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3670 lines
150 KiB
Text
3670 lines
150 KiB
Text
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A Guide to the Mazes of Menace
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(Guidebook for NetHack)
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Eric S. Raymond
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(Extensively edited and expanded for 3.4)
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1. Introduction
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Recently, you have begun to find yourself unfulfilled and distant
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in your daily occupation. Strange dreams of prospecting, steal-
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ing, crusading, and combat have haunted you in your sleep for
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many months, but you aren't sure of the reason. You wonder
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whether you have in fact been having those dreams all your life,
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and somehow managed to forget about them until now. Some nights
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you awaken suddenly and cry out, terrified at the vivid recollec-
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tion of the strange and powerful creatures that seem to be lurk-
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ing behind every corner of the dungeon in your dream. Could
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these details haunting your dreams be real? As each night pass-
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es, you feel the desire to enter the mysterious caverns near the
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ruins grow stronger. Each morning, however, you quickly put the
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idea out of your head as you recall the tales of those who en-
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tered the caverns before you and did not return. Eventually you
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can resist the yearning to seek out the fantastic place in your
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dreams no longer. After all, when other adventurers came back
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this way after spending time in the caverns, they usually seemed
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better off than when they passed through the first time. And who
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was to say that all of those who did not return had not just kept
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going?
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Asking around, you hear about a bauble, called the Amulet of
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Yendor by some, which, if you can find it, will bring you great
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wealth. One legend you were told even mentioned that the one who
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finds the amulet will be granted immortality by the gods. The
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amulet is rumored to be somewhere beyond the Valley of Gehennom,
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deep within the Mazes of Menace. Upon hearing the legends, you
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immediately realize that there is some profound and undiscovered
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reason that you are to descend into the caverns and seek out that
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amulet of which they spoke. Even if the rumors of the amulet's
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powers are untrue, you decide that you should at least be able to
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sell the tales of your adventures to the local minstrels for a
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tidy sum, especially if you encounter any of the terrifying and
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magical creatures of your dreams along the way. You spend one
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last night fortifying yourself at the local inn, becoming more
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and more depressed as you watch the odds of your success being
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posted on the inn's walls getting lower and lower.
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NetHack Guidebook 1
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NetHack Guidebook 2
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In the morning you awake, collect your belongings, and set
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off for the dungeon. After several days of uneventful travel,
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you see the ancient ruins that mark the entrance to the Mazes of
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Menace. It is late at night, so you make camp at the entrance
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and spend the night sleeping under the open skies. In the morn-
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ing, you gather your gear, eat what may be your last meal out-
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side, and enter the dungeon...
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2. What is going on here?
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You have just begun a game of NetHack. Your goal is to grab
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as much treasure as you can, retrieve the Amulet of Yendor, and
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escape the Mazes of Menace alive.
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Your abilities and strengths for dealing with the hazards of
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adventure will vary with your background and training:
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Archeologists understand dungeons pretty well; this enables
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them to move quickly and sneak up on the local nasties. They
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start equipped with the tools for a proper scientific expedition.
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Barbarians are warriors out of the hinterland, hardened to
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battle. They begin their quests with naught but uncommon
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strength, a trusty hauberk, and a great two-handed sword.
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Cavemen and Cavewomen start with exceptional strength but,
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unfortunately, with neolithic weapons.
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Healers are wise in medicine and apothecary. They know the
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herbs and simples that can restore vitality, ease pain, anes-
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thetize, and neutralize poisons; and with their instruments, they
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can divine a being's state of health or sickness. Their medical
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practice earns them quite reasonable amounts of money, with which
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they enter the dungeon.
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Knights are distinguished from the common skirmisher by
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their devotion to the ideals of chivalry and by the surpassing
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excellence of their armor.
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Monks are ascetics, who by rigorous practice of physical and
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mental disciplines have become capable of fighting as effectively
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without weapons as with. They wear no armor but make up for it
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with increased mobility.
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Priests and Priestesses are clerics militant, crusaders ad-
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vancing the cause of righteousness with arms, armor, and arts
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thaumaturgic. Their ability to commune with deities via prayer
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occasionally extricates them from peril, but can also put them in
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it.
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Rangers are most at home in the woods, and some say slightly
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out of place in a dungeon. They are, however, experts in archery
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as well as tracking and stealthy movement.
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NetHack 3.4 December 2, 2003
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NetHack Guidebook 3
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Rogues are agile and stealthy thieves, with knowledge of
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locks, traps, and poisons. Their advantage lies in surprise,
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which they employ to great advantage.
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Samurai are the elite warriors of feudal Nippon. They are
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lightly armored and quick, and wear the dai-sho, two swords of
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the deadliest keenness.
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Tourists start out with lots of gold (suitable for shopping
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with), a credit card, lots of food, some maps, and an expensive
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camera. Most monsters don't like being photographed.
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Valkyries are hardy warrior women. Their upbringing in the
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harsh Northlands makes them strong, inures them to extremes of
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cold, and instills in them stealth and cunning.
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Wizards start out with a knowledge of magic, a selection of
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magical items, and a particular affinity for dweomercraft. Al-
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though seemingly weak and easy to overcome at first sight, an ex-
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perienced Wizard is a deadly foe.
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You may also choose the race of your character:
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Dwarves are smaller than humans or elves, but are stocky and
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solid individuals. Dwarves' most notable trait is their great
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expertise in mining and metalwork. Dwarvish armor is said to be
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second in quality not even to the mithril armor of the Elves.
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Elves are agile, quick, and perceptive; very little of what
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goes on will escape an Elf. The quality of Elven craftsmanship
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often gives them an advantage in arms and armor.
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Gnomes are smaller than but generally similar to dwarves.
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Gnomes are known to be expert miners, and it is known that a se-
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cret underground mine complex built by this race exists within
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the Mazes of Menace, filled with both riches and danger.
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Humans are by far the most common race of the surface world,
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and are thus the norm by which other races are often compared.
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Although they have no special abilities, they can succeed in any
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role.
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Orcs are a cruel and barbaric race that hate every living
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thing (including other orcs). Above all others, Orcs hate Elves
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with a passion unequalled, and will go out of their way to kill
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one at any opportunity. The armor and weapons fashioned by the
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Orcs are typically of inferior quality.
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3. What do all those things on the screen mean?
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On the screen is kept a map of where you have been and what
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you have seen on the current dungeon level; as you explore more
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of the level, it appears on the screen in front of you.
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NetHack 3.4 December 2, 2003
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NetHack Guidebook 4
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When NetHack's ancestor rogue first appeared, its screen
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orientation was almost unique among computer fantasy games.
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Since then, screen orientation has become the norm rather than
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the exception; NetHack continues this fine tradition. Unlike
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text adventure games that accept commands in pseudo-English sen-
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tences and explain the results in words, NetHack commands are all
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one or two keystrokes and the results are displayed graphically
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on the screen. A minimum screen size of 24 lines by 80 columns
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is recommended; if the screen is larger, only a 21x80 section
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will be used for the map.
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NetHack can even be played by blind players, with the assis-
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tance of Braille readers or speech synthesisers. Instructions
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for configuring NetHack for the blind are included later in this
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document.
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NetHack generates a new dungeon every time you play it; even
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the authors still find it an entertaining and exciting game de-
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spite having won several times.
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NetHack offers a variety of display options. The options
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available to you will vary from port to port, depending on the
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capabilities of your hardware and software, and whether various
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compile-time options were enabled when your executable was creat-
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ed. The three possible display options are: a monochrome charac-
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ter interface, a color character interface, and a graphical in-
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terface using small pictures called tiles. The two character in-
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terfaces allow fonts with other characters to be substituted, but
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the default assignments use standard ASCII characters to repre-
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sent everything. There is no difference between the various dis-
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play options with respect to game play. Because we cannot repro-
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duce the tiles or colors in the Guidebook, and because it is com-
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mon to all ports, we will use the default ASCII characters from
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the monochrome character display when referring to things you
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might see on the screen during your game.
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In order to understand what is going on in NetHack, first
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you must understand what NetHack is doing with the screen. The
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NetHack screen replaces the ``You see ...'' descriptions of text
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adventure games. Figure 1 is a sample of what a NetHack screen
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might look like. The way the screen looks for you depends on
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your platform.
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--------------------------------------------------------------------
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The bat bites!
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------
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|....| ----------
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|.<..|####...@...$.|
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|....-# |...B....+
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|....| |.d......|
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------ -------|--
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NetHack 3.4 December 2, 2003
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NetHack Guidebook 5
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Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
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Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
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--------------------------------------------------------------------
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Figure 1
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3.1. The status lines (bottom)
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The bottom two lines of the screen contain several cryptic
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pieces of information describing your current status. If either
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status line becomes longer than the width of the screen, you
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might not see all of it. Here are explanations of what the vari-
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ous status items mean (though your configuration may not have all
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the status items listed below):
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Rank
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Your character's name and professional ranking (based on the
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experience level, see below).
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Strength
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A measure of your character's strength; one of your six ba-
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sic attributes. A human character's attributes can range
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from 3 to 18 inclusive; non-humans may exceed these limits
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(occasionally you may get super-strengths of the form 18/xx,
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and magic can also cause attributes to exceed the normal
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limits). The higher your strength, the stronger you are.
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Strength affects how successfully you perform physical
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tasks, how much damage you do in combat, and how much loot
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you can carry.
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Dexterity
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Dexterity affects your chances to hit in combat, to avoid
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traps, and do other tasks requiring agility or manipulation
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of objects.
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Constitution
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Constitution affects your ability to recover from injuries
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and other strains on your stamina.
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Intelligence
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Intelligence affects your ability to cast spells and read
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spellbooks.
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Wisdom
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Wisdom comes from your practical experience (especially when
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dealing with magic). It affects your magical energy.
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Charisma
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Charisma affects how certain creatures react toward you. In
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particular, it can affect the prices shopkeepers offer you.
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NetHack 3.4 December 2, 2003
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NetHack Guidebook 6
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Alignment
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Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
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and Chaotic as evil, but legal and ethical do not always co-
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incide. Your alignment influences how other monsters react
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toward you. Monsters of a like alignment are more likely to
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be non-aggressive, while those of an opposing alignment are
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more likely to be seriously offended at your presence.
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Dungeon Level
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How deep you are in the dungeon. You start at level one and
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the number increases as you go deeper into the dungeon.
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Some levels are special, and are identified by a name and
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not a number. The Amulet of Yendor is reputed to be some-
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where beneath the twentieth level.
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Gold
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The number of gold pieces you are openly carrying. Gold
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which you have concealed in containers is not counted.
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Hit Points
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Your current and maximum hit points. Hit points indicate
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how much damage you can take before you die. The more you
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get hit in a fight, the lower they get. You can regain hit
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points by resting, or by using certain magical items or
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spells. The number in parentheses is the maximum number
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your hit points can reach.
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Power
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Spell points. This tells you how much mystic energy (mana)
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you have available for spell casting. Again, resting will
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regenerate the amount available.
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Armor Class
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A measure of how effectively your armor stops blows from un-
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friendly creatures. The lower this number is, the more ef-
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fective the armor; it is quite possible to have negative ar-
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mor class.
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Experience
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Your current experience level and experience points. As you
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adventure, you gain experience points. At certain experi-
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ence point totals, you gain an experience level. The more
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experienced you are, the better you fight and withstand mag-
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ical attacks. Many dungeons show only your experience level
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here.
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Time
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The number of turns elapsed so far, displayed if you have
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the time option set.
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Hunger status
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Your current hunger status, ranging from Satiated down to
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Fainting. If your hunger status is normal, it is not dis-
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played.
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NetHack 3.4 December 2, 2003
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NetHack Guidebook 7
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Additional status flags may appear after the hunger status:
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Conf when you're confused, FoodPois or Ill when sick, Blind when
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you can't see, Stun when stunned, and Hallu when hallucinating.
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3.2. The message line (top)
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The top line of the screen is reserved for messages that de-
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scribe things that are impossible to represent visually. If you
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see a ``--More--'' on the top line, this means that NetHack has
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another message to display on the screen, but it wants to make
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certain that you've read the one that is there first. To read
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the next message, just press the space bar.
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3.3. The map (rest of the screen)
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The rest of the screen is the map of the level as you have
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explored it so far. Each symbol on the screen represents some-
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thing. You can set various graphics options to change some of
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the symbols the game uses; otherwise, the game will use default
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symbols. Here is a list of what the default symbols mean:
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- and |
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The walls of a room, or an open door. Or a grave (|).
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. The floor of a room, ice, or a doorless doorway.
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# A corridor, or iron bars, or a tree, or possibly a kitchen
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sink (if your dungeon has sinks), or a drawbridge.
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> Stairs down: a way to the next level.
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< Stairs up: a way to the previous level.
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+ A closed door, or a spellbook containing a spell you may be
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able to learn.
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@ Your character or a human.
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$ A pile of gold.
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^ A trap (once you have detected it).
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) A weapon.
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[ A suit or piece of armor.
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% Something edible (not necessarily healthy).
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? A scroll.
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/ A wand.
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= A ring.
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NetHack 3.4 December 2, 2003
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NetHack Guidebook 8
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! A potion.
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( A useful item (pick-axe, key, lamp...).
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" An amulet or a spider web.
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* A gem or rock (possibly valuable, possibly worthless).
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` A boulder or statue.
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0 An iron ball.
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_ An altar, or an iron chain.
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{ A fountain.
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} A pool of water or moat or a pool of lava.
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\ An opulent throne.
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a-zA-Z and other symbols
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Letters and certain other symbols represent the various in-
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habitants of the Mazes of Menace. Watch out, they can be
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nasty and vicious. Sometimes, however, they can be helpful.
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I This marks the last known location of an invisible or other-
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wise unseen monster. Note that the monster could have
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moved. The 'F' and 'm' commands may be useful here.
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You need not memorize all these symbols; you can ask the
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game what any symbol represents with the `/' command (see the
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next section for more info).
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4. Commands
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Commands are initiated by typing one or two characters.
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Some commands, like ``search'', do not require that any more in-
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formation be collected by NetHack. Other commands might require
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additional information, for example a direction, or an object to
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be used. For those commands that require additional information,
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NetHack will present you with either a menu of choices or with a
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command line prompt requesting information. Which you are pre-
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sented with will depend chiefly on how you have set the menustyle
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option.
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For example, a common question, in the form ``What do you
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want to use? [a-zA-Z ?*]'', asks you to choose an object you are
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carrying. Here, ``a-zA-Z'' are the inventory letters of your
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possible choices. Typing `?' gives you an inventory list of
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these items, so you can see what each letter refers to. In this
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example, there is also a `*' indicating that you may choose an
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object not on the list, if you wanted to use something unexpect-
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ed. Typing a `*' lists your entire inventory, so you can see the
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NetHack 3.4 December 2, 2003
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NetHack Guidebook 9
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inventory letters of every object you're carrying. Finally, if
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you change your mind and decide you don't want to do this command
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after all, you can press the ESC key to abort the command.
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You can put a number before some commands to repeat them
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that many times; for example, ``10s'' will search ten times. If
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you have the number_pad option set, you must type `n' to prefix a
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count, so the example above would be typed ``n10s'' instead.
