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- A Guide to the Mazes of Menace
-
-
- _✓E_✓r_✓i_✓c _✓S. _✓R_✓a_✓y_✓m_✓o_✓n_✓d
- (_✓E_✓x_✓t_✓e_✓n_✓s_✓i_✓v_✓e_✓l_✓y _✓e_✓d_✓i_✓t_✓e_✓d _✓a_✓n_✓d _✓e_✓x_✓p_✓a_✓n_✓d_✓e_✓d _✓f_✓o_✓r _✓3._✓0 _✓b_✓y _✓M_✓i_✓k_✓e _✓T_✓h_✓r_✓e_✓e_✓p_✓o_✓i_✓n_✓t)
- _✓T_✓h_✓y_✓r_✓s_✓u_✓s _✓E_✓n_✓t_✓e_✓r_✓p_✓r_✓i_✓s_✓e_✓s
- _✓M_✓a_✓l_✓v_✓e_✓r_✓n, _✓P_✓A _✓1_✓9_✓3_✓5_✓5
-
-
-
- 1. Introduction
-
- You have just finished your years as a student at the local
- adventurer's guild. After much practice and sweat you have fi-
- nally completed your training and are ready to embark upon a
- perilous adventure. To prove your worthiness, the local guild-
- masters have sent you into the Mazes of Menace. Your quest is to
- return with the Amulet of Yendor. According to legend, the gods
- will grant immortality to the one who recovers this artifact;
- true or not, its recovery will bring honor and full guild member-
- ship (not to mention the attentions of certain wealthy wizards).
-
- Your abilities and strengths for dealing with the hazards of
- adventure will vary with your background and training.
-
- _✓A_✓r_✓c_✓h_✓e_✓o_✓l_✓o_✓g_✓i_✓s_✓t_✓s understand dungeons pretty well; this enables
- them to move quickly and sneak up on dungeon nasties. They start
- equipped with proper tools for a scientific expedition.
-
- _✓B_✓a_✓r_✓b_✓a_✓r_✓i_✓a_✓n_✓s are warriors out of the hinterland, hardened to
- battle. They begin their quests with naught but uncommon
- strength, a trusty hauberk, and a great two-handed sword.
-
- _✓C_✓a_✓v_✓e_✓m_✓e_✓n and _✓C_✓a_✓v_✓e_✓w_✓o_✓m_✓e_✓n start with exceptional strength and
- neolithic weapons.
-
- _✓E_✓l_✓v_✓e_✓s are agile, quick, and sensitive; very little of what
- goes on will escape an Elf. The quality of Elven craftsmanship
- often gives them an advantage in arms and armor.
-
- _✓H_✓e_✓a_✓l_✓e_✓r_✓s are wise in medicine and the apothecary. They know
- the herbs and simples that can restore vitality, ease pain,
- anesthetize, and neutralize poisons; and with their instruments,
- they can divine a being's state of health or sickness. Their
- medical practice earns them quite reasonable amounts of money,
- which they enter the dungeon with.
-
- _✓K_✓n_✓i_✓g_✓h_✓t_✓s are distinguished from the common skirmisher by
- their devotion to the ideals of chivalry and by the surpassing
- excellence of their armor.
-
-
- NetHack Guidebook 1
-
-
-
-
-
- NetHack Guidebook 2
-
-
- _✓P_✓r_✓i_✓e_✓s_✓t_✓s and _✓P_✓r_✓i_✓e_✓s_✓t_✓e_✓s_✓s_✓e_✓s are clerics militant, crusaders ad-
- vancing the cause of righteousness with arms, armor, and arts
- thaumaturgic. Their ability to commune with deities via prayer
- occasionally extricates them from peril-but can also put them in
- it.
-
- _✓R_✓o_✓g_✓u_✓e_✓s are agile and stealthy thieves, who carry daggers,
- lock picks, and poisons to put on darts.
-
- _✓S_✓a_✓m_✓u_✓r_✓a_✓i are the elite warriors of feudal Nippon. They are
- lightly armored and quick, and wear the _✓d_✓a_✓i-_✓s_✓h_✓o, two swords of
- the deadliest keenness.
-
- _✓T_✓o_✓u_✓r_✓i_✓s_✓t_✓s start out with lots of gold (suitable for shopping
- with), a credit card, lots of food, some maps, and an expensive
- camera. Most monsters don't like being photographed.
-
- _✓V_✓a_✓l_✓k_✓y_✓r_✓i_✓e_✓s are hardy warrior women. Their upbringing in the
- harsh Northlands makes them strong and inures them to extremes of
- cold, and instills in them stealth and cunning.
-
- _✓W_✓i_✓z_✓a_✓r_✓d_✓s start out with a fair selection of magical goodies
- and a particular affinity for dweomercraft.
-
- You set out for the dungeon and after several days of
- uneventful travel, you see the ancient ruins that mark the en-
- trance to the Mazes of Menace. It is late at night, so you make
- camp at the entrance and spend the night sleeping under the open
- skies. In the morning, you gather your gear, eat what may be
- your last meal outside, and enter the dungeon.
-
-
- 2. What is going on here?
-
- You have just begun a game of NetHack. Your goal is to grab
- as much treasure as you can, retrieve the Amulet of Yendor, and
- escape the Mazes of Menace alive. On the screen is kept a map of
- where you have been and what you have seen on the current dungeon
- level; as you explore more of the level, it appears on the screen
- in front of you.
-
- When NetHack's ancestor _✓r_✓o_✓g_✓u_✓e first appeared, its screen
- orientation was almost unique among computer fantasy games.
