11
A Guide to the Mazes of Menace
12
(Guidebook for NetHack)
16
(Extensively edited and expanded for 3.4)
22
Recently, you have begun to find yourself unfulfilled and distant
23
in your daily occupation. Strange dreams of prospecting, steal-
24
ing, crusading, and combat have haunted you in your sleep for
25
many months, but you aren't sure of the reason. You wonder
26
whether you have in fact been having those dreams all your life,
27
and somehow managed to forget about them until now. Some nights
28
you awaken suddenly and cry out, terrified at the vivid recollec-
29
tion of the strange and powerful creatures that seem to be lurk-
30
ing behind every corner of the dungeon in your dream. Could
31
these details haunting your dreams be real? As each night pass-
32
es, you feel the desire to enter the mysterious caverns near the
33
ruins grow stronger. Each morning, however, you quickly put the
34
idea out of your head as you recall the tales of those who en-
35
tered the caverns before you and did not return. Eventually you
36
can resist the yearning to seek out the fantastic place in your
37
dreams no longer. After all, when other adventurers came back
38
this way after spending time in the caverns, they usually seemed
39
better off than when they passed through the first time. And who
40
was to say that all of those who did not return had not just kept
44
Asking around, you hear about a bauble, called the Amulet of
45
Yendor by some, which, if you can find it, will bring you great
46
wealth. One legend you were told even mentioned that the one who
47
finds the amulet will be granted immortality by the gods. The
48
amulet is rumored to be somewhere beyond the Valley of Gehennom,
49
deep within the Mazes of Menace. Upon hearing the legends, you
50
immediately realize that there is some profound and undiscovered
51
reason that you are to descend into the caverns and seek out that
52
amulet of which they spoke. Even if the rumors of the amulet's
53
powers are untrue, you decide that you should at least be able to
54
sell the tales of your adventures to the local minstrels for a
55
tidy sum, especially if you encounter any of the terrifying and
56
magical creatures of your dreams along the way. You spend one
57
last night fortifying yourself at the local inn, becoming more
58
and more depressed as you watch the odds of your success being
59
posted on the inn's walls getting lower and lower.
73
In the morning you awake, collect your belongings, and set
74
off for the dungeon. After several days of uneventful travel,
75
you see the ancient ruins that mark the entrance to the Mazes of
76
Menace. It is late at night, so you make camp at the entrance
77
and spend the night sleeping under the open skies. In the morn-
78
ing, you gather your gear, eat what may be your last meal out-
79
side, and enter the dungeon...
82
2. What is going on here?
84
You have just begun a game of NetHack. Your goal is to grab
85
as much treasure as you can, retrieve the Amulet of Yendor, and
86
escape the Mazes of Menace alive.
88
Your abilities and strengths for dealing with the hazards of
89
adventure will vary with your background and training:
91
Archeologists understand dungeons pretty well; this enables
92
them to move quickly and sneak up on the local nasties. They
93
start equipped with the tools for a proper scientific expedition.
95
Barbarians are warriors out of the hinterland, hardened to
96
battle. They begin their quests with naught but uncommon
97
strength, a trusty hauberk, and a great two-handed sword.
99
Cavemen and Cavewomen start with exceptional strength but,
100
unfortunately, with neolithic weapons.
102
Healers are wise in medicine and apothecary. They know the
103
herbs and simples that can restore vitality, ease pain, anes-
104
thetize, and neutralize poisons; and with their instruments, they
105
can divine a being's state of health or sickness. Their medical
106
practice earns them quite reasonable amounts of money, with which
107
they enter the dungeon.
109
Knights are distinguished from the common skirmisher by
110
their devotion to the ideals of chivalry and by the surpassing
111
excellence of their armor.
113
Monks are ascetics, who by rigorous practice of physical and
114
mental disciplines have become capable of fighting as effectively
115
without weapons as with. They wear no armor but make up for it
116
with increased mobility.
118
Priests and Priestesses are clerics militant, crusaders ad-
119
vancing the cause of righteousness with arms, armor, and arts
120
thaumaturgic. Their ability to commune with deities via prayer
121
occasionally extricates them from peril, but can also put them in
124
Rangers are most at home in the woods, and some say slightly
125
out of place in a dungeon. They are, however, experts in archery
126
as well as tracking and stealthy movement.
129
NetHack 3.4 December 2, 2003
139
Rogues are agile and stealthy thieves, with knowledge of
140
locks, traps, and poisons. Their advantage lies in surprise,
141
which they employ to great advantage.
143
Samurai are the elite warriors of feudal Nippon. They are
144
lightly armored and quick, and wear the dai-sho, two swords of
145
the deadliest keenness.
147
Tourists start out with lots of gold (suitable for shopping
148
with), a credit card, lots of food, some maps, and an expensive
149
camera. Most monsters don't like being photographed.
151
Valkyries are hardy warrior women. Their upbringing in the
152
harsh Northlands makes them strong, inures them to extremes of
153
cold, and instills in them stealth and cunning.
155
Wizards start out with a knowledge of magic, a selection of
156
magical items, and a particular affinity for dweomercraft. Al-
157
though seemingly weak and easy to overcome at first sight, an ex-
158
perienced Wizard is a deadly foe.
160
You may also choose the race of your character:
162
Dwarves are smaller than humans or elves, but are stocky and
163
solid individuals. Dwarves' most notable trait is their great
164
expertise in mining and metalwork. Dwarvish armor is said to be
165
second in quality not even to the mithril armor of the Elves.
167
Elves are agile, quick, and perceptive; very little of what
168
goes on will escape an Elf. The quality of Elven craftsmanship
169
often gives them an advantage in arms and armor.
171
Gnomes are smaller than but generally similar to dwarves.
172
Gnomes are known to be expert miners, and it is known that a se-
173
cret underground mine complex built by this race exists within
174
the Mazes of Menace, filled with both riches and danger.
176
Humans are by far the most common race of the surface world,
177
and are thus the norm by which other races are often compared.
178
Although they have no special abilities, they can succeed in any
181
Orcs are a cruel and barbaric race that hate every living
182
thing (including other orcs). Above all others, Orcs hate Elves
183
with a passion unequalled, and will go out of their way to kill
184
one at any opportunity. The armor and weapons fashioned by the
185
Orcs are typically of inferior quality.
187
3. What do all those things on the screen mean?
189
On the screen is kept a map of where you have been and what
190
you have seen on the current dungeon level; as you explore more
191
of the level, it appears on the screen in front of you.
195
NetHack 3.4 December 2, 2003
205
When NetHack's ancestor rogue first appeared, its screen
206
orientation was almost unique among computer fantasy games.
207
Since then, screen orientation has become the norm rather than
208
the exception; NetHack continues this fine tradition. Unlike
209
text adventure games that accept commands in pseudo-English sen-
210
tences and explain the results in words, NetHack commands are all
211
one or two keystrokes and the results are displayed graphically
212
on the screen. A minimum screen size of 24 lines by 80 columns
213
is recommended; if the screen is larger, only a 21x80 section
214
will be used for the map.
216
NetHack can even be played by blind players, with the assis-
217
tance of Braille readers or speech synthesisers. Instructions
218
for configuring NetHack for the blind are included later in this
221
NetHack generates a new dungeon every time you play it; even
222
the authors still find it an entertaining and exciting game de-
223
spite having won several times.
225
NetHack offers a variety of display options. The options
226
available to you will vary from port to port, depending on the
227
capabilities of your hardware and software, and whether various
228
compile-time options were enabled when your executable was creat-
229
ed. The three possible display options are: a monochrome charac-
230
ter interface, a color character interface, and a graphical in-
231
terface using small pictures called tiles. The two character in-
232
terfaces allow fonts with other characters to be substituted, but
233
the default assignments use standard ASCII characters to repre-
234
sent everything. There is no difference between the various dis-
235
play options with respect to game play. Because we cannot repro-
236
duce the tiles or colors in the Guidebook, and because it is com-
237
mon to all ports, we will use the default ASCII characters from
238
the monochrome character display when referring to things you
239
might see on the screen during your game.
241
In order to understand what is going on in NetHack, first
242
you must understand what NetHack is doing with the screen. The
243
NetHack screen replaces the ``You see ...'' descriptions of text
244
adventure games. Figure 1 is a sample of what a NetHack screen
245
might look like. The way the screen looks for you depends on
248
--------------------------------------------------------------------
261
NetHack 3.4 December 2, 2003
273
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
274
Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
276
--------------------------------------------------------------------
280
3.1. The status lines (bottom)
282
The bottom two lines of the screen contain several cryptic
283
pieces of information describing your current status. If either
284
status line becomes longer than the width of the screen, you
285
might not see all of it. Here are explanations of what the vari-
286
ous status items mean (though your configuration may not have all
287
the status items listed below):
290
Your character's name and professional ranking (based on the
291
experience level, see below).
294
A measure of your character's strength; one of your six ba-
295
sic attributes. A human character's attributes can range
296
from 3 to 18 inclusive; non-humans may exceed these limits
297
(occasionally you may get super-strengths of the form 18/xx,
298
and magic can also cause attributes to exceed the normal
299
limits). The higher your strength, the stronger you are.
300
Strength affects how successfully you perform physical
301
tasks, how much damage you do in combat, and how much loot
305
Dexterity affects your chances to hit in combat, to avoid
306
traps, and do other tasks requiring agility or manipulation
310
Constitution affects your ability to recover from injuries
311
and other strains on your stamina.
314
Intelligence affects your ability to cast spells and read
318
Wisdom comes from your practical experience (especially when
319
dealing with magic). It affects your magical energy.
322
Charisma affects how certain creatures react toward you. In
323
particular, it can affect the prices shopkeepers offer you.
327
NetHack 3.4 December 2, 2003
338
Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
339
and Chaotic as evil, but legal and ethical do not always co-
340
incide. Your alignment influences how other monsters react
341
toward you. Monsters of a like alignment are more likely to
342
be non-aggressive, while those of an opposing alignment are
343
more likely to be seriously offended at your presence.
346
How deep you are in the dungeon. You start at level one and
347
the number increases as you go deeper into the dungeon.
348
Some levels are special, and are identified by a name and
349
not a number. The Amulet of Yendor is reputed to be some-
350
where beneath the twentieth level.
353
The number of gold pieces you are openly carrying. Gold
354
which you have concealed in containers is not counted.
357
Your current and maximum hit points. Hit points indicate
358
how much damage you can take before you die. The more you
359
get hit in a fight, the lower they get. You can regain hit
360
points by resting, or by using certain magical items or
361
spells. The number in parentheses is the maximum number
362
your hit points can reach.
365
Spell points. This tells you how much mystic energy (mana)
366
you have available for spell casting. Again, resting will
367
regenerate the amount available.
370
A measure of how effectively your armor stops blows from un-
371
friendly creatures. The lower this number is, the more ef-
372
fective the armor; it is quite possible to have negative ar-
376
Your current experience level and experience points. As you
377
adventure, you gain experience points. At certain experi-
378
ence point totals, you gain an experience level. The more
379
experienced you are, the better you fight and withstand mag-
380
ical attacks. Many dungeons show only your experience level
384
The number of turns elapsed so far, displayed if you have
388
Your current hunger status, ranging from Satiated down to
389
Fainting. If your hunger status is normal, it is not dis-
393
NetHack 3.4 December 2, 2003
403
Additional status flags may appear after the hunger status:
404
Conf when you're confused, FoodPois or Ill when sick, Blind when
405
you can't see, Stun when stunned, and Hallu when hallucinating.
407
3.2. The message line (top)
409
The top line of the screen is reserved for messages that de-
410
scribe things that are impossible to represent visually. If you
411
see a ``--More--'' on the top line, this means that NetHack has
412
another message to display on the screen, but it wants to make
413
certain that you've read the one that is there first. To read
414
the next message, just press the space bar.
416
3.3. The map (rest of the screen)
418
The rest of the screen is the map of the level as you have
419
explored it so far. Each symbol on the screen represents some-
420
thing. You can set various graphics options to change some of
421
the symbols the game uses; otherwise, the game will use default
422
symbols. Here is a list of what the default symbols mean:
425
The walls of a room, or an open door. Or a grave (|).
427
. The floor of a room, ice, or a doorless doorway.
429
# A corridor, or iron bars, or a tree, or possibly a kitchen
430
sink (if your dungeon has sinks), or a drawbridge.
432
> Stairs down: a way to the next level.
434
< Stairs up: a way to the previous level.
436
+ A closed door, or a spellbook containing a spell you may be
439
@ Your character or a human.
443
^ A trap (once you have detected it).
447
[ A suit or piece of armor.
449
% Something edible (not necessarily healthy).
459
NetHack 3.4 December 2, 2003
471
( A useful item (pick-axe, key, lamp...).
473
" An amulet or a spider web.
475
* A gem or rock (possibly valuable, possibly worthless).
477
` A boulder or statue.
481
_ An altar, or an iron chain.
485
} A pool of water or moat or a pool of lava.
489
a-zA-Z and other symbols
490
Letters and certain other symbols represent the various in-
491
habitants of the Mazes of Menace. Watch out, they can be
492
nasty and vicious. Sometimes, however, they can be helpful.
