An introduction to the wonderful world of HACK
Written by Douglas Rosengard with contributions from Erik Lauer.
Edited into human-readable form by Pete Granger & Steve Yaste
 [When I received this, it was suffering badly from line-wraps, misplaced tabs, t ypos, bad grammar, misspellings, etc. I have now cleaned up as much as I can of it. It's not perfect, but it's better. Although I have edited the context fre ely, the content as originally posted is unchanged, with the exception of one pl ace which contained data which I know to be incorrect for all versions: It was s tated that nothing bad would happen if you prayed at the wrong time. This has b een corrected. I have also adde
d some new data to reflect changes in the latest release of NetHack. Any other comments of my own are in brackets, like this, with my initials, like this. -PG ]
 [My contribution has been to reformat into MS-Word (from the original text file) and add whatever information, comments and recommendations I can. All such add endums are initialed. - SY]
 [With the 2.3 mods we received two spoiler files. These files have been edited into a format which matches the original version of this document.] CHAPTER 1: What is Hack?
 "Toto, I don't think we're in Kansas anymore."
 » Dorothy
Hack is a single-player, interactive fantasy game in which you play a mighty her o, determined to recover the powerful Amulet of Yendor. This task will not be easy, however. During your quest, you will journey deep into the earth, battle strange and ferocious creatures, be blinded, confused and encounter deadly trap s. And, perhaps worst of all, you will slowly starve. Have no fear, however. Although an unending horde may assail you, and you are a weakling at the start o f your trek, you have the potent
ial to far surpass all of your mightiest enemies. As you defeat your foes, you will become more powerful, learn how to fight better, and increase your stamina. You will also find many items, some ordinary, while others have great powers. In addition, you are not quite alone. You will find shops which can sell you u seful items. And what fool would adventure without a faithful watchdog beside him. But beware! The gods frown upon those who turn against their allies. Her e begins your journey into a new
and exciting world... the world of HACK.
 CHAPTER 2: A brief introduction to the game of Hack.
 
 The first step is to run the game itself. Type hack (or whatever the name of y our version is), and press return. The first thing which will happen is that it will welcome you to the game, and ask you what type of character you wish to p lay. For now, we will play a Caveman. Type "c" to indicate this to the program . After a few moments, the game will start. You will see something like this:
 Your Command ?
 ------------
 |..........|
 |...@......|
 +.d........|
 |..........|
 |.....+....|
 ----+-------
 AC 7 Str 18 Hp 12(12) Exp: 0 Level: 1
You are the "@" symbol. What you see is a single room in the Dungeon of Doom. The dungeon is divided into many "levels." Most levels consist of up to nine roo ms connected by a twisting passageways. The "." are simply empty places on the floor of the room. The "-" and "|" symbols are the walls of the room. The "+" symbols represent doorways leading out of the room. Finally, the "d" symbol is your faithful dog. Don't worry yet about the information on the bottom of the screen. The "Your Command?" at
the top of the screen indicates that the program is waiting for you to give it a command. In Hack, the world literally waits on your command. Until you type i n something for it to do, NOTHING will happen during the game. This means that you can leave the computer, eat lunch, and come back, and the game will be exact ly as you left it. (Note: The command prompt is not always as it appears above. ) Basically, if nothing is happening on the screen, the program is waiting for y ou to give it a command. Let's
move the character one space to the left. Movement is performed by typing the k ey (make sure your caps lock is off) which corresponds to the direction you want to go in.