- Since then, screen orientation has become the norm rather than
- the exception; NetHack continues this fine tradition. Unlike
- text adventure games that input commands in pseudo-English sen-
- tences and explain the results in words, NetHack commands are all
- one or two keystrokes and the results are displayed graphically
- on the screen. A minimum screen size of 24 lines by 80 columns
- is required; if the screen is larger, only a 21x80 section will
- be used for the map.
-
- NetHack generates a new dungeon every time you play it; even
- the authors still find it an entertaining and exciting game
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
-
-
- NetHack Guidebook 3
-
-
- despite having won several times.
-
-
- 3. What do all those things on the screen mean?
-
- In order to understand what is going on in NetHack, first
- you must understand what NetHack is doing with the screen. The
- NetHack screen replaces the ``You see...'' descriptions of text
- adventure games. Figure 1 is a sample of what a NetHack screen
- might look like.
-
- 3.1. The bottom lines
-
- The bottom two lines of the screen contain several cryptic
- pieces of information describing your current status. If either
- status line becomes longer than the width of the screen, you
- might not see all of it. Here are explanations of what the vari-
- ous status items mean (though your configuration may not have all
- the status items listed below):
-
- _______________________________________________________________________
- The bat bites!
-
- ------------
- |..........+
- |..<..d..$.|
- |...@B.....|
- |..........|
- -----+------
-
-
-
- Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
- Level:1 G:0 HP:9(12) Pw:3(3) AC:10 Xp:2/19 T:257 Weak
- _______________________________________________________________________
- Figure 1
-
-
- Rank
- Your character's name and professional ranking (based on the
- experience level, above).
-
- Strength
- A measure of your character's strength, one of your six
- basic attributes. Your attributes can range from 3 to 18
- inclusive (occasionally you may get super-strengths of the
- form 18/xx). The higher your strength, the stronger you
- are. Strength affects how successfully you perform physical
- tasks and how much damage you do in combat.
-
- Dexterity
- Dexterity affects your chances to hit in combat, to avoid
- traps, and do other tasks requring agility or manipulation
- of objects.
-
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
- NetHack Guidebook 4
-
-
- Constitution
- Constitution affects your ability to withstand injury and
- other strains on your stamina.
-
- Intelligence
- Intelligence affects your ability to cast spells.
-
- Wisdom
- Wisdom comes from your religious affairs. It affects your
- magical energy.
-
- Charisma
- Charisma affects how certain creatures react toward you. In
- particular, it can affect the prices shopkeepers offer you.
-
- Alignment
- Lawful, Neutral, or Chaotic. Basically, Lawful is good and
- Chaotic is evil. Your alignment influences how other mon-
- sters react toward you.
-
- Level
- How deep you have gone into the dungeon. It starts at one
- and increases as you go deeper into the dungeon. The Amulet
- of Yendor is reputed to be somewhere beneath the twentieth
- level.
-
- Gold
- The number of gold pieces you have.
-
- Hit Points
- Your current and maximum hit points. Hit points indicate
- how much damage you can take before you die. The more you
- get hit in a fight, the lower they get. You can regain hit
- points by resting. The number in parentheses is the maximum
- number your hit points can reach.
-
- Power
- Spell points. This tells you how much mystic energy (_✓m_✓a_✓n_✓a)
- you have available for spell casting. When you type `+' to
- list your spells, each will have a spell point cost beside
- it in parentheses. You will not see this if your dungeon
- has been set up without spells.
-
- Armor Class
- A measure of how effectively your armor stops blows from un-
- friendly creatures. The lower this number is, the more ef-
- fective the armor; it is quite possible to have negative ar-
- mor class.
-
- Experience
- Your current experience level and experience points. As you
- adventure, you gain experience points. At certain experi-
- ence point totals, you gain an experience level. The more
- experienced you are, the better you fight and withstand
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
-
-
- NetHack Guidebook 5
-
-
- magical attacks. Many dungeons show only your experience
- level here.
-
- Time
- The number of turns elapsed so far, displayed if you have
- the time option set.
-
- Hunger status
- Your current hunger status, ranging from Satiated down to
- Fainting. If your hunger status is normal, it is not
- displayed.
-
- Additional status flags may appear after the hunger status:
- Conf when you're confused, Sick when sick, Blind when you can't
- see, Stun when stunned, and Hallu when hallucinating.
-
- 3.2. The top line
-
- The top line of the screen is reserved for messages that
- describe things that are impossible to represent visually. If
- you see a ``--More--'' on the top line, this means that NetHack
- has another message to display on the screen, but it wants to
- make certain that you've read the one that is there first. To
- read the next message, just press the space bar.
-
- 3.3. The rest of the screen
-
- The rest of the screen is the map of the level as you have
- explored it so far. Each symbol on the screen represents some-
- thing. You can set the graphics option to change some of the
- symbols the game uses; otherwise, the game will use default sym-
- bols. Here is a list of what the default symbols mean:
-
- - and |
- These form the walls of a room.
-
- . This is the floor of a room.
-
- # This is a corridor, or possibly a kitchen sink or drawbridge
- (if your dungeon has sinks or drawbridges).
-
- > This is the staircase to the next level.
-
- < The staircase to the previous level.
-
- @ You (usually) or another human.
-
- ) A weapon of some sort.
-
- [ A suit or piece of armor.
-
- % A piece of food (not necessarily healthy...).
-
-
-
-
- NetHack Version 3.0 September 6, 1989
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- NetHack Guidebook 6
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-
- ? A scroll.
-
- / A wand.
-
- = A ring.
-
- ! A potion.
-
- ( Some other useful object (pick-axe, key, lamp...).
-
- $ A pile of gold.
-
- * A gem or rock (possibly valuable, possibly worthless).
-
- + A doorway, or a spell book containing a spell you can learn
- (if your dungeon has spell books).
-
- ^ A trap (once you detect it).
-
- " An amulet, or a spider web.
-
- 0 An iron ball.