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Commands for which counts make no sense ignore them. In addi-
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tion, movement commands can be prefixed for greater control (see
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below). To cancel a count or a prefix, press the ESC key.
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The list of commands is rather long, but it can be read at
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any time during the game through the `?' command, which accesses
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a menu of helpful texts. Here are the commands for your refer-
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ence:
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? Help menu: display one of several help texts available.
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/ Tell what a symbol represents. You may choose to specify a
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|
location or type a symbol (or even a whole word) to explain.
|
|
Specifying a location is done by moving the cursor to a par-
|
|
ticular spot on the map and then pressing one of `.', `,',
|
|
`;', or `:'. `.' will explain the symbol at the chosen lo-
|
|
cation, conditionally check for ``More info?'' depending up-
|
|
on whether the help option is on, and then you will be asked
|
|
to pick another location; `,' will explain the symbol but
|
|
skip any additional information; `;' will skip additional
|
|
info and also not bother asking you to choose another loca-
|
|
tion to examine; `:' will show additional info, if any,
|
|
without asking for confirmation. When picking a location,
|
|
pressing the ESC key will terminate this command, or press-
|
|
ing `?' will give a brief reminder about how it works.
|
|
|
|
Specifying a name rather than a location always gives any
|
|
additional information available about that name.
|
|
|
|
& Tell what a command does.
|
|
|
|
< Go up to the previous level (if you are on a staircase or
|
|
ladder).
|
|
|
|
> Go down to the next level (if you are on a staircase or lad-
|
|
der).
|
|
|
|
[yuhjklbn]
|
|
Go one step in the direction indicated (see Figure 2). If
|
|
you sense or remember a monster there, you will fight the
|
|
monster instead. Only these one-step movement commands
|
|
cause you to fight monsters; the others (below) are
|
|
``safe.''
|
|
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 10
|
|
|
|
|
|
|
|
y k u 7 8 9
|
|
\ | / \ | /
|
|
h- . -l 4- . -6
|
|
/ | \ / | \
|
|
b j n 1 2 3
|
|
(if number_pad is set)
|
|
|
|
Figure 2
|
|
|
|
|
|
[YUHJKLBN]
|
|
Go in that direction until you hit a wall or run into some-
|
|
thing.
|
|
|
|
m[yuhjklbn]
|
|
Prefix: move without picking up objects or fighting (even
|
|
if you remember a monster there)
|
|
|
|
F[yuhjklbn]
|
|
Prefix: fight a monster (even if you only guess one is
|
|
there)
|
|
|
|
M[yuhjklbn]
|
|
Prefix: move far, no pickup.
|
|
|
|
g[yuhjklbn]
|
|
Prefix: move until something interesting is found.
|
|
|
|
G[yuhjklbn] or <CONTROL->[yuhjklbn]
|
|
Prefix: same as `g', but forking of corridors is not con-
|
|
sidered interesting.
|
|
|
|
_ Travel to a map location via a shortest-path algorithm. The
|
|
shortest path is computed over map locations the hero knows
|
|
about (e.g. seen or previously traversed). If there is no
|
|
known path, a guess is made instead. Stops on most of the
|
|
same conditions as the `G' command, but without picking up
|
|
objects, similar to the `M' command. For ports with mouse
|
|
support, the command is also invoked when a mouse-click
|
|
takes place on a location other than the current position.
|
|
|
|
. Rest, do nothing for one turn.
|
|
|
|
a Apply (use) a tool (pick-axe, key, lamp...).
|
|
|
|
A Remove one or more worn items, such as armor. Use `T' (take
|
|
off) to take off only one piece of armor or `R' (remove) to
|
|
take off only one accessory.
|
|
|
|
^A Redo the previous command.
|
|
|
|
c Close a door.
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 11
|
|
|
|
|
|
|
|
C Call (name) an individual monster.
|
|
|
|
^C Panic button. Quit the game.
|
|
|
|
d Drop something. Ex. ``d7a'' means drop seven items of ob-
|
|
ject a.
|
|
|
|
D Drop several things. In answer to the question ``What kinds
|
|
of things do you want to drop? [!%= BUCXaium]'' you should
|
|
type zero or more object symbols possibly followed by `a'
|
|
and/or `i' and/or `u' and/or `m'. In addition, one or more
|
|
of the blessed/uncursed/cursed groups may be typed.
|
|
|
|
DB - drop all objects known to be blessed.
|
|
DU - drop all objects known to be uncursed.
|
|
DC - drop all objects known to be cursed.
|
|
DX - drop all objects of unknown B/U/C status.
|
|
Da - drop all objects, without asking for confirmation.
|
|
Di - examine your inventory before dropping anything.
|
|
Du - drop only unpaid objects (when in a shop).
|
|
Dm - use a menu to pick which object(s) to drop.
|
|
D%u - drop only unpaid food.
|
|
|
|
^D Kick something (usually a door).
|
|
|
|
e Eat food.
|
|
|
|
E Engrave a message on the floor. Engraving the word
|
|
``Elbereth'' will cause most monsters to not attack you
|
|
hand-to-hand (but if you attack, you will rub it out); this
|
|
is often useful to give yourself a breather. (This feature
|
|
may be compiled out of the game, so your version might not
|
|
have it.)
|
|
|
|
E- - write in the dust with your fingers.
|
|
|
|
f Fire one of the objects placed in your quiver. You may se-
|
|
lect ammunition with a previous `Q' command, or let the com-
|
|
puter pick something appropriate if autoquiver is true.
|
|
|
|
i List your inventory (everything you're carrying).
|
|
|
|
I List selected parts of your inventory.
|
|
|
|
I* - list all gems in inventory;
|
|
Iu - list all unpaid items;
|
|
Ix - list all used up items that are on your shopping bill;
|
|
I$ - count your money.
|
|
|
|
o Open a door.
|
|
|
|
O Set options. A menu showing the current option values will
|
|
be displayed. You can change most values simply by select-
|
|
ing the menu entry for the given option (ie, by typing its
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 12
|
|
|
|
|
|
|
|
letter or clicking upon it, depending on your user inter-
|
|
face). For the non-boolean choices, a further menu or
|
|
prompt will appear once you've closed this menu. The avail-
|
|
able options are listed later in this Guidebook. Options
|
|
are usually set before the game rather than with the `O'
|
|
command; see the section on options below.
|
|
|
|
p Pay your shopping bill.
|
|
|
|
P Put on a ring or other accessory (amulet, blindfold).
|
|
|
|
^P Repeat previous message. Subsequent ^P's repeat earlier
|
|
messages. The behavior can be varied via the msg_window op-
|
|
tion.
|
|
|
|
q Quaff (drink) something (potion, water, etc).
|
|
|
|
Q Select an object for your quiver. You can then throw this
|
|
using the `f' command. (In versions prior to 3.3 this was
|
|
the command to quit the game, which has now been moved to
|
|
`#quit'.)
|
|
|
|
r Read a scroll or spellbook.
|
|
|
|
R Remove an accessory (ring, amulet, etc).
|
|
|
|
^R Redraw the screen.
|
|
|
|
s Search for secret doors and traps around you. It usually
|
|
takes several tries to find something.
|
|
|
|
S Save (and suspend) the game. The game will be restored au-
|
|
tomatically the next time you play.
|
|
|
|
t Throw an object or shoot a projectile.
|
|
|
|
T Take off armor.
|
|
|
|
^T Teleport, if you have the ability.
|
|
|
|
v Display version number.
|
|
|
|
V Display the game history.
|
|
|
|
w Wield weapon.
|
|
|
|
w- - wield nothing, use your bare hands.
|
|
|
|
W Wear armor.
|
|
|
|
x Exchange your wielded weapon with the item in your alternate
|
|
weapon slot. The latter is used as your secondary weapon
|
|
when engaging in two-weapon combat. Note that if one of
|
|
these slots is empty, the exchange still takes place.
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 13
|
|
|
|
|
|
|
|
X Enter explore (discovery) mode, explained in its own section
|
|
later.
|
|
|
|
^X Display your name, role, race, gender, and alignment as well
|
|
as the various deities in your game.
|
|
|
|
z Zap a wand. To aim at yourself, use `.' for the direction.
|
|
|
|
Z Zap (cast) a spell. To cast at yourself, use `.' for the
|
|
direction.
|
|
|
|
^Z Suspend the game (UNIX(R) versions with job control only).
|
|
|
|
: Look at what is here.
|
|
|
|
; Show what type of thing a visible symbol corresponds to.
|
|
|
|
, Pick up some things. May be preceded by `m' to force a se-
|
|
lection menu.
|
|
|
|
@ Toggle the autopickup option on and off.
|
|
|
|
^ Ask for the type of a trap you found earlier.
|
|
|
|
) Tell what weapon you are wielding.
|
|
|
|
[ Tell what armor you are wearing.
|
|
|
|
= Tell what rings you are wearing.
|
|
|
|
" Tell what amulet you are wearing.
|
|
|
|
( Tell what tools you are using.
|
|
|
|
* Tell what equipment you are using; combines the preceding
|
|
five type-specific commands into one.
|
|
|
|
$ Count your gold pieces.
|
|
|
|
+ List the spells you know. Using this command, you can also
|
|
rearrange the order in which your spells are listed. They
|
|
are shown via a menu, and if you select a spell in that
|
|
menu, you'll be re-prompted for another spell to swap places
|
|
with it, and then have opportunity to make further ex-
|
|
changes.
|
|
|
|
\ Show what types of objects have been discovered.
|
|
|
|
! Escape to a shell.
|
|
|
|
|
|
|
|
__________
|
|
(R)UNIX is a registered trademark of AT&T.
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 14
|
|
|
|
|
|
|
|
# Perform an extended command. As you can see, the authors of
|
|
NetHack used up all the letters, so this is a way to intro-
|
|
duce the less frequently used commands. What extended com-
|
|
mands are available depends on what features the game was
|
|
compiled with.
|
|
|
|
#adjust
|
|
Adjust inventory letters (most useful when the fixinv option
|
|
is ``on'').
|
|
|
|
#chat
|
|
Talk to someone.
|
|
|
|
#conduct
|
|
List which challenges you have adhered to. See the section
|
|
below entitled ``Conduct'' for details.
|
|
|
|
#dip Dip an object into something.
|
|
|
|
#enhance
|
|
Advance or check weapons and spell skills.
|
|
|
|
#force
|
|
Force a lock.
|
|
|
|
#invoke
|
|
Invoke an object's special powers.
|
|
|
|
#jump
|
|
Jump to another location.
|
|
|
|
#loot
|
|
Loot a box or bag on the floor beneath you, or the saddle
|
|
from a horse standing next to you.
|
|
|
|
#monster
|
|
Use a monster's special ability (when polymorphed into mon-
|
|
ster form).
|
|
|
|
#name
|
|
Name an item or type of object.
|
|
|
|
#offer
|
|
Offer a sacrifice to the gods.
|
|
|
|
#pray
|
|
Pray to the gods for help.
|
|
|
|
#quit
|
|
Quit the program without saving your game.
|
|
|
|
#ride
|
|
Ride (or stop riding) a monster.
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 15
|
|
|
|
|
|
|
|
#rub Rub a lamp or a stone.
|
|
|
|
#sit Sit down.
|
|
|
|
#turn
|
|
Turn undead.
|
|
|
|
#twoweapon
|
|
Toggle two-weapon combat on or off. Note that you must use
|
|
suitable weapons for this type of combat, or it will be au-
|
|
tomatically turned off.
|
|
|
|
#untrap
|
|
Untrap something (trap, door, or chest).
|
|
|
|
#version
|
|
Print compile time options for this version of NetHack.
|
|
|
|
#wipe
|
|
Wipe off your face.
|
|
|
|
#? Help menu: get the list of available extended commands.
|
|
|
|
If your keyboard has a meta key (which, when pressed in com-
|
|
bination with another key, modifies it by setting the `meta'
|
|
[8th, or `high'] bit), you can invoke many extended commands by
|
|
meta-ing the first letter of the command. In NT, OS/2, and PC
|
|
NetHack, the `Alt' key can be used in this fashion.
|
|
|
|
M-? #? (not supported by all platforms)
|
|
|
|
M-2 #twoweapon (unless the number_pad option is enabled)
|
|
|
|
M-a #adjust
|
|
|
|
M-c #chat
|
|
|
|
M-d #dip
|
|
|
|
M-e #enhance
|
|
|
|
M-f #force
|
|
|
|
M-i #invoke
|
|
|
|
M-j #jump
|
|
|
|
M-l #loot
|
|
|
|
M-m #monster
|
|
|
|
M-n #name
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 16
|
|
|
|
|
|
|
|
M-o #offer
|
|
|
|
M-p #pray
|
|
|
|
M-q #quit
|
|
|
|
M-r #rub
|
|
|
|
M-s #sit
|
|
|
|
M-t #turn
|
|
|
|
M-u #untrap
|
|
|
|
M-v #version
|
|
|
|
M-w #wipe
|
|
|
|
If the number_pad option is on, some additional letter com-
|
|
mands are available:
|
|
|
|
h Help menu: display one of several help texts available,
|
|
like ``?''.
|
|
|
|
j Jump to another location. Same as ``#jump'' or ``M-j''.
|
|
|
|
k Kick something (usually a door). Same as `^D'.
|
|
|
|
l Loot a box or bag on the floor beneath you, or the saddle
|
|
from a horse standing next to you. Same as ``#loot'' or
|
|
``M-l''.
|
|
|
|
N Name an item or type of object. Same as ``#name'' or ``M-
|
|
n''.
|
|
|
|
u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
|
|
u''.
|
|
|
|
|
|
5. Rooms and corridors
|
|
|
|
Rooms and corridors in the dungeon are either lit or dark.
|
|
Any lit areas within your line of sight will be displayed; dark
|
|
areas are only displayed if they are within one space of you.
|
|
Walls and corridors remain on the map as you explore them.
|
|
|
|
Secret corridors are hidden. You can find them with the `s'
|
|
(search) command.
|
|
|
|
5.1. Doorways
|
|
|
|
Doorways connect rooms and corridors. Some doorways have no
|
|
doors; you can walk right through. Others have doors in them,
|
|
which may be open, closed, or locked. To open a closed door, use
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 17
|
|
|
|
|
|
|
|
the `o' (open) command; to close it again, use the `c' (close)
|
|
command.
|
|
|
|
You can get through a locked door by using a tool to pick
|
|
the lock with the `a' (apply) command, or by kicking it open with
|
|
the `^D' (kick) command.
|
|
|
|
Open doors cannot be entered diagonally; you must approach
|
|
them straight on, horizontally or vertically. Doorways without
|
|
doors are not restricted in this fashion.
|
|
|
|
Doors can be useful for shutting out monsters. Most mon-
|
|
sters cannot open doors, although a few don't need to (ex. ghosts
|
|
can walk through doors).
|
|
|
|
Secret doors are hidden. You can find them with the `s'
|
|
(search) command. Once found they are in all ways equivalent to
|
|
normal doors.
|
|
|
|
5.2. Traps (`^')
|
|
|
|
There are traps throughout the dungeon to snare the unwary
|
|
delver. For example, you may suddenly fall into a pit and be
|
|
stuck for a few turns trying to climb out. Traps don't appear on
|
|
your map until you see one triggered by moving onto it, see some-
|
|
thing fall into it, or you discover it with the `s' (search) com-
|
|
mand. Monsters can fall prey to traps, too, which can be a very
|
|
useful defensive strategy.