494
I This marks the last known location of an invisible or other-
495
wise unseen monster. Note that the monster could have
496
moved. The 'F' and 'm' commands may be useful here.
498
You need not memorize all these symbols; you can ask the
499
game what any symbol represents with the `/' command (see the
500
next section for more info).
505
Commands are initiated by typing one or two characters.
506
Some commands, like ``search'', do not require that any more in-
507
formation be collected by NetHack. Other commands might require
508
additional information, for example a direction, or an object to
509
be used. For those commands that require additional information,
510
NetHack will present you with either a menu of choices or with a
511
command line prompt requesting information. Which you are pre-
512
sented with will depend chiefly on how you have set the menustyle
515
For example, a common question, in the form ``What do you
516
want to use? [a-zA-Z ?*]'', asks you to choose an object you are
517
carrying. Here, ``a-zA-Z'' are the inventory letters of your
518
possible choices. Typing `?' gives you an inventory list of
519
these items, so you can see what each letter refers to. In this
520
example, there is also a `*' indicating that you may choose an
521
object not on the list, if you wanted to use something unexpect-
522
ed. Typing a `*' lists your entire inventory, so you can see the
525
NetHack 3.4 December 2, 2003
535
inventory letters of every object you're carrying. Finally, if
536
you change your mind and decide you don't want to do this command
537
after all, you can press the ESC key to abort the command.
539
You can put a number before some commands to repeat them
540
that many times; for example, ``10s'' will search ten times. If
541
you have the number_pad option set, you must type `n' to prefix a
542
count, so the example above would be typed ``n10s'' instead.
543
Commands for which counts make no sense ignore them. In addi-
544
tion, movement commands can be prefixed for greater control (see
545
below). To cancel a count or a prefix, press the ESC key.
547
The list of commands is rather long, but it can be read at
548
any time during the game through the `?' command, which accesses
549
a menu of helpful texts. Here are the commands for your refer-
552
? Help menu: display one of several help texts available.
554
/ Tell what a symbol represents. You may choose to specify a
555
location or type a symbol (or even a whole word) to explain.
556
Specifying a location is done by moving the cursor to a par-
557
ticular spot on the map and then pressing one of `.', `,',
558
`;', or `:'. `.' will explain the symbol at the chosen lo-
559
cation, conditionally check for ``More info?'' depending up-
560
on whether the help option is on, and then you will be asked
561
to pick another location; `,' will explain the symbol but
562
skip any additional information; `;' will skip additional
563
info and also not bother asking you to choose another loca-
564
tion to examine; `:' will show additional info, if any,
565
without asking for confirmation. When picking a location,
566
pressing the ESC key will terminate this command, or press-
567
ing `?' will give a brief reminder about how it works.
569
Specifying a name rather than a location always gives any
570
additional information available about that name.
572
& Tell what a command does.
574
< Go up to the previous level (if you are on a staircase or
577
> Go down to the next level (if you are on a staircase or lad-
581
Go one step in the direction indicated (see Figure 2). If
582
you sense or remember a monster there, you will fight the
583
monster instead. Only these one-step movement commands
584
cause you to fight monsters; the others (below) are
591
NetHack 3.4 December 2, 2003
606
(if number_pad is set)
612
Go in that direction until you hit a wall or run into some-
616
Prefix: move without picking up objects or fighting (even
617
if you remember a monster there)
620
Prefix: fight a monster (even if you only guess one is
624
Prefix: move far, no pickup.
627
Prefix: move until something interesting is found.
629
G[yuhjklbn] or <CONTROL->[yuhjklbn]
630
Prefix: same as `g', but forking of corridors is not con-
633
_ Travel to a map location via a shortest-path algorithm. The
634
shortest path is computed over map locations the hero knows
635
about (e.g. seen or previously traversed). If there is no
636
known path, a guess is made instead. Stops on most of the
637
same conditions as the `G' command, but without picking up
638
objects, similar to the `M' command. For ports with mouse
639
support, the command is also invoked when a mouse-click
640
takes place on a location other than the current position.
642
. Rest, do nothing for one turn.
644
a Apply (use) a tool (pick-axe, key, lamp...).
646
A Remove one or more worn items, such as armor. Use `T' (take
647
off) to take off only one piece of armor or `R' (remove) to
648
take off only one accessory.
650
^A Redo the previous command.
657
NetHack 3.4 December 2, 2003
667
C Call (name) an individual monster.
669
^C Panic button. Quit the game.
671
d Drop something. Ex. ``d7a'' means drop seven items of ob-
674
D Drop several things. In answer to the question ``What kinds
675
of things do you want to drop? [!%= BUCXaium]'' you should
676
type zero or more object symbols possibly followed by `a'
677
and/or `i' and/or `u' and/or `m'. In addition, one or more
678
of the blessed/uncursed/cursed groups may be typed.
680
DB - drop all objects known to be blessed.
681
DU - drop all objects known to be uncursed.
682
DC - drop all objects known to be cursed.
683
DX - drop all objects of unknown B/U/C status.
684
Da - drop all objects, without asking for confirmation.
685
Di - examine your inventory before dropping anything.
686
Du - drop only unpaid objects (when in a shop).
687
Dm - use a menu to pick which object(s) to drop.
688
D%u - drop only unpaid food.
690
^D Kick something (usually a door).
694
E Engrave a message on the floor. Engraving the word
695
``Elbereth'' will cause most monsters to not attack you
696
hand-to-hand (but if you attack, you will rub it out); this
697
is often useful to give yourself a breather. (This feature
698
may be compiled out of the game, so your version might not
701
E- - write in the dust with your fingers.
703
f Fire one of the objects placed in your quiver. You may se-
704
lect ammunition with a previous `Q' command, or let the com-
705
puter pick something appropriate if autoquiver is true.
707
i List your inventory (everything you're carrying).
709
I List selected parts of your inventory.
711
I* - list all gems in inventory;
712
Iu - list all unpaid items;
713
Ix - list all used up items that are on your shopping bill;
714
I$ - count your money.
718
O Set options. A menu showing the current option values will
719
be displayed. You can change most values simply by select-
720
ing the menu entry for the given option (ie, by typing its
723
NetHack 3.4 December 2, 2003
733
letter or clicking upon it, depending on your user inter-
734
face). For the non-boolean choices, a further menu or
735
prompt will appear once you've closed this menu. The avail-
736
able options are listed later in this Guidebook. Options
737
are usually set before the game rather than with the `O'
738
command; see the section on options below.
740
p Pay your shopping bill.
742
P Put on a ring or other accessory (amulet, blindfold).
744
^P Repeat previous message. Subsequent ^P's repeat earlier
745
messages. The behavior can be varied via the msg_window op-
748
q Quaff (drink) something (potion, water, etc).
750
Q Select an object for your quiver. You can then throw this
751
using the `f' command. (In versions prior to 3.3 this was
752
the command to quit the game, which has now been moved to
755
r Read a scroll or spellbook.
757
R Remove an accessory (ring, amulet, etc).
759
^R Redraw the screen.
761
s Search for secret doors and traps around you. It usually
762
takes several tries to find something.
764
S Save (and suspend) the game. The game will be restored au-
765
tomatically the next time you play.
767
t Throw an object or shoot a projectile.
771
^T Teleport, if you have the ability.
773
v Display version number.
775
V Display the game history.
779
w- - wield nothing, use your bare hands.
783
x Exchange your wielded weapon with the item in your alternate
784
weapon slot. The latter is used as your secondary weapon
785
when engaging in two-weapon combat. Note that if one of
786
these slots is empty, the exchange still takes place.
789
NetHack 3.4 December 2, 2003
799
X Enter explore (discovery) mode, explained in its own section
802
^X Display your name, role, race, gender, and alignment as well
803
as the various deities in your game.
805
z Zap a wand. To aim at yourself, use `.' for the direction.
807
Z Zap (cast) a spell. To cast at yourself, use `.' for the
810
^Z Suspend the game (UNIX(R) versions with job control only).
812
: Look at what is here.
814
; Show what type of thing a visible symbol corresponds to.
816
, Pick up some things. May be preceded by `m' to force a se-
819
@ Toggle the autopickup option on and off.
821
^ Ask for the type of a trap you found earlier.
823
) Tell what weapon you are wielding.
825
[ Tell what armor you are wearing.
827
= Tell what rings you are wearing.
829
" Tell what amulet you are wearing.
831
( Tell what tools you are using.
833
* Tell what equipment you are using; combines the preceding
834
five type-specific commands into one.
836
$ Count your gold pieces.
838
+ List the spells you know. Using this command, you can also
839
rearrange the order in which your spells are listed. They
840
are shown via a menu, and if you select a spell in that
841
menu, you'll be re-prompted for another spell to swap places
842
with it, and then have opportunity to make further ex-
845
\ Show what types of objects have been discovered.
852
(R)UNIX is a registered trademark of AT&T.
855
NetHack 3.4 December 2, 2003
865
# Perform an extended command. As you can see, the authors of
866
NetHack used up all the letters, so this is a way to intro-
867
duce the less frequently used commands. What extended com-
868
mands are available depends on what features the game was
872
Adjust inventory letters (most useful when the fixinv option
879
List which challenges you have adhered to. See the section
880
below entitled ``Conduct'' for details.
882
#dip Dip an object into something.
885
Advance or check weapons and spell skills.
891
Invoke an object's special powers.
894
Jump to another location.
897
Loot a box or bag on the floor beneath you, or the saddle
898
from a horse standing next to you.
901
Use a monster's special ability (when polymorphed into mon-
905
Name an item or type of object.
908
Offer a sacrifice to the gods.
911
Pray to the gods for help.
914
Quit the program without saving your game.
917
Ride (or stop riding) a monster.
921
NetHack 3.4 December 2, 2003
931
#rub Rub a lamp or a stone.
939
Toggle two-weapon combat on or off. Note that you must use
940
suitable weapons for this type of combat, or it will be au-
941
tomatically turned off.
944
Untrap something (trap, door, or chest).
947
Print compile time options for this version of NetHack.
952
#? Help menu: get the list of available extended commands.
954
If your keyboard has a meta key (which, when pressed in com-
955
bination with another key, modifies it by setting the `meta'
956
[8th, or `high'] bit), you can invoke many extended commands by
957
meta-ing the first letter of the command. In NT, OS/2, and PC
958
NetHack, the `Alt' key can be used in this fashion.
960
M-? #? (not supported by all platforms)
962
M-2 #twoweapon (unless the number_pad option is enabled)
987
NetHack 3.4 December 2, 2003
1015
If the number_pad option is on, some additional letter com-
1016
mands are available:
1018
h Help menu: display one of several help texts available,
1021
j Jump to another location. Same as ``#jump'' or ``M-j''.
1023
k Kick something (usually a door). Same as `^D'.
1025
l Loot a box or bag on the floor beneath you, or the saddle
1026
from a horse standing next to you. Same as ``#loot'' or
1029
N Name an item or type of object. Same as ``#name'' or ``M-
1032
u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M-
1036
5. Rooms and corridors
1038
Rooms and corridors in the dungeon are either lit or dark.
1039
Any lit areas within your line of sight will be displayed; dark
1040
areas are only displayed if they are within one space of you.
1041
Walls and corridors remain on the map as you explore them.
1043
Secret corridors are hidden. You can find them with the `s'
1048
Doorways connect rooms and corridors. Some doorways have no
1049
doors; you can walk right through. Others have doors in them,
1050
which may be open, closed, or locked. To open a closed door, use
1053
NetHack 3.4 December 2, 2003
1059
NetHack Guidebook 17
1063
the `o' (open) command; to close it again, use the `c' (close)
1066
You can get through a locked door by using a tool to pick
1067
the lock with the `a' (apply) command, or by kicking it open with
1068
the `^D' (kick) command.
1070
Open doors cannot be entered diagonally; you must approach
1071
them straight on, horizontally or vertically. Doorways without
1072
doors are not restricted in this fashion.
1074
Doors can be useful for shutting out monsters. Most mon-
1075
sters cannot open doors, although a few don't need to (ex. ghosts
1076
can walk through doors).
1078
Secret doors are hidden. You can find them with the `s'
1079
(search) command. Once found they are in all ways equivalent to
1084
There are traps throughout the dungeon to snare the unwary
1085
delver. For example, you may suddenly fall into a pit and be
1086
stuck for a few turns trying to climb out. Traps don't appear on
1087
your map until you see one triggered by moving onto it, see some-
1088
thing fall into it, or you discover it with the `s' (search) com-
1089
mand. Monsters can fall prey to traps, too, which can be a very
1090
useful defensive strategy.
1092
There is a special pre-mapped branch of the dungeon based on
1093
the classic computer game ``Sokoban.'' The goal is to push the
1094
boulders into the pits or holes. With careful foresight, it is
1095
possible to complete all of the levels according to the tradi-
1096
tional rules of Sokoban. Some allowances are permitted in case
1097
the player gets stuck; however, they will lower your luck.