-
- _ An altar (if your dungeon has altars), or an iron chain.
-
- } A pool of water or moat.
-
- { A fountain (your dungeon may not have fountains).
-
- \ An opulent throne (your dungeon may not have thrones ei-
- ther).
-
- ` A boulder or statue.
-
- a-zA-Z and other symbols
- Letters and certain other symbols represent the various in-
- habitants of the Mazes of Menace. Watch out, they can be
- nasty and vicious. Sometimes, however, they can be helpful.
-
-
- 4. Commands
-
- Commands are given to NetHack by typing one or two charac-
- ters; NetHack then asks questions to find out what it needs to
- know to do your bidding.
-
- For example, a common question, in the form ``What do you
- want to use? [a-zA-Z ?*]'', asks you to choose an object you are
- carrying. Here, ``a-zA-Z'' are the inventory letters of your
- possible choices. Typing `?' gives you an inventory list of
- these items, so you can see what each letter refers to. In this
- example, there is also a `*' indicating that you may choose an
- object not on the list, if you wanted to use something unexpect-
- ed. Typing a `*' lists your entire inventory, so you can see the
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
-
-
- NetHack Guidebook 7
-
-
- inventory letters of every object you're carrying. Finally, if
- you change your mind and decide you don't want to do this command
- after all, you can press the ESC key to abort the command.
-
- You can put a number before most commands to repeat them
- that many times; for example, ``10s'' will search ten times. If
- you have the number_pad option set, you must type `n' to prefix a
- count, so the example above would be typed ``n10s'' instead.
- Commands for which counts make no sense ignore them. In addi-
- tion, movement commands can be prefixed for greater control (see
- below). To cancel a count or a prefix, press the ESC key.
-
- The list of commands is rather long, but it can be read at
- any time during the game through the `?' command, which accesses
- a menu of helpful texts. Here are the commands for your refer-
- ence:
-
- ? help menu: display one of several help texts available.
-
- / tell what a symbol represents. You may choose to specify a
- location or type a symbol to define.
-
- & tell what a command does.
-
- < go up a staircase to the previous level (if you are on the
- stairs).
-
- > go down a staircase to the next level (if you are on the
- stairs).
-
- [yuhjklbn]
- go one step in the direction indicated (see Figure 2). If
- there is a monster there, you will fight the monster in-
- stead. Only these one-step movement commands cause you to
- fight monsters; the others (below) are ``safe.''
-
- y k u 7 8 9
- \ | / \ | /
- h- . -l 4- . -6
- / | \ / | \
- b j n 1 2 3
- (if number_pad is set)
-
- Figure 2
-
-
- [YUHJKLBN]
- Go in that direction until you hit a wall or run into some-
- thing.
-
- m[yuhjklbn]
- prefix: move without picking up any objects.
-
-
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
-
-
- NetHack Guidebook 8
-
-
- M[yuhjklbn]
- prefix: move far, no pickup.
-
- g[yuhjklbn]
- prefix: move until something interesting is found.
-
- G[yuhjklbn]
- prefix: same as `g', but forking of corridors is not con-
- sidered interesting.
-
- . rest, do nothing for one turn.
-
- a apply (use) a tool (pick-axe, key, lamp...).
-
- A remove all armor. Use `T' (take off) to take off only one
- piece of armor.
-
- ^A redo the previous command.
-
- c close a door.
-
- C Call (name) an individual monster.
-
- ^C panic button. Quit the game.
-
- d drop something. Ex. ``d7a'' means drop seven items of ob-
- ject _✓a.
-
- D Drop several things. In answer to the question ``What kinds
- of things do you want to drop? [!%= au]'' you should type
- zero or more object symbols possibly followed by `a' and/or
- `u'.
-
- Da - drop all objects, without asking for confirmation.
- Du - drop only unpaid objects (when in a shop).
- D%u - drop only unpaid food.
-
- ^D kick something (usually a door).
-
- e eat food.
-
- E Engrave a message on the floor. Engraving the word ``El-
- bereth'' will cause most monsters to not attack you hand-
- to-hand (but if you attack, you will rub it out); this is
- often useful to give yourself a breather. (This feature may
- be compiled out of the game, so your version might not
- necessarily have it.)
-
- E- - write in the dust with your fingers.
-
- i list your inventory (everything you're carrying).
-
- I list selected parts of your inventory.
-
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
-
-
- NetHack Guidebook 9
-
-
- I* - list all gems in inventory;
- Iu - list all unpaid items;
- Ix - list all used up items that are on your shopping bill;
- I$ - count your money.
-
- o open a door.
-
- O set options. You will be asked to enter an option line. If
- you enter a blank line, the current options are reported.
- Entering `?' will get you explanations of the various op-
- tions. Otherwise, you should enter a list of options
- separated by commas. The available options are listed later
- in this Guidebook. Options are usually set before the game,
- not with the `O' command; see the section on options below.
-
- p pay your shopping bill.
-
- P Put on a ring.
-
- ^P repeat previous message (subsequent ^P's repeat earlier mes-
- sages).
-
- q quaff (drink) a potion.
-
- Q Quit the game.
-
- r read a scroll or spell book.
-
- R Remove a ring.
-
- ^R redraw the screen.
-
- s search for secret doors and traps around you. It usually
- takes several tries to find something.
-
- S Save the game. The game will be restored automatically the
- next time you play.
-
- t throw an object or shoot a projectile.
-
- T Take off armor.
-
- ^T teleport, if you have the ability.
-
- v display version number.
-
- V display the game history.
-
- w wield weapon. w- means wield nothing, use your bare hands.
-
- W Wear armor.
-
- z zap a wand.
-
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
-
-
- NetHack Guidebook 10
-
-
- Z Zap (cast) a spell.
-
- ^Z suspend the game (UNIX* versions with job control only).
