559
1560%.pg
1561Use of a weapon in which you're restricted or unskilled
1562will incur a modest penalty in the chance to hit a monster and also in
1563the amount of damage done when you do hit; at basic level, there is no
1564penalty or bonus; at skilled level, you receive a modest bonus in the
1565chance to hit and amount of damage done; at expert level, the bonus is
1566higher.  A successful hit has a chance to boost your training towards
1567the next skill level (unless you've already reached the limit for this
1568skill).  Once such training reaches the threshold for that next level,
1569you'll be told that you feel more confident in your skills.  At that
1570point you can use `{\tt \#enhance}' to increase one or more skills.  Such skills
1571are not increased automatically because there is a limit to your total
1572overall skills, so you need to actively choose which skills to enhance
1573and which to ignore.
1574
1575%.hn 2
1576\subsection*{Armor (`{\tt [}')}
1577
1578%.pg
1579Lots of unfriendly things lurk about; you need armor to protect
1580yourself from their blows.  Some types of armor offer better
1581protection than others.  Your armor class is a measure of this
1582protection.  Armor class (AC) is measured as in AD\&D, with 10 being
1583the equivalent of no armor, and lower numbers meaning better armor.
1584Each suit of armor which exists in AD\&D gives the same protection in
1585{\it NetHack}.  Here is an (incomplete) list of the armor classes provided by
1586various suits of armor:
1587
1588\begin{center}
1589\begin{tabular}{lllll}
1590dragon scale mail      & 1 & \makebox[20mm]{}  & plate mail            & 3\\
1591crystal plate mail     & 3 &                   & bronze plate mail     & 4\\
1592splint mail            & 4 &                   & banded mail           & 4\\
1593dwarvish mithril-coat  & 4 &                   & elven mithril-coat    & 5\\
1594chain mail             & 5 &                   & orcish chain mail     & 6\\
1595scale mail             & 6 &                   & studded leather armor & 7\\
1596ring mail              & 7 &                   & orcish ring mail      & 8\\
1597leather armor          & 8 &                   & leather jacket        & 9\\
1598no armor               & 10
1599\end{tabular}
1600\end{center}
1601
1602%.pg
1603\nd You can also wear other pieces of armor (ex.\ helmets, boots,
1604shields, cloaks)
1605to lower your armor class even further, but you can only wear one item
1606of each category (one suit of armor, one cloak, one helmet, one
1607shield, and so on) at a time.
1608
1609%.pg
1610If a piece of armor is enchanted, its armor protection will be better
1611(or worse) than normal, and its ``plus'' (or minus) will subtract from
1612your armor class.  For example, a +1 chain mail would give you
1613better protection than normal chain mail, lowering your armor class one
1614unit further to 4.  When you put on a piece of armor, you immediately
1615find out the armor class and any ``plusses'' it provides.  Cursed
1616pieces of armor usually have negative enchantments (minuses) in
1617addition to being unremovable.
1618
1619%.pg
1620Many types of armor are subject to some kind of damage like rust.  Such
1621damage can be repaired.  Some types of armor may inhibit spell casting.
1622
1623%.pg
1624The commands to use armor are `{\tt W}' (wear) and `{\tt T}' (take off).
1625The `{\tt A}' command can also be used to take off armor as well as other
1626worn items.
1627
1628%.hn 2
1629\subsection*{Food (`{\tt \%}')}
1630
1631%.pg
1632Food is necessary to survive.  If you go too long without eating you
1633will faint, and eventually die of starvation.
1634Some types of food will spoil, and become unhealthy to eat,
1635if not protected.
1636Food stored in ice boxes or tins (``cans'')
1637will usually stay fresh, but ice boxes are heavy, and tins
1638take a while to open.
1639
1640%.pg
1641When you kill monsters, they usually leave corpses which are also
1642``food.''  Many, but not all, of these are edible; some also give you
1643special powers when you eat them.  A good rule of thumb is ``you are
1644what you eat.''
1645
1646%.pg
1647Some character roles and some monsters are vegetarian.  Vegetarian monsters
1648will typically never eat animal corpses, while vegetarian players can,
1649but with some rather unpleasant side-effects.
1650
1651%.pg
1652You can name one food item after something you like to eat with the
1653{\it fruit\/} option.
1654
1655%.pg
1656The command to eat food is `{\tt e}'.
1657
1658%.hn 2
1659\subsection*{Scrolls (`{\tt ?}')}
1660
1661%.pg
1662Scrolls are labeled with various titles, probably chosen by ancient wizards
1663for their amusement value (ex.\ ``READ ME,'' or ``THANX MAUD'' backwards).
1664Scrolls disappear after you read them (except for blank ones, without
1665magic spells on them).
1666
1667%.pg
1668One of the most useful of these is the %
1669{\it scroll of identify}, which
1670can be used to determine what another object is, whether it is cursed or
1671blessed, and how many uses it has left.  Some objects of subtle
1672enchantment are difficult to identify without these.
1673
1674%.pg
1675A mail daemon may run up and deliver mail to you as a %
1676{\it scroll of mail} (on versions compiled with this feature).
1677To use this feature on versions where {\it NetHack\/}
1678mail delivery is triggered by electronic mail appearing in your system mailbox,
1679you must let {\it NetHack\/} know where to look for new mail by setting the
1680``MAIL'' environment variable to the file name of your mailbox.
1681You may also want to set the ``MAILREADER'' environment variable to the
1682file name of your favorite reader, so {\it NetHack\/} can shell to it when you
1683read the scroll.
1684On versions of {\it NetHack\/} where mail is randomly
1685generated internal to the game, these environment variables are ignored.
1686You can disable the mail daemon by turning off the
1687{\it mail\/} option.
1688
1689%.pg
1690The command to read a scroll is `{\tt r}'.
1691
1692%.hn 2
1693\subsection*{Potions (`{\tt !}')}
1694
1695%.pg
1696Potions are distinguished by the color of the liquid inside the flask.
1697They disappear after you quaff them.
1698
1699%.pg
1700Clear potions are potions of water.  Sometimes these are
1701blessed or cursed, resulting in holy or unholy water.  Holy water is
1702the bane of the undead, so potions of holy water are good things to
1703throw (`{\tt t}') at them.  It is also sometimes very useful to dip
1704(``{\tt \#dip}'') an object into a potion.
1705
1706%.pg
1707The command to drink a potion is `{\tt q}' (quaff).
1708
1709%.hn 2
1710\subsection*{Wands (`{\tt /}')}
1711
1712%.pg
1713Magic wands usually have multiple magical charges.  Some wands are
1714directional---you must give a direction in which to zap them.  You can also
1715zap them at yourself (just give a `{\tt .}' or `{\tt s}' for the direction).
1716Be warned, however, for this is often unwise.  Other wands are
1717nondirectional---they don't require a direction.  The number of charges in a
1718wand is random and decreases by one whenever you use it.
1719
1720%.pg
1721When the number of charges left in a wand becomes zero, attempts to use the
1722wand will usually result in nothing happening.  Occasionally, however, it may
1723be possible to squeeze the last few mana points from an otherwise spent wand,
1724destroying it in the process.  A wand may be recharged by using suitable
1725magic, but doing so runs the risk of causing it to explode.  The chance
1726for such an explosion starts out very small and increases each time the
1727wand is recharged.
1728
1729%.pg
1730In a truly desperate situation, when your back is up against the wall, you
1731might decide to go for broke and break your wand.  This is not for the faint
1732of heart.  Doing so will almost certainly cause a catastrophic release of
1733magical energies.
1734
1735%.pg
1736When you have fully identified a particular wand, inventory display will
1737include additional information in parentheses: the number of times it has
1738been recharged followed by a colon and then by its current number of charges.
1739A current charge count of {\tt -1} is a special case indicating that the wand
1740has been cancelled.
1741
1742%.pg
1743The command to use a wand is `{\tt z}' (zap).  To break one, use the `{\tt a}'
1744(apply) command.
1745
1746%.hn 2
1747\subsection*{Rings (`{\tt =}')}
1748
1749%.pg
1750Rings are very useful items, since they are relatively permanent
1751magic, unlike the usually fleeting effects of potions, scrolls, and
1752wands.
1753
1754%.pg
1755Putting on a ring activates its magic.  You can wear only two
1756rings, one on each ring finger.
1757
1758%.pg
1759Most rings also cause you to grow hungry more rapidly, the rate
1760varying with the type of ring.
1761
1762%.pg
1763The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove).
1764
1765%.hn 2
1766\subsection*{Spellbooks (`{\tt +}')}
1767
1768%.pg
1769Spellbooks are tomes of mighty magic.  When studied with the `{\tt r}' (read)
1770command, they transfer to the reader the knowledge of a spell (and
1771therefore eventually become unreadable) --- unless the attempt backfires.
1772Reading a cursed spellbook or one with mystic runes beyond
1773your ken can be harmful to your health!
1774
1775%.pg
1776A spell (even when learned) can also backfire when you cast it.  If you
1777attempt to cast a spell well above your experience level, or if you have
1778little skill with the appropriate spell type, or cast it at
1779a time when your luck is particularly bad, you can end up wasting both the
1780energy and the time required in casting.
1781
1782%.pg
1783Casting a spell calls forth magical energies and focuses them with
1784your naked mind.  Some of the magical energy released comes from within
1785you, and casting several spells in a row may tire you.
1786Casting of spells also requires practice.  With practice, your
1787skill in each category of spell casting will improve.  Over time, however,
1788your memory of each spell will dim, and you will need to relearn it.
1789
1790%.pg
1791Some spells are
1792directional---you must give a direction in which to cast them.  You can also
1793cast them at yourself (just give a `{\tt .}' or `{\tt s}' for the direction).
1794Be warned, however, for this is often unwise.  Other spells are
1795nondirectional---they don't require a direction.
1796
1797%.pg
1798Just as weapons are divided into groups in which a character can become
1799proficient (to varying degrees), spells are similarly grouped.
1800Successfully casting a spell exercises the skill group; sufficient skill
1801may increase the potency of the spell and reduce the risk of spell failure.