1099
5.3. Stairs (`<', `>')
1101
In general, each level in the dungeon will have a staircase
1102
going up (`<') to the previous level and another going down (`>')
1103
to the next level. There are some exceptions though. For in-
1104
stance, fairly early in the dungeon you will find a level with
1105
two down staircases, one continuing into the dungeon and the oth-
1106
er branching into an area known as the Gnomish Mines. Those
1107
mines eventually hit a dead end, so after exploring them (if you
1108
choose to do so), you'll need to climb back up to the main dun-
1111
When you traverse a set of stairs, or trigger a trap which
1112
sends you to another level, the level you're leaving will be de-
1113
activated and stored in a file on disk. If you're moving to a
1114
previously visited level, it will be loaded from its file on disk
1115
and reactivated. If you're moving to a level which has not yet
1116
been visited, it will be created (from scratch for most random
1119
NetHack 3.4 December 2, 2003
1125
NetHack Guidebook 18
1129
levels, from a template for some ``special'' levels, or loaded
1130
from the remains of an earlier game for a ``bones'' level as
1131
briefly described below). Monsters are only active on the cur-
1132
rent level; those on other levels are essentially placed into
1135
Ordinarily when you climb a set of stairs, you will arrive
1136
on the corresponding staircase at your destination. However,
1137
pets (see below) and some other monsters will follow along if
1138
they're close enough when you travel up or down stairs, and occa-
1139
sionally one of these creatures will displace you during the
1140
climb. When that occurs, the pet or other monster will arrive on
1141
the staircase and you will end up nearby.
1143
5.4. Ladders (`<', `>')
1145
Ladders serve the same purpose as staircases, and the two
1146
types of inter-level connections are nearly indistinguishable
1149
5.5. Shops and shopping
1151
Occasionally you will run across a room with a shopkeeper
1152
near the door and many items lying on the floor. You can buy
1153
items by picking them up and then using the `p' command. You can
1154
inquire about the price of an item prior to picking it up by us-
1155
ing the ``#chat'' command while standing on it. Using an item
1156
prior to paying for it will incur a charge, and the shopkeeper
1157
won't allow you to leave the shop until you have paid any debt
1160
You can sell items to a shopkeeper by dropping them to the
1161
floor while inside a shop. You will either be offered an amount
1162
of gold and asked whether you're willing to sell, or you'll be
1163
told that the shopkeeper isn't interested (generally, your item
1164
needs to be compatible with the type of merchandise carried by
1167
If you drop something in a shop by accident, the shopkeeper
1168
will usually claim ownership without offering any compensation.
1169
You'll have to buy it back if you want to reclaim it.
1171
Shopkeepers sometimes run out of money. When that happens,
1172
you'll be offered credit instead of gold when you try to sell
1173
something. Credit can be used to pay for purchases, but it is
1174
only good in the shop where it was obtained; other shopkeepers
1175
won't honor it. (If you happen to find a "credit card" in the
1176
dungeon, don't bother trying to use it in shops; shopkeepers will
1179
The `$' command, which reports the amount of gold you are
1180
carrying (in inventory, not inside bags or boxes), will also show
1181
current shop debt or credit, if any. The `Iu' command lists un-
1182
paid items (those which still belong to the shop) if you are
1185
NetHack 3.4 December 2, 2003
1191
NetHack Guidebook 19
1195
carrying any. The `Ix' command shows an inventory-like display
1196
of any unpaid items which have been used up, along with other
1199
5.5.1. Shop idiosyncracies
1201
Several aspects of shop behavior might be unexpected.
1203
* The price of a given item can vary due to a variety of factors.
1205
* A shopkeeper treats the spot immediately inside the door as if
1206
it were outside the shop.
1208
* While the shopkeeper watches you like a hawk, he will generally
1209
ignore any other customers.
1211
* If a shop is "closed for inventory", it will not open of its
1214
* Shops do not get restocked with new items, regardless of inven-
1220
Monsters you cannot see are not displayed on the screen.
1221
Beware! You may suddenly come upon one in a dark place. Some
1222
magic items can help you locate them before they locate you
1223
(which some monsters can do very well).
1225
The commands `/' and `;' may be used to obtain information
1226
about those monsters who are displayed on the screen. The com-
1227
mand `C' allows you to assign a name to a monster, which may be
1228
useful to help distinguish one from another when multiple mon-
1229
sters are present. Assigning a name which is just a space will
1230
remove any prior name.
1232
The extended command ``#chat'' can be used to interact with
1233
an adjacent monster. There is no actual dialog (in other words,
1234
you don't get to choose what you'll say), but chatting with some
1235
monsters such as a shopkeeper or the Oracle of Delphi can produce
1240
If you see a monster and you wish to fight it, just attempt
1241
to walk into it. Many monsters you find will mind their own
1242
business unless you attack them. Some of them are very dangerous
1243
when angered. Remember: discretion is the better part of valor.
1245
If you can't see a monster (if it is invisible, or if you
1246
are blinded), the symbol `I' will be shown when you learn of its
1247
presence. If you attempt to walk into it, you will try to fight
1248
it just like a monster that you can see; of course, if the
1251
NetHack 3.4 December 2, 2003
1257
NetHack Guidebook 20
1261
monster has moved, you will attack empty air. If you guess that
1262
the monster has moved and you don't wish to fight, you can use
1263
the `m' command to move without fighting; likewise, if you don't
1264
remember a monster but want to try fighting anyway, you can use
1269
You start the game with a little dog (`d'), cat (`f'), or
1270
pony (`u'), which follows you about the dungeon and fights mon-
1271
sters with you. Like you, your pet needs food to survive. It
1272
usually feeds itself on fresh carrion and other meats. If you're
1273
worried about it or want to train it, you can feed it, too, by
1274
throwing it food. A properly trained pet can be very useful un-
1275
der certain circumstances.
1277
Your pet also gains experience from killing monsters, and
1278
can grow over time, gaining hit points and doing more damage.
1279
Initially, your pet may even be better at killing things than
1280
you, which makes pets useful for low-level characters.
1282
Your pet will follow you up and down staircases if it is
1283
next to you when you move. Otherwise your pet will be stranded
1284
and may become wild. Similarly, when you trigger certain types
1285
of traps which alter your location (for instance, a trap door
1286
which drops you to a lower dungeon level), any adjacent pet will
1287
accompany you and any non-adjacent pet will be left behind. Your
1288
pet may trigger such traps itself; you will not be carried along
1289
with it even if adjacent at the time.
1293
Some types of creatures in the dungeon can actually be rid-
1294
den if you have the right equipment and skill. Convincing a wild
1295
beast to let you saddle it up is difficult to say the least.
1296
Many a dungeoneer has had to resort to magic and wizardry in or-
1297
der to forge the alliance. Once you do have the beast under your
1298
control however, you can easily climb in and out of the saddle
1299
with the `#ride' command. Lead the beast around the dungeon when
1300
riding, in the same manner as you would move yourself. It is the
1301
beast that you will see displayed on the map.
1303
Riding skill is managed by the `#enhance' command. See the
1304
section on Weapon proficiency for more information about that.
1308
You may encounter the shades and corpses of other adventur-
1309
ers (or even former incarnations of yourself!) and their personal
1310
effects. Ghosts are hard to kill, but easy to avoid, since
1311
they're slow and do little damage. You can plunder the deceased
1312
adventurer's possessions; however, they are likely to be cursed.
1313
Beware of whatever killed the former player; it is probably still
1314
lurking around, gloating over its last victory.
1317
NetHack 3.4 December 2, 2003
1323
NetHack Guidebook 21
1329
When you find something in the dungeon, it is common to want
1330
to pick it up. In NetHack, this is accomplished automatically by
1331
walking over the object (unless you turn off the autopickup op-
1332
tion (see below), or move with the `m' prefix (see above)), or
1333
manually by using the `,' command.
1335
If you're carrying too many items, NetHack will tell you so
1336
and you won't be able to pick up anything more. Otherwise, it
1337
will add the object(s) to your pack and tell you what you just
1340
As you add items to your inventory, you also add the weight
1341
of that object to your load. The amount that you can carry de-
1342
pends on your strength and your constitution. The stronger you
1343
are, the less the additional load will affect you. There comes a
1344
point, though, when the weight of all of that stuff you are car-
1345
rying around with you through the dungeon will encumber you.
1346
Your reactions will get slower and you'll burn calories faster,
1347
requiring food more frequently to cope with it. Eventually,
1348
you'll be so overloaded that you'll either have to discard some
1349
of what you're carrying or collapse under its weight.
1351
NetHack will tell you how badly you have loaded yourself.
1352
The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
1353
`Overloaded' are displayed on the bottom line display to indicate
1356
When you pick up an object, it is assigned an inventory let-
1357
ter. Many commands that operate on objects must ask you to find
1358
out which object you want to use. When NetHack asks you to
1359
choose a particular object you are carrying, you are usually pre-
1360
sented with a list of inventory letters to choose from (see Com-
1363
Some objects, such as weapons, are easily differentiated.
1364
Others, like scrolls and potions, are given descriptions which
1365
vary according to type. During a game, any two objects with the
1366
same description are the same type. However, the descriptions
1367
will vary from game to game.
1369
When you use one of these objects, if its effect is obvious,
1370
NetHack will remember what it is for you. If its effect isn't
1371
extremely obvious, you will be asked what you want to call this
1372
type of object so you will recognize it later. You can also use
1373
the ``#name'' command for the same purpose at any time, to name
1374
all objects of a particular type or just an individual object.
1375
When you use ``#name'' on an object which has already been named,
1376
specifying a space as the value will remove the prior name in-
1377
stead of assigning a new one.
1383
NetHack 3.4 December 2, 2003
1389
NetHack Guidebook 22
1393
7.1. Curses and Blessings
1395
Any object that you find may be cursed, even if the object
1396
is otherwise helpful. The most common effect of a curse is being
1397
stuck with (and to) the item. Cursed weapons weld themselves to
1398
your hand when wielded, so you cannot unwield them. Any cursed
1399
item you wear is not removable by ordinary means. In addition,
1400
cursed arms and armor usually, but not always, bear negative en-
1401
chantments that make them less effective in combat. Other cursed
1402
objects may act poorly or detrimentally in other ways.
1404
Objects can also be blessed. Blessed items usually work
1405
better or more beneficially than normal uncursed items. For ex-
1406
ample, a blessed weapon will do more damage against demons.
1408
There are magical means of bestowing or removing curses upon
1409
objects, so even if you are stuck with one, you can still have
1410
the curse lifted and the item removed. Priests and Priestesses
1411
have an innate sensitivity to this property in any object, so
1412
they can more easily avoid cursed objects than other character
1415
An item with unknown status will be reported in your inven-
1416
tory with no prefix. An item which you know the state of will be
1417
distinguished in your inventory by the presence of the word
1418
``cursed'', ``uncursed'' or ``blessed'' in the description of the
1423
Given a chance, most monsters in the Mazes of Menace will
1424
gratuitously try to kill you. You need weapons for self-defense
1425
(killing them first). Without a weapon, you do only 1-2 hit
1426
points of damage (plus bonuses, if any). Monk characters are an
1427
exception; they normally do much more damage with bare hands than
1428
they do with weapons.
1430
There are wielded weapons, like maces and swords, and thrown
1431
weapons, like arrows and spears. To hit monsters with a weapon,
1432
you must wield it and attack them, or throw it at them. You can
1433
simply elect to throw a spear. To shoot an arrow, you should
1434
first wield a bow, then throw the arrow. Crossbows shoot cross-
1435
bow bolts. Slings hurl rocks and (other) stones (like gems).
1437
Enchanted weapons have a ``plus'' (or ``to hit enhancement''
1438
which can be either positive or negative) that adds to your
1439
chance to hit and the damage you do to a monster. The only way
1440
to determine a weapon's enchantment is to have it magically iden-
1441
tified somehow. Most weapons are subject to some type of damage
1442
like rust. Such ``erosion'' damage can be repaired.
1444
The chance that an attack will successfully hit a monster,
1445
and the amount of damage such a hit will do, depends upon many
1446
factors. Among them are: type of weapon, quality of weapon
1449
NetHack 3.4 December 2, 2003
1455
NetHack Guidebook 23
1459
(enchantment and/or erosion), experience level, strength, dexter-
1460
ity, encumbrance, and proficiency (see below). The monster's ar-
1461
mor class - a general defense rating, not necessarily due to
1462
wearing of armor - is a factor too; also, some monsters are par-
1463
ticularly vulnerable to certain types of weapons.
1465
Many weapons can be wielded in one hand; some require both
1466
hands. When wielding a two-handed weapon, you can not wear a
1467
shield, and vice versa. When wielding a one-handed weapon, you
1468
can have another weapon ready to use by setting things up with
1469
the `x' command, which exchanges your primary (the one being
1470
wielded) and alternate weapons. And if you have proficiency in
1471
the ``two weapon combat'' skill, you may wield both weapons si-
1472
multaneously as primary and secondary; use the `#twoweapon' ex-
1473
tended command to engage or disengage that. Only some types of
1474
characters (barbarians, for instance) have the necessary skill
1475
available. Even with that skill, using two weapons at once in-
1476
curs a penalty in the chance to hit your target compared to using
1477
just one weapon at a time.