-
- : look at what is here.
-
- , pick up some things.
-
- @ toggle the pickup option on and off.
-
- ^ ask for the type of a trap you found earlier.
-
- ) tell what weapon you are wielding.
-
- [ tell what armor you are wearing.
-
- = tell what rings you are wearing.
-
- " tell what amulet you are wearing.
-
- ( tell what tools you are using.
-
- $ count your gold pieces.
-
- + list the spells you know.
-
- \ show what types of objects have been discovered.
-
- ! escape to a shell.
-
- # perform an extended command. As you can see, the authors of
- NetHack used up all the letters, so this is a way to intro-
- duce the less useful commands, or commands used under limit-
- ed circumstances. You may obtain a list of them by entering
- `?'. What extended commands are available depend on what
- features the game was compiled with.
-
- If your keyboard has a meta key (which, when pressed in com-
- bination with another key, modifies it by setting the `meta'
- [8th, or `high'] bit), you can invoke the extended commands by
- meta-ing the first letter of the command. In PC NetHack and ST
- NetHack, the `Alt' key can be used in this fashion.
-
- M-c talk to someone.
-
- M-d dip an object into something.
-
- M-f force a lock.
-
- M-j jump to another location.
-
-
- __________
- *UNIX is a registered trademark of AT&T.
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
-
-
- NetHack Guidebook 11
-
-
- M-l loot a box on the floor.
-
- M-m use a monster's special ability.
-
- M-N Name an item or type of object.
-
- M-o offer a sacrifice to the gods.
-
- M-p pray to the gods for help.
-
- M-r rub a lamp.
-
- M-s sit down.
-
- M-t turn undead.
-
- M-u untrap something (usually a trapped object).
-
- M-w wipe off your face.
-
- If the number_pad option is on, some additional letter com-
- mands are available:
-
- j jump to another location. Same as ``#jump'' or ``M-j''.
-
- k kick something (usually a door). Same as `^D'.
-
- l loot a box on the floor. Same as ``#loot'' or ``M-l''.
-
- N name an item or type of object. Same as ``#name'' or ``M-
- N''.
-
- u untrap a trapped object or door. Same as ``#untrap'' or
- ``M-u''.
-
-
- 5. Rooms and corridors
-
- Rooms in the dungeon are either lit or dark. If you walk
- into a lit room, the entire room will be drawn on the screen. If
- you walk into a dark room, only the areas you can see will be
- displayed. In darkness, you can only see one space in all direc-
- tions. Corridors are always dark, but remain on the map as you
- explore them.
-
- 5.1. Doorways (`+')
-
- Doorways connect rooms and corridors. Some doorways have no
- doors; you can walk right through. Others have doors in them,
- which may be open, closed, or locked. To open a closed door, use
- the `o' (open) command; to close it again, use the `c' (close)
- command.
-
-
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
-
-
- NetHack Guidebook 12
-
-
- You can get through a locked door by using a tool to pick
- the lock with the `a' (apply) command, or by kicking it open with
- the `^D' (kick) command.
-
- Secret doors [and corridors] are hidden. You can find them
- with the `s' (search) command.
-
- 5.2. Traps (`^')
-
- There are traps throughout the dungeon to snare the unwary
- delver. For example, you may suddenly fall into a pit and be
- stuck for a few turns. Traps don't appear on your map until you
- trigger one by moving onto it, or you discover it with the `s'
- (search) command. Monsters can fall prey to traps, too.
-
-
- 6. Monsters
-
- Monsters you cannot see are not displayed on the screen.
- Beware! You may suddenly come upon one in a dark place. Some
- magic items can help you locate them before they locate you,
- which some monsters do very well.
-
- 6.1. Fighting
-
- If you see a monster and you wish to fight it, just attempt
- to walk into it. Many monsters you find will mind their own
- business unless you attack them. Some of them are very dangerous
- when angered. Remember: Discretion is the better part of valor.
-
- 6.2. Your pet
-
- You start the game with a little dog or cat, which follows
- you about the dungeon and fights monsters with you. Like you,
- your pet needs food to survive. It usually feeds itself on fresh
- carrion and other meats. If you're worried about it or want to
- train it, you can feed it, too, by throwing it food.
-
- Your pet also gains experience from killing monsters, and
- can grow over time, gaining hit points and doing more damage.
- Initially, your pet may even be better at killing things than
- you, which makes pets useful for low-level characters.
-
- Your pet will follow you up and down staircases, if it is
- next to you when you move. Otherwise, your pet will be stranded,
- and may become wild.
-
- 6.3. Ghost levels
-
- You may encounter the shades and corpses of other adventur-
- ers (or even former incarnations of yourself!) and their personal
- effects. Ghosts are hard to kill, but easy to avoid, since
- they're slow and do little damage. You can plunder the deceased
- adventurer's possessions; however, they are likely to be cursed.
-
-
- NetHack Version 3.0 September 6, 1989
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-
-
-
-
- NetHack Guidebook 13
-
-
- Beware of whatever killed the former player.
-
-
- 7. Objects
-
- When you find something in the dungeon, it is common to want
- to pick it up. In NetHack, this is accomplished automatically by
- walking over the object (unless you turn off the pickup option
- (see below), or move with the `m' prefix (see above)), or manual-
- ly by using the `,' command. If you're carrying too many things,
- NetHack will tell you so and won't pick up anything more. Other-
- wise, it will add the object(s) to your pack and tell you what
- you just picked up.
-
- When you pick up an object, it is assigned an inventory
- letter. Many commands that operate on objects must ask you to
- find out which object you want to use. When NetHack asks you to
- choose a particular object you are carrying, you are usually
- presented with a list of inventory letters to choose from (see
- Commands, above).