|
|
|
|
There is a special pre-mapped branch of the dungeon based on
|
|
the classic computer game ``Sokoban.'' The goal is to push the
|
|
boulders into the pits or holes. With careful foresight, it is
|
|
possible to complete all of the levels according to the tradi-
|
|
tional rules of Sokoban. Some allowances are permitted in case
|
|
the player gets stuck; however, they will lower your luck.
|
|
|
|
5.3. Stairs (`<', `>')
|
|
|
|
In general, each level in the dungeon will have a staircase
|
|
going up (`<') to the previous level and another going down (`>')
|
|
to the next level. There are some exceptions though. For in-
|
|
stance, fairly early in the dungeon you will find a level with
|
|
two down staircases, one continuing into the dungeon and the oth-
|
|
er branching into an area known as the Gnomish Mines. Those
|
|
mines eventually hit a dead end, so after exploring them (if you
|
|
choose to do so), you'll need to climb back up to the main dun-
|
|
geon.
|
|
|
|
When you traverse a set of stairs, or trigger a trap which
|
|
sends you to another level, the level you're leaving will be de-
|
|
activated and stored in a file on disk. If you're moving to a
|
|
previously visited level, it will be loaded from its file on disk
|
|
and reactivated. If you're moving to a level which has not yet
|
|
been visited, it will be created (from scratch for most random
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 18
|
|
|
|
|
|
|
|
levels, from a template for some ``special'' levels, or loaded
|
|
from the remains of an earlier game for a ``bones'' level as
|
|
briefly described below). Monsters are only active on the cur-
|
|
rent level; those on other levels are essentially placed into
|
|
stasis.
|
|
|
|
Ordinarily when you climb a set of stairs, you will arrive
|
|
on the corresponding staircase at your destination. However,
|
|
pets (see below) and some other monsters will follow along if
|
|
they're close enough when you travel up or down stairs, and occa-
|
|
sionally one of these creatures will displace you during the
|
|
climb. When that occurs, the pet or other monster will arrive on
|
|
the staircase and you will end up nearby.
|
|
|
|
5.4. Ladders (`<', `>')
|
|
|
|
Ladders serve the same purpose as staircases, and the two
|
|
types of inter-level connections are nearly indistinguishable
|
|
during game play.
|
|
|
|
5.5. Shops and shopping
|
|
|
|
Occasionally you will run across a room with a shopkeeper
|
|
near the door and many items lying on the floor. You can buy
|
|
items by picking them up and then using the `p' command. You can
|
|
inquire about the price of an item prior to picking it up by us-
|
|
ing the ``#chat'' command while standing on it. Using an item
|
|
prior to paying for it will incur a charge, and the shopkeeper
|
|
won't allow you to leave the shop until you have paid any debt
|
|
you owe.
|
|
|
|
You can sell items to a shopkeeper by dropping them to the
|
|
floor while inside a shop. You will either be offered an amount
|
|
of gold and asked whether you're willing to sell, or you'll be
|
|
told that the shopkeeper isn't interested (generally, your item
|
|
needs to be compatible with the type of merchandise carried by
|
|
the shop).
|
|
|
|
If you drop something in a shop by accident, the shopkeeper
|
|
will usually claim ownership without offering any compensation.
|
|
You'll have to buy it back if you want to reclaim it.
|
|
|
|
Shopkeepers sometimes run out of money. When that happens,
|
|
you'll be offered credit instead of gold when you try to sell
|
|
something. Credit can be used to pay for purchases, but it is
|
|
only good in the shop where it was obtained; other shopkeepers
|
|
won't honor it. (If you happen to find a "credit card" in the
|
|
dungeon, don't bother trying to use it in shops; shopkeepers will
|
|
not accept it.)
|
|
|
|
The `$' command, which reports the amount of gold you are
|
|
carrying (in inventory, not inside bags or boxes), will also show
|
|
current shop debt or credit, if any. The `Iu' command lists un-
|
|
paid items (those which still belong to the shop) if you are
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
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|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 19
|
|
|
|
|
|
|
|
carrying any. The `Ix' command shows an inventory-like display
|
|
of any unpaid items which have been used up, along with other
|
|
shop fees, if any.
|
|
|
|
5.5.1. Shop idiosyncracies
|
|
|
|
Several aspects of shop behavior might be unexpected.
|
|
|
|
* The price of a given item can vary due to a variety of factors.
|
|
|
|
* A shopkeeper treats the spot immediately inside the door as if
|
|
it were outside the shop.
|
|
|
|
* While the shopkeeper watches you like a hawk, he will generally
|
|
ignore any other customers.
|
|
|
|
* If a shop is "closed for inventory", it will not open of its
|
|
own accord.
|
|
|
|
* Shops do not get restocked with new items, regardless of inven-
|
|
tory depletion.
|
|
|
|
|
|
6. Monsters
|
|
|
|
Monsters you cannot see are not displayed on the screen.
|
|
Beware! You may suddenly come upon one in a dark place. Some
|
|
magic items can help you locate them before they locate you
|
|
(which some monsters can do very well).
|
|
|
|
The commands `/' and `;' may be used to obtain information
|
|
about those monsters who are displayed on the screen. The com-
|
|
mand `C' allows you to assign a name to a monster, which may be
|
|
useful to help distinguish one from another when multiple mon-
|
|
sters are present. Assigning a name which is just a space will
|
|
remove any prior name.
|
|
|
|
The extended command ``#chat'' can be used to interact with
|
|
an adjacent monster. There is no actual dialog (in other words,
|
|
you don't get to choose what you'll say), but chatting with some
|
|
monsters such as a shopkeeper or the Oracle of Delphi can produce
|
|
useful results.
|
|
|
|
6.1. Fighting
|
|
|
|
If you see a monster and you wish to fight it, just attempt
|
|
to walk into it. Many monsters you find will mind their own
|
|
business unless you attack them. Some of them are very dangerous
|
|
when angered. Remember: discretion is the better part of valor.
|
|
|
|
If you can't see a monster (if it is invisible, or if you
|
|
are blinded), the symbol `I' will be shown when you learn of its
|
|
presence. If you attempt to walk into it, you will try to fight
|
|
it just like a monster that you can see; of course, if the
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 20
|
|
|
|
|
|
|
|
monster has moved, you will attack empty air. If you guess that
|
|
the monster has moved and you don't wish to fight, you can use
|
|
the `m' command to move without fighting; likewise, if you don't
|
|
remember a monster but want to try fighting anyway, you can use
|
|
the `F' command.
|
|
|
|
6.2. Your pet
|
|
|
|
You start the game with a little dog (`d'), cat (`f'), or
|
|
pony (`u'), which follows you about the dungeon and fights mon-
|
|
sters with you. Like you, your pet needs food to survive. It
|
|
usually feeds itself on fresh carrion and other meats. If you're
|
|
worried about it or want to train it, you can feed it, too, by
|
|
throwing it food. A properly trained pet can be very useful un-
|
|
der certain circumstances.
|
|
|
|
Your pet also gains experience from killing monsters, and
|
|
can grow over time, gaining hit points and doing more damage.
|
|
Initially, your pet may even be better at killing things than
|
|
you, which makes pets useful for low-level characters.
|
|
|
|
Your pet will follow you up and down staircases if it is
|
|
next to you when you move. Otherwise your pet will be stranded
|
|
and may become wild. Similarly, when you trigger certain types
|
|
of traps which alter your location (for instance, a trap door
|
|
which drops you to a lower dungeon level), any adjacent pet will
|
|
accompany you and any non-adjacent pet will be left behind. Your
|
|
pet may trigger such traps itself; you will not be carried along
|
|
with it even if adjacent at the time.
|
|
|
|
6.3. Steeds
|
|
|
|
Some types of creatures in the dungeon can actually be rid-
|
|
den if you have the right equipment and skill. Convincing a wild
|
|
beast to let you saddle it up is difficult to say the least.
|
|
Many a dungeoneer has had to resort to magic and wizardry in or-
|
|
der to forge the alliance. Once you do have the beast under your
|
|
control however, you can easily climb in and out of the saddle
|
|
with the `#ride' command. Lead the beast around the dungeon when
|
|
riding, in the same manner as you would move yourself. It is the
|
|
beast that you will see displayed on the map.
|
|
|
|
Riding skill is managed by the `#enhance' command. See the
|
|
section on Weapon proficiency for more information about that.
|
|
|
|
6.4. Bones levels
|
|
|
|
You may encounter the shades and corpses of other adventur-
|
|
ers (or even former incarnations of yourself!) and their personal
|
|
effects. Ghosts are hard to kill, but easy to avoid, since
|
|
they're slow and do little damage. You can plunder the deceased
|
|
adventurer's possessions; however, they are likely to be cursed.
|
|
Beware of whatever killed the former player; it is probably still
|
|
lurking around, gloating over its last victory.
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 21
|
|
|
|
|
|
|
|
7. Objects
|
|
|
|
When you find something in the dungeon, it is common to want
|
|
to pick it up. In NetHack, this is accomplished automatically by
|
|
walking over the object (unless you turn off the autopickup op-
|
|
tion (see below), or move with the `m' prefix (see above)), or
|
|
manually by using the `,' command.
|
|
|
|
If you're carrying too many items, NetHack will tell you so
|
|
and you won't be able to pick up anything more. Otherwise, it
|
|
will add the object(s) to your pack and tell you what you just
|
|
picked up.
|
|
|
|
As you add items to your inventory, you also add the weight
|
|
of that object to your load. The amount that you can carry de-
|
|
pends on your strength and your constitution. The stronger you
|
|
are, the less the additional load will affect you. There comes a
|
|
point, though, when the weight of all of that stuff you are car-
|
|
rying around with you through the dungeon will encumber you.
|
|
Your reactions will get slower and you'll burn calories faster,
|
|
requiring food more frequently to cope with it. Eventually,
|
|
you'll be so overloaded that you'll either have to discard some
|
|
of what you're carrying or collapse under its weight.
|
|
|
|
NetHack will tell you how badly you have loaded yourself.
|
|
The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
|
|
`Overloaded' are displayed on the bottom line display to indicate
|
|
your condition.
|
|
|
|
When you pick up an object, it is assigned an inventory let-
|
|
ter. Many commands that operate on objects must ask you to find
|
|
out which object you want to use. When NetHack asks you to
|
|
choose a particular object you are carrying, you are usually pre-
|
|
sented with a list of inventory letters to choose from (see Com-
|
|
mands, above).
|
|
|
|
Some objects, such as weapons, are easily differentiated.
|
|
Others, like scrolls and potions, are given descriptions which
|
|
vary according to type. During a game, any two objects with the
|
|
same description are the same type. However, the descriptions
|
|
will vary from game to game.
|
|
|
|
When you use one of these objects, if its effect is obvious,
|
|
NetHack will remember what it is for you. If its effect isn't
|
|
extremely obvious, you will be asked what you want to call this
|
|
type of object so you will recognize it later. You can also use
|
|
the ``#name'' command for the same purpose at any time, to name
|
|
all objects of a particular type or just an individual object.
|
|
When you use ``#name'' on an object which has already been named,
|
|
specifying a space as the value will remove the prior name in-
|
|
stead of assigning a new one.
|
|
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 22
|
|
|
|
|
|
|
|
7.1. Curses and Blessings
|
|
|
|
Any object that you find may be cursed, even if the object
|
|
is otherwise helpful. The most common effect of a curse is being
|
|
stuck with (and to) the item. Cursed weapons weld themselves to
|
|
your hand when wielded, so you cannot unwield them. Any cursed
|
|
item you wear is not removable by ordinary means. In addition,
|
|
cursed arms and armor usually, but not always, bear negative en-
|
|
chantments that make them less effective in combat. Other cursed
|
|
objects may act poorly or detrimentally in other ways.
|
|
|
|
Objects can also be blessed. Blessed items usually work
|
|
better or more beneficially than normal uncursed items. For ex-
|
|
ample, a blessed weapon will do more damage against demons.
|
|
|
|
There are magical means of bestowing or removing curses upon
|
|
objects, so even if you are stuck with one, you can still have
|
|
the curse lifted and the item removed. Priests and Priestesses
|
|
have an innate sensitivity to this property in any object, so
|
|
they can more easily avoid cursed objects than other character
|
|
roles.
|
|
|
|
An item with unknown status will be reported in your inven-
|
|
tory with no prefix. An item which you know the state of will be
|
|
distinguished in your inventory by the presence of the word
|
|
``cursed'', ``uncursed'' or ``blessed'' in the description of the
|
|
item.
|
|
|
|
7.2. Weapons (`)')
|
|
|
|
Given a chance, most monsters in the Mazes of Menace will
|
|
gratuitously try to kill you. You need weapons for self-defense
|
|
(killing them first). Without a weapon, you do only 1-2 hit
|
|
points of damage (plus bonuses, if any). Monk characters are an
|
|
exception; they normally do much more damage with bare hands than
|
|
they do with weapons.
|
|
|
|
There are wielded weapons, like maces and swords, and thrown
|
|
weapons, like arrows and spears. To hit monsters with a weapon,
|
|
you must wield it and attack them, or throw it at them. You can
|
|
simply elect to throw a spear. To shoot an arrow, you should
|
|
first wield a bow, then throw the arrow. Crossbows shoot cross-
|
|
bow bolts. Slings hurl rocks and (other) stones (like gems).
|
|
|
|
Enchanted weapons have a ``plus'' (or ``to hit enhancement''
|
|
which can be either positive or negative) that adds to your
|
|
chance to hit and the damage you do to a monster. The only way
|
|
to determine a weapon's enchantment is to have it magically iden-
|
|
tified somehow. Most weapons are subject to some type of damage
|
|
like rust. Such ``erosion'' damage can be repaired.
|
|
|
|
The chance that an attack will successfully hit a monster,
|
|
and the amount of damage such a hit will do, depends upon many
|
|
factors. Among them are: type of weapon, quality of weapon
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 23
|
|
|
|
|
|
|
|
(enchantment and/or erosion), experience level, strength, dexter-
|
|
ity, encumbrance, and proficiency (see below). The monster's ar-
|
|
mor class - a general defense rating, not necessarily due to
|
|
wearing of armor - is a factor too; also, some monsters are par-
|
|
ticularly vulnerable to certain types of weapons.
|
|
|
|
Many weapons can be wielded in one hand; some require both
|
|
hands. When wielding a two-handed weapon, you can not wear a
|
|
shield, and vice versa. When wielding a one-handed weapon, you
|
|
can have another weapon ready to use by setting things up with
|
|
the `x' command, which exchanges your primary (the one being
|
|
wielded) and alternate weapons. And if you have proficiency in
|
|
the ``two weapon combat'' skill, you may wield both weapons si-
|
|
multaneously as primary and secondary; use the `#twoweapon' ex-
|
|
tended command to engage or disengage that. Only some types of
|
|
characters (barbarians, for instance) have the necessary skill
|
|
available. Even with that skill, using two weapons at once in-
|
|
curs a penalty in the chance to hit your target compared to using
|
|
just one weapon at a time.
|
|
|
|
There might be times when you'd rather not wield any weapon
|
|
at all. To accomplish that, wield `-', or else use the `A' com-
|
|
mand which allows you to unwield the current weapon in addition
|
|
to taking off other worn items.
|
|
|
|
Those of you in the audience who are AD&D players, be aware
|
|
that each weapon which existed in AD&D does roughly the same dam-
|
|
age to monsters in NetHack. Some of the more obscure weapons
|
|
(such as the aklys, lucern hammer, and bec-de-corbin) are defined
|
|
in an appendix to Unearthed Arcana, an AD&D supplement.
|
|
|
|
The commands to use weapons are `w' (wield), `t' (throw),
|
|
`f' (fire, an alternative way of throwing), `Q' (quiver), `x'
|
|
(exchange), `#twoweapon', and `#enhance' (see below).
|
|
|
|
7.2.1. Throwing and shooting
|
|
|
|
You can throw just about anything via the `t' command. It
|
|
will prompt for the item to throw; picking `?' will list things
|
|
in your inventory which are considered likely to be thrown, or
|
|
picking `*' will list your entire inventory. After you've chosen
|
|
what to throw, you will be prompted for a direction rather than
|
|
for a specific target. The distance something can be thrown de-
|
|
pends mainly on the type of object and your strength. Arrows can
|
|
be thrown by hand, but can be thrown much farther and will be
|
|
more likely to hit when thrown while you are wielding a bow.
|
|
|
|
You can simplify the throwing operation by using the `Q'
|
|
command to select your preferred ``missile'', then using the `f'
|
|
command to throw it. You'll be prompted for a direction as
|
|
above, but you don't have to specify which item to throw each
|
|
time you use `f'. There is also an option, autoquiver, which has
|
|
NetHack choose another item to automatically fill your quiver
|
|
when the inventory slot used for `Q' runs out.