1802Skill slots are shared with weapons skills.  (See also the section on
1803``Weapon proficiency''.)
1804
1805%.pg
1806Casting a spell also requires flexible movement, and wearing various types
1807of armor may interfere with that.
1808
1809%.pg
1810The command to read a spellbook is the same as for scrolls, `{\tt r}'
1811(read).  The `{\tt +}' command lists your current spells, their levels,
1812categories, and chances for failure.
1813The `{\tt Z}' (cast) command casts a spell.
1814
1815%.hn 2
1816\subsection*{Tools (`{\tt (}')}
1817
1818%.pg
1819Tools are miscellaneous objects with various purposes.  Some tools
1820have a limited number of uses, akin to wand charges.  For example, lamps burn
1821out after a while.  Other tools are containers, which objects can
1822be placed into or taken out of.
1823
1824%.pg
1825The command to use tools is `{\tt a}' (apply).
1826
1827%.hn 3
1828\subsection*{Containers}
1829
1830%.pg
1831You may encounter bags, boxes, and chests in your travels.  A tool of
1832this sort can be opened with the ``{\tt \#loot}'' extended command when
1833you are standing on top of it (that is, on the same floor spot),
1834or with the `{\tt a}' (apply) command when you are carrying it.  However,
1835chests are often locked, and are in any case unwieldy objects.
1836You must set one down before unlocking it by
1837using a key or lock-picking tool with the `{\tt a}' (apply) command,
1838by kicking it with the `{\tt \^{}D}' command,
1839or by using a weapon to force the lock with the ``{\tt \#force}''
1840extended command.
1841
1842%.pg
1843Some chests are trapped, causing nasty things to happen when you
1844unlock or open them.  You can check for and try to deactivate traps
1845with the ``{\tt \#untrap}'' extended command.
1846
1847%.hn 2
1848\subsection*{Amulets (`{\tt "}')}
1849
1850%.pg
1851Amulets are very similar to rings, and often more powerful.  Like
1852rings, amulets have various magical properties, some beneficial,
1853some harmful, which are activated by putting them on.
1854
1855%.pg
1856Only one amulet may be worn at a time, around your neck.
1857
1858%.pg
1859The commands to use amulets are the same as for rings, `{\tt P}' (put on)
1860and `{\tt R}' (remove).
1861
1862%.hn 2
1863\subsection*{Gems (`{\tt *}')}
1864
1865%.pg
1866Some gems are valuable, and can be sold for a lot of gold.  They are also
1867a far more efficient way of carrying your riches.  Valuable gems increase
1868your score if you bring them with you when you exit.
1869
1870%.pg
1871Other small rocks are also categorized as gems, but they are much less
1872valuable.  All rocks, however, can be used as projectile weapons (if you
1873have a sling).  In the most desperate of cases, you can still throw them
1874by hand.
1875
1876%.hn 2
1877\subsection*{Large rocks (`{\tt `}')}
1878%.pg
1879Statues and boulders are not particularly useful, and are generally
1880heavy.  It is rumored that some statues are not what they seem.
1881
1882%.pg
1883Very large humanoids (giants and their ilk) have been known to use boulders
1884as weapons.
1885
1886%.hn 2
1887\subsection*{Gold (`{\tt \$}')}
1888
1889%.pg
1890Gold adds to your score, and you can buy things in shops with it.
1891There are a number
1892of monsters in the dungeon that may be influenced by the amount of gold
1893you are carrying (shopkeepers aside).
1894
1895%.hn 1
1896\section{Conduct}
1897
1898%.pg
1899As if winning {\it NetHack\/} were not difficult enough, certain players
1900seek to challenge themselves by imposing restrictions on the
1901way they play the game.  The game automatically tracks some of
1902these challenges, which can be checked at any time with the {\tt \#conduct}
1903command or at the end of the game.  When you perform an action which
1904breaks a challenge, it will no longer be listed.  This gives
1905players extra ``bragging rights'' for winning the game with these
1906challenges.  Note that it is perfectly acceptable to win the game
1907without resorting to these restrictions and that it is unusual for
1908players to adhere to challenges the first time they win the game.
1909
1910%.pg
1911Several of the challenges are related to eating behavior.  The most
1912difficult of these is the foodless challenge.  Although creatures
1913can survive long periods of time without food, there is a physiological
1914need for water; thus there is no restriction on drinking beverages,
1915even if they provide some minor food benefits.
1916Calling upon your god for help with starvation does
1917not violate any food challenges either.
1918
1919%.pg
1920A strict vegan diet is one which avoids any food derived from animals.
1921The primary source of nutrition is fruits and vegetables.  The
1922corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') are
1923also considered to be vegetable matter.  Certain human
1924food is prepared without animal products; namely, lembas wafers, cram
1925rations, food rations (gunyoki), K-rations, and C-rations.
1926Metal or another normally indigestible material eaten while polymorphed
1927into a creature that can digest it is also considered vegan food.
1928Note however that eating such items still counts against foodless conduct.
1929
1930%.pg
1931Vegetarians do not eat animals;
1932however, they are less selective about eating animal byproducts than vegans.
1933In addition to the vegan items listed above, they may eat any kind
1934of pudding (`P') other than the black puddings,
1935eggs and food made from eggs (fortune cookies and pancakes),
1936food made with milk (cream pies and candy bars), and lumps of
1937royal jelly.  Monks are expected to observe a vegetarian diet.
1938
1939%.pg
1940Eating any kind of meat violates the vegetarian, vegan, and foodless
1941conducts.  This includes tripe rations, the corpses or tins of any
1942monsters not mentioned above, and the various other chunks of meat
1943found in the dungeon.  Swallowing and digesting a monster while polymorphed
1944is treated as if you ate the creature's corpse.
1945Eating leather, dragon hide, or bone items while
1946polymorphed into a creature that can digest it, or eating monster brains
1947while polymorphed into a mind flayer, is considered eating
1948an animal, although wax is only an animal byproduct.
1949
1950%.pg
1951Regardless of conduct, there will be some items which are indigestible,
1952and others which are hazardous to eat.  Using a swallow-and-digest
1953attack against a monster is equivalent to eating the monster's corpse.
1954Please note that the term ``vegan'' is used here only in the context of
1955diet.  You are still free to choose not to use or wear items derived
1956from animals (e.g. leather, dragon hide, bone, horns, coral), but the
1957game will not keep track of this for you.  Also note that ``milky''
1958potions may be a translucent white, but they do not contain milk,
1959so they are compatible with a vegan diet.  Slime molds or
1960player-defined ``fruits'', although they could be anything
1961from ``cherries'' to ``pork chops'', are also assumed to be vegan.
1962
1963%.pg
1964An atheist is one who rejects religion.  This means that you cannot
1965{\tt \#pray}, {\tt \#offer} sacrifices to any god,
1966{\tt \#turn} undead, or {\tt \#chat} with a priest.
1967Particularly selective readers may argue that playing Monk or Priest
1968characters should violate this conduct; that is a choice left to the
1969player.  Offering the Amulet of Yendor to your god is necessary to
1970win the game and is not counted against this conduct.  You are also
1971not penalized for being spoken to by an angry god, priest(ess), or
1972other religious figure; a true atheist would hear the words but
1973attach no special meaning to them.
1974
1975%.pg
1976Most players fight with a wielded weapon (or tool intended to be
1977wielded as a weapon).  Another challenge is to win the game without
1978using such a wielded weapon.  You are still permitted to throw,
1979fire, and kick weapons; use a wand, spell, or other type of item;
1980or fight with your hands and feet.
1981
1982%.pg
1983In {\it NetHack\/}, a pacifist refuses to cause the death of any other monster
1984(i.e. if you would get experience for the death).  This is a particularly
1985difficult challenge, although it is still possible to gain experience
1986by other means.
1987
1988%.pg
1989An illiterate character cannot read or write.  This includes reading
1990a scroll, spellbook, fortune cookie message, or t-shirt; writing a
1991scroll; or making an engraving of anything other than a single ``x'' (the
1992traditional signature of an illiterate person).  Reading an engraving,
1993or any item that is absolutely necessary to win the game, is not counted
1994against this conduct.  The identity of scrolls and spellbooks (and
1995knowledge of spells) in your starting inventory is assumed to be
1996learned from your teachers prior to the start of the game and isn't
1997counted.
1998
1999%.pg
2000There are several other challenges tracked by the game.  It is possible
2001to eliminate one or more species of monsters by genocide; playing without
2002this feature is considered a challenge.  When the game offers you an
2003opportunity to genocide monsters, you may respond with the monster type
2004``none'' if you want to decline.  You can change the form of an item into
2005another item of the same type (``polypiling'') or the form of your own
2006body into another creature (``polyself'') by wand, spell, or potion of
2007polymorph; avoiding these effects are each considered challenges.
2008Polymorphing monsters, including pets, does not break either of these
2009challenges.
2010Finally, you may sometimes receive wishes; a game without an attempt to
2011wish for any items is a challenge, as is a game without wishing for
2012an artifact (even if the artifact immediately disappears).  When the
2013game offers you an opportunity to make a wish for an item, you may
2014choose ``nothing'' if you want to decline.
2015
2016%.hn 1
2017\section{Options}
2018
2019%.pg
2020Due to variations in personal tastes and conceptions of how {\it NetHack\/}
2021should do things, there are options you can set to change how {\it NetHack\/}
2022behaves.
2023
2024%.hn 2
2025\subsection*{Setting the options}
2026
2027%.pg
2028Options may be set in a number of ways.  Within the game, the `{\tt O}'
2029command allows you to view all options and change most of them.
2030You can also set options automatically by placing them in the
2031``NETHACKOPTIONS'' environment variable or in a configuration file.
2032Some versions of {\it NetHack\/} also have front-end programs that allow
2033you to set options before starting the game.
2034
2035%.hn 2
2036\subsection*{Using the NETHACKOPTIONS environment variable}
2037
2038%.pg
2039The NETHACKOPTIONS variable is a comma-separated list of initial
2040values for the various options.  Some can only be turned on or off.