-
- Some objects, such as weapons, are easily differentiated.
- Others, like scrolls and potions, are given descriptions which
- vary according to type. During a game, any two objects with the
- same description are the same type. However, the descriptions
- will vary from game to game.
-
- When you use one of these objects, if its effect is obvious,
- NetHack will remember what it is for you. If its effect isn't
- extremely obvious, you will be asked what you want to call this
- type of object so you will recognize it later. You can also use
- the ``#name'' command for the same purpose at any time, to name
- all objects of a particular type or just an individual object.
-
- 7.1. Curses and blessings
-
- Any object that you find may be cursed, even if the object
- is otherwise helpful. The most common effect of a curse is being
- stuck with (and to) the item. Cursed weapons weld themselves to
- your hand when wielded, so you cannot unwield them. Any cursed
- item you wear is not removable by ordinary means. In addition,
- cursed arms and armor usually, but not always, bear negative en-
- chantments that make them less effective in combat. Other cursed
- objects may act poorly or detrimentally in other ways.
-
- Objects can also become blessed. Blessed items usually work
- better or more beneficially than normal uncursed items. For ex-
- ample, a blessed weapon will do more damage against demons.
-
- There are magical means of bestowing or removing curses upon
- objects, so even if you are stuck with one, you can still have
- the curse lifted and the item removed. Priests and Priestesses
- have an innate sensitivity to curses and blessings, so they can
- more easily avoid cursed objects than other character classes.
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 14
-
-
- An item with unknown curse status, and an item which you
- know to be uncursed, will be distinguished in your inventory by
- the presence of the word ``uncursed'' in the description of the
- latter. The exception is if this description isn't needed; you
- can look at the inventory description and know that you have
- discovered whether it's cursed. This applies to items which have
- ``plusses,'' and items with charges.
-
- 7.2. Weapons (`)')
-
- Given a chance, almost all monsters in the Mazes of Menace
- will gratuitously kill you. You need weapons for self-defense
- (killing them first). Without a weapon, you do only 1-2 hit
- points of damage (plus bonuses, if any).
-
- There are wielded weapons, like maces and swords, and thrown
- weapons, like arrows. To hit monsters with a weapon, you must
- wield it and attack them, or throw it at them. To shoot an arrow
- out of a bow, you must first wield the bow, then throw the arrow.
- Crossbows shoot crossbow bolts. Slings hurl rocks and (other)
- gems. You can wield only one weapon at a time, but you can
- change weapons unless you're wielding a cursed one.
-
- Enchanted weapons have a ``plus'' (which can also be a
- minus) that adds to your chance to hit and the damage you do to a
- monster. The only way to find out if a weapon is enchanted is to
- have it magically identified somehow.
-
- Those of you in the audience who are AD&D players, be aware
- that each weapon which exists in AD&D does the same damage to
- monsters in NetHack. Some of the more obscure weapons (such as
- the _✓a_✓k_✓l_✓y_✓s, _✓l_✓u_✓c_✓e_✓r_✓n _✓h_✓a_✓m_✓m_✓e_✓r, and _✓b_✓e_✓c-_✓d_✓e-_✓c_✓o_✓r_✓b_✓i_✓n) are defined in an
- appendix to _✓U_✓n_✓e_✓a_✓r_✓t_✓h_✓e_✓d _✓A_✓r_✓c_✓a_✓n_✓a, an AD&D supplement.
-
- The commands to use weapons are `w' (wield) and `t' (throw).
-
- 7.3. Armor (`[')
-
- Lots of unfriendly things lurk about; you need armor to pro-
- tect yourself from their blows. Some types of armor offer better
- protection than others. Your armor class is a measure of this
- protection. Armor class (AC) is measured as in AD&D, with 10 be-
- ing the equivalent of no armor, and lower numbers meaning better
- armor. Each suit of armor which exists in AD&D gives the same
- protection in NetHack. Here is an (incomplete) list of the armor
- classes provided by various suits of armor:
-
- plate mail 3
- bronze plate mail 4
- splint mail 4
- banded mail 4
- elven mithril-coat 5
- chain mail 5
- scale mail 6
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 15
-
-
- ring mail 7
- studded leather armor 7
- leather armor 8
- no armor 10
-
- You can also wear other pieces of armor (ex. helmets, boots,
- shields, cloaks) to lower your armor class even further, but you
- can only wear one item of each category (one suit of armor, one
- cloak, one helmet, one shield, and so on).
-
- If a piece of armor is enchanted, its armor protection will
- be better (or worse) than normal, and its ``plus'' (or minus)
- will subtract from your armor class. For example, a +1 chain
- mail would give you better protection than normal chain mail,
- lowering your armor class one unit further to 4. When you put on
- a piece of armor, you immediately find out the armor class and
- any ``plusses'' it provides. Cursed pieces of armor usually have
- negative enchantments (minuses) in addition to being unremovable.
-
- The commands to use armor are `W' (wear) and `T' (take off).
-
- 7.4. Food (`%')
-
- Food is necessary to survive. If you go too long without
- eating you will faint, and eventually die of starvation. Unpro-
- tected food does not stay fresh indefinitely; after a while it
- will spoil, and be unhealthy to eat. Food stored in ice boxes or
- tins (``cans'' to you Americans) will usually stay fresh, but ice
- boxes are heavy, and tins take a while to open.
-
- When you kill monsters, they usually leave corpses which are
- also ``food.'' Many, but not all, of these are edible; some also
- give you special powers when you eat them. A good rule of thumb
- is ``you are what you eat.''
-
- You can name one food item after something you like to eat
- with the fruit option, if your dungeon has it.
-
- The command to eat food is `e'.
-
- 7.5. Scrolls (`?')