1479
There might be times when you'd rather not wield any weapon
1480
at all. To accomplish that, wield `-', or else use the `A' com-
1481
mand which allows you to unwield the current weapon in addition
1482
to taking off other worn items.
1484
Those of you in the audience who are AD&D players, be aware
1485
that each weapon which existed in AD&D does roughly the same dam-
1486
age to monsters in NetHack. Some of the more obscure weapons
1487
(such as the aklys, lucern hammer, and bec-de-corbin) are defined
1488
in an appendix to Unearthed Arcana, an AD&D supplement.
1490
The commands to use weapons are `w' (wield), `t' (throw),
1491
`f' (fire, an alternative way of throwing), `Q' (quiver), `x'
1492
(exchange), `#twoweapon', and `#enhance' (see below).
1494
7.2.1. Throwing and shooting
1496
You can throw just about anything via the `t' command. It
1497
will prompt for the item to throw; picking `?' will list things
1498
in your inventory which are considered likely to be thrown, or
1499
picking `*' will list your entire inventory. After you've chosen
1500
what to throw, you will be prompted for a direction rather than
1501
for a specific target. The distance something can be thrown de-
1502
pends mainly on the type of object and your strength. Arrows can
1503
be thrown by hand, but can be thrown much farther and will be
1504
more likely to hit when thrown while you are wielding a bow.
1506
You can simplify the throwing operation by using the `Q'
1507
command to select your preferred ``missile'', then using the `f'
1508
command to throw it. You'll be prompted for a direction as
1509
above, but you don't have to specify which item to throw each
1510
time you use `f'. There is also an option, autoquiver, which has
1511
NetHack choose another item to automatically fill your quiver
1512
when the inventory slot used for `Q' runs out.
1515
NetHack 3.4 December 2, 2003
1521
NetHack Guidebook 24
1525
Some characters have the ability to fire a volley of multi-
1526
ple items in a single turn. Knowing how to load several rounds
1527
of ammunition at once -- or hold several missiles in your hand --
1528
and still hit a target is not an easy task. Rangers are among
1529
those who are adept at this task, as are those with a high level
1530
of proficiency in the relevant weapon skill (in bow skill if
1531
you're wielding one to shoot arrows, in crossbow skill if you're
1532
wielding one to shoot bolts, or in sling skill if you're wielding
1533
one to shoot stones). The number of items that the character has
1534
a chance to fire varies from turn to turn. You can explicitly
1535
limit the number of shots by using a numeric prefix before the
1536
`t' or `f' command. For example, ``2f'' (or ``n2f'' if using
1537
number_pad mode) would ensure that at most 2 arrows are shot even
1538
if you could have fired 3. If you specify a larger number than
1539
would have been shot (``4f'' in this example), you'll just end up
1540
shooting the same number (3, here) as if no limit had been speci-
1541
fied. Once the volley is in motion, all of the items will travel
1542
in the same direction; if the first ones kill a monster, the oth-
1543
ers can still continue beyond that spot.
1545
7.2.2. Weapon proficiency
1547
You will have varying degrees of skill in the weapons avail-
1548
able. Weapon proficiency, or weapon skills, affect how well you
1549
can use particular types of weapons, and you'll be able to im-
1550
prove your skills as you progress through a game, depending on
1551
your role, your experience level, and use of the weapons.
1553
For the purposes of proficiency, weapons have been divided
1554
up into various groups such as daggers, broadswords, and
1555
polearms. Each role has a limit on what level of proficiency a
1556
character can achieve for each group. For instance, wizards can
1557
become highly skilled in daggers or staves but not in swords or
1560
The `#enhance' extended command is used to review current
1561
weapons proficiency (also spell proficiency) and to choose which
1562
skill(s) to improve when you've used one or more skills enough to
1563
become eligible to do so. The skill rankings are ``none'' (some-
1564
times also referred to as ``restricted'', because you won't be
1565
able to advance), ``unskilled'', ``basic'', ``skilled'', and
1566
``expert''. Restricted skills simply will not appear in the list
1567
shown by `#enhance'. (Divine intervention might unrestrict a
1568
particular skill, in which case it will start at unskilled and be
1569
limited to basic.) Some characters can enhance their barehanded
1570
combat or martial arts skill beyond expert to ``master'' or
1573
Use of a weapon in which you're restricted or unskilled will
1574
incur a modest penalty in the chance to hit a monster and also in
1575
the amount of damage done when you do hit; at basic level, there
1576
is no penalty or bonus; at skilled level, you receive a modest
1577
bonus in the chance to hit and amount of damage done; at expert
1578
level, the bonus is higher. A successful hit has a chance to
1581
NetHack 3.4 December 2, 2003
1587
NetHack Guidebook 25
1591
boost your training towards the next skill level (unless you've
1592
already reached the limit for this skill). Once such training
1593
reaches the threshold for that next level, you'll be told that
1594
you feel more confident in your skills. At that point you can
1595
use `#enhance' to increase one or more skills. Such skills are
1596
not increased automatically because there is a limit to your to-
1597
tal overall skills, so you need to actively choose which skills
1598
to enhance and which to ignore.
1602
Lots of unfriendly things lurk about; you need armor to pro-
1603
tect yourself from their blows. Some types of armor offer better
1604
protection than others. Your armor class is a measure of this
1605
protection. Armor class (AC) is measured as in AD&D, with 10 be-
1606
ing the equivalent of no armor, and lower numbers meaning better
1607
armor. Each suit of armor which exists in AD&D gives the same
1608
protection in NetHack. Here is an (incomplete) list of the armor
1609
classes provided by various suits of armor:
1613
crystal plate mail 3
1617
dwarvish mithril-coat 4
1618
elven mithril-coat 5
1622
studded leather armor 7
1629
You can also wear other pieces of armor (ex. helmets, boots,
1630
shields, cloaks) to lower your armor class even further, but you
1631
can only wear one item of each category (one suit of armor, one
1632
cloak, one helmet, one shield, and so on) at a time.
1634
If a piece of armor is enchanted, its armor protection will
1635
be better (or worse) than normal, and its ``plus'' (or minus)
1636
will subtract from your armor class. For example, a +1 chain
1637
mail would give you better protection than normal chain mail,
1638
lowering your armor class one unit further to 4. When you put on
1639
a piece of armor, you immediately find out the armor class and
1640
any ``plusses'' it provides. Cursed pieces of armor usually have
1641
negative enchantments (minuses) in addition to being unremovable.
1643
Many types of armor are subject to some kind of damage like
1644
rust. Such damage can be repaired. Some types of armor may
1647
NetHack 3.4 December 2, 2003
1653
NetHack Guidebook 26
1657
inhibit spell casting.
1659
The commands to use armor are `W' (wear) and `T' (take off).
1660
The `A' command can also be used to take off armor as well as
1665
Food is necessary to survive. If you go too long without
1666
eating you will faint, and eventually die of starvation. Some
1667
types of food will spoil, and become unhealthy to eat, if not
1668
protected. Food stored in ice boxes or tins (``cans'') will usu-
1669
ally stay fresh, but ice boxes are heavy, and tins take a while
1672
When you kill monsters, they usually leave corpses which are
1673
also ``food.'' Many, but not all, of these are edible; some also
1674
give you special powers when you eat them. A good rule of thumb
1675
is ``you are what you eat.''
1677
Some character roles and some monsters are vegetarian. Veg-
1678
etarian monsters will typically never eat animal corpses, while
1679
vegetarian players can, but with some rather unpleasant side-ef-
1682
You can name one food item after something you like to eat
1683
with the fruit option.
1685
The command to eat food is `e'.
1689
Scrolls are labeled with various titles, probably chosen by
1690
ancient wizards for their amusement value (ex. ``READ ME,'' or
1691
``THANX MAUD'' backwards). Scrolls disappear after you read them
1692
(except for blank ones, without magic spells on them).
1694
One of the most useful of these is the scroll of identify,
1695
which can be used to determine what another object is, whether it
1696
is cursed or blessed, and how many uses it has left. Some ob-
1697
jects of subtle enchantment are difficult to identify without
1700
A mail daemon may run up and deliver mail to you as a scroll
1701
of mail (on versions compiled with this feature). To use this
1702
feature on versions where NetHack mail delivery is triggered by
1703
electronic mail appearing in your system mailbox, you must let
1704
NetHack know where to look for new mail by setting the ``MAIL''
1705
environment variable to the file name of your mailbox. You may
1706
also want to set the ``MAILREADER'' environment variable to the
1707
file name of your favorite reader, so NetHack can shell to it
1708
when you read the scroll. On versions of NetHack where mail is
1709
randomly generated internal to the game, these environment vari-
1710
ables are ignored. You can disable the mail daemon by turning
1713
NetHack 3.4 December 2, 2003
1719
NetHack Guidebook 27
1723
off the mail option.
1725
The command to read a scroll is `r'.
1729
Potions are distinguished by the color of the liquid inside
1730
the flask. They disappear after you quaff them.
1732
Clear potions are potions of water. Sometimes these are
1733
blessed or cursed, resulting in holy or unholy water. Holy water
1734
is the bane of the undead, so potions of holy water are good
1735
things to throw (`t') at them. It is also sometimes very useful
1736
to dip (``#dip'') an object into a potion.
1738
The command to drink a potion is `q' (quaff).
1742
Magic wands usually have multiple magical charges. Some
1743
wands are directional--you must give a direction in which to zap
1744
them. You can also zap them at yourself (just give a `.' or `s'
1745
for the direction). Be warned, however, for this is often unwise.
1746
Other wands are nondirectional--they don't require a direction.
1747
The number of charges in a wand is random and decreases by one
1748
whenever you use it.
1750
When the number of charges left in a wand becomes zero, at-
1751
tempts to use the wand will usually result in nothing happening.
1752
Occasionally, however, it may be possible to squeeze the last few
1753
mana points from an otherwise spent wand, destroying it in the
1754
process. A wand may be recharged by using suitable magic, but
1755
doing so runs the risk of causing it to explode. The chance for
1756
such an explosion starts out very small and increases each time
1757
the wand is recharged.
1759
In a truly desperate situation, when your back is up against
1760
the wall, you might decide to go for broke and break your wand.
1761
This is not for the faint of heart. Doing so will almost cer-
1762
tainly cause a catastrophic release of magical energies.
1764
When you have fully identified a particular wand, inventory
1765
display will include additional information in parentheses: the
1766
number of times it has been recharged followed by a colon and
1767
then by its current number of charges. A current charge count of
1768
-1 is a special case indicating that the wand has been cancelled.
1770
The command to use a wand is `z' (zap). To break one, use
1771
the `a' (apply) command.
1775
Rings are very useful items, since they are relatively per-
1776
manent magic, unlike the usually fleeting effects of potions,
1779
NetHack 3.4 December 2, 2003
1785
NetHack Guidebook 28
1791
Putting on a ring activates its magic. You can wear only
1792
two rings, one on each ring finger.
1794
Most rings also cause you to grow hungry more rapidly, the
1795
rate varying with the type of ring.
1797
The commands to use rings are `P' (put on) and `R' (remove).
1799
7.9. Spellbooks (`+')
1801
Spellbooks are tomes of mighty magic. When studied with the
1802
`r' (read) command, they transfer to the reader the knowledge of
1803
a spell (and therefore eventually become unreadable) -- unless
1804
the attempt backfires. Reading a cursed spellbook or one with
1805
mystic runes beyond your ken can be harmful to your health!
1807
A spell (even when learned) can also backfire when you cast
1808
it. If you attempt to cast a spell well above your experience
1809
level, or if you have little skill with the appropriate spell
1810
type, or cast it at a time when your luck is particularly bad,
1811
you can end up wasting both the energy and the time required in
1814
Casting a spell calls forth magical energies and focuses
1815
them with your naked mind. Some of the magical energy released
1816
comes from within you, and casting several spells in a row may
1817
tire you. Casting of spells also requires practice. With prac-
1818
tice, your skill in each category of spell casting will improve.
1819
Over time, however, your memory of each spell will dim, and you
1820
will need to relearn it.
1822
Some spells are directional--you must give a direction in
1823
which to cast them. You can also cast them at yourself (just
1824
give a `.' or `s' for the direction). Be warned, however, for
1825
this is often unwise. Other spells are nondirectional--they
1826
don't require a direction.
1828
Just as weapons are divided into groups in which a character
1829
can become proficient (to varying degrees), spells are similarly
1830
grouped. Successfully casting a spell exercises the skill group;
1831
sufficient skill may increase the potency of the spell and reduce
1832
the risk of spell failure. Skill slots are shared with weapons
1833
skills. (See also the section on ``Weapon proficiency''.)
1835
Casting a spell also requires flexible movement, and wearing
1836
various types of armor may interfere with that.
1838
The command to read a spellbook is the same as for scrolls,
1839
`r' (read). The `+' command lists your current spells, their
1840
levels, categories, and chances for failure. The `Z' (cast) com-
1845
NetHack 3.4 December 2, 2003
1851
NetHack Guidebook 29
1857
Tools are miscellaneous objects with various purposes. Some
1858
tools have a limited number of uses, akin to wand charges. For
1859
example, lamps burn out after a while. Other tools are contain-
1860
ers, which objects can be placed into or taken out of.