2041You turn one of these on by adding the name of the option to the list,
2042and turn it off by typing a `{\tt !}' or ``{\tt no}'' before the name.
2043Others take a
2044character string as a value.  You can set string options by typing
2045the option name, a colon or equals sign, and then the value of the string.
2046The value is terminated by the next comma or the end of string.
2047
2048%.pg
2049For example, to set up an environment variable so that {\it autoquiver\/}
2050is on, {\it autopickup\/} is off, the {\it name\/} is set to ``Blue Meanie'',
2051and the {\it fruit\/} is set to ``papaya'', you would enter the command
2052%.sd
2053\begin{verbatim}
2054    setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
2055\end{verbatim}
2056%.ed
2057
2058\nd in {\it csh}
2059(note the need to escape the ! since it's special to the shell), or
2060%.sd
2061\begin{verbatim}
2062    NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
2063    export NETHACKOPTIONS
2064\end{verbatim}
2065%.ed
2066
2067\nd in {\it sh\/} or {\it ksh}.
2068
2069%.hn 2
2070\subsection*{Using a configuration file}
2071
2072%.pg
2073Any line in the configuration file starting with `{\tt \#}' is treated as a comment.
2074Any line in the configuration file starting with ``{\tt OPTIONS=}'' may be
2075filled out with options in the same syntax as in NETHACKOPTIONS.
2076Any line starting with ``{\tt DUNGEON=}'', ``{\tt EFFECTS=}'',
2077``{\tt MONSTERS=}'', ``{\tt OBJECTS=}'', ``{\tt TRAPS=}'', 
2078or ``{\tt BOULDER=}''
2079is taken as defining the corresponding {\it dungeon},
2080{\it effects}, {\it monsters}, {\it objects}, {\it traps\/} or
2081{\it boulder\/} option in a different syntax,
2082a sequence of decimal numbers giving the character position
2083in the current font to be used in displaying each entry.
2084A zero in any entry in such a sequence leaves the display of that
2085entry unchanged; this feature is not available using the option syntax.
2086Such a sequence can be continued to multiple lines by putting a
2087`{\tt \verb+\+}' at the end of each line to be continued.
2088
2089%.pg
2090If your copy of the game included the compile time AUTOPICKUP\_EXCEPTIONS 
2091option, then any line starting with ``{\tt AUTOPICKUP\_EXCEPTION=}'' 
2092is taken as defining an exception to the ``{\tt pickup\_types}'' option.
2093There is a section of this Guidebook that discusses that.
2094
2095%.pg
2096The default name of the configuration file varies on different
2097operating systems, but NETHACKOPTIONS can also be set to
2098the full name of a file you want to use (possibly preceded by an `{\tt @}').
2099
2100%.hn 2
2101\subsection*{Customization options}
2102
2103%.pg
2104Here are explanations of what the various options do.
2105Character strings that are too long may be truncated.
2106Some of the options listed may be inactive in your dungeon.
2107
2108\blist{}
2109%.lp
2110\item[\ib{align}]
2111Your starting alignment ({\tt align:lawful}, {\tt align:neutral},
2112or {\tt align:chaotic}).  You may specify just the first letter.
2113The default is to randomly pick an appropriate alignment.
2114Cannot be set with the `{\tt O}' command.
2115%.lp
2116\item[\ib{autodig}]
2117Automatically dig if you are wielding a digging tool and moving into a place
2118that can be dug (default false).
2119%.lp
2120\item[\ib{autopickup}]
2121Automatically pick up things onto which you move (default on).
2122See ``{\it pickup\_types\/}'' to refine the behavior.
2123%.lp
2124\item[\ib{autoquiver}]
2125This option controls what happens when you attempt the `f' (fire)
2126command with an empty quiver.  When true, the computer will fill
2127your quiver with some suitable weapon.  Note that it will not take
2128into account the blessed/cursed status, enchantment, damage, or
2129quality of the weapon; you are free to manually fill your quiver with
2130the `Q' command instead.  If no weapon is found or the option is
2131false, the `t' (throw) command is executed instead.  (default false)
2132%.lp
2133\item[\ib{boulder}]
2134Set the character used to display boulders (default is rock class symbol).
2135%.lp
2136\item[\ib{catname}]
2137Name your starting cat (ex.\ ``{\tt catname:Morris}'').
2138Cannot be set with the `{\tt O}' command.
2139%.lp character
2140\item[\ib{character}]
2141Pick your type of character (ex.\ ``{\tt character:Monk}'');
2142synonym for ``{\it role\/}''.  See ``{\it name\/}'' for an alternate method
2143of specifying your role.  Normally only the first letter of
2144the value is examined; the string ``{\tt random}'' is an exception.
2145%.lp
2146\item[\ib{checkpoint}]
2147Save game state after each level change, for possible recovery after
2148program crash (default on).
2149%.lp
2150\item[\ib{checkspace}]
2151Check free disk space before writing files to disk (default on).
2152You may have to turn this off if you have more than 2 GB free space
2153on the partition used for your save and level files.
2154Only applies when MFLOPPY was defined during compilation.
2155%.lp
2156\item[\ib{cmdassist}]
2157Have the game provide some additional command assistance for new 
2158players if it detects some anticipated mistakes (default on).
2159%.lp
2160\item[\ib{confirm}]
2161Have user confirm attacks on pets, shopkeepers, and other
2162peaceable creatures (default on).
2163%.lp
2164\item[\ib{DECgraphics}]
2165Use a predefined selection of characters from the DEC VT-xxx/DEC
2166Rainbow/ANSI line-drawing character set to display the dungeon/effects/traps
2167instead of having to define a full graphics set yourself (default off).
2168This option also sets up proper handling of graphics
2169characters for such terminals, so you should specify it when appropriate
2170even if you override the selections with your own graphics strings.
2171%.lp
2172\item[\ib{disclose}]
2173Controls options for disclosing various information when the game ends (defaults
2174to all possibilities being disclosed).
2175The possibilities are:
2176
2177%.sd
2178%.si
2179{\tt i} --- disclose your inventory.\\
2180{\tt a} --- disclose your attributes.\\
2181{\tt v} --- summarize monsters that have been vanquished.\\
2182{\tt g} --- list monster species that have been genocided.\\
2183{\tt c} --- display your conduct.
2184%.ei
2185%.ed
2186
2187Each disclosure possibility can optionally be preceded by a prefix which
2188let you refine how it behaves. Here are the valid prefixes:
2189
2190%.sd
2191%.si
2192{\tt y} --- prompt you and default to yes on the prompt.\\
2193{\tt n} --- prompt you and default to no on the prompt.\\
2194{\tt +} --- disclose it without prompting.\\
2195{\tt -} --- do not disclose it and do not prompt.
2196%.ei
2197%.ed
2198
2199(ex.\ ``{\tt disclose:yi na +v -g -c}'')
2200The example sets {\it inventory\/} to {\it prompt\/} and default to {\it yes\/}, 
2201{\it attributes\/} to {\it prompt\/} and default to {\it no\/}, 
2202{\it vanquished\/} to {\it disclose without prompting\/}, 
2203{\it genocided\/} to {\it not disclose\/} and not to {\it prompt\/}, and 
2204{\it conduct\/} to {\it not disclose\/} and not to {\it prompt\/}.
2205Note that the vanquished monsters list includes all monsters killed by
2206traps and each other as well as by you. 
2207%.lp
2208\item[\ib{dogname}]
2209Name your starting dog (ex.\ ``{\tt dogname:Fang}'').
2210Cannot be set with the `{\tt O}' command.
2211%.lp
2212\item[\ib{dungeon}]
2213Set the graphics symbols for displaying the dungeon (default
2214``\verb& |--------||.-|++##& \verb&.##<><>_|\\#{}.}..## #}&'').
2215The {\it dungeon\/} option should be
2216followed by a string of 1--41
2217characters to be used instead of the default map-drawing characters.
2218The dungeon map will use the characters you specify instead of the
2219default symbols, and default symbols for any you do not specify.
2220Remember that you may need to escape some of these characters
2221on a command line if they are special to your shell.
2222
2223Note that {\it NetHack\/} escape-processes this option string in conventional C
2224fashion.  This means that `\verb+\+' is a prefix to take the following
2225character literally.  Thus `\verb+\+' needs to be represented as `\verb+\\+'.
2226The special escape form
2227`\verb+\m+' switches on the meta bit in the following character, and the
2228`{\tt \^{}}' prefix causes the following character to be treated as a control
2229character.
2230
2231The order of the symbols is:  solid rock, vertical wall, horizontal
2232wall, upper left corner, upper right corner, lower left corner, lower
2233right corner, cross wall, upward T wall, downward T wall, leftward T
2234wall, rightward T wall, no door, vertical open door, horizontal open
2235door, vertical closed door, horizontal closed door, iron bars, tree,
2236floor of a room, dark corridor, lit corridor, stairs up, stairs down,
2237ladder up, ladder down, altar, grave, throne, kitchen sink, fountain, pool or moat,
2238ice, lava, vertical lowered drawbridge, horizontal lowered drawbridge,
2239vertical raised drawbridge, horizontal raised drawbridge, air, cloud,
2240under water.
2241
2242You might want to use `{\tt +}' for the corners and T walls for a more
2243aesthetic, boxier display.  Note that in the next release, new symbols
2244may be added, or the present ones rearranged.
2245
2246Cannot be set with the `{\tt O}' command.
2247%.lp
2248\item[\ib{effects}]
2249Set the graphics symbols for displaying special effects (default
2250``\verb&|-\\/*!)(0#@*/-\\& \verb&||\\-//-\\| |\\-/&'').
2251The {\it effects\/} option should be
2252followed by a string of 1--29
2253characters to be used instead of the default special-effects characters.
2254This string is subjected to the same processing as the {\it dungeon\/} option.
2255
2256The order of the symbols is:  vertical beam, horizontal beam, left slant,
2257right slant, digging beam, camera flash beam, left boomerang, right boomerang,
2258four glyphs giving the sequence for magic resistance displays,
2259the eight surrounding glyphs for swallowed display,
2260nine glyphs for explosions.