-
- Scrolls are labeled with various titles, probably chosen by
- ancient wizards for their amusement value (i.e. ``READ ME,'' or
- ``HOLY BIBLE'' backwards). Scrolls disappear after you read them
- (except for blank ones, without magic spells on them).
-
- One of the most useful of these is the _✓s_✓c_✓r_✓o_✓l_✓l _✓o_✓f _✓i_✓d_✓e_✓n_✓t_✓i_✓f_✓y,
- which can be used to determine what another object is, whether it
- is cursed or blessed, and how many uses it has left. Some ob-
- jects of subtle enchantment are difficult to identify without
- these.
-
-
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 16
-
-
- If you receive mail while you are playing (on UNIX versions
- compiled with this feature), a mail daemon may run up and deliver
- it to you as a _✓s_✓c_✓r_✓o_✓l_✓l _✓o_✓f _✓m_✓a_✓i_✓l. To use this feature, you must let
- NetHack know where to look for new mail by setting the ``MAIL''
- environment variable to the file name of your mailbox. You may
- also want to set the ``MAILREADER'' environment variable to the
- file name of your favorite reader, so NetHack can shell to it
- when you read the scroll.
-
- The command to read a scroll is `r'.
-
- 7.6. Potions (`!')
-
- Potions are distinguished by the color of the liquid inside
- the flask. They disappear after you quaff them.
-
- Clear potions are potions of water. Sometimes these are
- blessed or cursed, resulting in holy or unholy water. Holy water
- is the bane of the undead, so potions of holy water are good
- thing to throw (`t') at them. It also is very useful when you
- dip (``#dip'') other objects in it.
-
- The command to drink a potion is `q' (quaff).
-
- 7.7. Wands (`/')
-
- Magic wands have multiple magical charges. Some wands are
- directional-you must give a direction to zap them in. You can
- also zap them at yourself (just give a `.' or `s' for the direc-
- tion), but it is often unwise. Other wands are nondirectional-
- they don't ask for directions. The number of charges in a wand
- is random, and decreases by one whenever you use it.
-
- The command to use a wand is `z' (zap).
-
- 7.8. Rings (`=')
-
- Rings are very useful items, since they are relatively per-
- manent magic, unlike the usually fleeting effects of potions,
- scrolls, and wands.
-
- Putting on a ring activates its magic. You can wear only
- two rings, one on each ring finger.
-
- Most rings also cause you to grow hungry more rapidly, the
- rate varying with the type of ring.
-
- The commands to use rings are `P' (put on) and `R' (remove).
-
- 7.9. Spell books (`+')
-
- Spell books are tomes of mighty magic. When studied with
- the `r' (read) command, they bestow the knowledge of a spell-
- unless the attempt backfires. Successful or not, books of magic
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 17
-
-
- disappear after they are studied. Reading a cursed spell book,
- or one with mystic runes beyond your ken can be harmful to your
- health!
-
- A spell can also backfire when you cast it. If you attempt
- to cast a spell well above your experience level, or cast it at a
- time when your luck is particularly bad, you can end up wasting
- both the energy and the time required in casting.
-
- Casting a spell calls forth magical energies and focuses
- them with your naked mind. Releasing the magical energy releases
- some of your memory of the spell with it. Each time you cast a
- spell, your familiarity with it will dwindle, until you eventual-
- ly forget the details completely and must relearn it.
-
- The command to read a spell book is the same as for scrolls,
- `r' (read). The `+' command lists your current spells and the
- number of spell points they require. The `Z' (cast) command
- casts a spell.
-
- 7.10. Tools (`(')
-
- Tools are miscellaneous objects with various purposes. Some
- tools, like wands, have a limited number of uses. For example,
- lamps burn out after a while. Other tools are containers, which
- objects can be placed into or taken out of.
-
- The command to use tools is `a' (apply).
-
- 7.10.1. Chests and boxes
-
- You may encounter chests or boxes in your travels. These
- can be opened with the ``#loot'' extended command when they are
- on the floor, or with the `a' (apply) command when you are carry-
- ing one. However, chests are often locked, and require you to
- either use a key to unlock it, a tool to pick the lock, or to
- break it open with brute force. Chests are unwieldy objects, and
- must be set down to be unlocked (by kicking them, using a key or
- lock picking tool with the `a' (apply) command, or by using a
- weapon to force the lock with the ``#force'' extended command).
-
- Some chests are trapped, causing nasty things to happen when
- you unlock or open them. You can check for and try to deactivate
- traps with the ``#untrap'' extended command.
-
- 7.11. Amulets (`"')
-
- Amulets are very similar to rings, and often more powerful.
- Like rings, amulets have various magical properties, some benefi-
- cial, some harmful, which are activated by putting them on.
-
- The commands to use amulets are the same as for rings, `P'
- (put on) and `R' (remove).
-
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 18
-
-
- 7.12. Gems (`*')
-
- Some gems are valuable, and can be sold for a lot of gold
- pieces. Valuable gems increase your score if you bring them with
- you when you exit. Other small rocks are also categorized as
- gems, but they are much less valuable.
-
- 7.13. Large rocks (``')
-
- Statues and boulders are not particularly useful, and are
- generally heavy.
-
- 7.14. Gold (`$')
-
- Gold adds to your score, and you can buy things in shops
- with it. Your version of NetHack may display how much gold you
- have on the status line. If not, you can just hit `$' to count
- it.
-
-
- 8. Options
-
- Due to variations in personal tastes and conceptions of how
- NetHack should do things, there are options you can set to change
- how NetHack behaves.
-
- 8.1. Setting the options
-
- There are two ways to set the options. The first is with
- the `O' command in NetHack; the second is with the ``NETHACKOP-
- TIONS'' environment variable.