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 24
|
|
|
|
|
|
|
|
Some characters have the ability to fire a volley of multi-
|
|
ple items in a single turn. Knowing how to load several rounds
|
|
of ammunition at once -- or hold several missiles in your hand --
|
|
and still hit a target is not an easy task. Rangers are among
|
|
those who are adept at this task, as are those with a high level
|
|
of proficiency in the relevant weapon skill (in bow skill if
|
|
you're wielding one to shoot arrows, in crossbow skill if you're
|
|
wielding one to shoot bolts, or in sling skill if you're wielding
|
|
one to shoot stones). The number of items that the character has
|
|
a chance to fire varies from turn to turn. You can explicitly
|
|
limit the number of shots by using a numeric prefix before the
|
|
`t' or `f' command. For example, ``2f'' (or ``n2f'' if using
|
|
number_pad mode) would ensure that at most 2 arrows are shot even
|
|
if you could have fired 3. If you specify a larger number than
|
|
would have been shot (``4f'' in this example), you'll just end up
|
|
shooting the same number (3, here) as if no limit had been speci-
|
|
fied. Once the volley is in motion, all of the items will travel
|
|
in the same direction; if the first ones kill a monster, the oth-
|
|
ers can still continue beyond that spot.
|
|
|
|
7.2.2. Weapon proficiency
|
|
|
|
You will have varying degrees of skill in the weapons avail-
|
|
able. Weapon proficiency, or weapon skills, affect how well you
|
|
can use particular types of weapons, and you'll be able to im-
|
|
prove your skills as you progress through a game, depending on
|
|
your role, your experience level, and use of the weapons.
|
|
|
|
For the purposes of proficiency, weapons have been divided
|
|
up into various groups such as daggers, broadswords, and
|
|
polearms. Each role has a limit on what level of proficiency a
|
|
character can achieve for each group. For instance, wizards can
|
|
become highly skilled in daggers or staves but not in swords or
|
|
bows.
|
|
|
|
The `#enhance' extended command is used to review current
|
|
weapons proficiency (also spell proficiency) and to choose which
|
|
skill(s) to improve when you've used one or more skills enough to
|
|
become eligible to do so. The skill rankings are ``none'' (some-
|
|
times also referred to as ``restricted'', because you won't be
|
|
able to advance), ``unskilled'', ``basic'', ``skilled'', and
|
|
``expert''. Restricted skills simply will not appear in the list
|
|
shown by `#enhance'. (Divine intervention might unrestrict a
|
|
particular skill, in which case it will start at unskilled and be
|
|
limited to basic.) Some characters can enhance their barehanded
|
|
combat or martial arts skill beyond expert to ``master'' or
|
|
``grand master''.
|
|
|
|
Use of a weapon in which you're restricted or unskilled will
|
|
incur a modest penalty in the chance to hit a monster and also in
|
|
the amount of damage done when you do hit; at basic level, there
|
|
is no penalty or bonus; at skilled level, you receive a modest
|
|
bonus in the chance to hit and amount of damage done; at expert
|
|
level, the bonus is higher. A successful hit has a chance to
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 25
|
|
|
|
|
|
|
|
boost your training towards the next skill level (unless you've
|
|
already reached the limit for this skill). Once such training
|
|
reaches the threshold for that next level, you'll be told that
|
|
you feel more confident in your skills. At that point you can
|
|
use `#enhance' to increase one or more skills. Such skills are
|
|
not increased automatically because there is a limit to your to-
|
|
tal overall skills, so you need to actively choose which skills
|
|
to enhance and which to ignore.
|
|
|
|
7.3. Armor (`[')
|
|
|
|
Lots of unfriendly things lurk about; you need armor to pro-
|
|
tect yourself from their blows. Some types of armor offer better
|
|
protection than others. Your armor class is a measure of this
|
|
protection. Armor class (AC) is measured as in AD&D, with 10 be-
|
|
ing the equivalent of no armor, and lower numbers meaning better
|
|
armor. Each suit of armor which exists in AD&D gives the same
|
|
protection in NetHack. Here is an (incomplete) list of the armor
|
|
classes provided by various suits of armor:
|
|
|
|
dragon scale mail 1
|
|
plate mail 3
|
|
crystal plate mail 3
|
|
bronze plate mail 4
|
|
splint mail 4
|
|
banded mail 4
|
|
dwarvish mithril-coat 4
|
|
elven mithril-coat 5
|
|
chain mail 5
|
|
orcish chain mail 6
|
|
scale mail 6
|
|
studded leather armor 7
|
|
ring mail 7
|
|
orcish ring mail 8
|
|
leather armor 8
|
|
leather jacket 9
|
|
no armor 10
|
|
|
|
You can also wear other pieces of armor (ex. helmets, boots,
|
|
shields, cloaks) to lower your armor class even further, but you
|
|
can only wear one item of each category (one suit of armor, one
|
|
cloak, one helmet, one shield, and so on) at a time.
|
|
|
|
If a piece of armor is enchanted, its armor protection will
|
|
be better (or worse) than normal, and its ``plus'' (or minus)
|
|
will subtract from your armor class. For example, a +1 chain
|
|
mail would give you better protection than normal chain mail,
|
|
lowering your armor class one unit further to 4. When you put on
|
|
a piece of armor, you immediately find out the armor class and
|
|
any ``plusses'' it provides. Cursed pieces of armor usually have
|
|
negative enchantments (minuses) in addition to being unremovable.
|
|
|
|
Many types of armor are subject to some kind of damage like
|
|
rust. Such damage can be repaired. Some types of armor may
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 26
|
|
|
|
|
|
|
|
inhibit spell casting.
|
|
|
|
The commands to use armor are `W' (wear) and `T' (take off).
|
|
The `A' command can also be used to take off armor as well as
|
|
other worn items.
|
|
|
|
7.4. Food (`%')
|
|
|
|
Food is necessary to survive. If you go too long without
|
|
eating you will faint, and eventually die of starvation. Some
|
|
types of food will spoil, and become unhealthy to eat, if not
|
|
protected. Food stored in ice boxes or tins (``cans'') will usu-
|
|
ally stay fresh, but ice boxes are heavy, and tins take a while
|
|
to open.
|
|
|
|
When you kill monsters, they usually leave corpses which are
|
|
also ``food.'' Many, but not all, of these are edible; some also
|
|
give you special powers when you eat them. A good rule of thumb
|
|
is ``you are what you eat.''
|
|
|
|
Some character roles and some monsters are vegetarian. Veg-
|
|
etarian monsters will typically never eat animal corpses, while
|
|
vegetarian players can, but with some rather unpleasant side-ef-
|
|
fects.
|
|
|
|
You can name one food item after something you like to eat
|
|
with the fruit option.
|
|
|
|
The command to eat food is `e'.
|
|
|
|
7.5. Scrolls (`?')
|
|
|
|
Scrolls are labeled with various titles, probably chosen by
|
|
ancient wizards for their amusement value (ex. ``READ ME,'' or
|
|
``THANX MAUD'' backwards). Scrolls disappear after you read them
|
|
(except for blank ones, without magic spells on them).
|
|
|
|
One of the most useful of these is the scroll of identify,
|
|
which can be used to determine what another object is, whether it
|
|
is cursed or blessed, and how many uses it has left. Some ob-
|
|
jects of subtle enchantment are difficult to identify without
|
|
these.
|
|
|
|
A mail daemon may run up and deliver mail to you as a scroll
|
|
of mail (on versions compiled with this feature). To use this
|
|
feature on versions where NetHack mail delivery is triggered by
|
|
electronic mail appearing in your system mailbox, you must let
|
|
NetHack know where to look for new mail by setting the ``MAIL''
|
|
environment variable to the file name of your mailbox. You may
|
|
also want to set the ``MAILREADER'' environment variable to the
|
|
file name of your favorite reader, so NetHack can shell to it
|
|
when you read the scroll. On versions of NetHack where mail is
|
|
randomly generated internal to the game, these environment vari-
|
|
ables are ignored. You can disable the mail daemon by turning
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 27
|
|
|
|
|
|
|
|
off the mail option.
|
|
|
|
The command to read a scroll is `r'.
|
|
|
|
7.6. Potions (`!')
|
|
|
|
Potions are distinguished by the color of the liquid inside
|
|
the flask. They disappear after you quaff them.
|
|
|
|
Clear potions are potions of water. Sometimes these are
|
|
blessed or cursed, resulting in holy or unholy water. Holy water
|
|
is the bane of the undead, so potions of holy water are good
|
|
things to throw (`t') at them. It is also sometimes very useful
|
|
to dip (``#dip'') an object into a potion.
|
|
|
|
The command to drink a potion is `q' (quaff).
|
|
|
|
7.7. Wands (`/')
|
|
|
|
Magic wands usually have multiple magical charges. Some
|
|
wands are directional--you must give a direction in which to zap
|
|
them. You can also zap them at yourself (just give a `.' or `s'
|
|
for the direction). Be warned, however, for this is often unwise.
|
|
Other wands are nondirectional--they don't require a direction.
|
|
The number of charges in a wand is random and decreases by one
|
|
whenever you use it.
|
|
|
|
When the number of charges left in a wand becomes zero, at-
|
|
tempts to use the wand will usually result in nothing happening.
|
|
Occasionally, however, it may be possible to squeeze the last few
|
|
mana points from an otherwise spent wand, destroying it in the
|
|
process. A wand may be recharged by using suitable magic, but
|
|
doing so runs the risk of causing it to explode. The chance for
|
|
such an explosion starts out very small and increases each time
|
|
the wand is recharged.
|
|
|
|
In a truly desperate situation, when your back is up against
|
|
the wall, you might decide to go for broke and break your wand.
|
|
This is not for the faint of heart. Doing so will almost cer-
|
|
tainly cause a catastrophic release of magical energies.
|
|
|
|
When you have fully identified a particular wand, inventory
|
|
display will include additional information in parentheses: the
|
|
number of times it has been recharged followed by a colon and
|
|
then by its current number of charges. A current charge count of
|
|
-1 is a special case indicating that the wand has been cancelled.
|
|
|
|
The command to use a wand is `z' (zap). To break one, use
|
|
the `a' (apply) command.
|
|
|
|
7.8. Rings (`=')
|
|
|
|
Rings are very useful items, since they are relatively per-
|
|
manent magic, unlike the usually fleeting effects of potions,
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 28
|
|
|
|
|
|
|
|
scrolls, and wands.
|
|
|
|
Putting on a ring activates its magic. You can wear only
|
|
two rings, one on each ring finger.
|
|
|
|
Most rings also cause you to grow hungry more rapidly, the
|
|
rate varying with the type of ring.
|
|
|
|
The commands to use rings are `P' (put on) and `R' (remove).
|
|
|
|
7.9. Spellbooks (`+')
|
|
|
|
Spellbooks are tomes of mighty magic. When studied with the
|
|
`r' (read) command, they transfer to the reader the knowledge of
|
|
a spell (and therefore eventually become unreadable) -- unless
|
|
the attempt backfires. Reading a cursed spellbook or one with
|
|
mystic runes beyond your ken can be harmful to your health!
|
|
|
|
A spell (even when learned) can also backfire when you cast
|
|
it. If you attempt to cast a spell well above your experience
|
|
level, or if you have little skill with the appropriate spell
|
|
type, or cast it at a time when your luck is particularly bad,
|
|
you can end up wasting both the energy and the time required in
|
|
casting.
|
|
|
|
Casting a spell calls forth magical energies and focuses
|
|
them with your naked mind. Some of the magical energy released
|
|
comes from within you, and casting several spells in a row may
|
|
tire you. Casting of spells also requires practice. With prac-
|
|
tice, your skill in each category of spell casting will improve.
|
|
Over time, however, your memory of each spell will dim, and you
|
|
will need to relearn it.
|
|
|
|
Some spells are directional--you must give a direction in
|
|
which to cast them. You can also cast them at yourself (just
|
|
give a `.' or `s' for the direction). Be warned, however, for
|
|
this is often unwise. Other spells are nondirectional--they
|
|
don't require a direction.
|
|
|
|
Just as weapons are divided into groups in which a character
|
|
can become proficient (to varying degrees), spells are similarly
|
|
grouped. Successfully casting a spell exercises the skill group;
|
|
sufficient skill may increase the potency of the spell and reduce
|
|
the risk of spell failure. Skill slots are shared with weapons
|
|
skills. (See also the section on ``Weapon proficiency''.)
|
|
|
|
Casting a spell also requires flexible movement, and wearing
|
|
various types of armor may interfere with that.
|
|
|
|
The command to read a spellbook is the same as for scrolls,
|
|
`r' (read). The `+' command lists your current spells, their
|
|
levels, categories, and chances for failure. The `Z' (cast) com-
|
|
mand casts a spell.