2261An explosion consists of three rows (top, middle, and bottom) of three
2262characters.  The explosion is centered in the center of this $3 \times 3$
2263array.
2264
2265Note that in the next release, new symbols may be added,
2266or the present ones rearranged.
2267
2268Cannot be set with the `{\tt O}' command.
2269%.lp
2270\item[\ib{extmenu}]
2271Changes the extended commands interface to pop-up a menu of available commands.
2272It is keystroke compatible with the traditional interface except that it does
2273not require that you hit Enter.  It is implemented only by the tty port 
2274(default off), when the game has been compiled to support tty graphics.
2275%.lp
2276\item[\ib{female}]
2277An obsolete synonym for ``{\tt gender:female}''.  Cannot be set with the
2278`{\tt O}' command.
2279%.lp
2280\item[\ib{fixinv}]
2281An object's inventory letter sticks to it when it's dropped (default on).
2282If this is off, dropping an object shifts all the remaining inventory letters.
2283%.lp
2284\item[\ib{fruit}]
2285Name a fruit after something you enjoy eating (ex.\ ``{\tt fruit:mango}'')
2286(default ``{\tt slime mold}''). Basically a nostalgic whimsy that
2287{\it NetHack\/} uses from time to time.  You should set this to something you
2288find more appetizing than slime mold.  Apples, oranges, pears, bananas, and
2289melons already exist in {\it NetHack}, so don't use those.
2290%.Ip
2291\item[\ib{gender}]
2292Your starting gender ({\tt gender:male} or {\tt gender:female}).
2293You may specify just the first letter.  Although you can
2294still denote your gender using the ``{\tt male}'' and ``{\tt female}''
2295options, the ``{\tt gender}'' option will take precedence.
2296The default is to randomly pick an appropriate gender.
2297Cannot be set with the `{\tt O}' command.
2298%.lp
2299\item[\ib{help}]
2300If more information is available for an object looked at
2301with the `{\tt /}' command, ask if you want to see it (default on).
2302Turning help off makes just looking at things faster, since you aren't
2303interrupted with the ``{\tt More info?}'' prompt, but it also means that you
2304might miss some interesting and/or important information.
2305%.lp
2306\item[\ib{horsename}]
2307Name your starting horse (ex.\ ``{\tt horsename:Trigger}'').
2308Cannot be set with the `{\tt O}' command.
2309%.lp
2310\item[\ib{IBMgraphics}]
2311Use a predefined selection of IBM extended ASCII characters to display the
2312dungeon/effects/traps instead of having to define a full graphics set
2313yourself (default off).
2314This option also sets up proper handling of graphics
2315characters for such terminals, so you should specify it when appropriate
2316even if you override the selections with your own graphics strings.
2317%.lp
2318\item[\ib{ignintr}]
2319Ignore interrupt signals, including breaks (default off).
2320%.lp
2321\item[\ib{legacy}]
2322Display an introductory message when starting the game (default on).
2323%.lp
2324\item[\ib{lit\_corridor}]
2325Show corridor squares seen by night vision or a light source held by your
2326character as lit (default off).
2327%.lp
2328\item[\ib{lootabc}]
2329Use the old `{\tt a}', `{\tt b}', and `{\tt c}' keyboard shortcuts when
2330looting, rather than the mnemonics `{\tt o}', `{\tt i}', and `{\tt b}' (default off).
2331%.lp
2332\item[\ib{mail}]
2333Enable mail delivery during the game (default on).
2334%.lp
2335\item[\ib{male}]
2336An obsolete synonym for ``{\tt gender:male}''.  Cannot be set with the
2337`{\tt O}' command.
2338%.lp
2339\item[\ib{menustyle}]
2340Controls the interface used when you need to choose various objects (in
2341response to the Drop command, for instance).  The value specified should
2342be the first letter of one of the following:  traditional, combination,
2343partial, or full.  Traditional was the only interface available for
2344earlier versions; it consists of a prompt for object class characters,
2345followed by an object-by-object prompt for all items matching the selected
2346object class(es).  Combination starts with a prompt for object class(es)
2347of interest, but then displays a menu of matching objects rather than
2348prompting one-by-one.  Partial skips the object class filtering and
2349immediately displays a menu of all objects.  Full displays a menu of
2350object classes rather than a character prompt, and then a menu of matching
2351objects for selection.
2352\item[\ib{menu\_deselect\_all}]
2353Menu character accelerator to deselect all items in a menu.
2354Implemented by the Amiga, Gem, X11 and tty ports.
2355Default `-'.
2356\item[\ib{menu\_deselect\_page}]
2357Menu character accelerator to deselect all items on this page of a menu.
2358Implemented by the Amiga, Gem and tty ports.
2359Default `\verb+\+'.
2360\item[\ib{menu\_first\_page}]
2361Menu character accelerator to jump to the first page in a menu.
2362Implemented by the Amiga, Gem and tty ports.
2363Default `\verb+^+'.
2364\item[\ib{menu\_headings}]
2365Controls how the headings in a menu are highlighted.
2366Values are ``{\tt bold}'', ``{\tt inverse}'', or ``{\tt underline}''.
2367Not all ports can actually display all three types.
2368\item[\ib{menu\_invert\_all}]
2369Menu character accelerator to invert all items in a menu.
2370Implemented by the Amiga, Gem, X11 and tty ports.
2371Default `@'.
2372\item[\ib{menu\_invert\_page}]
2373Menu character accelerator to invert all items on this page of a menu.
2374Implemented by the Amiga, Gem and tty ports.
2375Default `\verb+~+'.
2376\item[\ib{menu\_last\_page}]
2377Menu character accelerator to jump to the last page in a menu.
2378Implemented by the Amiga, Gem and tty ports.
2379Default `\verb+|+'.
2380\item[\ib{menu\_next\_page}]
2381Menu character accelerator to goto the next menu page.
2382Implemented by the Amiga, Gem and tty ports.
2383Default `\verb+>+'.
2384\item[\ib{menu\_previous\_page}]
2385Menu character accelerator to goto the previous menu page.
2386Implemented by the Amiga, Gem and tty ports.
2387Default `\verb+<+'.
2388\item[\ib{menu\_search}]
2389Menu character accelerator to search for a menu item.
2390Implemented by the Amiga, Gem and X11 ports.
2391Default `:'.
2392\item[\ib{menu\_select\_all}]
2393Menu character accelerator to select all items in a menu.
2394Implemented by the Amiga, Gem, X11 and tty ports.
2395Default `.'.
2396\item[\ib{menu\_select\_page}]
2397Menu character accelerator to select all items on this page of a menu.
2398Implemented by the Amiga, Gem and tty ports.
2399Default `,'.
2400%.lp
2401\item[\ib{monsters}]
2402Set the characters used to display monster classes (default
2403``\verb+abcdefghijklmnopqrstuv+
2404\verb+wxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@ '&;:~]+'').
2405This string is subjected to the same processing as the {\it dungeon\/} option.
2406The order of the symbols is
2407ant or other insect, blob, cockatrice,
2408dog or other canine, eye or sphere, feline,
2409gremlin, humanoid, imp or minor demon,
2410jelly, kobold, leprechaun,
2411mimic, nymph, orc,
2412piercer, quadruped, rodent,
2413arachnid or centipede, trapper or lurker above, horse or unicorn,
2414vortex, worm, xan or other mythical/fantastic insect,
2415light, zruty,
2416angelic being, bat or bird, centaur,
2417dragon, elemental, fungus or mold,
2418gnome, giant humanoid, invisible monster,
2419jabberwock, Keystone Kop, lich,
2420mummy, naga, ogre,
2421pudding or ooze, quantum mechanic, rust monster,
2422snake, troll, umber hulk,
2423vampire, wraith, xorn,
2424apelike creature, zombie,
2425human, ghost, golem,
2426demon, sea monster, lizard,
2427long worm tail, and mimic.
2428Cannot be set with the `{\tt O}' command.
2429%.lp
2430\item[\ib{msghistory}]
2431The number of top line messages to save (and recall with `{\tt \^{}P}')
2432(default 20). Cannot be set with the `{\tt O}' command.
2433%.lp
2434\item[\ib{msg\_window}]
2435Allows you to change the way recalled messages are displayed.
2436(It is currently implemented for tty only.) The possible values are:
2437
2438%.sd
2439%.si
2440{\tt s} --- single message (default, this was the behavior before 3.4.0).\\
2441{\tt c} --- combination, two messages as {\it single\/}, then as {\it full\/}.\\
2442{\tt f} --- full window, oldest message first.\\
2443{\tt r} --- full window, newest message first.
2444%.ei
2445%.ed
2446
2447For backward compatibility, no value needs to be specified (which
2448defaults to {\it full\/}), or it can be negated (which defaults
2449to {\it single\/}). 
2450%.lp
2451\item[\ib{name}]
2452Set your character's name (defaults to your user name).  You can also
2453set your character's role by appending a dash and one or more letters of
2454the role (that is, by suffixing one of
2455``{\tt -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W}'').
2456If ``{\tt -@}'' is used for the role, then a random one will be
2457automatically chosen.
2458Cannot be set with the `{\tt O}' command.
2459%.lp
2460\item[\ib{news}]
2461Read the {\it NetHack\/} news file, if present (default on).
2462Since the news is shown at the beginning of the game, there's no point
2463in setting this with the `{\tt O}' command.
2464%.lp
2465\item[\ib{null}]
2466Send padding nulls to the terminal (default off).
2467%.lp
2468\item[\ib{number\_pad}]
2469Use the number keys to move instead of {\tt [yuhjklbn]} (default 0 or off).
2470(number\_pad:2 invokes the old DOS behavior where `{\tt 5}' means `{\tt g}', 
2471meta-`{\tt 5}' means `{\tt G}',  and meta-`{\tt 0}' means `{\tt I}'.)
2472%.lp
2473\item[\ib{objects}]
2474Set the characters used to display object classes (default
2475``\verb&])[="(%!?+/$*`0_.&'').
2476This string is subjected to the same processing as the {\it dungeon\/} option.