 The direction keys are:
 y k u
 \ | /
 h- @ -l
 / | \
 b j n
 This means that if you type "h", the "@" will move one space to the left. If yo u type "u", the "@" will move diagonally up and to the right one space. So to m ove to the left one space, we type "h". The room now looks something like this:
 -------
 |.....|
 |..@<.|
 +..d..|
 |.....|
 |.....+
 ----+--
 Notice that not only have you moved one space to the left, but the dog has moved one space to the right. The dog's movements are controlled by the program, and he will move when all the other computer controlled people (and monsters) move. The "<" symbol is the way out of the dungeon. "<" represents a set of stairs which go up to the previous level. If you leave the dungeon, then the game ends . Similarly, the ">" symbol represents stairs going to the next level. To clim b or descend the stairs, type th
e stair symbol
 you are on. That is, to climb up, type "<". To go down, type "> ". Once you have moved a few times, you should have the idea of how basic move ment works in Hack. Now to deal with other things. Type "i". You now see a li st of objects. It will look something like this:
(a) +1 Club (weapon in hand)
(b) +1 Bow
 (c) 43 +0 arrows
(d) +0 Leather armor (being worn)
The "i" command stands for "Inventory." The list of objects is the list of item s in your possession. Most items will be carried in your characters "back-pack ." Those that are not, such as the club in the above example, are indicated in y our inventory. "Weapon in hand" means that your character is holding that item in his hand. If he attacks a creature, he will hit it with this weapon. "being worn" means the character is wearing that item. In particular, the character w ill wear armor to protect himsel
f from damage. You may have seen symbols in the room other than the ones discus sed. The general rule is: if a symbol is a letter, then it is a creature. Othe rwise, it is an object. There are exceptions to both parts of the rule, however , so be careful. To see a list of all the object symbols, type "?". This will send you into the help subroutine. If the program asks you "Long or Short help? " type "s" for now. A list of all the objects and commands will be printed on t he screen. Read them carefully,
and follow the prompts. The long help contains information on how to play hack . It is strongly recommended that you read this also. To pick up an item, you simply walk over it. When this occurs, you will automatically attempt to pick u p the item. Be aware, however, that items are not weightless, and so you may fi nd yourself unable to pick up an item because it weighs to much. To move onto a space without picking up an item, type "m", and then the direction you wish to move. If there is something on
the space you are on, you may look at it by typing ":". [In some versions, you can also set your "pickup" option on or off by typing the "@" symbol. This is v ery useful if there are a lot of items around that you don't want to pick up. - PG] The last thing which will be covered is combat. Let's say that you have be en wandering about for a little while, and you have found a monster. The monst er appears as a symbol on the map, just like the little dog. Combat in hack is very simple. There are three wa
ys that you can fight a monster:
 1) You can bash it with your weapon.
2) You can throw or shoot something at it.
3) You can zap it with a wand, or cast a spell at it. (Spells are only used in nethack.)
To accomplish 1), you simply attempt to move into the space the monster is curre ntly in. So, for example, if the creature is one space to the left of your cha racter, and you type "h", you will attack it. Likewise, monsters attack you by moving into your space. For 2), you must have something to throw. You can thro w anything, but it is strongly recommended that you use a weapon if you want to do damage to the creature. To throw an object in your inventory, type "t". The game now asks what object you w
ish to throw. To see your inventory, type "*". To see the weapons in your inve ntory, type "?". Once you have decided what to throw, type the objects letter, and then the direction you wish to throw it in. You will now (hopefully) hit th e monster with whatever you threw. To use a bow and arrows for maximum effect, you must be wield the bow, and then "throw" an arrow. To wield a different weap on, type "w", and then the letter of the object you wish to wield. Be careful t hat you are not bashing a creat
ure with your bow, as this is not very effective. The same applies for slings and rocks. [And crossbows and bolts. -PG] For 3), the procedure is similar to 2). Type "z" (for zap), and the letter of the wand you wish to use. If the pr ogram now prompts you to type a direction, then type the direction you want to b last in. There are three basic effects possible
 when zapping a wand:
 1) The wand has no direction, and simply does something. Example: When a wand of light is zapped, it will light up the room.
 2) The wand affects whatever is in the given direction. Example: A wand of slow monster will slow down any monster it is zapped at.