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 29
|
|
|
|
|
|
|
|
7.10. Tools (`(')
|
|
|
|
Tools are miscellaneous objects with various purposes. Some
|
|
tools have a limited number of uses, akin to wand charges. For
|
|
example, lamps burn out after a while. Other tools are contain-
|
|
ers, which objects can be placed into or taken out of.
|
|
|
|
The command to use tools is `a' (apply).
|
|
|
|
7.10.1. Containers
|
|
|
|
You may encounter bags, boxes, and chests in your travels.
|
|
A tool of this sort can be opened with the ``#loot'' extended
|
|
command when you are standing on top of it (that is, on the same
|
|
floor spot), or with the `a' (apply) command when you are carry-
|
|
ing it. However, chests are often locked, and are in any case
|
|
unwieldy objects. You must set one down before unlocking it by
|
|
using a key or lock-picking tool with the `a' (apply) command, by
|
|
kicking it with the `^D' command, or by using a weapon to force
|
|
the lock with the ``#force'' extended command.
|
|
|
|
Some chests are trapped, causing nasty things to happen when
|
|
you unlock or open them. You can check for and try to deactivate
|
|
traps with the ``#untrap'' extended command.
|
|
|
|
7.11. Amulets (`"')
|
|
|
|
Amulets are very similar to rings, and often more powerful.
|
|
Like rings, amulets have various magical properties, some benefi-
|
|
cial, some harmful, which are activated by putting them on.
|
|
|
|
Only one amulet may be worn at a time, around your neck.
|
|
|
|
The commands to use amulets are the same as for rings, `P'
|
|
(put on) and `R' (remove).
|
|
|
|
7.12. Gems (`*')
|
|
|
|
Some gems are valuable, and can be sold for a lot of gold.
|
|
They are also a far more efficient way of carrying your riches.
|
|
Valuable gems increase your score if you bring them with you when
|
|
you exit.
|
|
|
|
Other small rocks are also categorized as gems, but they are
|
|
much less valuable. All rocks, however, can be used as projec-
|
|
tile weapons (if you have a sling). In the most desperate of
|
|
cases, you can still throw them by hand.
|
|
|
|
7.13. Large rocks (``')
|
|
|
|
Statues and boulders are not particularly useful, and are
|
|
generally heavy. It is rumored that some statues are not what
|
|
they seem.
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 30
|
|
|
|
|
|
|
|
Very large humanoids (giants and their ilk) have been known
|
|
to use boulders as weapons.
|
|
|
|
7.14. Gold (`$')
|
|
|
|
Gold adds to your score, and you can buy things in shops
|
|
with it. There are a number of monsters in the dungeon that may
|
|
be influenced by the amount of gold you are carrying (shopkeepers
|
|
aside).
|
|
|
|
|
|
8. Conduct
|
|
|
|
As if winning NetHack were not difficult enough, certain
|
|
players seek to challenge themselves by imposing restrictions on
|
|
the way they play the game. The game automatically tracks some
|
|
of these challenges, which can be checked at any time with the
|
|
#conduct command or at the end of the game. When you perform an
|
|
action which breaks a challenge, it will no longer be listed.
|
|
This gives players extra ``bragging rights'' for winning the game
|
|
with these challenges. Note that it is perfectly acceptable to
|
|
win the game without resorting to these restrictions and that it
|
|
is unusual for players to adhere to challenges the first time
|
|
they win the game.
|
|
|
|
Several of the challenges are related to eating behavior.
|
|
The most difficult of these is the foodless challenge. Although
|
|
creatures can survive long periods of time without food, there is
|
|
a physiological need for water; thus there is no restriction on
|
|
drinking beverages, even if they provide some minor food bene-
|
|
fits. Calling upon your god for help with starvation does not
|
|
violate any food challenges either.
|
|
|
|
A strict vegan diet is one which avoids any food derived
|
|
from animals. The primary source of nutrition is fruits and veg-
|
|
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
|
|
fungi (`F') are also considered to be vegetable matter. Certain
|
|
human food is prepared without animal products; namely, lembas
|
|
wafers, cram rations, food rations (gunyoki), K-rations, and C-
|
|
rations. Metal or another normally indigestible material eaten
|
|
while polymorphed into a creature that can digest it is also con-
|
|
sidered vegan food. Note however that eating such items still
|
|
counts against foodless conduct.
|
|
|
|
Vegetarians do not eat animals; however, they are less se-
|
|
lective about eating animal byproducts than vegans. In addition
|
|
to the vegan items listed above, they may eat any kind of pudding
|
|
(`P') other than the black puddings, eggs and food made from eggs
|
|
(fortune cookies and pancakes), food made with milk (cream pies
|
|
and candy bars), and lumps of royal jelly. Monks are expected to
|
|
observe a vegetarian diet.
|
|
|
|
Eating any kind of meat violates the vegetarian, vegan, and
|
|
foodless conducts. This includes tripe rations, the corpses or
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 31
|
|
|
|
|
|
|
|
tins of any monsters not mentioned above, and the various other
|
|
chunks of meat found in the dungeon. Swallowing and digesting a
|
|
monster while polymorphed is treated as if you ate the creature's
|
|
corpse. Eating leather, dragon hide, or bone items while poly-
|
|
morphed into a creature that can digest it, or eating monster
|
|
brains while polymorphed into a mind flayer, is considered eating
|
|
an animal, although wax is only an animal byproduct.
|
|
|
|
Regardless of conduct, there will be some items which are
|
|
indigestible, and others which are hazardous to eat. Using a
|
|
swallow-and-digest attack against a monster is equivalent to eat-
|
|
ing the monster's corpse. Please note that the term ``vegan'' is
|
|
used here only in the context of diet. You are still free to
|
|
choose not to use or wear items derived from animals (e.g.
|
|
leather, dragon hide, bone, horns, coral), but the game will not
|
|
keep track of this for you. Also note that ``milky'' potions may
|
|
be a translucent white, but they do not contain milk, so they are
|
|
compatible with a vegan diet. Slime molds or player-defined
|
|
``fruits'', although they could be anything from ``cherries'' to
|
|
``pork chops'', are also assumed to be vegan.
|
|
|
|
An atheist is one who rejects religion. This means that you
|
|
cannot #pray, #offer sacrifices to any god, #turn undead, or
|
|
#chat with a priest. Particularly selective readers may argue
|
|
that playing Monk or Priest characters should violate this con-
|
|
duct; that is a choice left to the player. Offering the Amulet
|
|
of Yendor to your god is necessary to win the game and is not
|
|
counted against this conduct. You are also not penalized for be-
|
|
ing spoken to by an angry god, priest(ess), or other religious
|
|
figure; a true atheist would hear the words but attach no special
|
|
meaning to them.
|
|
|
|
Most players fight with a wielded weapon (or tool intended
|
|
to be wielded as a weapon). Another challenge is to win the game
|
|
without using such a wielded weapon. You are still permitted to
|
|
throw, fire, and kick weapons; use a wand, spell, or other type
|
|
of item; or fight with your hands and feet.
|
|
|
|
In NetHack, a pacifist refuses to cause the death of any
|
|
other monster (i.e. if you would get experience for the death).
|
|
This is a particularly difficult challenge, although it is still
|
|
possible to gain experience by other means.
|
|
|
|
An illiterate character cannot read or write. This includes
|
|
reading a scroll, spellbook, fortune cookie message, or t-shirt;
|
|
writing a scroll; or making an engraving of anything other than a
|
|
single ``x'' (the traditional signature of an illiterate person).
|
|
Reading an engraving, or any item that is absolutely necessary to
|
|
win the game, is not counted against this conduct. The identity
|
|
of scrolls and spellbooks (and knowledge of spells) in your
|
|
starting inventory is assumed to be learned from your teachers
|
|
prior to the start of the game and isn't counted.
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 32
|
|
|
|
|
|
|
|
There are several other challenges tracked by the game. It
|
|
is possible to eliminate one or more species of monsters by geno-
|
|
cide; playing without this feature is considered a challenge.
|
|
When the game offers you an opportunity to genocide monsters, you
|
|
may respond with the monster type ``none'' if you want to de-
|
|
cline. You can change the form of an item into another item of
|
|
the same type (``polypiling'') or the form of your own body into
|
|
another creature (``polyself'') by wand, spell, or potion of
|
|
polymorph; avoiding these effects are each considered challenges.
|
|
Polymorphing monsters, including pets, does not break either of
|
|
these challenges. Finally, you may sometimes receive wishes; a
|
|
game without an attempt to wish for any items is a challenge, as
|
|
is a game without wishing for an artifact (even if the artifact
|
|
immediately disappears). When the game offers you an opportunity
|
|
to make a wish for an item, you may choose ``nothing'' if you
|
|
want to decline.
|
|
|
|
|
|
9. Options
|
|
|
|
Due to variations in personal tastes and conceptions of how
|
|
NetHack should do things, there are options you can set to change
|
|
how NetHack behaves.
|
|
|
|
9.1. Setting the options
|
|
|
|
Options may be set in a number of ways. Within the game,
|
|
the `O' command allows you to view all options and change most of
|
|
them. You can also set options automatically by placing them in
|
|
the NETHACKOPTIONS environment variable or in a configuration
|
|
file. Some versions of NetHack also have front-end programs that
|
|
allow you to set options before starting the game.
|
|
|
|
9.2. Using the NETHACKOPTIONS environment variable
|
|
|
|
The NETHACKOPTIONS variable is a comma-separated list of
|
|
initial values for the various options. Some can only be turned
|
|
on or off. You turn one of these on by adding the name of the
|
|
option to the list, and turn it off by typing a `!' or ``no'' be-
|
|
fore the name. Others take a character string as a value. You
|
|
can set string options by typing the option name, a colon or
|
|
equals sign, and then the value of the string. The value is ter-
|
|
minated by the next comma or the end of string.
|
|
|
|
For example, to set up an environment variable so that ``au-
|
|
toquiver'' is on, ``autopickup'' is off, the name is set to
|
|
``Blue Meanie'', and the fruit is set to ``papaya'', you would
|
|
enter the command
|
|
|
|
% setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
|
|
|
|
in csh (note the need to escape the ! since it's special to the
|
|
shell), or
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 33
|
|
|
|
|
|
|
|
$ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
|
|
$ export NETHACKOPTIONS
|
|
|
|
in sh or ksh.
|
|
|
|
9.3. Using a configuration file
|
|
|
|
Any line in the configuration file starting with `#' is
|
|
treated as a comment. Any line in the configuration file start-
|
|
ing with ``OPTIONS='' may be filled out with options in the same
|
|
syntax as in NETHACKOPTIONS. Any line starting with ``DUN-
|
|
GEON='', ``EFFECTS='', ``MONSTERS='', ``OBJECTS='', ``TRAPS='',
|
|
or ``BOULDER='' is taken as defining the corresponding dungeon,
|
|
effects, monsters, objects traps or boulder option in a different
|
|
syntax, a sequence of decimal numbers giving the character posi-
|
|
tion in the current font to be used in displaying each entry. A
|
|
zero in any entry in such a sequence leaves the display of that
|
|
entry unchanged; this feature is not available using the option
|
|
syntax. Such a sequence can be continued to multiple lines by
|
|
putting a `\' at the end of each line to be continued.
|
|
|
|
If your copy of the game included the compile time AUTOPICK-
|
|
UP_EXCEPTIONS option, then any line starting with ``AUTOPICK-
|
|
UP_EXCEPTION='' is taken as defining an exception to the pick-
|
|
up_types option. There is a section of this Guidebook that dis-
|
|
cusses that.
|
|
|
|
The default name of the configuration file varies on differ-
|
|
ent operating systems, but NETHACKOPTIONS can also be set to the
|
|
full name of a file you want to use (possibly preceded by an
|
|
`@').
|
|
|
|
9.4. Customization options
|
|
|
|
Here are explanations of what the various options do. Char-
|
|
acter strings that are too long may be truncated. Some of the
|
|
options listed may be inactive in your dungeon.
|
|
|
|
align
|
|
Your starting alignment (align:lawful, align:neutral, or
|
|
align:chaotic). You may specify just the first letter. The
|
|
default is to randomly pick an appropriate alignment. Cannot
|
|
be set with the `O' command.
|
|
|
|
autodig
|
|
Automatically dig if you are wielding a digging tool and moving
|
|
into a place that can be dug (default false).
|
|
|
|
autopickup
|
|
Automatically pick up things onto which you move (default on).
|
|
See pickup_types to refine the behavior.
|
|
|
|
autoquiver
|
|
This option controls what happens when you attempt the `f'
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 34
|
|
|
|
|
|
|
|
(fire) command with an empty quiver. When true, the computer
|
|
will fill your quiver with some suitable weapon. Note that it
|
|
will not take into account the blessed/cursed status, enchant-
|
|
ment, damage, or quality of the weapon; you are free to manual-
|
|
ly fill your quiver with the `Q' command instead. If no weapon
|
|
is found or the option is false, the `t' (throw) command is ex-
|
|
ecuted instead. (default false)
|
|
|
|
boulder
|
|
Set the character used to display boulders (default is rock
|
|
class symbol).
|
|
|
|
catname
|
|
Name your starting cat (ex. ``catname:Morris''). Cannot be set
|
|
with the `O' command.
|
|
|
|
character
|
|
Pick your type of character (ex. ``character:Monk''); synonym
|
|
for ``role''. See ``name'' for an alternate method of specify-
|
|
ing your role. Normally only the first letter of the value is
|
|
examined; the string ``random'' is an exception.
|
|
|
|
checkpoint
|
|
Save game state after each level change, for possible recovery
|
|
after program crash (default on).
|
|
|
|
checkspace
|
|
Check free disk space before writing files to disk (default
|
|
on). You may have to turn this off if you have more than 2 GB
|
|
free space on the partition used for your save and level files.
|
|
Only applies when MFLOPPY was defined during compilation.
|
|
|
|
cmdassist
|
|
Have the game provide some additional command assistance for
|
|
new players if it detects some anticipated mistakes (default
|
|
on).
|
|
|
|
confirm
|
|
Have user confirm attacks on pets, shopkeepers, and other
|
|
peaceable creatures (default on).
|
|
|
|
DECgraphics
|
|
Use a predefined selection of characters from the DEC VT-
|
|
xxx/DEC Rainbow/ANSI line-drawing character set to display the
|
|
dungeon/effects/traps instead of having to define a full graph-
|
|
ics set yourself (default off). This option also sets up prop-
|
|
er handling of graphics characters for such terminals, so you
|
|
should specify it when appropriate even if you override the se-
|
|
lections with your own graphics strings.
|
|
|
|
disclose
|
|
Controls options for disclosing various information when the
|
|
game ends (defaults to all possibilities being disclosed). The
|
|
possibilities are:
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 35
|
|
|
|
|
|
|
|
i - disclose your inventory.
|
|
a - disclose your attributes.
|
|
v - summarize monsters that have been vanquished.
|
|
g - list monster species that have been genocided.
|
|
c - display your conduct.
|
|
|
|
Each disclosure possibility can optionally be preceded by a
|
|
prefix which let you refine how it behaves. Here are the valid
|
|
prefixes:
|
|
|
|
y - prompt you and default to yes on the prompt.
|
|
n - prompt you and default to no on the prompt.
|
|
+ - disclose it without prompting.
|
|
- - do not disclose it and do not prompt.
|
|
|
|
(ex. ``disclose:yi na +v -g -c'') The example sets inventory to
|
|
prompt and default to yes, attributes to prompt and default to
|
|
no, vanquished to disclose without prompting, genocided to not
|
|
disclose and not to prompt, conduct to not disclose and not to
|
|
prompt. Note that the vanquished monsters list includes all
|
|
monsters killed by traps and each other as well as by you.
|
|
|
|
dogname
|
|
Name your starting dog (ex. ``dogname:Fang''). Cannot be set
|
|
with the `O' command.
|
|
|
|
dumpfile
|
|
The name of a file where the disclosure information is
|
|
written when the game ends. You may use the macro %n that
|
|
will be replaced with the name of your player character.
|
|
The game must have write permissions to the directory where
|
|
the file is written. Normally /tmp may be used for unixes.
|
|
|
|
dungeon
|
|
Set the graphics symbols for displaying the dungeon (default
|
|
`` |--------||.-|++##.##<><>_|\\#{}.}..## #}''). The dungeon
|
|
option should be followed by a string of 1-41 characters to be
|
|
used instead of the default map-drawing characters. The dun-
|
|
geon map will use the characters you specify instead of the de-
|
|
fault symbols, and default symbols for any you do not specify.
|
|
Remember that you may need to escape some of these characters
|
|
on a command line if they are special to your shell.
|
|
|
|
Note that NetHack escape-processes this option string in con-
|
|
ventional C fashion. This means that `\' is a prefix to take
|
|
the following character literally. Thus `\' needs to be repre-
|
|
sented as `\\'. The special escape form `\m' switches on the
|
|
meta bit in the following character, and the `^' prefix causes
|
|
the following character to be treated as a control character.
|
|
|
|
The order of the symbols is: solid rock, vertical wall, hori-
|
|
zontal wall, upper left corner, upper right corner, lower left
|
|
corner, lower right corner, cross wall, upward T wall, downward
|
|
T wall, leftward T wall, rightward T wall, no door, vertical
|
|
open door, horizontal open door, vertical closed door, horizon-
|
|
tal closed door, iron bars, tree, floor of a room, dark corri-
|
|
dor, lit corridor, stairs up, stairs down, ladder up, ladder
|
|
down, altar, grave, throne, kitchen sink, fountain, pool or
|
|
moat, ice, lava, vertical lowered drawbridge, horizontal low-
|
|
ered drawbridge, vertical raised drawbridge, horizontal raised
|
|
drawbridge, air, cloud, under water.