2477The order of the symbols is
2478illegal-object (should never be seen), weapon, armor, ring, amulet, tool,
2479food, potion, scroll, spellbook, wand, gold, gem or rock, boulder or statue,
2480iron ball, chain, and venom.
2481Cannot be set with the `{\tt O}' command.
2482%.lp
2483\item[\ib{packorder}]
2484Specify the order to list object types in (default
2485``\verb&")[%?+!=/(*`0_&''). The value of this option should be a string
2486containing the symbols for the various object types.  Any omitted types
2487are filled in at the end from the previous order.
2488%.lp
2489\item[\ib{perm\_invent}]
2490If true, always display your current inventory in a window.  This only
2491makes sense for windowing system interfaces that implement this feature.
2492%.lp
2493\item[\ib{pettype}]
2494Specify the type of your initial pet, if you are playing a character class
2495that uses multiple types of pets; or choose to have no initial pet at all.
2496Possible values are ``{\tt cat}'', ``{\tt dog}'' and ``{\tt none}''.
2497Cannot be set with the `{\tt O}' command.
2498%.Ip
2499\item[\ib{pickup\_burden}]
2500When you pick up an item that would exceed this encumbrance
2501level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
2502or overLoaded), you will be asked if you want to continue.
2503(Default `S').
2504%.lp
2505\item[\ib{pickup\_types}]
2506Specify the object types to be picked up when ``{\it autopickup\/}'' 
2507is on.  Default is all types.  If your copy of the game has the
2508experimental compile time option AUTOPICKUP\_EXCEPTIONS included,
2509you may be able to use ``{\it autopickup\_exception\/}'' configuration
2510file lines to further refine ``{\it autopickup\/}'' behavior.
2511%.lp
2512\item[\ib{prayconfirm}]
2513Prompt for confirmation before praying (default on).
2514%.lp
2515\item[\ib{pushweapon}]
2516Using the `w' (wield) command when already wielding
2517something pushes the old item into your alternate weapon slot (default off).
2518%.Ip
2519\item[\ib{race}]
2520Selects your race (for example, ``{\tt race:human}'').  Default is random.
2521Cannot be set with the `{\tt O}' command.
2522%.lp
2523\item[\ib{rest\_on\_space}]
2524Make the space bar a synonym for the `{\tt .}' (rest) command (default off).
2525%.lp
2526\item[\ib{role}]
2527Pick your type of character (ex.\ ``{\tt role:Samurai}'');
2528synonym for ``{\it character\/}''.  See ``{\it name\/}'' for an alternate method
2529of specifying your role.  Normally only the first letter of the
2530value is examined; `r' is an exception with ``{\tt Rogue}'', {\tt Ranger}'',
2531and ``{\tt random}'' values.
2532%.lp
2533\item[\ib{runmode}]
2534Controls the amount of screen updating for the map window when engaged
2535in multi-turn movement (running via {\tt shift}+direction
2536or {\tt control}+direction
2537and so forth, or via the travel command or mouse click).
2538The possible values are:
2539
2540%.sd
2541%.si
2542{\tt teleport} --- update the map after movement has finished;\\
2543{\tt run} --- update the map after every seven or so steps;\\
2544{\tt walk} --- update the map after each step;\\
2545{\tt crawl} --- like {\it walk\/}, but pause briefly after each step.
2546%.ei
2547%.ed
2548
2549This option only affects the game's screen display, not the actual
2550results of moving.  The default is {\it run\/}; versions prior to 3.4.1 
2551used {\it teleport\/} only.  Whether or not the effect is noticeable will
2552depend upon the window port used or on the type of terminal.
2553%.lp
2554\item[\ib{safe\_pet}]
2555Prevent you from (knowingly) attacking your pets (default on).
2556%.lp
2557\item[\ib{scores}]
2558Control what parts of the score list you are shown at the end (ex.\
2559``{\tt scores:5top scores/4around my score/own scores}'').  Only the first
2560letter of each category (`{\tt t}', `{\tt a}' or `{\tt o}') is necessary.
2561%.lp
2562\item[\ib{showexp}]
2563Show your accumulated experience points on bottom line (default off).
2564%.lp
2565\item[\ib{showrace}]
2566Display yourself as the glyph for your race, rather than the glyph
2567for your role (default off).  Note that this setting affects only
2568the appearance of the display, not the way the game treats you.
2569%.lp
2570\item[\ib{showscore}]
2571Show your approximate accumulated score on bottom line (default off).
2572%.lp
2573\item[\ib{silent}]
2574Suppress terminal beeps (default on).
2575%.lp
2576\item[\ib{sortpack}]
2577Sort the pack contents by type when displaying inventory (default on).
2578%.lp
2579\item[\ib{sound}]
2580Enable messages about what your character hears (default on).
2581Note that this has nothing to do with your computer's audio capabilities.
2582This option is only partly under player control.  The game toggles it
2583off and on during and after sleep, for example.
2584%.lp
2585\item[\ib{standout}]
2586Boldface monsters and ``{\tt --More--}'' (default off).
2587%.lp
2588\item[\ib{sparkle}]
2589Display a sparkly effect when a monster (including yourself) is hit by an
2590attack to which it is resistant (default on).
2591%.lp
2592\item[\ib{suppress\_alert}]
2593This option may be set to a NetHack version level to suppress
2594alert notification messages about feature changes for that 
2595and prior versions (ex.\ ``{\tt suppress\_alert:3.3.1}'')
2596%.lp
2597\item[\ib{time}]
2598Show the elapsed game time in turns on bottom line (default off).
2599%.lp
2600\item[\ib{timed\_delay}]
2601When pausing momentarily for display effect, such as with explosions and
2602moving objects, use a timer rather than sending extra characters to the
2603screen.  (Applies to ``tty'' interface only; ``X11'' interface always
2604uses a timer based delay.  The default is on if configured into the
2605program.)
2606%.lp
2607\item[\ib{tombstone}]
2608Draw a tombstone graphic upon your death (default on).
2609%.lp
2610\item[\ib{toptenwin}]
2611Put the ending display in a NetHack window instead of on stdout (default off).
2612Setting this option makes the score list visible when a windowing version
2613of NetHack is started without a parent window, but it no longer leaves
2614the score list around after game end on a terminal or emulating window.
2615%.lp
2616\item[\ib{traps}]
2617Set the graphics symbols for displaying traps (default
2618``\verb&^^^^^^^^^^^^^^^^^"^^^^&'').
2619The {\it traps\/} option should be followed by a string of 1--22
2620characters to be used instead of the default traps characters.
2621This string is subjected to the same processing as the {\it dungeon\/} option.
2622
2623The order of the symbols is:
2624arrow trap, dart trap, falling rock trap, squeaky board, bear trap,
2625land mine, rolling boulder trap, sleeping gas trap, rust trap, fire trap,
2626pit, spiked pit, hole, trap door, teleportation trap, level teleporter,
2627magic portal, web, statue trap, magic trap, anti-magic field, polymorph trap.
2628
2629Cannot be set with the `{\tt O}' command.
2630%.lp
2631\item[\ib{travel}]
2632Allow the travel command (default on).  Turning this option off will
2633prevent the game from attempting unintended moves if you make inadvertent
2634mouse clicks on the map window.
2635%.lp
2636\item[\ib{verbose}]
2637Provide more commentary during the game (default on).
2638%.lp
2639\item[\ib{windowtype}]
2640Select which windowing system to use, such as ``{\tt tty}'' or ``{\tt X11}''
2641(default depends on version).
2642Cannot be set with the `{\tt O}' command.
2643\elist
2644
2645%.hn 2
2646\subsection*{Window Port Customization options}
2647
2648%.pg
2649Here are explanations of the various options that are
2650used to customize and change the characteristics of the
2651windowtype that you have chosen.
2652Character strings that are too long may be truncated.
2653Not all window ports will adjust for all settings listed
2654here.  You can safely add any of these options to your 
2655config file, and if the window port is capable of adjusting 
2656to suit your preferences, it will attempt to do so. If it
2657can't it will silently ignore it.  You can find out if an 
2658option is supported by the window port that you are currently
2659using by checking to see if it shows up in the Options list.
2660Some options are dynamic and can be specified during the game
2661with the `{\tt O}' command.
2662
2663\blist{}
2664%.lp
2665\item[\ib{align\_message}]
2666 Where to align or place the message window (top, bottom, left, or right)
2667%.lp
2668\item[\ib{align\_status}]
2669 Where to align or place the status window (top, bottom, left, or right).
2670%.lp
2671\item[\ib{ascii\_map}]
2672NetHack should display an ascii map if it can.
2673%.lp
2674\item[\ib{color}]
2675NetHack should display color if it can for different monsters, 
2676objects, and dungeon features
2677%.lp
2678\item[\ib{eight\_bit\_tty}]
2679Pass eight-bit character values (for example, specified with the {\it
2680traps \/} option) straight through to your terminal (default off).
2681%.lp
2682\item[\ib{font\_map}]
2683NetHack should use a font by the chosen name for the map window.
2684%.lp
2685\item[\ib{font\_menu}]
2686NetHack should use a font by the chosen name for menu windows.
2687%.lp
2688\item[\ib{font\_message}]
2689NetHack should use a font by the chosen name for the message window.
2690%.lp
2691\item[\ib{font\_status}]
2692NetHack should use a font by the chosen name for the status window.
2693%.lp
2694\item[\ib{font\_text}]
2695NetHack should use a font by the chosen name for text windows.
2696%.lp
2697\item[\ib{font\_size\_map}]
2698NetHack should use this size font for the map window.
2699%.lp
2700\item[\ib{font\_size\_menu}]
2701NetHack should use this size font for menu windows.
2702%.lp
2703\item[\ib{font\_size\_message}]
2704NetHack should use this size font for the message window.
2705%.lp
2706\item[\ib{font\_size\_status}]
2707NetHack should use this size font for the status window.
2708%.lp
2709\item[\ib{font\_size\_text}]
2710NetHack should use this size font for text windows.
2711%.lp
2712\item[\ib{fullscreen}]
2713NetHack should try and display on the entire screen rather than in a window.