-
- 8.2. Using the NETHACKOPTIONS environment variable
-
- The NETHACKOPTIONS variable is a comma-separated list of in-
- itial values for the various options. Some can only be turned on
- or off. You turn one of these on by adding the name of the op-
- tion to the list, and turn it off by typing a `!' or ``no'' be-
- fore the name. Others take a character string as a value. You
- can set string options by typing the option name, a colon, and
- then the value of the string. The value is terminated by the
- next comma or the end of string.
-
- For example, to set up an environment variable so that ``fe-
- male'' is on, ``pickup'' is off, the name is set to ``Blue
- Meanie'', and the fruit is set to ``papaya'', you would enter the
- command
-
- % setenv NETHACKOPTIONS "female,!pickup,name:Blue Meanie,fruit:papaya"
-
- in _✓c_✓s_✓h, or
-
- $ NETHACKOPTIONS="female,!pickup,name:Blue Meanie,fruit:papaya"
- $ export NETHACKOPTIONS
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 19
-
-
- in _✓s_✓h or _✓k_✓s_✓h.
-
- 8.3. Customization options
-
- Here are explanations of the various options do. Character
- strings longer than fifty characters are truncated. Some of the
- options listed may be inactive in your dungeon.
-
- catname
- name your starting cat (ex. ``catname:Morris''). Cannot be
- set with the `O' command.
-
- confirm
- (default on) have user confirm attacks on pets, shopkeepers,
- and other peaceable creatures.
-
- DEC_Rainbow
- (default off, PC NetHack only) send escape codes to use the
- line-drawing alternate character set on DEC Rainbow
- machines.
-
- dogname
- name your starting dog (ex. ``dogname:Fang''). Cannot be
- set with the `O' command.
-
- endgame
- control what parts of the score list you are shown at the
- end (ex. ``endgame:5 top scores/4 around my score/own
- scores''). Only the first letter of each category (`t',
- `a', or `o') is necessary.
-
- female
- (default off) set your sex. Cannot be set with the `O' com-
- mand.
-
- fixinvlet
- (default on) an object's inventory letter sticks to it when
- it's dropped. If this is off, dropping an object shifts all
- the remaining inventory letters.
-
- fruit
- (default ``slime mold'') name a fruit after something you
- enjoy eating (ex. ``fruit:mango''). Basically a nostalgic
- whimsy that NetHack uses from time to time. You should set
- this to something you find more appetizing than slime mold.
- Apples, oranges, pears, bananas, and melons already exist in
- NetHack, so don't use those.
-
- graphics
- (default `` |--------|||-\/+.#<>^"}{#\_<>##'') set the
- graphics symbols for screen displays. The graphics option
- (if used) should come last, followed by a string of up to 32
- characters to be used instead of the default map-drawing
- characters. The dungeon map will use the characters you
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 20
-
-
- specify instead of the default symbols.
-
- Note that this option string is now escape-processed in con-
- ventional C fashion. This means that `\' is a prefix to
- take the following character literally, and not as a special
- prefix. Your graphics strings for NetHack 2.2 and older
- versions may contain a `\'; it must be doubled for the same
- effect now. The special escape form `\m' switches on the
- meta bit in the following character, and the `^' prefix
- causes the following character to be treated as a control
- character (so any `^' in your old graphics strings should be
- changed to `\^' now).
-
- Alternate line-drawing character sets can be used on termi-
- nals that support them. A graphics string of
- `` \mx\mq\ml\mk\mm\mj\mn\mv\mw\mu\mt\mx\mq\\/+\m~\ma'' will
- take advantage of the ANSI line-drawing character set
- (available on some VT100 and higher terminals) if it is
- loaded as the alternate set. If it doesn't work, your ter-
- minal may not support alternate character sets, or the
- termcap entry for your terminal doesn't have the appropriate
- escape sequences. For the record, the sequences to add to
- the termcap entry are ``:as=^N:ae=^O:ti=\E)0:''.
-
- The order of the symbols is: solid rock, vertical wall,
- horizontal wall, upper left corner, upper right corner,
- lower left corner, lower right corner, cross wall, upward T
- wall, downward T wall, leftward T wall, rightward T wall,
- vertical beam, horizontal beam, left slant, right slant,
- door, floor of a room, corridor, stairs up, stairs down,
- trap, web, pool or moat, fountain, kitchen sink, throne, al-
- tar, ladder up, ladder down, vertical drawbridge, horizontal
- drawbridge. You might want to use `+' for the corners and T
- walls for a more esthetic, boxier display. Note that in the
- next release, new symbols may be added, or the present ones
- rearranged.
-
- Cannot be set with the `O' command.
-
- IBM_BIOS
- (default off, PC NetHack only) use BIOS calls to update the
- screen display quickly and to read the keyboard (allowing
- the use of arrow keys to move) on machines with an IBM PC
- compatible BIOS ROM.
-
- ignintr
- (default off) ignore interrupt signals, including breaks.
-
- male
- (default on, most hackers are male) set your sex. Cannot be
- set with the `O' command.
-
- name
- (defaults to your user name) set your character's name. You
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 21
-
-
- can also set your character class by appending a dash and
- the first letter of the character class (that is, by suffix-
- ing one of -A -B -C -E -H -K -P -R -S -T -V -W). Cannot be
- set with the `O' command.
-
- news
- (default on) read the NetHack news file, if present. Since
- the news is shown at the beginning of the game, there's no
- point in setting this with the `O' command.
-
- number_pad
- (default off) use the number keys to move instead of
- [yuhjklbn].
-
- null
- (default off) send padding nulls to the terminal.
-
- packorder
- (default ``\")[%?+/=!(*'0_'') specify the order to list ob-
- ject types in. The value of this option should be a string
- containing the symbols for the various object types.
-
- pickup
- (default on) pick up things you move onto by default.