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 36
|
|
|
|
|
|
|
|
You might want to use `+' for the corners and T walls for a
|
|
more aesthetic, boxier display. Note that in the next release,
|
|
new symbols may be added, or the present ones rearranged.
|
|
|
|
Cannot be set with the `O' command.
|
|
|
|
effects
|
|
Set the graphics symbols for displaying special effects (de-
|
|
fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/''). The effects op-
|
|
tion should be followed by a string of 1-29 characters to be
|
|
used instead of the default special-effects characters. This
|
|
string is subjected to the same processing as the dungeon op-
|
|
tion.
|
|
|
|
The order of the symbols is: vertical beam, horizontal beam,
|
|
left slant, right slant, digging beam, camera flash beam, left
|
|
boomerang, right boomerang, four glyphs giving the sequence for
|
|
magic resistance displays, the eight surrounding glyphs for
|
|
swallowed display, nine glyphs for explosions. An explosion
|
|
consists of three rows (top, middle, and bottom) of three char-
|
|
acters. The explosion is centered in the center of this 3 by 3
|
|
array.
|
|
|
|
Note that in the next release, new symbols may be added, or the
|
|
present ones rearranged.
|
|
|
|
Cannot be set with the `O' command.
|
|
|
|
extmenu
|
|
Changes the extended commands interface to pop-up a menu of
|
|
available commands. It is keystroke compatible with the tradi-
|
|
tional interface except that it does not require that you hit
|
|
Enter. It is implemented only by the tty port (default off),
|
|
when the game has been compiled to support tty graphics.
|
|
|
|
female
|
|
An obsolete synonym for ``gender:female''. Cannot be set with
|
|
the `O' command.
|
|
|
|
fixinv
|
|
An object's inventory letter sticks to it when it's dropped
|
|
(default on). If this is off, dropping an object shifts all
|
|
the remaining inventory letters.
|
|
|
|
fruit
|
|
Name a fruit after something you enjoy eating (ex. ``fruit:man-
|
|
go'') (default ``slime mold''). Basically a nostalgic whimsy
|
|
that NetHack uses from time to time. You should set this to
|
|
something you find more appetizing than slime mold. Apples,
|
|
oranges, pears, bananas, and melons already exist in NetHack,
|
|
so don't use those.
|
|
|
|
gender
|
|
Your starting gender (gender:male or gender:female). You may
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 37
|
|
|
|
|
|
|
|
specify just the first letter. Although you can still denote
|
|
your gender using the ``male'' and ``female'' options, the
|
|
``gender'' option will take precedence. The default is to ran-
|
|
domly pick an appropriate gender. Cannot be set with the `O'
|
|
command.
|
|
|
|
help
|
|
If more information is available for an object looked at with
|
|
the `/' command, ask if you want to see it (default on). Turn-
|
|
ing help off makes just looking at things faster, since you
|
|
aren't interrupted with the ``More info?'' prompt, but it also
|
|
means that you might miss some interesting and/or important in-
|
|
formation.
|
|
|
|
horsename
|
|
Name your starting horse (ex. ``horsename:Trigger''). Cannot
|
|
be set with the `O' command.
|
|
|
|
IBMgraphics
|
|
Use a predefined selection of IBM extended ASCII characters to
|
|
display the dungeon/effects/traps instead of having to define a
|
|
full graphics set yourself (default off). This option also
|
|
sets up proper handling of graphics characters for such termi-
|
|
nals, so you should specify it when appropriate even if you
|
|
override the selections with your own graphics strings.
|
|
|
|
ignintr
|
|
Ignore interrupt signals, including breaks (default off).
|
|
|
|
legacy
|
|
Display an introductory message when starting the game (default
|
|
on).
|
|
|
|
lit_corridor
|
|
Show corridor squares seen by night vision or a light source
|
|
held by your character as lit (default off).
|
|
|
|
lootabc
|
|
Use the old `a', `b', and `c' keyboard shortcuts when looting,
|
|
rather than the mnemonics `o', `i', and `b' (default off).
|
|
|
|
mail
|
|
Enable mail delivery during the game (default on).
|
|
|
|
male
|
|
An obsolete synonym for ``gender:male''. Cannot be set with
|
|
the `O' command.
|
|
|
|
menustyle
|
|
Controls the interface used when you need to choose various ob-
|
|
jects (in response to the Drop command, for instance). The
|
|
value specified should be the first letter of one of the fol-
|
|
lowing: traditional, combination, partial, or full. Tradi-
|
|
tional was the only interface available for earlier versions;
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 38
|
|
|
|
|
|
|
|
it consists of a prompt for object class characters, followed
|
|
by an object-by-object prompt for all items matching the se-
|
|
lected object class(es). Combination starts with a prompt for
|
|
object class(es) of interest, but then displays a menu of
|
|
matching objects rather than prompting one-by-one. Partial
|
|
skips the object class filtering and immediately displays a
|
|
menu of all objects. Full displays a menu of object classes
|
|
rather than a character prompt, and then a menu of matching ob-
|
|
jects for selection.
|
|
|
|
menu_deselect_all
|
|
Menu character accelerator to deselect all items in a menu.
|
|
Implemented by the Amiga, Gem, X11 and tty ports. Default '-'.
|
|
|
|
menu_deselect_page
|
|
Menu character accelerator to deselect all items on this page
|
|
of a menu. Implemented by the Amiga, Gem and tty ports. De-
|
|
fault '\'.
|
|
|
|
menu_first_page
|
|
Menu character accelerator to jump to the first page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports. Default '^'.
|
|
|
|
menu_headings
|
|
Controls how the headings in a menu are highlighted. Values
|
|
are 'bold', 'inverse', or 'underline'. Not all ports can actu-
|
|
ally display all three types.
|
|
|
|
menu_invert_all
|
|
Menu character accelerator to invert all items in a menu. Im-
|
|
plemented by the Amiga, Gem, X11 and tty ports. Default '@'.
|
|
|
|
menu_invert_page
|
|
Menu character accelerator to invert all items on this page of
|
|
a menu. Implemented by the Amiga, Gem and tty ports. Default
|
|
'~'.
|
|
|
|
menu_last_page
|
|
Menu character accelerator to jump to the last page in a menu.
|
|
Implemented by the Amiga, Gem and tty ports. Default '|'.
|
|
|
|
menu_next_page
|
|
Menu character accelerator to goto the next menu page. Imple-
|
|
mented by the Amiga, Gem and tty ports. Default '>'.
|
|
|
|
menu_previous_page
|
|
Menu character accelerator to goto the previous menu page. Im-
|
|
plemented by the Amiga, Gem and tty ports. Default '<'.
|
|
|
|
menu_search
|
|
Menu character accelerator to search for a menu item. Imple-
|
|
mented by the Amiga, Gem and X11 ports. Default ':'.
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 39
|
|
|
|
|
|
|
|
menu_select_all
|
|
Menu character accelerator to select all items in a menu. Im-
|
|
plemented by the Amiga, Gem, X11 and tty ports. Default '.'.
|
|
|
|
menu_select_page
|
|
Menu character accelerator to select all items on this page of
|
|
a menu. Implemented by the Amiga, Gem and tty ports. Default
|
|
','.
|
|
|
|
monsters
|
|
Set the characters used to display monster classes (default
|
|
``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTU-
|
|
VWXYZ@ '&;:~]''). This string is subjected to the same pro-
|
|
cessing as the dungeon option. The order of the symbols is ant
|
|
or other insect, blob, cockatrice, dog or other canine, eye or
|
|
sphere, feline, gremlin, humanoid, imp or minor demon, jelly,
|
|
kobold, leprechaun, mimic, nymph, orc, piercer, quadruped, ro-
|
|
dent, arachnid or centipede, trapper or lurker above, horse or
|
|
unicorn, vortex, worm, xan or other mythical/fantastic insect,
|
|
light, zruty, angelic being, bat or bird, centaur, dragon, ele-
|
|
mental, fungus or mold, gnome, giant humanoid, invisible mon-
|
|
ster, jabberwock, Keystone Kop, lich, mummy, naga, ogre, pud-
|
|
ding or ooze, quantum mechanic, rust monster, snake, troll, um-
|
|
ber hulk, vampire, wraith, xorn, apelike creature, zombie, hu-
|
|
man, ghost, golem, demon, sea monster, lizard, long worm tail,
|
|
and mimic. Cannot be set with the `O' command.
|
|
|
|
msghistory
|
|
The number of top line messages to save (and recall with ^P)
|
|
(default 20). Cannot be set with the `O' command.
|
|
|
|
msg_window
|
|
Allows you to change the way recalled messages are displayed.
|
|
(It is currently implemented for tty only.) The possible val-
|
|
ues are:
|
|
|
|
s - single message (default, this was the behavior before 3.4.0).
|
|
c - combination, two messages as `single', then as `full'.
|
|
f - full window, oldest message first.
|
|
r - full window, newest message first.
|
|
|
|
For backward compatibility, no value needs to be specified
|
|
(which defaults to `full'), or it can be negated (which de-
|
|
faults to `single').
|
|
|
|
name
|
|
Set your character's name (defaults to your user name). You
|
|
can also set your character's role by appending a dash and one
|
|
or more letters of the role (that is, by suffixing one of -A -B
|
|
-C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the
|
|
role, then a random one will be automatically chosen. Cannot
|
|
be set with the `O' command.
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 40
|
|
|
|
|
|
|
|
news
|
|
Read the NetHack news file, if present (default on). Since the
|
|
news is shown at the beginning of the game, there's no point in
|
|
setting this with the `O' command.
|
|
|
|
null
|
|
Send padding nulls to the terminal (default off).
|
|
|
|
number_pad
|
|
Use the number keys to move instead of [yuhjklbn] (default 0 or
|
|
off). (number_pad:2 invokes the old DOS behavior where `5'
|
|
means `g', meta-`5' means `G', and meta-`0' means `I'.)
|
|
|
|
objects
|
|
Set the characters used to display object classes (default
|
|
``])[="(%!?+/$*`0_.''). This string is subjected to the same
|
|
processing as the dungeon option. The order of the symbols is
|
|
illegal-object (should never be seen), weapon, armor, ring,
|
|
amulet, tool, food, potion, scroll, spellbook, wand, gold, gem
|
|
or rock, boulder or statue, iron ball, chain, and venom. Can-
|
|
not be set with the `O' command.
|
|
|
|
packorder
|
|
Specify the order to list object types in (default
|
|
``")[%?+!=/(*`0_''). The value of this option should be a
|
|
string containing the symbols for the various object types.
|
|
Any omitted types are filled in at the end from the previous
|
|
order.
|
|
|
|
paranoid_hit
|
|
If true, asks you to type the word ``yes'' when hitting any
|
|
peaceful monster, not just the letter ``y''.
|
|
|
|
paranoid_quit
|
|
If true, asks you to type the word ``yes'' when quitting or
|
|
entering Explore mode, not just the letter ``y''.
|
|
|
|
paranoid_remove
|
|
If true, always show menu with the R and T commands even when
|
|
there is only one item to remove or take off.
|
|
|
|
perm_invent
|
|
If true, always display your current inventory in a window.
|
|
This only makes sense for windowing system interfaces that im-
|
|
plement this feature.
|
|
|
|
pettype
|
|
Specify the type of your initial pet, if you are playing a
|
|
character class that uses multiple types of pets; or choose to
|
|
have no initial pet at all. Possible values are ``cat'',
|
|
``dog'' and ``none''. Cannot be set with the `O' command.
|
|
|
|
pickup_burden
|
|
When you pick up an item that would exceed this encumbrance
|
|
level (Unburdened, Burdened, streSsed, straiNed, overTaxed, or
|
|
overLoaded), you will be asked if you want to continue. (De-
|
|
fault `S').
|
|
|
|
pickup_types
|
|
Specify the object types to be picked up when autopickup is on.
|
|
Default is all types. If your copy of the game has the experi-
|
|
mental compile time option AUTOPICKUP_EXCEPTIONS included, you
|
|
may be able to use autopickup_exception configuration file
|
|
lines to further refine autopickup behavior.
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 41
|
|
|
|
|
|
|
|
prayconfirm
|
|
Prompt for confirmation before praying (default on).
|
|
|
|
pushweapon
|
|
Using the `w' (wield) command when already wielding something
|
|
pushes the old item into your alternate weapon slot (default
|
|
off).
|
|
|
|
race
|
|
Selects your race (for example, ``race:human''). Default is
|
|
random. Cannot be set with the `O' command.
|
|
|
|
rest_on_space
|
|
Make the space bar a synonym for the `.' (rest) command (de-
|
|
fault off).
|
|
|
|
role
|
|
Pick your type of character (ex. ``role:Samurai''); synonym for
|
|
``character''. See ``name'' for an alternate method of speci-
|
|
fying your role. Normally only the first letter of the value
|
|
is examined; `r' is an exception with ``Rogue'', ``Ranger'',
|
|
and ``random'' values.
|
|
|
|
runmode
|
|
Controls the amount of screen updating for the map window when
|
|
engaged in multi-turn movement (running via shift+direction or
|
|
control+direction and so forth, or via the travel command or
|
|
mouse click). The possible values are:
|
|
|
|
teleport - update the map after movement has finished;
|
|
run - update the map after every seven or so steps;
|
|
walk - update the map after each step;
|
|
crawl - like walk, but pause briefly after each step.
|
|
|
|
This option only affects the game's screen display, not the ac-
|
|
tual results of moving. The default is `run'; versions prior
|
|
to 3.4.1 used `teleport' only. Whether or not the effect is
|
|
noticeable will depend upon the window port used or on the type
|
|
of terminal.
|
|
|
|
safe_pet
|
|
Prevent you from (knowingly) attacking your pets (default on).
|
|
|
|
scores
|
|
Control what parts of the score list you are shown at the end
|
|
(ex. ``scores:5 top scores/4 around my score/own scores'').
|
|
Only the first letter of each category (`t', `a', or `o') is
|
|
necessary.
|
|
|
|
showborn
|
|
When the game ends, show the number of each monster created
|
|
in the "Vanquished creatures" list, if it differs from the
|
|
number of those monsters killed.
|
|
|
|
showexp
|
|
Show your accumulated experience points on bottom line (default
|
|
off).