2714%.lp
2715\item[\ib{hilite\_pet}]
2716Visually distinguish pets from similar animals (default off).
2717The behavior of this option depends on the type of windowing you use.
2718In text windowing, text highlighting or inverse video is often used;
2719with tiles, generally displays a heart symbol near pets.
2720%.lp
2721\item[\ib{large\_font}]
2722NetHack should use a large font.
2723%.lp
2724\item[\ib{map\_mode}]
2725NetHack should display the map in the manner specified.
2726%.lp
2727\item[\ib{mouse\_support}]
2728Allow use of the mouse for input and travel.
2729%.lp
2730\item[\ib{player\_selection}]
2731NetHack should pop up dialog boxes or use prompts for character selection.
2732%.lp
2733\item[\ib{popup\_dialog}]
2734NetHack should pop up dialog boxes for input.
2735%.lp
2736\item[\ib{preload\_tiles}]
2737NetHack should preload tiles into memory.
2738For example, in the protected mode MSDOS version, control whether tiles
2739get pre-loaded into RAM at the start of the game.  Doing so
2740enhances performance of the tile graphics, but uses more memory. (default on).
2741Cannot be set with the `{\tt O}' command.
2742%.lp
2743\item[\ib{scroll\_amount}]
2744NetHack should scroll the display by this number of cells
2745when the hero reaches the scroll\_margin.
2746%.lp
2747\item[\ib{scroll\_margin}]
2748NetHack should scroll the display when the hero or cursor
2749is this number of cells away from the edge of the window.
2750%.lp
2751\item[\ib{softkeyboard}]
2752Display an onscreen keyboard.  Handhelds are most likely to support this option.
2753%.lp
2754\item[\ib{splash\_screen}]
2755NetHack should display an opening splash screen when it starts up (default yes).
2756%.lp
2757\item[\ib{tiled\_map}]
2758NetHack should display a tiled map if it can.
2759%.lp
2760\item[\ib{tile\_file}]
2761Specify the name of an alternative tile file to override the default.
2762%.lp
2763\item[\ib{tile\_height}]
2764Specify the preferred height of each tile in a tile capable port.
2765%.lp
2766\item[\ib{tile\_width}]
2767Specify the preferred width of each tile in a tile capable port
2768%.lp
2769\item[\ib{use\_inverse}]
2770NetHack should display inverse when the game specifies it.
2771%.lp
2772\item[\ib{vary\_msgcount}]
2773NetHack should display this number of messages at a time in the message window.
2774%.lp
2775\item[\ib{windowcolors}]
2776NetHack should display windows with the specified foreground/background 
2777colors if it can.
2778%.lp
2779\item[\ib{wraptext}]
2780NetHack port should wrap long lines of text if they don't fit in 
2781the visible area of the window.
2782\elist
2783
2784%.hn 2
2785\subsection*{Platform-specific Customization options}
2786
2787%.pg
2788Here are explanations of options that are used by specific platforms 
2789or ports to customize and change the port behavior.
2790
2791\blist{}
2792%.lp
2793\item[\ib{altkeyhandler}]
2794Select an alternate keystroke handler dll to load ({\it Win32 tty\/ NetHack\/} only).
2795The name of the handler is specified without the .dll extension and without any
2796path information.
2797Cannot be set with the `{\tt O}' command.
2798%.lp 
2799\item[\ib{altmeta}]
2800(default on, {\it Amiga NetHack \/} only).
2801%.lp
2802\item[\ib{BIOS}]
2803Use BIOS calls to update the screen display quickly and to read the keyboard
2804(allowing the use of arrow keys to move) on machines with an IBM PC
2805compatible BIOS ROM (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only).
2806%.lp 
2807\item[\ib{flush}]
2808(default off, {\it Amiga NetHack \/} only).
2809%.lp 
2810\item[\ib{Macgraphics}]
2811(default on, {\it Mac NetHack \/} only).
2812%.lp 
2813\item[\ib{page\_wait}]
2814(default off, {\it Mac NetHack \/} only).
2815%.lp
2816\item[\ib{rawio}]
2817Force raw (non-cbreak) mode for faster output and more
2818bulletproof input (MS-DOS sometimes treats `{\tt \^{}P}' as a printer toggle
2819without it) (default off, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only).  
2820Note:  DEC Rainbows hang if this is turned on.
2821Cannot be set with the `{\tt O}' command.
2822%.lp
2823\item[\ib{soundcard}]
2824(default off, {\it PC NetHack \/} only).
2825Cannot be set with the `{\tt O}' command.
2826%.lp
2827\item[\ib{subkeyvalue}]
2828({\it Win32 tty NetHack \/} only).
2829May be used to alter the value of keystrokes that the operating system
2830returns to NetHack to help compensate for international keyboard issues.
2831OPTIONS=subkeyvalue:171/92
2832will return 92 to NetHack, if 171 was originally going to be returned.
2833You can use multiple subkeyvalue statements in the config file if needed.
2834Cannot be set with the `{\tt O}' command.
2835%.lp
2836\item[\ib{video}]
2837Set the video mode used ({\it PC\/ NetHack\/} only).
2838Values are {\it autodetect\/}, {\it default\/}, or {\it vga\/}. 
2839Setting {\it vga\/} (or {\it autodetect\/} with vga hardware present) will cause
2840the game to display tiles. 
2841Cannot be set with the `{\tt O}' command.
2842%.lp
2843\item[\ib{videocolors}]
2844\begin{sloppypar}
2845Set the color palette for PC systems using NO\_TERMS
2846(default 4-2-6-1-5-3-15-12-10-14-9-13-11, {\it PC\/ NetHack\/} only).
2847The order of colors is red, green, brown, blue, magenta, cyan,
2848bright.white, bright.red, bright.green, yellow, bright.blue,
2849bright.magenta, and bright.cyan.
2850Cannot be set with the `{\tt O}' command.
2851\end{sloppypar}
2852%.lp
2853\item[\ib{videoshades}]
2854Set the intensity level of the three gray scales available
2855(default dark normal light, {\it PC\/ NetHack\/} only).
2856If the game display is difficult to read, try adjusting these scales;
2857if this does not correct the problem, try {\tt !color}.
2858Cannot be set with the `{\tt O}' command.
2859\elist
2860
2861%.lp
2862%.hn 2
2863\subsection*{Configuring autopickup exceptions}
2864
2865%.pg
2866There is an experimental compile time option called AUTOPICKUP_EXCEPTIONS.  
2867If your copy of the game was built with that option defined, you can 
2868further refine the behavior of the ``{\tt autopickup}'' option beyond 
2869what is available through the ``{\tt pickup\_types}'' option.
2870
2871%.pg
2872By placing ``{\tt autopickup\_exception}'' lines in your configuration
2873file, you can define patterns to be checked when the game is about to
2874autopickup something.
2875
2876\blist{}
2877%.lp
2878\item[\ib{autopickup\_exception}]
2879Sets an exception to the `{\it pickup\_types}' option.
2880The {\it autopickup\_exception\/} option should be followed by a string of 1--80
2881characters to be used as a pattern to match against the singular form
2882of the description of an object at your location.
2883
2884%.pg
2885You may use the following special characters in a pattern:
2886
2887\begin{verbatim}
2888    *--- matches 0 or more characters.
2889    ?--- matches any single character.
2890\end{verbatim}
2891
2892In addition, some characters are treated specially if they occur as the first 
2893character in the specified string pattern, specifically:
2894
2895%.sd
2896%.si
2897{\tt <} --- always pickup an object that matches the pattern that follows.\\
2898{\tt >} --- never pickup an object that matches the pattern that follows.
2899%.ei
2900%.ed
2901
2902Can be set with the `{\tt O}' command, but the setting is not preserved
2903across saves and restores.
2904\elist
2905
2906%.pg
2907Here's a couple of examples of autopickup\_exceptions:
2908\begin{verbatim}
2909    autopickup_exception="<*arrow"
2910    autopickup_exception=">*corpse"
2911    autopickup_exception=">* cursed*"
2912\end{verbatim}
2913
2914The first example above will result in autopickup of any type of arrow.
2915The second example results in the exclusion of any corpse from autopickup.
2916The last example results in the exclusion of items known to be cursed from autopickup.
2917A `never pickup' rule takes precedence over an `always pickup' rule if both match.
2918
2919%.lp
2920%.hn 2
2921\subsection*{Configuring User Sounds}
2922
2923%.pg
2924Some platforms allow you to define sound files to be played when a message 
2925that matches a user-defined pattern is delivered to the message window.
2926At this time the Qt port and the win32tty and win32gui ports support the
2927use of user sounds.
2928
2929%.pg
2930The following config file entries are relevant to mapping user sounds
2931to messages:
2932
2933\blist{}
2934%.lp
2935\item[\ib{SOUNDDIR}]
2936The directory that houses the sound files to be played.
2937%.lp
2938\item[\ib{SOUND}]
2939An entry that maps a sound file to a user-specified message pattern.
2940Each SOUND entry is broken down into the following parts:
2941
2942%.sd
2943%.si
2944{\tt MESG      } --- message window mapping (the only one supported in 3.4).\\
2945{\tt pattern   } --- the pattern to match.\\
2946{\tt sound file} --- the sound file to play.\\
2947{\tt volume    } --- the volume to be set while playing the sound file.
2948%.ei
2949%.ed
2950\elist
2951
2952%.pg
2953The exact format for the pattern depends on whether the platform is
2954built to use {\it regular expressions \/} or NetHack's own internal pattern 
2955matching facility. The {\it regular expressions \/} matching can be much more 
2956sophisticated than the internal NetHack pattern matching, but requires 
29573rd party libraries on some platforms.  There are plenty of references 
2958available elsewhere for explaining {\it regular expressions \/}. You can verify 
2959which pattern matching is used by your port with the 
2960\#version command.  
2961
2962%.pg
2963NetHack's internal pattern matching routine uses the following
2964special characters in its pattern matching:
2965
2966\begin{verbatim}
2967    *--- matches 0 or more characters.
2968    ?--- matches any single character.