1862
The command to use tools is `a' (apply).
1866
You may encounter bags, boxes, and chests in your travels.
1867
A tool of this sort can be opened with the ``#loot'' extended
1868
command when you are standing on top of it (that is, on the same
1869
floor spot), or with the `a' (apply) command when you are carry-
1870
ing it. However, chests are often locked, and are in any case
1871
unwieldy objects. You must set one down before unlocking it by
1872
using a key or lock-picking tool with the `a' (apply) command, by
1873
kicking it with the `^D' command, or by using a weapon to force
1874
the lock with the ``#force'' extended command.
1876
Some chests are trapped, causing nasty things to happen when
1877
you unlock or open them. You can check for and try to deactivate
1878
traps with the ``#untrap'' extended command.
1882
Amulets are very similar to rings, and often more powerful.
1883
Like rings, amulets have various magical properties, some benefi-
1884
cial, some harmful, which are activated by putting them on.
1886
Only one amulet may be worn at a time, around your neck.
1888
The commands to use amulets are the same as for rings, `P'
1889
(put on) and `R' (remove).
1893
Some gems are valuable, and can be sold for a lot of gold.
1894
They are also a far more efficient way of carrying your riches.
1895
Valuable gems increase your score if you bring them with you when
1898
Other small rocks are also categorized as gems, but they are
1899
much less valuable. All rocks, however, can be used as projec-
1900
tile weapons (if you have a sling). In the most desperate of
1901
cases, you can still throw them by hand.
1903
7.13. Large rocks (``')
1905
Statues and boulders are not particularly useful, and are
1906
generally heavy. It is rumored that some statues are not what
1911
NetHack 3.4 December 2, 2003
1917
NetHack Guidebook 30
1921
Very large humanoids (giants and their ilk) have been known
1922
to use boulders as weapons.
1926
Gold adds to your score, and you can buy things in shops
1927
with it. There are a number of monsters in the dungeon that may
1928
be influenced by the amount of gold you are carrying (shopkeepers
1934
As if winning NetHack were not difficult enough, certain
1935
players seek to challenge themselves by imposing restrictions on
1936
the way they play the game. The game automatically tracks some
1937
of these challenges, which can be checked at any time with the
1938
#conduct command or at the end of the game. When you perform an
1939
action which breaks a challenge, it will no longer be listed.
1940
This gives players extra ``bragging rights'' for winning the game
1941
with these challenges. Note that it is perfectly acceptable to
1942
win the game without resorting to these restrictions and that it
1943
is unusual for players to adhere to challenges the first time
1946
Several of the challenges are related to eating behavior.
1947
The most difficult of these is the foodless challenge. Although
1948
creatures can survive long periods of time without food, there is
1949
a physiological need for water; thus there is no restriction on
1950
drinking beverages, even if they provide some minor food bene-
1951
fits. Calling upon your god for help with starvation does not
1952
violate any food challenges either.
1954
A strict vegan diet is one which avoids any food derived
1955
from animals. The primary source of nutrition is fruits and veg-
1956
etables. The corpses and tins of blobs (`b'), jellies (`j'), and
1957
fungi (`F') are also considered to be vegetable matter. Certain
1958
human food is prepared without animal products; namely, lembas
1959
wafers, cram rations, food rations (gunyoki), K-rations, and C-
1960
rations. Metal or another normally indigestible material eaten
1961
while polymorphed into a creature that can digest it is also con-
1962
sidered vegan food. Note however that eating such items still
1963
counts against foodless conduct.
1965
Vegetarians do not eat animals; however, they are less se-
1966
lective about eating animal byproducts than vegans. In addition
1967
to the vegan items listed above, they may eat any kind of pudding
1968
(`P') other than the black puddings, eggs and food made from eggs
1969
(fortune cookies and pancakes), food made with milk (cream pies
1970
and candy bars), and lumps of royal jelly. Monks are expected to
1971
observe a vegetarian diet.
1973
Eating any kind of meat violates the vegetarian, vegan, and
1974
foodless conducts. This includes tripe rations, the corpses or
1977
NetHack 3.4 December 2, 2003
1983
NetHack Guidebook 31
1987
tins of any monsters not mentioned above, and the various other
1988
chunks of meat found in the dungeon. Swallowing and digesting a
1989
monster while polymorphed is treated as if you ate the creature's
1990
corpse. Eating leather, dragon hide, or bone items while poly-
1991
morphed into a creature that can digest it, or eating monster
1992
brains while polymorphed into a mind flayer, is considered eating
1993
an animal, although wax is only an animal byproduct.
1995
Regardless of conduct, there will be some items which are
1996
indigestible, and others which are hazardous to eat. Using a
1997
swallow-and-digest attack against a monster is equivalent to eat-
1998
ing the monster's corpse. Please note that the term ``vegan'' is
1999
used here only in the context of diet. You are still free to
2000
choose not to use or wear items derived from animals (e.g.
2001
leather, dragon hide, bone, horns, coral), but the game will not
2002
keep track of this for you. Also note that ``milky'' potions may
2003
be a translucent white, but they do not contain milk, so they are
2004
compatible with a vegan diet. Slime molds or player-defined
2005
``fruits'', although they could be anything from ``cherries'' to
2006
``pork chops'', are also assumed to be vegan.
2008
An atheist is one who rejects religion. This means that you
2009
cannot #pray, #offer sacrifices to any god, #turn undead, or
2010
#chat with a priest. Particularly selective readers may argue
2011
that playing Monk or Priest characters should violate this con-
2012
duct; that is a choice left to the player. Offering the Amulet
2013
of Yendor to your god is necessary to win the game and is not
2014
counted against this conduct. You are also not penalized for be-
2015
ing spoken to by an angry god, priest(ess), or other religious
2016
figure; a true atheist would hear the words but attach no special
2019
Most players fight with a wielded weapon (or tool intended
2020
to be wielded as a weapon). Another challenge is to win the game
2021
without using such a wielded weapon. You are still permitted to
2022
throw, fire, and kick weapons; use a wand, spell, or other type
2023
of item; or fight with your hands and feet.
2025
In NetHack, a pacifist refuses to cause the death of any
2026
other monster (i.e. if you would get experience for the death).
2027
This is a particularly difficult challenge, although it is still
2028
possible to gain experience by other means.
2030
An illiterate character cannot read or write. This includes
2031
reading a scroll, spellbook, fortune cookie message, or t-shirt;
2032
writing a scroll; or making an engraving of anything other than a
2033
single ``x'' (the traditional signature of an illiterate person).
2034
Reading an engraving, or any item that is absolutely necessary to
2035
win the game, is not counted against this conduct. The identity
2036
of scrolls and spellbooks (and knowledge of spells) in your
2037
starting inventory is assumed to be learned from your teachers
2038
prior to the start of the game and isn't counted.
2043
NetHack 3.4 December 2, 2003
2049
NetHack Guidebook 32
2053
There are several other challenges tracked by the game. It
2054
is possible to eliminate one or more species of monsters by geno-
2055
cide; playing without this feature is considered a challenge.
2056
When the game offers you an opportunity to genocide monsters, you
2057
may respond with the monster type ``none'' if you want to de-
2058
cline. You can change the form of an item into another item of
2059
the same type (``polypiling'') or the form of your own body into
2060
another creature (``polyself'') by wand, spell, or potion of
2061
polymorph; avoiding these effects are each considered challenges.
2062
Polymorphing monsters, including pets, does not break either of
2063
these challenges. Finally, you may sometimes receive wishes; a
2064
game without an attempt to wish for any items is a challenge, as
2065
is a game without wishing for an artifact (even if the artifact
2066
immediately disappears). When the game offers you an opportunity
2067
to make a wish for an item, you may choose ``nothing'' if you
2073
Due to variations in personal tastes and conceptions of how
2074
NetHack should do things, there are options you can set to change
2075
how NetHack behaves.
2077
9.1. Setting the options
2079
Options may be set in a number of ways. Within the game,
2080
the `O' command allows you to view all options and change most of
2081
them. You can also set options automatically by placing them in
2082
the NETHACKOPTIONS environment variable or in a configuration
2083
file. Some versions of NetHack also have front-end programs that
2084
allow you to set options before starting the game.
2086
9.2. Using the NETHACKOPTIONS environment variable
2088
The NETHACKOPTIONS variable is a comma-separated list of
2089
initial values for the various options. Some can only be turned
2090
on or off. You turn one of these on by adding the name of the
2091
option to the list, and turn it off by typing a `!' or ``no'' be-
2092
fore the name. Others take a character string as a value. You
2093
can set string options by typing the option name, a colon or
2094
equals sign, and then the value of the string. The value is ter-
2095
minated by the next comma or the end of string.
2097
For example, to set up an environment variable so that ``au-
2098
toquiver'' is on, ``autopickup'' is off, the name is set to
2099
``Blue Meanie'', and the fruit is set to ``papaya'', you would
2102
% setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
2104
in csh (note the need to escape the ! since it's special to the
2109
NetHack 3.4 December 2, 2003
2115
NetHack Guidebook 33
2119
$ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
2120
$ export NETHACKOPTIONS
2124
9.3. Using a configuration file
2126
Any line in the configuration file starting with `#' is
2127
treated as a comment. Any line in the configuration file start-
2128
ing with ``OPTIONS='' may be filled out with options in the same
2129
syntax as in NETHACKOPTIONS. Any line starting with ``DUN-
2130
GEON='', ``EFFECTS='', ``MONSTERS='', ``OBJECTS='', ``TRAPS='',
2131
or ``BOULDER='' is taken as defining the corresponding dungeon,
2132
effects, monsters, objects traps or boulder option in a different
2133
syntax, a sequence of decimal numbers giving the character posi-
2134
tion in the current font to be used in displaying each entry. A
2135
zero in any entry in such a sequence leaves the display of that
2136
entry unchanged; this feature is not available using the option
2137
syntax. Such a sequence can be continued to multiple lines by
2138
putting a `\' at the end of each line to be continued.
2140
If your copy of the game included the compile time AUTOPICK-
2141
UP_EXCEPTIONS option, then any line starting with ``AUTOPICK-
2142
UP_EXCEPTION='' is taken as defining an exception to the pick-
2143
up_types option. There is a section of this Guidebook that dis-
2146
The default name of the configuration file varies on differ-
2147
ent operating systems, but NETHACKOPTIONS can also be set to the
2148
full name of a file you want to use (possibly preceded by an
2151
9.4. Customization options
2153
Here are explanations of what the various options do. Char-
2154
acter strings that are too long may be truncated. Some of the
2155
options listed may be inactive in your dungeon.
2158
Your starting alignment (align:lawful, align:neutral, or
2159
align:chaotic). You may specify just the first letter. The
2160
default is to randomly pick an appropriate alignment. Cannot
2161
be set with the `O' command.
2164
Automatically dig if you are wielding a digging tool and moving
2165
into a place that can be dug (default false).
2168
Automatically pick up things onto which you move (default on).
2169
See pickup_types to refine the behavior.
2172
This option controls what happens when you attempt the `f'
2175
NetHack 3.4 December 2, 2003
2181
NetHack Guidebook 34
2185
(fire) command with an empty quiver. When true, the computer
2186
will fill your quiver with some suitable weapon. Note that it
2187
will not take into account the blessed/cursed status, enchant-
2188
ment, damage, or quality of the weapon; you are free to manual-
2189
ly fill your quiver with the `Q' command instead. If no weapon
2190
is found or the option is false, the `t' (throw) command is ex-
2191
ecuted instead. (default false)
2194
Set the character used to display boulders (default is rock
2198
Name your starting cat (ex. ``catname:Morris''). Cannot be set
2199
with the `O' command.
2202
Pick your type of character (ex. ``character:Monk''); synonym
2203
for ``role''. See ``name'' for an alternate method of specify-
2204
ing your role. Normally only the first letter of the value is
2205
examined; the string ``random'' is an exception.
2208
Save game state after each level change, for possible recovery
2209
after program crash (default on).
2212
Check free disk space before writing files to disk (default
2213
on). You may have to turn this off if you have more than 2 GB
2214
free space on the partition used for your save and level files.
2215
Only applies when MFLOPPY was defined during compilation.
2218
Have the game provide some additional command assistance for
2219
new players if it detects some anticipated mistakes (default
2223
Have user confirm attacks on pets, shopkeepers, and other
2224
peaceable creatures (default on).
2227
Use a predefined selection of characters from the DEC VT-
2228
xxx/DEC Rainbow/ANSI line-drawing character set to display the
2229
dungeon/effects/traps instead of having to define a full graph-
2230
ics set yourself (default off). This option also sets up prop-
2231
er handling of graphics characters for such terminals, so you
2232
should specify it when appropriate even if you override the se-
2233
lections with your own graphics strings.
2236
Controls options for disclosing various information when the
2237
game ends (defaults to all possibilities being disclosed). The
2241
NetHack 3.4 December 2, 2003
2247
NetHack Guidebook 35
2251
i - disclose your inventory.
2252
a - disclose your attributes.
2253
v - summarize monsters that have been vanquished.