-
- rawio
- (default off) force raw (non-cbreak) mode for faster output
- and more bulletproof input (MS-DOS sometimes treats `^P' as
- a printer toggle without it). Note: DEC Rainbows hang if
- this is turned on. Cannot be set with the `O' command.
-
- rest_on_space
- (default off) make the space bar a synonym for the `.'
- (rest) command.
-
- safe_pet
- (default on) prevent you from (knowingly) attacking your
- pets.
-
- silent
- (default on) suppress terminal beeps.
-
- sortpack
- (default on) sort the pack contents by type when displaying
- inventory.
-
- standout
- (default off) boldface monsters and ``--More--''.
-
- time
- (default off) show the elapsed game time in turns on bottom
- line.
-
-
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 22
-
-
- tombstone
- (default on) draw a tombstone graphic upon your death.
-
- verbose
- (default on) provide more commentary during the game.
-
- In the PC NetHack version, options may be set in a confi-
- guration file on disk as well as from NETHACKOPTIONS.
-
-
- 9. Scoring
-
- NetHack maintains a list of the top scores or scorers on
- your machine, depending on how it is set up. In the latter case,
- each account on the machine can post only one non-winning score
- on this list. If you score higher than someone else on this
- list, or better your previous score, you will be inserted in the
- proper place under your current name. How many scores are kept
- can also be set up when NetHack is compiled.
-
- Your score is chiefly based upon how much experience you
- gained, how much loot you accumulated, how deep you explored, and
- how the game ended. If you quit the game, you escape with all of
- your gold intact. If, however, you get killed in the Mazes of
- Menace, the guild will only hear about 90% of your gold when your
- corpse is discovered (adventurers have been known to collect
- finder's fees). So, consider whether you want to take one last
- hit at that monster and possibly live, or quit and stop with
- whatever you have. If you quit, you keep all your gold, but if
- you swing and live, you might find more.
-
- If you just want to see what the current top players/games
- list is, you can type nethack -s all.
-
-
- 10. Explore mode
-
- NetHack is an intricate and difficult game. Novices might
- falter in fear, aware of their ignorance of the means to survive.
- Well, fear not. Your dungeon may come equipped with an ``ex-
- plore'' or ``discovery'' mode, that enables you to keep old save
- files and cheat death, at the paltry cost of not getting on the
- high score list.
-
- There are two ways of enabling explore mode. One is to
- start the game with the -X switch. The other is to answer yes to
- the question ``Do you want to create a non-scoring, restartable
- save file?'' upon saving the game. The other benefits of explore
- mode are left for the trepid reader to discover.
-
-
-
-
-
-
-
- NetHack Version 3.0 September 6, 1989
-
-
-
-
-
- NetHack Guidebook 23
-
-
- 11. Credits
-
- The original _✓h_✓a_✓c_✓k game was modeled on the Berkeley UNIX _✓r_✓o_✓-
- _✓g_✓u_✓e game. Large portions of this paper were shamelessly cribbed
- from _✓A _✓G_✓u_✓i_✓d_✓e _✓t_✓o _✓t_✓h_✓e _✓D_✓u_✓n_✓g_✓e_✓o_✓n_✓s _✓o_✓f _✓D_✓o_✓o_✓m, by Michael C. Toy and Ken-
- neth C. R. C. Arnold. Small portions were adapted from _✓F_✓u_✓r_✓t_✓h_✓e_✓r
- _✓E_✓x_✓p_✓l_✓o_✓r_✓a_✓t_✓i_✓o_✓n _✓o_✓f _✓t_✓h_✓e _✓D_✓u_✓n_✓g_✓e_✓o_✓n_✓s _✓o_✓f _✓D_✓o_✓o_✓m, by Ken Arromdee.
-
- NetHack is the product of literally dozens of people's work.
- A list of _✓s_✓o_✓m_✓e of those who made major additions to the game ap-
- pears below:
-
- Jay Fenlason wrote the original release of Hack, with help
- from Kenny Woodland, Mike Thome and Jon Payne.
-
- Andries Brouwer did a major re-write, transforming Hack into
- a very different game, and published (at least) three versions
- (1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
-
- Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
- producing PC HACK 1.01e, added support for DEC Rainbow graphics
- in version 1.03g, and went on to produce at least four more ver-
- sions (3.0, 3.2, 3.51, and 3.6).
-
- R. Black ported PC HACK to Lattice C and the Atari
- 520/1040ST, producing ST Hack 1.03.
-
- Mike Stephenson merged these various versions back together,
- incorporating many of the added features, and produced NetHack
- 1.4. He later coordinated a cast of thousands throughout the
- Usenet in adding and debugging features, and released NetHack
- versions 2.2 and 2.3. Later, he coordinated a major rewrite of
- the game, heading a team which included Ken Arromdee, Jean-
- Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller,
- John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack
- 3.0.
-
- Olaf Siebert ported NetHack 2.3 and 3.0 to the Amiga.
-
- Eric R. Smith ported NetHack 3.0 to the Atari.
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- Timo Hakulinen ported NetHack 3.0 to OS/2.
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- The following folks have made significant contributions to
- the playability of the game:
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- NetHack Version 3.0 September 6, 1989
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- NetHack Guidebook 24
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- Tom Almy Bruce Holloway Izchak Miller
- Ken Arromdee Richard P. Hughey Gil Neiger
- Eric Backus Del Lamb Eric S. Raymond
- John S. Bien Greg Laskin John Rupley
- Ralf Brown Steve Linhart Kevin Sweet
- Jean-Christophe Collet Benson I. Margulies Scott R. Turner
- Steve Creps Roland McGrath Janet Walz
- Eric Hendrickson Bruce Mewborne
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- Brand and product names are trademarks or registered trademarks
- of their respective holders.
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- NetHack Version 3.0 September 6, 1989
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