2969\end{verbatim}
2970
2971%.pg
2972Here's an example of a sound mapping using NetHack's internal
2973pattern matching facility:
2974\begin{verbatim}
2975    SOUND=MESG "*chime of a cash register*" "gong.wav" 50
2976\end{verbatim}
2977specifies that any message with "chime of a cash register" contained
2978in it will trigger the playing of "gong.wav".  You can have multiple
2979SOUND entries in your config file.
2980
2981%.lp
2982%.hn 2
2983\subsection*{Configuring NetHack for Play by the Blind}
2984
2985%.pg
2986NetHack can be set up to use only standard ASCII characters for making
2987maps of the dungeons. This makes the MS-DOS versions of NetHack completely
2988accessible to the blind who use speech and/or Braille access technologies.
2989Players will require a good working knowledge of their screen-reader's
2990review features, and will have to know how to navigate horizontally and
2991vertically character by character. They will also find the search
2992capabilities of their screen-readers to be quite valuable. Be certain to
2993examine this Guidebook before playing so you have an idea what the screen
2994layout is like. You'll also need to be able to locate the PC cursor. It is
2995always where your character is located. Merely searching for an @-sign will
2996not always find your character since there are other humanoids represented
2997by the same sign. Your screen-reader should also have a function which
2998gives you the row and column of your review cursor and the PC cursor.
2999These co-ordinates are often useful in giving players a better sense of the
3000overall location of items on the screen.
3001%.pg
3002While it is not difficult for experienced users to edit the {\it defaults.nh\/}
3003file to accomplish this, novices may find this task somewhat daunting.
3004Included in all official distributions of NetHack is a file called
3005{\it NHAccess.nh\/}.  Replacing {\it defaults.nh\/} with this file will cause
3006the game to run in a manner accessible to the blind. After you have gained
3007some experience with the game and with editing files, you may want to alter
3008settings to better suit your preferences. Instructions on how to do this
3009are included in the {\it NHAccess.nh\/} file itself. The most crucial
3010settings to make the game accessible are:
3011%.pg
3012\blist{}
3013%.lp
3014\item[\ib{IBMgraphics}]
3015Disable IBMgraphics by commenting out this option.
3016%.lp
3017\item[\ib{menustyle:traditional}]
3018This will assist in the interface to speech synthesizers.
3019%.lp
3020\item[\ib{number\_pad}]
3021A lot of speech access programs use the number-pad to review the screen.
3022If this is the case, disable the number\_pad option and use the traditional
3023Rogue-like commands.
3024%.lp
3025\item[\ib{Character graphics}]
3026Comment out all character graphics sets found near the bottom of the
3027{\it defaults.nh\/} file.  Most of these replace {\it NetHack\/}'s
3028default representation of the dungeon using standard ASCII characters
3029with fancier characters from extended character sets, and these fancier
3030characters can annoy screen-readers.
3031\elist
3032
3033%.hn 1
3034\section{Scoring}
3035
3036%.pg
3037{\it NetHack\/} maintains a list of the top scores or scorers on your machine,
3038depending on how it is set up.  In the latter case, each account on
3039the machine can post only one non-winning score on this list.  If
3040you score higher than someone else on this list, or better your
3041previous score, you will be inserted in the proper place under your
3042current name.  How many scores are kept can also be set up when
3043{\it NetHack\/} is compiled.
3044
3045%.pg
3046Your score is chiefly based upon how much experience you gained, how
3047much loot you accumulated, how deep you explored, and how the game
3048ended.  If you quit the game, you escape with all of your gold intact.
3049If, however, you get killed in the Mazes of Menace, the guild will
3050only hear about 90\,\% of your gold when your corpse is discovered
3051(adventurers have been known to collect finder's fees).  So, consider
3052whether you want to take one last hit at that monster and possibly
3053live, or quit and stop with whatever you have.  If you quit, you keep
3054all your gold, but if you swing and live, you might find more.
3055
3056%.pg
3057If you just want to see what the current top players/games list is, you
3058can type
3059\begin{verbatim}
3060    nethack -s all
3061\end{verbatim}
3062on most versions.
3063
3064%.hn 1
3065\section{Explore mode}
3066
3067%.pg
3068{\it NetHack\/} is an intricate and difficult game.  Novices might falter
3069in fear, aware of their ignorance of the means to survive.  Well, fear
3070not.  Your dungeon may come equipped with an ``explore'' or ``discovery''
3071mode that enables you to keep old save files and cheat death, at the
3072paltry cost of not getting on the high score list.
3073
3074%.pg
3075There are two ways of enabling explore mode.  One is to start the game
3076with the {\tt -X}
3077switch.  The other is to issue the `{\tt X}' command while already playing
3078the game.  The other benefits of explore mode are left for the trepid
3079reader to discover.
3080
3081%.hn
3082\section{Credits}
3083%.pg
3084The original %
3085{\it hack\/} game was modeled on the Berkeley
3086%.ux
3087UNIX
3088{\it rogue\/} game.  Large portions of this paper were shamelessly
3089cribbed from %
3090{\it A Guide to the Dungeons of Doom}, by Michael C. Toy
3091and Kenneth C. R. C. Arnold.  Small portions were adapted from
3092{\it Further Exploration of the Dungeons of Doom}, by Ken Arromdee.
3093
3094%.pg
3095{\it NetHack\/} is the product of literally dozens of people's work.
3096Main events in the course of the game development are described below:
3097
3098%.pg
3099\bigskip
3100\nd {\it Jay Fenlason\/} wrote the original {\it Hack\/} with help from {\it
3101Kenny Woodland}, {\it Mike Thome}, and {\it Jon Payne}.
3102
3103%.pg
3104\medskip
3105\nd {\it Andries Brouwer\/} did a major re-write, transforming {\it Hack\/}
3106into a very different game, and published (at least) three versions (1.0.1,
31071.0.2, and 1.0.3) for UNIX machines to the Usenet.
3108
3109%.pg
3110\medskip
3111\nd {\it Don G. Kneller\/} ported {\it Hack\/} 1.0.3 to Microsoft C and MS-DOS,
3112producing {\it PC Hack\/} 1.01e, added support for DEC Rainbow graphics in
3113version 1.03g, and went on to produce at least four more versions (3.0, 3.2,
31143.51, and 3.6).
3115
3116%.pg
3117\medskip
3118\nd {\it R. Black\/} ported {\it PC Hack\/} 3.51 to Lattice C and the Atari
3119520/1040ST, producing {\it ST Hack\/} 1.03.
3120
3121%.pg
3122\medskip
3123\nd {\it Mike Stephenson\/} merged these various versions back together,
3124incorporating many of the added features, and produced {\it NetHack\/} version
31251.4.  He then coordinated a cast of thousands in enhancing and debugging
3126{\it NetHack\/} 1.4 and released {\it NetHack\/} versions 2.2 and 2.3.
3127
3128%.pg
3129\medskip
3130\nd Later, Mike coordinated a major rewrite of the game, heading a team which
3131included {\it Ken Arromdee}, {\it Jean-Christophe Collet}, {\it Steve Creps},
3132{\it Eric Hendrickson}, {\it Izchak Miller}, {\it Eric S. Raymond}, {\it John
3133Rupley}, {\it Mike Threepoint}, and {\it Janet Walz}, to produce {\it
3134NetHack\/} 3.0c.
3135
3136%.pg
3137\medskip
3138\nd {\it NetHack\/} 3.0 was ported to the Atari by {\it Eric R. Smith}, to OS/2 by
3139{\it Timo Hakulinen}, and to VMS by {\it David Gentzel}.  The three of them
3140and {\it Kevin Darcy\/} later joined the main development team to produce
3141subsequent revisions of 3.0.
3142
3143%.pg
3144\medskip
3145\nd {\it Olaf Seibert\/} ported {\it NetHack\/} 2.3 and 3.0 to the Amiga.  {\it
3146Norm Meluch}, {\it Stephen Spackman\/} and {\it Pierre Martineau\/} designed
3147overlay code for {\it PC NetHack\/} 3.0.  {\it Johnny Lee\/} ported {\it
3148NetHack\/} 3.0 to the Macintosh.  Along with various other Dungeoneers, they
3149continued to enhance the PC, Macintosh, and Amiga ports through the later
3150revisions of 3.0.
3151
3152%.pg
3153\medskip
3154\nd Headed by {\it Mike Stephenson\/} and coordinated by {\it Izchak Miller\/} and
3155{\it Janet Walz}, the development team which now included {\it Ken Arromdee},
3156{\it David Cohrs}, {\it Jean-Christophe Collet}, {\it Kevin Darcy},
3157{\it Matt Day}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
3158{\it Pat Rankin}, {\it Eric Raymond}, and {\it Eric Smith\/} undertook a radical
3159revision of 3.0.  They re-structured the game's design, and re-wrote major
3160parts of the code.  They added multiple dungeons, a new display, special
3161individual character quests, a new endgame and many other new features, and
3162produced {\it NetHack\/} 3.1.
3163
3164%.pg
3165\medskip
3166\nd {\it Ken Lorber}, {\it Gregg Wonderly\/} and {\it Greg Olson}, with help
3167from {\it Richard Addison}, {\it Mike Passaretti}, and {\it Olaf Seibert},
3168developed {\it NetHack\/} 3.1 for the Amiga.
3169
3170%.pg
3171\medskip
3172\nd {\it Norm Meluch\/} and {\it Kevin Smolkowski}, with help from
3173{\it Carl Schelin}, {\it Stephen Spackman}, {\it Steve VanDevender},
3174and {\it Paul Winner}, ported {\it NetHack\/} 3.1 to the PC.
3175
3176%.pg
3177\medskip
3178\nd {\it Jon W\{tte} and {\it Hao-yang Wang},
3179with help from {\it Ross Brown}, {\it Mike Engber}, {\it David Hairston},
3180{\it Michael Hamel}, {\it Jonathan Handler}, {\it Johnny Lee},
3181{\it Tim Lennan}, {\it Rob Menke}, and {\it Andy Swanson},
3182developed {\it NetHack\/} 3.1 for the Macintosh, porting it for MPW.