 3) The wand shoots a "ray" or "bolt" in the given direction. It will try t o hit any creature in its path, and may bounce off of walls and doors. BE CAREF UL! It is very easy to bounce such a blast into yourself. Example: A wand of fire shoots a bolt of fire in the indicated direction . Note that you may throw or zap in any direction (including up (<) or down(>)) that you may move in.
 When you attack a creature (or are attacked by one), if the attack hits damage i s done by the attacker. This damage is represented as hit points, or HP for sho rt. Every creature, including yourself, has a certain number of these hit point s. When you take damage, you will lose a certain number of them. The greater t he damage, the more hit points you will lose. If a creature is reduced to less than one hit point, it dies. Hence, ALWAYS BE AWARE OF HOW MANY HIT POINTS YOU HAVE LEFT, because if you lose t
hem them all, the game is over, and you have lost. The amount of HP's damage th at is done depends on a number of different factors, such as what weapon you are wielding and what your current strength. Your strength is the number listed af ter "STR" on the bottom of the screen. This is discussed later on, and you do n ot have to worry to much about it to start. Any attack has a percent chance to hit which depends on a few key statistics. The first of these is the armor clas s of the defender, or AC for sh
ort. This number ranges (usually) from 10 to -10. It may go higher or lower de pending on the circumstances. In particular, armor classes for a winning charac ter very often do go below -10. The lower the number, the better the chance tha t any attack on that defender will miss. The second factor is the "level" of th e attacker. Your level is listed on the bottom of the screen. Initially it is 1, but it will rise as you kill monsters. For every monster you kill, you will be awarded points, called experi
ence points (EXP). Your level is directly determined by the number of EXP you p ossess. In addition, your hit points will increase every time you go up a level as well. The final factor is a vague factor known as luck. The program will n ot tell you what your luck is, but it is used in many factors of the game. Basi cally, the higher your luck, the better you are at doing almost everything. The re are ways to modify your luck, which are up to you to find. [These are virtua lly impossible to find out throu
gh play. If you want to know them, read them in the spoilers section below. -P G] Now you should know enough to play the game, and discover things on your own . What follows is a summary of the commands and symbols, and then a section whi ch discusses more advanced topics. It is meant to act as a guide to players of what their options are. The final section contains "spoilers", or information w hich gives away something in the game which might "spoil" the game for those wh o prefer to find the information
on their own. CONSIDER CAREFULLY YOUR DECISION TO READ THIS SECTION. Only if you are truly stuck should you have to resort to reading it, and many players fe el that spoilers are another form of cheating. That being said, enjoy the game!
CHAPTER 3: COMMAND SUMMARY AND DESCRIPTIONS
(The following is an excerpt from the long help command in nethack)
 Commands:
 Hack knows the following commands:
? help: print this list.
Q Quit the game.
S Save the game.
! Escape to a shell.
^Z 
 Suspend the game.
< up: go up the staircase (if you are standing on it). > down: go down (just like up).
kjhlyubn » go one step in the direction indicated.
k: north (i.e., to the top of the screen),
j: south,
 h: west,
 l: east,
 y: ne,
 u: nw,
 b: se,
 n: sw.
 KJHLYUBN » Go in that direction until you hit a wall or run into something. m (followed by one of kjhlyubn): move without picking up any objects. M (followed by one of KJHLYUBN): Move far, no pickup. g (followed by one of kjhlyubn): move until something interesting is found .
 G (followed by one of KJHLYUBN): as previous, but forking of corridors is not considered interesting.
i print your inventory.
I print selected parts of your inventory, as in I* » print all gems in inv entory; IU » print all unpaid items; IX » print all used up items that are on yo ur shopping bill; I$ » count your money.
s search for secret doors and traps around you. ^ ask for the type of a trap you found earlier. ) ask for current wielded weapon.
[ ask for current armor.
= ask for current rings.
$ count how many gold pieces you are carrying. . rest, do nothing.
, pick up some things.
: look at what is here.
^T teleport.
^R redraw the screen.