2254
g - list monster species that have been genocided.
2255
c - display your conduct.
2257
Each disclosure possibility can optionally be preceded by a
2258
prefix which let you refine how it behaves. Here are the valid
2261
y - prompt you and default to yes on the prompt.
2262
n - prompt you and default to no on the prompt.
2263
+ - disclose it without prompting.
2264
- - do not disclose it and do not prompt.
2266
(ex. ``disclose:yi na +v -g -c'') The example sets inventory to
2267
prompt and default to yes, attributes to prompt and default to
2268
no, vanquished to disclose without prompting, genocided to not
2269
disclose and not to prompt, conduct to not disclose and not to
2270
prompt. Note that the vanquished monsters list includes all
2271
monsters killed by traps and each other as well as by you.
2274
Name your starting dog (ex. ``dogname:Fang''). Cannot be set
2275
with the `O' command.
2278
The name of a file where the disclosure information is
2279
written when the game ends. You may use the macro %n that
2280
will be replaced with the name of your player character.
2281
The game must have write permissions to the directory where
2282
the file is written. Normally /tmp may be used for unixes.
2285
Set the graphics symbols for displaying the dungeon (default
2286
`` |--------||.-|++##.##<><>_|\\#{}.}..## #}''). The dungeon
2287
option should be followed by a string of 1-41 characters to be
2288
used instead of the default map-drawing characters. The dun-
2289
geon map will use the characters you specify instead of the de-
2290
fault symbols, and default symbols for any you do not specify.
2291
Remember that you may need to escape some of these characters
2292
on a command line if they are special to your shell.
2294
Note that NetHack escape-processes this option string in con-
2295
ventional C fashion. This means that `\' is a prefix to take
2296
the following character literally. Thus `\' needs to be repre-
2297
sented as `\\'. The special escape form `\m' switches on the
2298
meta bit in the following character, and the `^' prefix causes
2299
the following character to be treated as a control character.
2301
The order of the symbols is: solid rock, vertical wall, hori-
2302
zontal wall, upper left corner, upper right corner, lower left
2303
corner, lower right corner, cross wall, upward T wall, downward
2304
T wall, leftward T wall, rightward T wall, no door, vertical
2305
open door, horizontal open door, vertical closed door, horizon-
2306
tal closed door, iron bars, tree, floor of a room, dark corri-
2307
dor, lit corridor, stairs up, stairs down, ladder up, ladder
2308
down, altar, grave, throne, kitchen sink, fountain, pool or
2309
moat, ice, lava, vertical lowered drawbridge, horizontal low-
2310
ered drawbridge, vertical raised drawbridge, horizontal raised
2311
drawbridge, air, cloud, under water.
2314
NetHack 3.4 December 2, 2003
2320
NetHack Guidebook 36
2324
You might want to use `+' for the corners and T walls for a
2325
more aesthetic, boxier display. Note that in the next release,
2326
new symbols may be added, or the present ones rearranged.
2328
Cannot be set with the `O' command.
2331
Set the graphics symbols for displaying special effects (de-
2332
fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/''). The effects op-
2333
tion should be followed by a string of 1-29 characters to be
2334
used instead of the default special-effects characters. This
2335
string is subjected to the same processing as the dungeon op-
2338
The order of the symbols is: vertical beam, horizontal beam,
2339
left slant, right slant, digging beam, camera flash beam, left
2340
boomerang, right boomerang, four glyphs giving the sequence for
2341
magic resistance displays, the eight surrounding glyphs for
2342
swallowed display, nine glyphs for explosions. An explosion
2343
consists of three rows (top, middle, and bottom) of three char-
2344
acters. The explosion is centered in the center of this 3 by 3
2347
Note that in the next release, new symbols may be added, or the
2348
present ones rearranged.
2350
Cannot be set with the `O' command.
2353
Changes the extended commands interface to pop-up a menu of
2354
available commands. It is keystroke compatible with the tradi-
2355
tional interface except that it does not require that you hit
2356
Enter. It is implemented only by the tty port (default off),
2357
when the game has been compiled to support tty graphics.
2360
An obsolete synonym for ``gender:female''. Cannot be set with
2364
An object's inventory letter sticks to it when it's dropped
2365
(default on). If this is off, dropping an object shifts all
2366
the remaining inventory letters.
2369
Name a fruit after something you enjoy eating (ex. ``fruit:man-
2370
go'') (default ``slime mold''). Basically a nostalgic whimsy
2371
that NetHack uses from time to time. You should set this to
2372
something you find more appetizing than slime mold. Apples,
2373
oranges, pears, bananas, and melons already exist in NetHack,
2377
Your starting gender (gender:male or gender:female). You may
2380
NetHack 3.4 December 2, 2003
2386
NetHack Guidebook 37
2390
specify just the first letter. Although you can still denote
2391
your gender using the ``male'' and ``female'' options, the
2392
``gender'' option will take precedence. The default is to ran-
2393
domly pick an appropriate gender. Cannot be set with the `O'
2397
If more information is available for an object looked at with
2398
the `/' command, ask if you want to see it (default on). Turn-
2399
ing help off makes just looking at things faster, since you
2400
aren't interrupted with the ``More info?'' prompt, but it also
2401
means that you might miss some interesting and/or important in-
2405
Name your starting horse (ex. ``horsename:Trigger''). Cannot
2406
be set with the `O' command.
2409
Colors your hitpoint reading green when you attain <= 2/3 of
2410
your total HP, yellow when you reach <= 1/3 of total, and red
2411
when you are at or below 1/10 of your total HP.
2414
Use a predefined selection of IBM extended ASCII characters to
2415
display the dungeon/effects/traps instead of having to define a
2416
full graphics set yourself (default off). This option also
2417
sets up proper handling of graphics characters for such termi-
2418
nals, so you should specify it when appropriate even if you
2419
override the selections with your own graphics strings.
2422
Ignore interrupt signals, including breaks (default off).
2425
Display an introductory message when starting the game (default
2429
Show corridor squares seen by night vision or a light source
2430
held by your character as lit (default off).
2433
Use the old `a', `b', and `c' keyboard shortcuts when looting,
2434
rather than the mnemonics `o', `i', and `b' (default off).
2437
Enable mail delivery during the game (default on).
2440
An obsolete synonym for ``gender:male''. Cannot be set with
2444
Controls the interface used when you need to choose various ob-
2445
jects (in response to the Drop command, for instance). The
2446
value specified should be the first letter of one of the fol-
2447
lowing: traditional, combination, partial, or full. Tradi-
2448
tional was the only interface available for earlier versions;
2451
NetHack 3.4 December 2, 2003
2457
NetHack Guidebook 38
2461
it consists of a prompt for object class characters, followed
2462
by an object-by-object prompt for all items matching the se-
2463
lected object class(es). Combination starts with a prompt for
2464
object class(es) of interest, but then displays a menu of
2465
matching objects rather than prompting one-by-one. Partial
2466
skips the object class filtering and immediately displays a
2467
menu of all objects. Full displays a menu of object classes
2468
rather than a character prompt, and then a menu of matching ob-
2469
jects for selection.
2472
Menu character accelerator to deselect all items in a menu.
2473
Implemented by the Amiga, Gem, X11 and tty ports. Default '-'.
2476
Menu character accelerator to deselect all items on this page
2477
of a menu. Implemented by the Amiga, Gem and tty ports. De-
2481
Menu character accelerator to jump to the first page in a menu.
2482
Implemented by the Amiga, Gem and tty ports. Default '^'.
2485
Controls how the headings in a menu are highlighted. Values
2486
are 'bold', 'inverse', or 'underline'. Not all ports can actu-
2487
ally display all three types.
2490
Menu character accelerator to invert all items in a menu. Im-
2491
plemented by the Amiga, Gem, X11 and tty ports. Default '@'.
2494
Menu character accelerator to invert all items on this page of
2495
a menu. Implemented by the Amiga, Gem and tty ports. Default
2499
Menu character accelerator to jump to the last page in a menu.
2500
Implemented by the Amiga, Gem and tty ports. Default '|'.
2503
Menu character accelerator to goto the next menu page. Imple-
2504
mented by the Amiga, Gem and tty ports. Default '>'.
2507
Menu character accelerator to goto the previous menu page. Im-
2508
plemented by the Amiga, Gem and tty ports. Default '<'.
2511
Menu character accelerator to search for a menu item. Imple-
2512
mented by the Amiga, Gem and X11 ports. Default ':'.
2517
NetHack 3.4 December 2, 2003
2523
NetHack Guidebook 39
2528
Menu character accelerator to select all items in a menu. Im-
2529
plemented by the Amiga, Gem, X11 and tty ports. Default '.'.
2532
Menu character accelerator to select all items on this page of
2533
a menu. Implemented by the Amiga, Gem and tty ports. Default
2537
Set the characters used to display monster classes (default
2538
``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTU-
2539
VWXYZ@ '&;:~]''). This string is subjected to the same pro-
2540
cessing as the dungeon option. The order of the symbols is ant
2541
or other insect, blob, cockatrice, dog or other canine, eye or
2542
sphere, feline, gremlin, humanoid, imp or minor demon, jelly,
2543
kobold, leprechaun, mimic, nymph, orc, piercer, quadruped, ro-
2544
dent, arachnid or centipede, trapper or lurker above, horse or
2545
unicorn, vortex, worm, xan or other mythical/fantastic insect,
2546
light, zruty, angelic being, bat or bird, centaur, dragon, ele-
2547
mental, fungus or mold, gnome, giant humanoid, invisible mon-
2548
ster, jabberwock, Keystone Kop, lich, mummy, naga, ogre, pud-
2549
ding or ooze, quantum mechanic, rust monster, snake, troll, um-
2550
ber hulk, vampire, wraith, xorn, apelike creature, zombie, hu-
2551
man, ghost, golem, demon, sea monster, lizard, long worm tail,
2552
and mimic. Cannot be set with the `O' command.
2555
The number of top line messages to save (and recall with ^P)
2556
(default 20). Cannot be set with the `O' command.
2559
Allows you to change the way recalled messages are displayed.
2560
(It is currently implemented for tty only.) The possible val-
2563
s - single message (default, this was the behavior before 3.4.0).
2564
c - combination, two messages as `single', then as `full'.
2565
f - full window, oldest message first.
2566
r - full window, newest message first.
2568
For backward compatibility, no value needs to be specified
2569
(which defaults to `full'), or it can be negated (which de-
2570
faults to `single').
2573
Set your character's name (defaults to your user name). You
2574
can also set your character's role by appending a dash and one
2575
or more letters of the role (that is, by suffixing one of -A -B
2576
-C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the
2577
role, then a random one will be automatically chosen. Cannot
2578
be set with the `O' command.
2583
NetHack 3.4 December 2, 2003
2589
NetHack Guidebook 40
2594
Read the NetHack news file, if present (default on). Since the
2595
news is shown at the beginning of the game, there's no point in
2596
setting this with the `O' command.
2599
Send padding nulls to the terminal (default off).
2602
Use the number keys to move instead of [yuhjklbn] (default 0 or
2603
off). (number_pad:2 invokes the old DOS behavior where `5'
2604
means `g', meta-`5' means `G', and meta-`0' means `I'.)
2607
Set the characters used to display object classes (default
2608
``])[="(%!?+/$*`0_.''). This string is subjected to the same
2609
processing as the dungeon option. The order of the symbols is
2610
illegal-object (should never be seen), weapon, armor, ring,
2611
amulet, tool, food, potion, scroll, spellbook, wand, gold, gem
2612
or rock, boulder or statue, iron ball, chain, and venom. Can-
2613
not be set with the `O' command.
2616
Specify the order to list object types in (default
2617
``")[%?+!=/(*`0_''). The value of this option should be a
2618
string containing the symbols for the various object types.
2619
Any omitted types are filled in at the end from the previous
2623
If true, asks you to type the word ``yes'' when hitting any
2624
peaceful monster, not just the letter ``y''.
2627
If true, always display your current inventory in a window.
2628
This only makes sense for windowing system interfaces that im-
2629
plement this feature.
2632
Specify the type of your initial pet, if you are playing a
2633
character class that uses multiple types of pets; or choose to
2634
have no initial pet at all. Possible values are ``cat'',
2635
``dog'' and ``none''. Cannot be set with the `O' command.
2638
When you pick up an item that would exceed this encumbrance
2639
level (Unburdened, Burdened, streSsed, straiNed, overTaxed, or
2640
overLoaded), you will be asked if you want to continue. (De-
2644
Specify the object types to be picked up when autopickup is on.
2645
Default is all types. If your copy of the game has the experi-
2646
mental compile time option AUTOPICKUP_EXCEPTIONS included, you
2647
may be able to use autopickup_exception configuration file
2648
lines to further refine autopickup behavior.
2653
NetHack 3.4 December 2, 2003
2659
NetHack Guidebook 41
2664
Prompt for confirmation before praying (default on).
2667
Using the `w' (wield) command when already wielding something
2668
pushes the old item into your alternate weapon slot (default
2672
Selects your race (for example, ``race:human''). Default is
2673
random. Cannot be set with the `O' command.