3183Building on their development, {\it Barton House} added a Think C port.
3184
3185%.pg
3186\medskip
3187\nd {\it Timo Hakulinen\/} ported {\it NetHack\/} 3.1 to OS/2.
3188{\it Eric Smith\/} ported {\it NetHack\/} 3.1 to the Atari.
3189{\it Pat Rankin}, with help from {\it Joshua Delahunty},
3190was responsible for the VMS version of {\it NetHack\/} 3.1.
3191{\it Michael Allison} ported {\it NetHack\/} 3.1 to Windows NT.
3192
3193%.pg
3194\medskip
3195\nd {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it NetHack\/}
31963.1 for X11.
3197{\it Warwick Allison} wrote a tiled version of NetHack for the Atari;
3198he later contributed the tiles to the DevTeam and tile support was
3199then added to other platforms.
3200
3201%.pg
3202\medskip
3203\nd The 3.2 development team, comprised of {\it Michael Allison}, {\it Ken
3204Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it
3205Kevin Darcy}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
3206{\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, {\it Janet Walz},
3207and {\it Paul Winner}, released version 3.2 in April of 1996.
3208
3209%.pg
3210\medskip
3211\nd Version 3.2 marked the tenth anniversary of the formation of the development
3212team.  In a testament to their dedication to the game, all thirteen members
3213of the original development team remained on the team at the start of work on
3214that release.  During the interval between the release of 3.1.3 and 3.2,
3215one of the founding members of the development team, {\it Dr. Izchak Miller},
3216was diagnosed with cancer and passed away.  That release of the game was
3217dedicated to him by the development and porting teams.
3218
3219%.pg
3220\medskip
3221During the lifespan of {\it NetHack\/} 3.1 and 3.2, several enthusiasts
3222of the game added
3223their own modifications to the game and made these ``variants'' publicly
3224available:
3225
3226%.pg
3227\medskip
3228{\it Tom Proudfoot} and {\it Yuval Oren} created {\it NetHack++},
3229which was quickly renamed {\it NetHack$--$}.
3230Working independently, {\it Stephen White} wrote {\it NetHack Plus}.
3231{\it Tom Proudfoot} later merged {\it NetHack Plus}
3232and his own {\it NetHack$--$} to produce {\it SLASH}.
3233{\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell
3234casting system with the Wizard Patch.
3235{\it Warwick Allison} also ported NetHack to use the Qt interface.
3236
3237%.pg
3238\medskip
3239{\it Warren Cheung} combined {\it SLASH} with the Wizard Patch
3240to produce {\it Slash'em\/}, and
3241with the help of {\it Kevin Hugo}, added more features.
3242Kevin later joined the
3243DevTeam and incorporated the best of these ideas into NetHack 3.3.
3244
3245%.pg
3246\medskip
3247The final update to 3.2 was the bug fix release 3.2.3, which was released
3248simultaneously with 3.3.0 in December 1999 just in time for the Year 2000.
3249
3250%.pg
3251\medskip
3252The 3.3 development team, consisting of {\it Michael Allison}, {\it Ken Arromdee}, 
3253{\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy}, 
3254{\it Timo Hakulinen}, {\it Kevin Hugo}, {\it Steve Linhart}, {\it Ken Lorber}, 
3255{\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, 
3256{\it Janet Walz}, and {\it Paul Winner}, released 3.3.0 in 
3257December 1999 and 3.3.1 in August of 2000.
3258
3259%.pg
3260\medskip
3261Version 3.3 offered many firsts. It was the first version to separate race 
3262and profession. The Elf class was removed in preference to an elf race, 
3263and the races of dwarves, gnomes, and orcs made their first appearance in 
3264the game alongside the familiar human race.  Monk and Ranger roles joined 
3265Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, 
3266Tourists, Valkyries and of course, Wizards.  It was also the first version
3267to allow you to ride a steed, and was the first version to have a publicly 
3268available web-site listing all the bugs that had been discovered.  Despite 
3269that constantly growing bug list, 3.3 proved stable enough to last for
3270more than a year and a half.
3271
3272%.pg
3273\medskip
3274The 3.4 development team initially consisted of 
3275{\it Michael Allison}, {\it Ken Arromdee},
3276{\it David Cohrs}, {\it Jessie Collet}, {\it Kevin Hugo}, {\it Ken Lorber},
3277{\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson}, 
3278{\it Janet Walz}, and {\it Paul Winner}, with {\it  Warwick Allison} joining 
3279just before the release of NetHack 3.4.0 in March 2002.
3280
3281%.pg
3282\medskip
3283As with version 3.3, various people contributed to the game as a whole as
3284well as supporting ports on the different platforms that {\it NetHack\/}
3285runs on:
3286
3287%.pg
3288\medskip
3289\nd{\it Pat Rankin} maintained 3.4 for VMS.
3290
3291%.pg
3292\medskip
3293\nd {\it Michael Allison} maintained NetHack 3.4 for the MS-DOS platform.
3294{\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement.
3295
3296%.pg
3297\medskip
3298\nd {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo} maintained and
3299enhanced the Macintosh port of 3.4.
3300
3301%.pg
3302\medskip
3303\nd {\it Michael Allison}, {\it David Cohrs}, {\it Alex Kompel}, {\it Dion Nicolaas}, and 
3304{\it Yitzhak Sapir} maintained and enhanced 3.4 for the Microsoft Windows platform.
3305{\it Alex Kompel} contributed a new graphical interface for the Windows port. 
3306{\it Alex Kompel} also contributed a Windows CE port for 3.4.1.
3307
3308%.pg
3309\medskip
3310\nd {\it Ron Van Iwaarden} maintained 3.4 for OS/2.
3311
3312%.pg
3313\medskip
3314\nd {\it Janne Salmij\"{a}rvi} and {\it Teemu Suikki} maintained
3315and enhanced the Amiga port of 3.4 after {\it Janne Salmij\"{a}rvi} resurrected
3316it for 3.3.1.
3317
3318%.pg
3319\medskip
3320\nd {\it Christian ``Marvin'' Bressler} maintained 3.4 for the Atari after he
3321resurrected it for 3.3.1.
3322
3323%.pg
3324\medskip
3325\nd There is a NetHack web site maintained by {\it Ken Lorber} at 
3326http:{\tt /}{\tt /}www.nethack.org{\tt /}.
3327
3328%.pg
3329\bigskip
3330\nd From time to time, some depraved individual out there in netland sends a
3331particularly intriguing modification to help out with the game.  The Gods of
3332the Dungeon sometimes make note of the names of the worst of these miscreants
3333in this, the list of Dungeoneers:
3334
3335%.sd
3336\begin{center}
3337\begin{tabular}{lll}
3338%TABLE_START
3339Adam Aronow & Izchak Miller & Mike Stephenson\\
3340Alex Kompel & J. Ali Harlow & Norm Meluch\\
3341Andreas Dorn & Janet Walz & Olaf Seibert\\
3342Andy Church & Janne Salmij\"{a}rvi & Pasi Kallinen\\
3343Andy Swanson & Jean-Christophe Collet & Pat Rankin\\
3344Ari Huttunen & Jochen Erwied & Paul Winner\\
3345Barton House & John Kallen & Pierre Martineau\\
3346Benson I. Margulies & John Rupley & Ralf Brown\\
3347Bill Dyer & John S. Bien & Ray Chason\\
3348Boudewijn Waijers & Johnny Lee & Richard Addison\\
3349Bruce Cox & Jon W\{tte & Richard Beigel\\
3350Bruce Holloway & Jonathan Handler & Richard P. Hughey\\
3351Bruce Mewborne & Joshua Delahunty & Rob Menke\\
3352Carl Schelin & Keizo Yamamoto & Robin Johnson\\
3353Chris Russo & Ken Arnold & Roderick Schertler\\
3354David Cohrs & Ken Arromdee & Roland McGrath\\
3355David Damerell & Ken Lorber & Ron Van Iwaarden\\
3356David Gentzel & Ken Washikita & Ronnen Miller\\
3357David Hairston & Kevin Darcy & Ross Brown\\
3358Dean Luick & Kevin Hugo & Sascha Wostmann\\
3359Del Lamb & Kevin Sitze & Scott Bigham\\
3360Deron Meranda & Kevin Smolkowski & Scott R. Turner\\
3361Dion Nicolaas & Kevin Sweet & Stephen Spackman\\
3362Dylan O'Donnell & Lars Huttar & Stephen White\\
3363Eric Backus & Malcolm Ryan & Steve Creps\\
3364Eric Hendrickson & Mark Gooderum & Steve Linhart\\
3365Eric R. Smith & Mark Modrall & Steve VanDevender\\
3366Eric S. Raymond & Marvin Bressler & Teemu Suikki\\
3367Erik Andersen & Matthew Day & Tim Lennan\\
3368Frederick Roeber & Merlyn LeRoy & Timo Hakulinen\\
3369Gil Neiger & Michael Allison & Tom Almy\\
3370Greg Laskin & Michael Feir & Tom West\\
3371Greg Olson & Michael Hamel & Warren Cheung\\
3372Gregg Wonderly & Michael Sokolov & Warwick Allison\\
3373Hao-yang Wang & Mike Engber & Yitzhak Sapir\\
3374Helge Hafting & Mike Gallop\\
3375Irina Rempt-Drijfhout & Mike Passaretti
3376%TABLE_END  Do not delete this line.
3377\end{tabular}
3378\end{center}
3379%.ed
3380
3381%\vfill
3382%\begin{flushleft}
3383%\small
3384%Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.\\
3385%%%Don't need next line if a UNIX macro automatically inserts footnotes.
3386%UNIX is a registered trademark of AT\&T.\\
3387%Lattice is a trademark of Lattice, Inc.\\
3388%Atari and 1040ST are trademarks of Atari, Inc.\\
3389%AMIGA is a trademark of Commodore-Amiga, Inc.\\
3390%%.sm
3391%Brand and product names are trademarks or registered trademarks
3392%of their respective holders.
3393%\end{flushleft}
3394
3395\end{document}
3396