^P repeat last message (subsequent ^P's repeat earlier messages). / (followed by any symbol): tell what this symbol represents. \ tell what has been discovered.
e eat food.
w wield weapon.
 w- means: wield nothing, use bare hands. q drink (quaff) a potion.
r read a scroll.
T Take off armor.
R Remove Ring.
W Wear armor.
P Put on a ring.
X transcribe (learn) a spell.
x print a list of know spells.
z zap a wand.
t throw an object or shoot an arrow.
p pay your shopping bill.
d drop something.
 d7a: drop seven items of object a.
D Drop several things.
In answer to the question "What kinds of things do you want to drop? [! %= au]" you should give zero or more object symbols possibly followed by 'a' and /or 'u' 'a' means: drop all such objects, without asking for confirmation 'u' me ans: drop only unpaid objects (when in a shop).
a use, apply » Generic command for using a key to lock or unlock a door, u sing a camera, using a rope, etc.
c call: name a certain object or class of objects. C Call: Name an individual monster.
E Engrave: Write a message in the dust on the floor. E- means: use fingers for writing. 
 O Set options: You will be asked to enter an option line.If this is empty , the current options are reported Otherwise it should be a list of options sep arated by commas. Possible boolean options are: oneline, time, news, tombstone, rest_on_space, fixinvlet, beginner, male, female. They can be negated by prefi xing them with '!' or "no".
A string option is name; it supplies the answer to the question "Who are you?"; it may have a suffix denoting character class, i.e. Name=Brunhilda-V, is a Viking named Brunhilda.
A compound option is endgame; it is followed by a description of what pa rts of the list of topscorers should be printed when the game is finished. Usua lly one will not want to use the 'O' command, but instead put a HACKOPTIONS="... ." line in one's environment.
v print version number.
See Options below for more details.
You can put a number before a command to repeat it that many times, as in "20s" or "40.".
 COMMAND REFERENCE MANUAL:
 The following is a more complete description of the commands in hack. The synta x used is:
 (Command name) (additional prompts)
Example:
 a [*? or letter] means type "a". At the next prompt, type a letter, * or ?
a [*? or letter]
- apply an item which has an unusual use, such as a camera, leash or lunc h box. All such items fall under the class of Tools.
"a ?" » gives an list of all Tools in the inventory. "a *" » prints the inventory.
"a <letter>" » If that letter is in the inventory, applies that item if possible.
 b - move one space down and to the left.
B - move down and to the left until an object is encountered. c [yn] [?* or letter] <name> - allows the player to name an object or type of ob ject in his inventory. At the prompt "Do you want to name an individual object? [yn]" type "y" if you wish to name a specific item in your inventory, or type " n" if you wish to name a type of object.
"c y" » Typing "?" or "*" displays the inventory. If the letter of an o bject is typed, the player is prompted for the name of the object. This name wi ll be used whenever the program refers to that object. Example:"c y <long sword 's letter> Stormbringer" results in the long sword being called "Stormbringer", as in the inventory listing: "a long sword named Stormbringer" "c n" » Typing "?" will list all unidentified items in the inventory. T yping "*" will display the inventory. If the letter of an object which is not i dentified is typed, then the player will be prompted for the new name of that ty pe of item. Example:"c n <white potion's letter> Feel Good" results in all whit e potions being referred to as "a potion of Feel Good." The name will be nullif ied when the item is identified.