2676
Make the space bar a synonym for the `.' (rest) command (de-
2680
Pick your type of character (ex. ``role:Samurai''); synonym for
2681
``character''. See ``name'' for an alternate method of speci-
2682
fying your role. Normally only the first letter of the value
2683
is examined; `r' is an exception with ``Rogue'', ``Ranger'',
2684
and ``random'' values.
2687
Controls the amount of screen updating for the map window when
2688
engaged in multi-turn movement (running via shift+direction or
2689
control+direction and so forth, or via the travel command or
2690
mouse click). The possible values are:
2692
teleport - update the map after movement has finished;
2693
run - update the map after every seven or so steps;
2694
walk - update the map after each step;
2695
crawl - like walk, but pause briefly after each step.
2697
This option only affects the game's screen display, not the ac-
2698
tual results of moving. The default is `run'; versions prior
2699
to 3.4.1 used `teleport' only. Whether or not the effect is
2700
noticeable will depend upon the window port used or on the type
2704
Prevent you from (knowingly) attacking your pets (default on).
2707
Control what parts of the score list you are shown at the end
2708
(ex. ``scores:5 top scores/4 around my score/own scores'').
2709
Only the first letter of each category (`t', `a', or `o') is
2713
Show your accumulated experience points on bottom line (default
2719
NetHack 3.4 December 2, 2003
2725
NetHack Guidebook 42
2730
Display yourself as the glyph for your race, rather than the
2731
glyph for your role (default off). Note that this setting af-
2732
fects only the appearance of the display, not the way the game
2736
Show your approximate accumulated score on bottom line (default
2740
Suppress terminal beeps (default on).
2743
Sort the pack contents by type when displaying inventory (de-
2747
Enable messages about what your character hears (default on).
2748
Note that this has nothing to do with your computer's audio ca-
2749
pabilities. This option is only partly under player control.
2750
The game toggles it off and on during and after sleep, for ex-
2754
Display a sparkly effect when a monster (including yourself) is
2755
hit by an attack to which it is resistant (default on).
2758
Boldface monsters and ``--More--'' (default off).
2761
This option may be set to a NetHack version level to suppress
2762
alert notification messages about feature changes for that and
2763
prior versions (ex. ``suppress_alert:3.3.1'').
2766
Show the elapsed game time in turns on bottom line (default
2770
When pausing momentarily for display effect, such as with ex-
2771
plosions and moving objects, use a timer rather than sending
2772
extra characters to the screen. (Applies to ``tty'' interface
2773
only; ``X11'' interface always uses a timer based delay. The
2774
default is on if configured into the program.)
2777
Draw a tombstone graphic upon your death (default on).
2780
Put the ending display in a NetHack window instead of on stdout
2781
(default off). Setting this option makes the score list visi-
2782
ble when a windowing version of NetHack is started without a
2785
NetHack 3.4 December 2, 2003
2791
NetHack Guidebook 43
2795
parent window, but it no longer leaves the score list around
2796
after game end on a terminal or emulating window.
2799
Set the graphics symbols for displaying traps (default
2800
``^^^^^^^^^^^^^^^^^"^^^^''). The traps option should be fol-
2801
lowed by a string of 1-22 characters to be used instead of the
2802
default traps characters. This string is subjected to the same
2803
processing as the dungeon option.
2805
The order of the symbols is: arrow trap, dart trap, falling
2806
rock trap, squeaky board, bear trap, land mine, rolling boulder
2807
trap, sleeping gas trap, rust trap, fire trap, pit, spiked pit,
2808
hole, trap door, teleportation trap, level teleporter, magic
2809
portal, web, statue trap, magic trap, anti-magic field, poly-
2812
Cannot be set with the `O' command.
2815
Allow the travel command (default on). Turning this option off
2816
will prevent the game from attempting unintended moves if you
2817
make inadvertent mouse clicks on the map window.
2820
Provide more commentary during the game (default on).
2823
Select which windowing system to use, such as ``tty'' or
2824
``X11'' (default depends on version). Cannot be set with the
2827
9.5. Window Port Customization options
2829
Here are explanations of the various options that are used
2830
to customize and change the characteristics of the windowtype
2831
that you have chosen. Character strings that are too long may be
2832
truncated. Not all window ports will adjust for all settings
2833
listed here. You can safely add any of these options to your
2834
config file, and if the window port is capable of adjusting to
2835
suit your preferences, it will attempt to do so. If it can't it
2836
will silently ignore it. You can find out if an option is sup-
2837
ported by the window port that you are currently using by check-
2838
ing to see if it shows up in the Options list. Some options are
2839
dynamic and can be specified during the game with the `O' com-
2843
Where to align or place the message window (top, bottom, left,
2847
Where to align or place the status window (top, bottom, left,
2851
NetHack 3.4 December 2, 2003
2857
NetHack Guidebook 44
2862
NetHack should display an ascii character map if it can.
2865
NetHack should display color if it can for different monsters,
2866
objects, and dungeon features
2869
NetHack should pass eight-bit character values (for example,
2870
specified with the traps option) straight through to your ter-
2871
minal (default off).
2874
NetHack should use a font by the chosen name for the map win-
2878
NetHack should use a font by the chosen name for menu windows.
2881
NetHack should use a font by the chosen name for the message
2885
NetHack should use a font by the chosen name for the status
2889
NetHack should use a font by the chosen name for text windows.
2892
NetHack should use this size font for the map window.
2895
NetHack should use this size font for menu windows.
2898
NetHack should use this size font for the message window.
2901
NetHack should use this size font for the status window.
2904
NetHack should use this size font for text windows.
2907
NetHack should try and display on the entire screen rather than
2911
Visually distinguish pets from similar animals (default off).
2912
The behavior of this option depends on the type of windowing
2913
you use. In text windowing, text highlighting or inverse video
2914
is often used; with tiles, generally displays a heart symbol
2917
NetHack 3.4 December 2, 2003
2923
NetHack Guidebook 45
2930
NetHack should use a large font.
2933
NetHack should display the map in the manner specified.
2936
Allow use of the mouse for input and travel.
2939
NetHack should pop up dialog boxes, or use prompts for charac-
2943
NetHack should pop up dialog boxes for input.
2946
NetHack should preload tiles into memory. For example, in the
2947
protected mode MSDOS version, control whether tiles get pre-
2948
loaded into RAM at the start of the game. Doing so enhances
2949
performance of the tile graphics, but uses more memory. (de-
2950
fault on). Cannot be set with the `O' command.
2953
NetHack should scroll the display by this number of cells when
2954
the hero reaches the scroll_margin.
2957
NetHack should scroll the display when the hero or cursor is
2958
this number of cells away from the edge of the window.
2961
Display an onscreen keyboard. Handhelds are most likely to
2962
support this option.
2965
NetHack should display an opening splash screen when it starts
2969
NetHack should display a tiled map if it can.
2972
Specify the name of an alternative tile file to override the
2976
Specify the preferred height of each tile in a tile capable
2980
Specify the preferred width of each tile in a tile capable port
2983
NetHack 3.4 December 2, 2003
2989
NetHack Guidebook 46
2994
NetHack should display inverse when the game specifies it.
2997
NetHack should display this number of messages at a time in the
3001
NetHack should display windows with the specified fore-
3002
ground/background colors if it can.
3005
NetHack port should wrap long lines of text if they don't fit
3006
in the visible area of the window.
3008
9.6. Platform-specific Customization options
3010
Here are explanations of options that are used by specific
3011
platforms or ports to customize and change the port behavior.
3014
Select an alternate keystroke handler dll to load (Win32 tty
3015
NetHack only). The name of the handler is specified without
3016
the .dll extension and without any path information. Cannot be
3017
set with the `O' command.
3020
(default on, AMIGA NetHack only).
3023
Use BIOS calls to update the screen display quickly and to read
3024
the keyboard (allowing the use of arrow keys to move) on ma-
3025
chines with an IBM PC compatible BIOS ROM (default off, OS/2,
3026
PC, and ST NetHack only).
3029
(default off, AMIGA NetHack only).
3032
(default on, Mac NetHack only).
3035
(default on, Mac NetHack only).
3038
Force raw (non-cbreak) mode for faster output and more bullet-
3039
proof input (MS-DOS sometimes treats `^P' as a printer toggle
3040
without it) (default off, OS/2, PC, and ST NetHack only).
3041
Note: DEC Rainbows hang if this is turned on. Cannot be set
3042
with the `O' command.
3045
(default on, PC NetHack only). Cannot be set with the `O' com-
3049
NetHack 3.4 December 2, 2003
3055
NetHack Guidebook 47
3060
(Win32 tty NetHack only). May be used to alter the value of
3061
keystrokes that the operating system returns to NetHack to help
3062
compensate for international keyboard issues. OPTIONS=subkey-
3063
value:171/92 will return 92 to NetHack, if 171 was originally
3064
going to be returned. You can use multiple subkeyvalue state-
3065
ments in the config file if needed. Cannot be set with the `O'
3069
Set the video mode used (PC NetHack only). Values are `autode-
3070
tect', `default', or `vga'. Setting `vga' (or `autodetect'
3071
with vga hardware present) will cause the game to display
3072
tiles. Cannot be set with the `O' command.
3075
Set the color palette for PC systems using NO_TERMS (default
3076
4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
3077
of colors is red, green, brown, blue, magenta, cyan,
3078
bright.white, bright.red, bright.green, yellow, bright.blue,
3079
bright.magenta, and bright.cyan. Cannot be set with the `O'
3083
Set the intensity level of the three gray scales available (de-
3084
fault dark normal light, PC NetHack only). If the game display
3085
is difficult to read, try adjusting these scales; if this does
3086
not correct the problem, try !color. Cannot be set with the
3089
9.7. Configuring autopickup exceptions
3091
There is an experimental compile time option called AU-
3092
TOPICKUP_EXCEPTIONS. If your copy of the game was built with
3093
that option defined, you can further refine the behavior of the
3094
autopickup option beyond what is available through the pick-
3097
By placing autopickup_exception lines in your configuration
3098
file, you can define patterns to be checked when the game is
3099
about to autopickup something.
3101
autopickup_exception
3102
Sets an exception to the pickup_types option. The autopick-
3103
up_exception option should be followed by a string of 1-80
3104
characters to be used as a pattern to match against the singu-
3105
lar form of the description of an object at your location.
3107
You may use the following special characters in a pattern:
3109
*--- matches 0 or more characters.
3110
?--- matches any single character.
3115
NetHack 3.4 December 2, 2003
3121
NetHack Guidebook 48
3125
In addition, some characters are treated specially if they
3126
occur as the first character in the string pattern, specifically:
3128
< - always pickup an object that matches the pattern that follows.
3129
> - never pickup an object that matches the pattern that follows.
3131
Can be set with the `O' command, but the setting is not pre-
3132
served across saves and restores.
3134
Here's a couple of examples of autopickup_exceptions:
3136
autopickup_exception="<*arrow"
3137
autopickup_exception=">*corpse"
3138
autopickup_exception=">* cursed*"
3140
The first example above will result in autopickup of any type of
3141
arrow. The second example results in the exclusion of any corpse
3142
from autopickup. The last example results in the exclusion of
3143
items known to be cursed from autopickup. A `never pickup' rule
3144
takes precedence over an `always pickup' rule if both match.
3146
9.8. Configuring User Sounds
3148
Some platforms allow you to define sound files to be played
3149
when a message that matches a user-defined pattern is delivered
3150
to the message window. At this time the Qt port and the win32tty
3151
and win32gui ports support the use of user sounds.
3153
The following config file entries are relevant to mapping
3154
user sounds to messages:
3157
The directory that houses the sound files to be played.
3160
An entry that maps a sound file to a user-specified message
3161
pattern. Each SOUND entry is broken down into the following
3164
MESG - message window mapping (the only one supported in 3.4).
3165
pattern - the pattern to match.
3166
sound file - the sound file to play.
3167
volume - the volume to be set while playing the sound file.
3169
The exact format for the pattern depends on whether the
3170
platform is built to use ``regular expressions'' or NetHack's own
3171
internal pattern matching facility. The ``regular expressions''
3172
matching can be much more sophisticated than the internal NetHack
3173
pattern matching, but requires 3rd party libraries on some plat-
3174
forms. There are plenty of references available elsewhere for
3175
explaining ``regular expressions''. You can verify which pattern
3176
matching is used by your port with the #version command.
3181
NetHack 3.4 December 2, 2003
3187
NetHack Guidebook 49
3191
NetHack's internal pattern matching routine uses the follow-
3192
ing special characters in its pattern matching:
3194
*--- matches 0 or more characters.
3195
?--- matches any single character.
3197
Here's an example of a sound mapping using NetHack's inter-
3198
nal pattern matching facility:
3200
SOUND=MESG "*chime of a cash register*" "gong.wav" 50
3202
specifies that any message with "chime of a cash register" con-
3203
tained in it will trigger the playing of "gong.wav". You can
3204
have multiple SOUND entries in your config file.