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 42
|
|
|
|
|
|
|
|
showrace
|
|
Display yourself as the glyph for your race, rather than the
|
|
glyph for your role (default off). Note that this setting af-
|
|
fects only the appearance of the display, not the way the game
|
|
treats you.
|
|
|
|
showscore
|
|
Show your approximate accumulated score on bottom line (default
|
|
off).
|
|
|
|
silent
|
|
Suppress terminal beeps (default on).
|
|
|
|
sortloot
|
|
Controls the behavior of the sortloot patch that sorts
|
|
pickup lists for inventory and #loot commands and some
|
|
others.
|
|
The possible values are:
|
|
|
|
full - always sort the lists
|
|
loot - only sort the lists that don't use inventory
|
|
letters, like with the #loot and pickup commands
|
|
none - show lists the traditional way without sorting
|
|
The default is 'none', the way an unpatched game works.
|
|
|
|
sortpack
|
|
Sort the pack contents by type when displaying inventory (de-
|
|
fault on).
|
|
|
|
sound
|
|
Enable messages about what your character hears (default on).
|
|
Note that this has nothing to do with your computer's audio ca-
|
|
pabilities. This option is only partly under player control.
|
|
The game toggles it off and on during and after sleep, for ex-
|
|
ample.
|
|
|
|
sparkle
|
|
Display a sparkly effect when a monster (including yourself) is
|
|
hit by an attack to which it is resistant (default on).
|
|
|
|
standout
|
|
Boldface monsters and ``--More--'' (default off).
|
|
|
|
suppress_alert
|
|
This option may be set to a NetHack version level to suppress
|
|
alert notification messages about feature changes for that and
|
|
prior versions (ex. ``suppress_alert:3.3.1'').
|
|
|
|
time
|
|
Show the elapsed game time in turns on bottom line (default
|
|
off).
|
|
|
|
timed_delay
|
|
When pausing momentarily for display effect, such as with ex-
|
|
plosions and moving objects, use a timer rather than sending
|
|
extra characters to the screen. (Applies to ``tty'' interface
|
|
only; ``X11'' interface always uses a timer based delay. The
|
|
default is on if configured into the program.)
|
|
|
|
tombstone
|
|
Draw a tombstone graphic upon your death (default on).
|
|
|
|
toptenwin
|
|
Put the ending display in a NetHack window instead of on stdout
|
|
(default off). Setting this option makes the score list visi-
|
|
ble when a windowing version of NetHack is started without a
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 43
|
|
|
|
|
|
|
|
parent window, but it no longer leaves the score list around
|
|
after game end on a terminal or emulating window.
|
|
|
|
traps
|
|
Set the graphics symbols for displaying traps (default
|
|
``^^^^^^^^^^^^^^^^^"^^^^''). The traps option should be fol-
|
|
lowed by a string of 1-22 characters to be used instead of the
|
|
default traps characters. This string is subjected to the same
|
|
processing as the dungeon option.
|
|
|
|
The order of the symbols is: arrow trap, dart trap, falling
|
|
rock trap, squeaky board, bear trap, land mine, rolling boulder
|
|
trap, sleeping gas trap, rust trap, fire trap, pit, spiked pit,
|
|
hole, trap door, teleportation trap, level teleporter, magic
|
|
portal, web, statue trap, magic trap, anti-magic field, poly-
|
|
morph trap.
|
|
|
|
Cannot be set with the `O' command.
|
|
|
|
travel
|
|
Allow the travel command (default on). Turning this option off
|
|
will prevent the game from attempting unintended moves if you
|
|
make inadvertent mouse clicks on the map window.
|
|
|
|
verbose
|
|
Provide more commentary during the game (default on).
|
|
|
|
windowtype
|
|
Select which windowing system to use, such as ``tty'' or
|
|
``X11'' (default depends on version). Cannot be set with the
|
|
`O' command.
|
|
|
|
win_edge
|
|
Align menus and text windows in tty left instead of right.
|
|
(default off)
|
|
|
|
9.5. Window Port Customization options
|
|
|
|
Here are explanations of the various options that are used
|
|
to customize and change the characteristics of the windowtype
|
|
that you have chosen. Character strings that are too long may be
|
|
truncated. Not all window ports will adjust for all settings
|
|
listed here. You can safely add any of these options to your
|
|
config file, and if the window port is capable of adjusting to
|
|
suit your preferences, it will attempt to do so. If it can't it
|
|
will silently ignore it. You can find out if an option is sup-
|
|
ported by the window port that you are currently using by check-
|
|
ing to see if it shows up in the Options list. Some options are
|
|
dynamic and can be specified during the game with the `O' com-
|
|
mand.
|
|
|
|
align_message
|
|
Where to align or place the message window (top, bottom, left,
|
|
or right)
|
|
|
|
align_status
|
|
Where to align or place the status window (top, bottom, left,
|
|
or right).
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 44
|
|
|
|
|
|
|
|
ascii_map
|
|
NetHack should display an ascii character map if it can.
|
|
|
|
color
|
|
NetHack should display color if it can for different monsters,
|
|
objects, and dungeon features
|
|
|
|
eight_bit_tty
|
|
NetHack should pass eight-bit character values (for example,
|
|
specified with the traps option) straight through to your ter-
|
|
minal (default off).
|
|
|
|
font_map
|
|
NetHack should use a font by the chosen name for the map win-
|
|
dow.
|
|
|
|
font_menu
|
|
NetHack should use a font by the chosen name for menu windows.
|
|
|
|
font_message
|
|
NetHack should use a font by the chosen name for the message
|
|
window.
|
|
|
|
font_status
|
|
NetHack should use a font by the chosen name for the status
|
|
window.
|
|
|
|
font_text
|
|
NetHack should use a font by the chosen name for text windows.
|
|
|
|
font_size_map
|
|
NetHack should use this size font for the map window.
|
|
|
|
font_size_menu
|
|
NetHack should use this size font for menu windows.
|
|
|
|
font_size_message
|
|
NetHack should use this size font for the message window.
|
|
|
|
font_size_status
|
|
NetHack should use this size font for the status window.
|
|
|
|
font_size_text
|
|
NetHack should use this size font for text windows.
|
|
|
|
fullscreen
|
|
NetHack should try and display on the entire screen rather than
|
|
in a window.
|
|
|
|
hilite_pet
|
|
Visually distinguish pets from similar animals (default off).
|
|
The behavior of this option depends on the type of windowing
|
|
you use. In text windowing, text highlighting or inverse video
|
|
is often used; with tiles, generally displays a heart symbol
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 45
|
|
|
|
|
|
|
|
near pets.
|
|
|
|
large_font
|
|
NetHack should use a large font.
|
|
|
|
map_mode
|
|
NetHack should display the map in the manner specified.
|
|
|
|
mouse_support
|
|
Allow use of the mouse for input and travel.
|
|
|
|
player_selection
|
|
NetHack should pop up dialog boxes, or use prompts for charac-
|
|
ter selection.
|
|
|
|
popup_dialog
|
|
NetHack should pop up dialog boxes for input.
|
|
|
|
preload_tiles
|
|
NetHack should preload tiles into memory. For example, in the
|
|
protected mode MSDOS version, control whether tiles get pre-
|
|
loaded into RAM at the start of the game. Doing so enhances
|
|
performance of the tile graphics, but uses more memory. (de-
|
|
fault on). Cannot be set with the `O' command.
|
|
|
|
scroll_amount
|
|
NetHack should scroll the display by this number of cells when
|
|
the hero reaches the scroll_margin.
|
|
|
|
scroll_margin
|
|
NetHack should scroll the display when the hero or cursor is
|
|
this number of cells away from the edge of the window.
|
|
|
|
softkeyboard
|
|
Display an onscreen keyboard. Handhelds are most likely to
|
|
support this option.
|
|
|
|
splash_screen
|
|
NetHack should display an opening splash screen when it starts
|
|
up (default yes).
|
|
|
|
tiled_map
|
|
NetHack should display a tiled map if it can.
|
|
|
|
tile_file
|
|
Specify the name of an alternative tile file to override the
|
|
default.
|
|
|
|
tile_height
|
|
Specify the preferred height of each tile in a tile capable
|
|
port.
|
|
|
|
tile_width
|
|
Specify the preferred width of each tile in a tile capable port
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 46
|
|
|
|
|
|
|
|
use_inverse
|
|
NetHack should display inverse when the game specifies it.
|
|
|
|
vary_msgcount
|
|
NetHack should display this number of messages at a time in the
|
|
message window.
|
|
|
|
windowcolors
|
|
NetHack should display windows with the specified fore-
|
|
ground/background colors if it can.
|
|
|
|
wraptext
|
|
NetHack port should wrap long lines of text if they don't fit
|
|
in the visible area of the window.
|
|
|
|
9.6. Platform-specific Customization options
|
|
|
|
Here are explanations of options that are used by specific
|
|
platforms or ports to customize and change the port behavior.
|
|
|
|
altkeyhandler
|
|
Select an alternate keystroke handler dll to load (Win32 tty
|
|
NetHack only). The name of the handler is specified without
|
|
the .dll extension and without any path information. Cannot be
|
|
set with the `O' command.
|
|
|
|
altmeta
|
|
(default on, AMIGA NetHack only).
|
|
|
|
BIOS
|
|
Use BIOS calls to update the screen display quickly and to read
|
|
the keyboard (allowing the use of arrow keys to move) on ma-
|
|
chines with an IBM PC compatible BIOS ROM (default off, OS/2,
|
|
PC, and ST NetHack only).
|
|
|
|
flush
|
|
(default off, AMIGA NetHack only).
|
|
|
|
MACgraphics
|
|
(default on, Mac NetHack only).
|
|
|
|
page_wait
|
|
(default on, Mac NetHack only).
|
|
|
|
rawio
|
|
Force raw (non-cbreak) mode for faster output and more bullet-
|
|
proof input (MS-DOS sometimes treats `^P' as a printer toggle
|
|
without it) (default off, OS/2, PC, and ST NetHack only).
|
|
Note: DEC Rainbows hang if this is turned on. Cannot be set
|
|
with the `O' command.
|
|
|
|
soundcard
|
|
(default on, PC NetHack only). Cannot be set with the `O' com-
|
|
mand.
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 47
|
|
|
|
|
|
|
|
subkeyvalue
|
|
(Win32 tty NetHack only). May be used to alter the value of
|
|
keystrokes that the operating system returns to NetHack to help
|
|
compensate for international keyboard issues. OPTIONS=subkey-
|
|
value:171/92 will return 92 to NetHack, if 171 was originally
|
|
going to be returned. You can use multiple subkeyvalue state-
|
|
ments in the config file if needed. Cannot be set with the `O'
|
|
command.
|
|
|
|
video
|
|
Set the video mode used (PC NetHack only). Values are `autode-
|
|
tect', `default', or `vga'. Setting `vga' (or `autodetect'
|
|
with vga hardware present) will cause the game to display
|
|
tiles. Cannot be set with the `O' command.
|
|
|
|
videocolors
|
|
Set the color palette for PC systems using NO_TERMS (default
|
|
4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
|
|
of colors is red, green, brown, blue, magenta, cyan,
|
|
bright.white, bright.red, bright.green, yellow, bright.blue,
|
|
bright.magenta, and bright.cyan. Cannot be set with the `O'
|
|
command.
|
|
|
|
videoshades
|
|
Set the intensity level of the three gray scales available (de-
|
|
fault dark normal light, PC NetHack only). If the game display
|
|
is difficult to read, try adjusting these scales; if this does
|
|
not correct the problem, try !color. Cannot be set with the
|
|
`O' command.
|
|
|
|
9.7. Configuring autopickup exceptions
|
|
|
|
There is an experimental compile time option called AU-
|
|
TOPICKUP_EXCEPTIONS. If your copy of the game was built with
|
|
that option defined, you can further refine the behavior of the
|
|
autopickup option beyond what is available through the pick-
|
|
up_types option.
|
|
|
|
By placing autopickup_exception lines in your configuration
|
|
file, you can define patterns to be checked when the game is
|
|
about to autopickup something.
|
|
|
|
autopickup_exception
|
|
Sets an exception to the pickup_types option. The autopick-
|
|
up_exception option should be followed by a string of 1-80
|
|
characters to be used as a pattern to match against the singu-
|
|
lar form of the description of an object at your location.
|
|
|
|
You may use the following special characters in a pattern:
|
|
|
|
*--- matches 0 or more characters.
|
|
?--- matches any single character.
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 48
|
|
|
|
|
|
|
|
In addition, some characters are treated specially if they
|
|
occur as the first character in the string pattern, specifically:
|
|
|
|
< - always pickup an object that matches the pattern that follows.
|
|
> - never pickup an object that matches the pattern that follows.
|
|
|
|
Can be set with the `O' command, but the setting is not pre-
|
|
served across saves and restores.
|
|
|
|
Here's a couple of examples of autopickup_exceptions:
|
|
|
|
autopickup_exception="<*arrow"
|
|
autopickup_exception=">*corpse"
|
|
autopickup_exception=">* cursed*"
|
|
|
|
The first example above will result in autopickup of any type of
|
|
arrow. The second example results in the exclusion of any corpse
|
|
from autopickup. The last example results in the exclusion of
|
|
items known to be cursed from autopickup. A `never pickup' rule
|
|
takes precedence over an `always pickup' rule if both match.
|
|
|
|
9.8. Configuring User Sounds
|
|
|
|
Some platforms allow you to define sound files to be played
|
|
when a message that matches a user-defined pattern is delivered
|
|
to the message window. At this time the Qt port and the win32tty
|
|
and win32gui ports support the use of user sounds.
|
|
|
|
The following config file entries are relevant to mapping
|
|
user sounds to messages:
|
|
|
|
SOUNDDIR
|
|
The directory that houses the sound files to be played.
|
|
|
|
SOUND
|
|
An entry that maps a sound file to a user-specified message
|
|
pattern. Each SOUND entry is broken down into the following
|
|
parts:
|
|
|
|
MESG - message window mapping (the only one supported in 3.4).
|
|
pattern - the pattern to match.
|
|
sound file - the sound file to play.
|
|
volume - the volume to be set while playing the sound file.
|
|
|
|
The exact format for the pattern depends on whether the
|
|
platform is built to use ``regular expressions'' or NetHack's own
|
|
internal pattern matching facility. The ``regular expressions''
|
|
matching can be much more sophisticated than the internal NetHack
|
|
pattern matching, but requires 3rd party libraries on some plat-
|
|
forms. There are plenty of references available elsewhere for
|
|
explaining ``regular expressions''. You can verify which pattern
|
|
matching is used by your port with the #version command.