C [hjkl.] <name> » allows the player to name a specific creature. At the prompt , a cursor will appear. Move the cursor with the keys "hjkl" as with normal mo vement. When the cursor is over the monster to be named, type ".", and then th e name of the creature. This names only that monster, and not that class of mo nsters. Example: naming your little dog "Spot" will result in any future refere nces to the little dog as "Spot", as in: "Spot hits the acid blob. Spot kills t he acid blob!" [This can be hila
rious at times. Try walking into a treasure zoo while wearing a ring of conflic t and naming every creature in sight. The play-by-play of the ensuing brawl is a riot. -PG]
 d [?*$ number or 
letter] » Allows the player to drop either his gold or a specif ic item in his inventory. Typing "?" or "*" displays the inventory. Typing a l etter drops all items labeled with that letter. Typing "$" drops all of the pla yer's gold. Typing a number, and then either a letter or "$" drops that number of the item being dropped
Example: "d 3 <darts' letter>" drops 3 darts. "d 250 $" drops 250 gold. D [`()[]%/=?!*$ and/or a] <return> [nyaq] - Allows the player to selectively dro p items from a selected set of object types. To use, type a string which consis ts of object symbols of the types which are to be dropped. If this string is fo llowed by an "a", all items of the listed types are dropped. Otherwise, the pro gram displays, in inventory order, each item which is one of the selected types, and prompts the player with "[nyaq]". Typing "n" will keep the item in the inv entory, and prompt for the next
item. Typing "y" will drop that item, and prompt for the next item. Typing "a" will drop that item, and all subsequent items. Typing "q" will abort the comma nd. Example: "D %/=* a" will drop all food, wands rings and gems in the invento ry.
 e [?* or letter] » Eats something in the inventory. Typing "?" displays all foo d in the inventory. Typing "*" displays the inventory. Typing a letter of a Co mestible results in the player eating one of that item. E [?*- or a letter] <phrase> - Allows the player to engrave a phrase on the grou nd with some specified object. Typing "?" displays all items listed after "-" i n the prompt. Typing "*" displays the inventory. Typing a letter wields that i tem if the item can be engraved with. Typing "-" unwields the players weapon (i f uncursed), and writes in the dust with the players fingers. Once the writing implement is selected, the player is prompted for a phrase. This phrase is writ ten in that spot. If a sharp ob
ject or magic marker was used, the engraving is permanent, and whenever the play er walks over the spot, he will see the phrase which is engraved there. If fing ers are used, the engraving will smudge after the player takes an action, and no t be as legible. The effects of different objects on Engravings are left to the reader's imagination.
(f or g) [yuhjklbn] » Moves the player in the specified direction until next to an object, intersection, door, stairs or unfriendly monster. (F or G) [yuhjklbn] » moves the player as above, but ignores intersections. h » moves the player one space to the left.
H » moves the player to the left until he moves onto an object. i » displays the inventory
I [`)([%/=?!+] » Allows the player to display objects of specific types in the i nventory. At the prompt, type the symbols for the types of objects you wish to display. Example: "I %=!?" gives a list of all food,rings, potions and scrolls in the inventory.
j » Moves the player down one space
J » Moves the player down until he moves onto an object. k » Moves the player up one space.
K » Moves the player up until he moves onto an object. l » Moves the player one space to the right. L » Moves the player to right until he moves onto an object m [yuhjklbn] » Moves the player one space in the specified direction, but if the player moves onto an object, he will not attempt to pick it up. M [yuhjklbn] » As above, but moves in the specified direction until no legal mov es are possible.