3206
9.9. Configuring NetHack for Play by the Blind
3208
NetHack can be set up to use only standard ASCII characters
3209
for making maps of the dungeons. This makes the MS-DOS versions
3210
of NetHack completely accessible to the blind who use speech
3211
and/or Braille access technologies. Players will require a good
3212
working knowledge of their screen-reader's review features, and
3213
will have to know how to navigate horizontally and vertically
3214
character by character. They will also find the search capabili-
3215
ties of their screen-readers to be quite valuable. Be certain to
3216
examine this Guidebook before playing so you have an idea what
3217
the screen layout is like. You'll also need to be able to locate
3218
the PC cursor. It is always where your character is located.
3219
Merely searching for an @-sign will not always find your charac-
3220
ter since there are other humanoids represented by the same sign.
3221
Your screen-reader should also have a function which gives you
3222
the row and column of your review cursor and the PC cursor.
3223
These co-ordinates are often useful in giving players a better
3224
sense of the overall location of items on the screen.
3226
While it is not difficult for experienced users to edit the
3227
defaults.nh file to accomplish this, novices may find this task
3228
somewhat daunting. Included in all official distributions of
3229
NetHack is a file called NHAccess.nh. Replacing defaults.nh with
3230
this file will cause the game to run in a manner accessible to
3231
the blind. After you have gained some experience with the game
3232
and with editing files, you may want to alter settings to better
3233
suit your preferences. Instructions on how to do this are includ-
3234
ed in the NHAccess.nh file itself. The most crucial settings to
3235
make the game accessible are:
3238
Disable IBMgraphics by commenting out this option.
3240
menustyle:traditional
3241
This will assist in the interface to speech synthesizers.
3244
A lot of speech access programs use the number-pad to review
3247
NetHack 3.4 December 2, 2003
3253
NetHack Guidebook 50
3257
the screen. If this is the case, disable the number_pad option
3258
and use the traditional Rogue-like commands.
3261
Comment out all character graphics sets found near the bottom
3262
of the defaults.nh file. Most of these replace NetHack's de-
3263
fault representation of the dungeon using standard ASCII char-
3264
acters with fancier characters from extended character sets,
3265
and these fancier characters can annoy screen-readers.
3269
NetHack maintains a list of the top scores or scorers on
3270
your machine, depending on how it is set up. In the latter case,
3271
each account on the machine can post only one non-winning score
3272
on this list. If you score higher than someone else on this
3273
list, or better your previous score, you will be inserted in the
3274
proper place under your current name. How many scores are kept
3275
can also be set up when NetHack is compiled.
3277
Your score is chiefly based upon how much experience you
3278
gained, how much loot you accumulated, how deep you explored, and
3279
how the game ended. If you quit the game, you escape with all of
3280
your gold intact. If, however, you get killed in the Mazes of
3281
Menace, the guild will only hear about 90% of your gold when your
3282
corpse is discovered (adventurers have been known to collect
3283
finder's fees). So, consider whether you want to take one last
3284
hit at that monster and possibly live, or quit and stop with
3285
whatever you have. If you quit, you keep all your gold, but if
3286
you swing and live, you might find more.
3288
If you just want to see what the current top players/games
3289
list is, you can type nethack -s all on most versions.
3294
NetHack is an intricate and difficult game. Novices might
3295
falter in fear, aware of their ignorance of the means to survive.
3296
Well, fear not. Your dungeon may come equipped with an ``ex-
3297
plore'' or ``discovery'' mode that enables you to keep old save
3298
files and cheat death, at the paltry cost of not getting on the
3301
There are two ways of enabling explore mode. One is to
3302
start the game with the -X switch. The other is to issue the `X'
3303
command while already playing the game. The other benefits of
3304
explore mode are left for the trepid reader to discover.
3309
The original hack game was modeled on the Berkeley UNIX
3310
rogue game. Large portions of this paper were shamelessly
3313
NetHack 3.4 December 2, 2003
3319
NetHack Guidebook 51
3323
cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
3324
and Kenneth C. R. C. Arnold. Small portions were adapted from
3325
Further Exploration of the Dungeons of Doom, by Ken Arromdee.
3327
NetHack is the product of literally dozens of people's work.
3328
Main events in the course of the game development are described
3332
Jay Fenlason wrote the original Hack, with help from Kenny
3333
Woodland, Mike Thome and Jon Payne.
3335
Andries Brouwer did a major re-write, transforming Hack into
3336
a very different game, and published (at least) three versions
3337
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
3339
Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
3340
producing PC HACK 1.01e, added support for DEC Rainbow graphics
3341
in version 1.03g, and went on to produce at least four more ver-
3342
sions (3.0, 3.2, 3.51, and 3.6).
3344
R. Black ported PC HACK 3.51 to Lattice C and the Atari
3345
520/1040ST, producing ST Hack 1.03.
3347
Mike Stephenson merged these various versions back together,
3348
incorporating many of the added features, and produced NetHack
3349
1.4. He then coordinated a cast of thousands in enhancing and
3350
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
3352
Later, Mike coordinated a major rewrite of the game, heading
3353
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
3354
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
3355
oint, and Janet Walz, to produce NetHack 3.0c.
3357
NetHack 3.0 was ported to the Atari by Eric R. Smith, to
3358
OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
3359
of them and Kevin Darcy later joined the main development team to
3360
produce subsequent revisions of 3.0.
3362
Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
3363
Meluch, Stephen Spackman and Pierre Martineau designed overlay
3364
code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
3365
Macintosh. Along with various other Dungeoneers, they continued
3366
to enhance the PC, Macintosh, and Amiga ports through the later
3369
Headed by Mike Stephenson and coordinated by Izchak Miller
3370
and Janet Walz, the development team which now included Ken Ar-
3371
romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
3372
Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
3373
Raymond, and Eric Smith undertook a radical revision of 3.0.
3374
They re-structured the game's design, and re-wrote major parts of
3375
the code. They added multiple dungeons, a new display, special
3376
individual character quests, a new endgame and many other new
3379
NetHack 3.4 December 2, 2003
3385
NetHack Guidebook 52
3389
features, and produced NetHack 3.1.
3391
Ken Lorber, Gregg Wonderly and Greg Olson, with help from
3392
Richard Addison, Mike Passaretti, and Olaf Seibert, developed
3393
NetHack 3.1 for the Amiga.
3395
Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
3396
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
3397
NetHack 3.1 to the PC.
3399
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
3400
Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
3401
Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
3402
3.1 for the Macintosh, porting it for MPW. Building on their de-
3403
velopment, Barton House added a Think C port.
3405
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
3406
ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
3407
Delahunty, was responsible for the VMS version of NetHack 3.1.
3408
Michael Allison ported NetHack 3.1 to Windows NT.
3410
Dean Luick, with help from David Cohrs, developed NetHack
3411
3.1 for X11. Warwick Allison wrote a tiled version of NetHack
3412
for the Atari; he later contributed the tiles to the DevTeam and
3413
tile support was then added to other platforms.
3415
The 3.2 development team, comprised of Michael Allison, Ken
3416
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
3417
Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
3418
Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
3419
version 3.2 in April of 1996.
3421
Version 3.2 marked the tenth anniversary of the formation of
3422
the development team. In a testament to their dedication to the
3423
game, all thirteen members of the original development team re-
3424
mained on the team at the start of work on that release. During
3425
the interval between the release of 3.1.3 and 3.2, one of the
3426
founding members of the development team, Dr. Izchak Miller, was
3427
diagnosed with cancer and passed away. That release of the game
3428
was dedicated to him by the development and porting teams.
3430
During the lifespan of NetHack 3.1 and 3.2, several enthusi-
3431
asts of the game added their own modifications to the game and
3432
made these ``variants'' publicly available:
3434
Tom Proudfoot and Yuval Oren created NetHack++, which was
3435
quickly renamed NetHack--. Working independently, Stephen White
3436
wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
3437
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
3438
wick Allison improved the spell casting system with the Wizard
3439
Patch. Warwick Allison also ported NetHack to use the Qt inter-
3445
NetHack 3.4 December 2, 2003
3451
NetHack Guidebook 53
3455
Warren Cheung combined SLASH with the Wizard Patch to pro-
3456
duce Slash'em, and with the help of Kevin Hugo, added more fea-
3457
tures. Kevin later joined the DevTeam and incorporated the best
3458
of these ideas in NetHack 3.3.
3460
The final update to 3.2 was the bug fix release 3.2.3, which
3461
was released simultaneously with 3.3.0 in December 1999 just in
3462
time for the Year 2000.
3464
The 3.3 development team, consisting of Michael Allison, Ken
3465
Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
3466
Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
3467
Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
3468
Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
3471
Version 3.3 offered many firsts. It was the first version to
3472
separate race and profession. The Elf class was removed in pref-
3473
erence to an elf race, and the races of dwarves, gnomes, and orcs
3474
made their first appearance in the game alongside the familiar
3475
human race. Monk and Ranger roles joined Archeologists, Barbar-
3476
ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
3477
Tourists, Valkyries and of course, Wizards. It was also the
3478
first version to allow you to ride a steed, and was the first
3479
version to have a publicly available web-site listing all the
3480
bugs that had been discovered. Despite that constantly growing
3481
bug list, 3.3 proved stable enough to last for more than a year
3484
The 3.4 development team initially consisted of Michael Al-
3485
lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
3486
Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
3487
Paul Winner, with Warwick Allison joining just before the re-
3488
lease of NetHack 3.4.0 in March 2002.
3490
As with version 3.3, various people contributed to the game
3491
as a whole as well as supporting ports on the different platforms
3492
that NetHack runs on:
3494
Pat Rankin maintained 3.4 for VMS.
3496
Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
3497
form. Paul Winner and Yitzhak Sapir provided encouragement.
3499
Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
3500
hanced the Macintosh port of 3.4.
3502
Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
3503
and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
3504
Windows platform. Alex Kompel contributed a new graphical inter-
3505
face for the Windows port. Alex Kompel also contributed a Win-
3506
dows CE port for 3.4.1.
3511
NetHack 3.4 December 2, 2003
3517
NetHack Guidebook 54
3521
Ron Van Iwaarden maintained 3.4 for OS/2.
3523
Janne Salmijarvi and Teemu Suikki maintained and enhanced
3524
the Amiga port of 3.4 after Janne Salmijarvi resurrected it for
3527
Christian ``Marvin'' Bressler maintained 3.4 for the Atari
3528
after he resurrected it for 3.3.1.
3530
There is a NetHack web site maintained by Ken Lorber at
3531
http://www.nethack.org/.
3535
From time to time, some depraved individual out there in
3536
netland sends a particularly intriguing modification to help out
3537
with the game. The Gods of the Dungeon sometimes make note of
3538
the names of the worst of these miscreants in this, the list of
3577
NetHack 3.4 December 2, 2003
3583
NetHack Guidebook 55
3587
Adam Aronow Izchak Miller Mike Stephenson
3588
Alex Kompel J. Ali Harlow Norm Meluch
3589
Andreas Dorn Janet Walz Olaf Seibert
3590
Andy Church Janne Salmijarvi Pasi Kallinen
3591
Andy Swanson Jean-Christophe Collet Pat Rankin
3592
Ari Huttunen Jochen Erwied Paul Winner
3593
Barton House John Kallen Pierre Martineau
3594
Benson I. Margulies John Rupley Ralf Brown
3595
Bill Dyer John S. Bien Ray Chason
3596
Boudewijn Waijers Johnny Lee Richard Addison
3597
Bruce Cox Jon W{tte Richard Beigel
3598
Bruce Holloway Jonathan Handler Richard P. Hughey
3599
Bruce Mewborne Joshua Delahunty Rob Menke
3600
Carl Schelin Keizo Yamamoto Robin Johnson
3601
Chris Russo Ken Arnold Roderick Schertler
3602
David Cohrs Ken Arromdee Roland McGrath
3603
David Damerell Ken Lorber Ron Van Iwaarden
3604
David Gentzel Ken Washikita Ronnen Miller
3605
David Hairston Kevin Darcy Ross Brown
3606
Dean Luick Kevin Hugo Sascha Wostmann
3607
Del Lamb Kevin Sitze Scott Bigham
3608
Deron Meranda Kevin Smolkowski Scott R. Turner
3609
Dion Nicolaas Kevin Sweet Stephen Spackman
3610
Dylan O'Donnell Lars Huttar Stephen White
3611
Eric Backus Malcolm Ryan Steve Creps
3612
Eric Hendrickson Mark Gooderum Steve Linhart
3613
Eric R. Smith Mark Modrall Steve VanDevender
3614
Eric S. Raymond Marvin Bressler Teemu Suikki
3615
Erik Andersen Matthew Day Tim Lennan
3616
Frederick Roeber Merlyn LeRoy Timo Hakulinen
3617
Gil Neiger Michael Allison Tom Almy
3618
Greg Laskin Michael Feir Tom West
3619
Greg Olson Michael Hamel Warren Cheung
3620
Gregg Wonderly Michael Sokolov Warwick Allison
3621
Hao-yang Wang Mike Engber Yitzhak Sapir
3622
Helge Hafting Mike Gallop
3623
Irina Rempt-Drijfhout Mike Passaretti
3625
Brand and product names are trademarks or registered trademarks
3626
of their respective holders.
3643
NetHack 3.4 December 2, 2003