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 49
|
|
|
|
|
|
|
|
NetHack's internal pattern matching routine uses the follow-
|
|
ing special characters in its pattern matching:
|
|
|
|
*--- matches 0 or more characters.
|
|
?--- matches any single character.
|
|
|
|
Here's an example of a sound mapping using NetHack's inter-
|
|
nal pattern matching facility:
|
|
|
|
SOUND=MESG "*chime of a cash register*" "gong.wav" 50
|
|
|
|
specifies that any message with "chime of a cash register" con-
|
|
tained in it will trigger the playing of "gong.wav". You can
|
|
have multiple SOUND entries in your config file.
|
|
|
|
9.9. Configuring NetHack for Play by the Blind
|
|
|
|
NetHack can be set up to use only standard ASCII characters
|
|
for making maps of the dungeons. This makes the MS-DOS versions
|
|
of NetHack completely accessible to the blind who use speech
|
|
and/or Braille access technologies. Players will require a good
|
|
working knowledge of their screen-reader's review features, and
|
|
will have to know how to navigate horizontally and vertically
|
|
character by character. They will also find the search capabili-
|
|
ties of their screen-readers to be quite valuable. Be certain to
|
|
examine this Guidebook before playing so you have an idea what
|
|
the screen layout is like. You'll also need to be able to locate
|
|
the PC cursor. It is always where your character is located.
|
|
Merely searching for an @-sign will not always find your charac-
|
|
ter since there are other humanoids represented by the same sign.
|
|
Your screen-reader should also have a function which gives you
|
|
the row and column of your review cursor and the PC cursor.
|
|
These co-ordinates are often useful in giving players a better
|
|
sense of the overall location of items on the screen.
|
|
|
|
While it is not difficult for experienced users to edit the
|
|
defaults.nh file to accomplish this, novices may find this task
|
|
somewhat daunting. Included in all official distributions of
|
|
NetHack is a file called NHAccess.nh. Replacing defaults.nh with
|
|
this file will cause the game to run in a manner accessible to
|
|
the blind. After you have gained some experience with the game
|
|
and with editing files, you may want to alter settings to better
|
|
suit your preferences. Instructions on how to do this are includ-
|
|
ed in the NHAccess.nh file itself. The most crucial settings to
|
|
make the game accessible are:
|
|
|
|
IBMgraphics
|
|
Disable IBMgraphics by commenting out this option.
|
|
|
|
menustyle:traditional
|
|
This will assist in the interface to speech synthesizers.
|
|
|
|
number_pad
|
|
A lot of speech access programs use the number-pad to review
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 50
|
|
|
|
|
|
|
|
the screen. If this is the case, disable the number_pad option
|
|
and use the traditional Rogue-like commands.
|
|
|
|
Character graphics
|
|
Comment out all character graphics sets found near the bottom
|
|
of the defaults.nh file. Most of these replace NetHack's de-
|
|
fault representation of the dungeon using standard ASCII char-
|
|
acters with fancier characters from extended character sets,
|
|
and these fancier characters can annoy screen-readers.
|
|
|
|
10. Scoring
|
|
|
|
NetHack maintains a list of the top scores or scorers on
|
|
your machine, depending on how it is set up. In the latter case,
|
|
each account on the machine can post only one non-winning score
|
|
on this list. If you score higher than someone else on this
|
|
list, or better your previous score, you will be inserted in the
|
|
proper place under your current name. How many scores are kept
|
|
can also be set up when NetHack is compiled.
|
|
|
|
Your score is chiefly based upon how much experience you
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gained, how much loot you accumulated, how deep you explored, and
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how the game ended. If you quit the game, you escape with all of
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your gold intact. If, however, you get killed in the Mazes of
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Menace, the guild will only hear about 90% of your gold when your
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corpse is discovered (adventurers have been known to collect
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finder's fees). So, consider whether you want to take one last
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hit at that monster and possibly live, or quit and stop with
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whatever you have. If you quit, you keep all your gold, but if
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you swing and live, you might find more.
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If you just want to see what the current top players/games
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list is, you can type nethack -s all on most versions.
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11. Explore mode
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NetHack is an intricate and difficult game. Novices might
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falter in fear, aware of their ignorance of the means to survive.
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Well, fear not. Your dungeon may come equipped with an ``ex-
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plore'' or ``discovery'' mode that enables you to keep old save
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files and cheat death, at the paltry cost of not getting on the
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high score list.
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There are two ways of enabling explore mode. One is to
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start the game with the -X switch. The other is to issue the `X'
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command while already playing the game. The other benefits of
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explore mode are left for the trepid reader to discover.
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12. Credits
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The original hack game was modeled on the Berkeley UNIX
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rogue game. Large portions of this paper were shamelessly
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NetHack 3.4 December 2, 2003
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NetHack Guidebook 51
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cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
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and Kenneth C. R. C. Arnold. Small portions were adapted from
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Further Exploration of the Dungeons of Doom, by Ken Arromdee.
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NetHack is the product of literally dozens of people's work.
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|
Main events in the course of the game development are described
|
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below:
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Jay Fenlason wrote the original Hack, with help from Kenny
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Woodland, Mike Thome and Jon Payne.
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Andries Brouwer did a major re-write, transforming Hack into
|
|
a very different game, and published (at least) three versions
|
|
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
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Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
|
|
producing PC HACK 1.01e, added support for DEC Rainbow graphics
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in version 1.03g, and went on to produce at least four more ver-
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sions (3.0, 3.2, 3.51, and 3.6).
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R. Black ported PC HACK 3.51 to Lattice C and the Atari
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520/1040ST, producing ST Hack 1.03.
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Mike Stephenson merged these various versions back together,
|
|
incorporating many of the added features, and produced NetHack
|
|
1.4. He then coordinated a cast of thousands in enhancing and
|
|
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
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|
Later, Mike coordinated a major rewrite of the game, heading
|
|
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
|
|
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
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|
oint, and Janet Walz, to produce NetHack 3.0c.
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NetHack 3.0 was ported to the Atari by Eric R. Smith, to
|
|
OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
|
|
of them and Kevin Darcy later joined the main development team to
|
|
produce subsequent revisions of 3.0.
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Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
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|
Meluch, Stephen Spackman and Pierre Martineau designed overlay
|
|
code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
|
|
Macintosh. Along with various other Dungeoneers, they continued
|
|
to enhance the PC, Macintosh, and Amiga ports through the later
|
|
revisions of 3.0.
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Headed by Mike Stephenson and coordinated by Izchak Miller
|
|
and Janet Walz, the development team which now included Ken Ar-
|
|
romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
|
|
Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
|
|
Raymond, and Eric Smith undertook a radical revision of 3.0.
|
|
They re-structured the game's design, and re-wrote major parts of
|
|
the code. They added multiple dungeons, a new display, special
|
|
individual character quests, a new endgame and many other new
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|
NetHack 3.4 December 2, 2003
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NetHack Guidebook 52
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features, and produced NetHack 3.1.
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|
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Ken Lorber, Gregg Wonderly and Greg Olson, with help from
|
|
Richard Addison, Mike Passaretti, and Olaf Seibert, developed
|
|
NetHack 3.1 for the Amiga.
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|
|
Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
|
|
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
|
|
NetHack 3.1 to the PC.
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|
|
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
|
|
Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
|
|
Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
|
|
3.1 for the Macintosh, porting it for MPW. Building on their de-
|
|
velopment, Barton House added a Think C port.
|
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|
|
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
|
|
ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
|
|
Delahunty, was responsible for the VMS version of NetHack 3.1.
|
|
Michael Allison ported NetHack 3.1 to Windows NT.
|
|
|
|
Dean Luick, with help from David Cohrs, developed NetHack
|
|
3.1 for X11. Warwick Allison wrote a tiled version of NetHack
|
|
for the Atari; he later contributed the tiles to the DevTeam and
|
|
tile support was then added to other platforms.
|
|
|
|
The 3.2 development team, comprised of Michael Allison, Ken
|
|
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
|
|
Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
|
|
Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
|
|
version 3.2 in April of 1996.
|
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|
|
Version 3.2 marked the tenth anniversary of the formation of
|
|
the development team. In a testament to their dedication to the
|
|
game, all thirteen members of the original development team re-
|
|
mained on the team at the start of work on that release. During
|
|
the interval between the release of 3.1.3 and 3.2, one of the
|
|
founding members of the development team, Dr. Izchak Miller, was
|
|
diagnosed with cancer and passed away. That release of the game
|
|
was dedicated to him by the development and porting teams.
|
|
|
|
During the lifespan of NetHack 3.1 and 3.2, several enthusi-
|
|
asts of the game added their own modifications to the game and
|
|
made these ``variants'' publicly available:
|
|
|
|
Tom Proudfoot and Yuval Oren created NetHack++, which was
|
|
quickly renamed NetHack--. Working independently, Stephen White
|
|
wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
|
|
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
|
|
wick Allison improved the spell casting system with the Wizard
|
|
Patch. Warwick Allison also ported NetHack to use the Qt inter-
|
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face.
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|
NetHack 3.4 December 2, 2003
|
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|
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|
|
NetHack Guidebook 53
|
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|
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Warren Cheung combined SLASH with the Wizard Patch to pro-
|
|
duce Slash'em, and with the help of Kevin Hugo, added more fea-
|
|
tures. Kevin later joined the DevTeam and incorporated the best
|
|
of these ideas in NetHack 3.3.
|
|
|
|
The final update to 3.2 was the bug fix release 3.2.3, which
|
|
was released simultaneously with 3.3.0 in December 1999 just in
|
|
time for the Year 2000.
|
|
|
|
The 3.3 development team, consisting of Michael Allison, Ken
|
|
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
|
|
Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
|
|
Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
|
|
Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
|
|
of 2000.
|
|
|
|
Version 3.3 offered many firsts. It was the first version to
|
|
separate race and profession. The Elf class was removed in pref-
|
|
erence to an elf race, and the races of dwarves, gnomes, and orcs
|
|
made their first appearance in the game alongside the familiar
|
|
human race. Monk and Ranger roles joined Archeologists, Barbar-
|
|
ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
|
|
Tourists, Valkyries and of course, Wizards. It was also the
|
|
first version to allow you to ride a steed, and was the first
|
|
version to have a publicly available web-site listing all the
|
|
bugs that had been discovered. Despite that constantly growing
|
|
bug list, 3.3 proved stable enough to last for more than a year
|
|
and a half.
|
|
|
|
The 3.4 development team initially consisted of Michael Al-
|
|
lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
|
|
Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
|
|
Paul Winner, with Warwick Allison joining just before the re-
|
|
lease of NetHack 3.4.0 in March 2002.
|
|
|
|
As with version 3.3, various people contributed to the game
|
|
as a whole as well as supporting ports on the different platforms
|
|
that NetHack runs on:
|
|
|
|
Pat Rankin maintained 3.4 for VMS.
|
|
|
|
Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
|
|
form. Paul Winner and Yitzhak Sapir provided encouragement.
|
|
|
|
Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
|
|
hanced the Macintosh port of 3.4.
|
|
|
|
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
|
|
and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
|
|
Windows platform. Alex Kompel contributed a new graphical inter-
|
|
face for the Windows port. Alex Kompel also contributed a Win-
|
|
dows CE port for 3.4.1.
|
|
|
|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 54
|
|
|
|
|
|
|
|
Ron Van Iwaarden maintained 3.4 for OS/2.
|
|
|
|
Janne Salmijarvi and Teemu Suikki maintained and enhanced
|
|
the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
|
|
3.3.1.
|
|
|
|
Christian ``Marvin'' Bressler maintained 3.4 for the Atari
|
|
after he resurrected it for 3.3.1.
|
|
|
|
There is a NetHack web site maintained by Ken Lorber at
|
|
http://www.nethack.org/.
|
|
|
|
- - - - - - - - - -
|
|
|
|
From time to time, some depraved individual out there in
|
|
netland sends a particularly intriguing modification to help out
|
|
with the game. The Gods of the Dungeon sometimes make note of
|
|
the names of the worst of these miscreants in this, the list of
|
|
Dungeoneers:
|
|
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|
|
|
|
|
|
|
NetHack 3.4 December 2, 2003
|
|
|
|
|
|
|
|
|
|
|
|
NetHack Guidebook 55
|
|
|
|
|
|
|
|
Adam Aronow Izchak Miller Mike Stephenson
|
|
Alex Kompel J. Ali Harlow Norm Meluch
|
|
Andreas Dorn Janet Walz Olaf Seibert
|
|
Andy Church Janne Salmijarvi Pasi Kallinen
|
|
Andy Swanson Jean-Christophe Collet Pat Rankin
|
|
Ari Huttunen Jochen Erwied Paul Winner
|
|
Barton House John Kallen Pierre Martineau
|
|
Benson I. Margulies John Rupley Ralf Brown
|
|
Bill Dyer John S. Bien Ray Chason
|
|
Boudewijn Waijers Johnny Lee Richard Addison
|
|
Bruce Cox Jon W{tte Richard Beigel
|
|
Bruce Holloway Jonathan Handler Richard P. Hughey
|
|
Bruce Mewborne Joshua Delahunty Rob Menke
|
|
Carl Schelin Keizo Yamamoto Robin Johnson
|
|
Chris Russo Ken Arnold Roderick Schertler
|
|
David Cohrs Ken Arromdee Roland McGrath
|
|
David Damerell Ken Lorber Ron Van Iwaarden
|
|
David Gentzel Ken Washikita Ronnen Miller
|
|
David Hairston Kevin Darcy Ross Brown
|
|
Dean Luick Kevin Hugo Sascha Wostmann
|
|
Del Lamb Kevin Sitze Scott Bigham
|
|
Deron Meranda Kevin Smolkowski Scott R. Turner
|
|
Dion Nicolaas Kevin Sweet Stephen Spackman
|
|
Dylan O'Donnell Lars Huttar Stephen White
|
|
Eric Backus Malcolm Ryan Steve Creps
|
|
Eric Hendrickson Mark Gooderum Steve Linhart
|
|
Eric R. Smith Mark Modrall Steve VanDevender
|
|
Eric S. Raymond Marvin Bressler Teemu Suikki
|
|
Erik Andersen Matthew Day Tim Lennan
|
|
Frederick Roeber Merlyn LeRoy Timo Hakulinen
|
|
Gil Neiger Michael Allison Tom Almy
|
|
Greg Laskin Michael Feir Tom West
|
|
Greg Olson Michael Hamel Warren Cheung
|
|
Gregg Wonderly Michael Sokolov Warwick Allison
|
|
Hao-yang Wang Mike Engber Yitzhak Sapir
|
|
Helge Hafting Mike Gallop
|
|
Irina Rempt-Drijfhout Mike Passaretti
|
|
|
|
Brand and product names are trademarks or registered trademarks
|
|
of their respective holders.
|
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|
|
NetHack 3.4 December 2, 2003
|
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