n » Moves the player one space down and to the right. N » Moves the player down and to the right until he moves onto an object. O <option> » Allows the player to set game options during play. Possible option s include: help: gives help on setting options in hack. rest_on_space (or resto nspace): makes the space bar act as the "." command. time: displays the number of turns the player has been playing for on the bottom line of the screen. tomb stone: If on, a tombstone is displayed after the player dies. (fe)male: Sets th e players sex. Compound options include: name:<players name>: sets the players name and class, as in "Merlin-W"
. dogname: gives the name of the players (first) dog (e.g. dogname:Spot) packo rder:<")[%?+/=!(*0>: sets the default packorder of the inventory. The inventory will be sorted by the object type given. The ab
ove order is the default. Exam ple: Since "?" comes before "/", scrolls are displayed before wands. endgame:<o ptions>: describes what is displayed after the game is ended. options are separ ated by the "/" character. options include: own scores: displays all scores wi th the players name in the high
score list. <number> top scores: displays the top <number> scores <number> aro und my score: displays the <number> scores greater than and less than the player 's score. Example: "endgame:own scores/5 topscores/4 around my score" [Note: these options may be setting by modifying the "Hackoptions" STR resource with ResEdit - SY]
p » If the player has unpaid items in his inventory or on his bill for a sho p, he will pay the shopkeeper the full amount of the bill if possible. P [?* or letter] [rl] » Puts a ring on one of the players hands. Only one ring is allowed per hand. Typing "?" displays all rings in the inventory. Typing "* " displays the inventory. If the letter of a ring is typed, the program will as k which hand to place the ring on, if both hands are available. Ring's powers r emain in effect as long as the ring is worn. [If only one hand is free, the rin g will automatically go on that hand. -PG]
q [?* or letter] » Quaffs a potion. Typing "?" displays all potions in the inve ntory. Typing "*" displays the inventory. If the letter of a potion is typed, the player will quaff that potion. Potions are only usable once. After being q uaffed, the item is destroyed.
Q [yn] » Quit the game.
r [?* or letter] » Reads a scroll in the inventory. Typing "?" displays all scr olls in the inventory. Typing "*" displays the inventory. If the letter of a s croll is typed, the player will read that scroll. Some scrolls may have to be n amed by the player after being read. In these cases the program will ask what t o call the scroll. Type in the name, as if typing in the name for the "c" comma nd. All scrolls (except possibly for "blank paper") may only be read once. The y are destroyed after use.
R [rl] » Remove the ring on the right or left hand. If the ring is cursed, it c annot be removed with this command.
s » Search for secret doors and traps. There is a fair chance on each use o f this command that any neighboring secret door or trap will become visible. Do not expect only one search to be sufficient.
S » Save the game in progress. The next time the game is played, the old ga me will be restored from the point at which the player left off. This command ends (temporarily) the game in progress.
t [?* or letter] [yuhjklbn<>] » Throws an object in the inventory in the specifi ed direction. Typing "?" lists all weapons in the inventory. Typing "*" displa ys the inventory. Typing the letter of an object makes the game prompt for the desired direction. After typing the direction, the object is thrown away from the character in that direction.
T [?* or letter] » Removes a specified piece of armor which the player is wearin g. Typing "?" lists all worn items (except rings). Typing "*" displays the inv entory. Typing the letter of a worn piece of armor takes off the armor. Note t hat this command may take a number of turns to execute. u » Move one space up and to the right.
U » Move up and to the right until the character moves onto an object. v » Print the version number and information. V » Prints author's credits and version information. w [?* or letter] » Wields an item in the inventory (usually a weapon). Typing " ?" displays all weapons. Typing "*" displays the inventory. Typing the letter of an item in inventory makes the player wield that object as his weapon. This object is used in all close combat as the player's weapon. If the player is wi elding a cursed item, this command is aborted. If the player is wearing a shiel d, he can not wield a two-handed sword.
W [?* or letter] » Allows the player to wear a specified piece of armor. Typing "?" will display all unworn pieces of armor. Typing "*" will display the inven tory. Typing the letter of a piece of armor will, if possible, result in the pl ayer wearing that piece of armor. The player must remove his cloak before alter ing his body armor. If the current armor of that type is cursed, this command i s aborted.
 x » List all spells that have been transcribed by the player. 
 X [?* or letter] » Attempt to transcribe a spellbook. Typing "?" lists all spel lbooks in the players inventory. Typing "*" displays the inventory. Typing the letter of a spell book results in the player attempting to transcribe the spel l book into memory. Note that transcription success depends on level, and also transcribing a spell may take a while. [Note: This can be dangerous, since you can be attacked while transcribing. Unlike most other actions, you will not st op your attempt to transcribe! -
PG]
 y » Move one space up and to the left.
Y » Move up and to the left until the player moves onto an object. z [?* or letter] [direction or string?] » Zaps a wand in the inventory. Typing "?" displays all wands in the inventory. Typing "*" displays the inventory. Ty ping the letter of a wand zaps that wand. Note that wands have a limited number of charges, and will not work (usually) after their charges are depleted. Some wands require the player to specify a direction in which they may be zapped. One wand requires the typing of a string. (The player must find this one.) <a number> <a command> » If a number if typed before a command character, then t he command which follows will be executed that number of times, or until someth ing swings at the player, or the command is no longer possible. Example: "5h" moves the player five spaces to the left. Example: "10s" searches ten times.
 @ » Toggles the pick-up option (default is ON). When this option is OFF, th e player will not automatically pick up any item in a space he moves into. He m ust pick it up using the "," command. Note that this is particularly useful in rooms which are crowded with worthless items, and when walking over dead cockatr ices.
 # [command] » Allows the player to use an extended command. To use an extended command, type "#" followed by the command's name, and return. The possible comm ands are:
 #? "?" » Displays the set of extended commands #b "breathe" » If the player is able, he will breathe fire like a dragon. #c "cast" [letter] - casts a spell which the player knows. Typing the let ter of a displayed spell will cast that spell. The number listed next to the sp ell is its mana cost. This is deducted from the players current energy. Spell effects are left to the reader's imagination.
#d "dip" [letter] » dips a specified object into something, such as a pool or a potion To dip an item into a pool, stand over the pool and use the dip com mand.
 #p "pray" » Plead with the gods for help. The reader may experiment with t his command at his own choosing (and risk).
#r "remove" » If the player has the ability to do so, he can remove a curse d item, such as an iron ball.
#s "sit" » Sit down on the space you are in. Sit in thrones at your own pe ril.
 #t "turn" » Attempt to turn undead creatures. Turned creatures will flee i n terror from the player. Only knights and priests may turn undead. #w "wipe" » Wipe of the player's face. Useful when it is dirty. $ » Counts the player's money. If the player has a large quantity of money, he will sit down to count it. [This is mostly useless, since gold is displayed at all times. -PG]
^ [yuhjklbn] » Tells the player what type of trap a "^" represents. If the play er is adjacent to a trap, and types "^" followed by the direction the trap is in , the program will tell the player what the name of the trap is. Example: "This is a sleep trap." )
» This displays the what the player's currently wielded weapon is. = » This displays what rings the player is wearing. [ » This displays the armor that the player is wearing. \ » This displays a list of all items (except weapons and armor) that have been identified, or have been named by the player. : » This displays everything that is in the player's space. , [`)([%/=?!+ aA] » This allows the player to pick up items in his space. All g old is automatically picked up. If there is only one item, it is picked up. If there are multiple items on the space, the player is prompted for which types o f item he wishes to pick up. To p
ick up all items in the space, type "a". To p ick up all items of one or more types, input a string consisting of the symbols for the types you wish to pick up, followed by "A" To pick up only certain item s of specific types, input the t
ypes as above, but do not type "A". The program will display, one item at a tim e, every item in the inventory which is of the specified types, followed by the prompt "[ynaq]". Typing "y" picks up that item, and displays the next. Typing "n" displays the next item. Typing "a" picks up that item, and all remaining i tems of the named types. Typing "q" aborts the command. The program will not a llow the player to pick up any item which is too heavy. . » The player does nothing for one turn.
/ [symbol] (for versions before nethack.) » displays help on the symbol type d at the prompt. Example: "/=" tells the player that "=" represent rings. / [yuhjklbn.] (for nethack) » allows the player to display help about any visibl e symbol. The player moves the displayed cursor with normal movement keys onto the symbol in question, and then types "." Help is then displayed on that symbo l. [You may also use the command as above to tell you about a class of symbols, rather than a specific one. -PG]
< » Climb up to the previous level. The player must be on a "<" symbol. > » Go down to the next level. The player must be on a ">" symbol. ^R » redraws the screen.