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A Guide to the Mazes of Menace
(Guidebook for NetHack 3.2)
Eric S. Raymond
(Extensively edited and expanded for 3.0 by Mike Threepoint)
1. Introduction
Having exhausted your own meager financial resources, as
well as those of your parents, you find that you must end your
formal education. Your lack of experience and skills leaves you
facing a pretty grim future. You could look for some sort of me-
nial job and hope to perform well enough to be noticed and
perhaps rise in responsibilities until you were earning enough
money to be comfortable. Or you could set out into the world and
make your livelihood by prospecting, stealing, crusading, or just
plain killing, for your gold. Over the objections of your local
guildmaster, you opt to follow the adventuring route. After all,
when adventurers came back this way they usually seemed better
off than when they passed through the first time. And who was to
say that all of those who did not return had not just kept going?
Asking around, you hear about a bauble, called the Amulet of
Yendor by some, which, if you can find it, will bring you great
wealth. One legend you were told even mentioned that the one who
finds the amulet will be granted immortality by the gods. The
amulet is rumored to be somewhere beyond the Valley of Gehennom,
deep within the Mazes of Menace. You decide that even if the ru-
mors of the amulet's powers are untrue, and even if it won't cure
the common plague, you should at least be able to sell the tales
of your adventures to the local minstrels for a tidy sum. You
spend one last night fortifying yourself at the local inn, becom-
ing more and more depressed as you watch the odds of your success
being posted on the inn's walls getting lower and lower. In the
morning you awake, gather together your belongings, and set off
on your adventure...
Your abilities and strengths for dealing with the hazards of
adventure will vary with your background and training.
Archeologists understand dungeons pretty well; this enables
them to move quickly and sneak up on the local nasties. They
start equipped with the tools for a proper scientific expedition.
Barbarians 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.
NetHack Guidebook 1
NetHack Guidebook 2
Cavemen and Cavewomen start with exceptional strength but,
unfortunately, with neolithic weapons.
Elves 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.
Healers are wise in medicine and apothecary. They know the
herbs and simples that can restore vitality, ease pain, anesthe-
tize, 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, with which
they enter the dungeon.
Knights are distinguished from the common skirmisher by
their devotion to the ideals of chivalry and by the surpassing
excellence of their armor.
Priests and Priestesses 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.
Rogues are agile and stealthy thieves, with knowledge of
locks, traps, and poisons. Their advantage lies in surprise,
which they employ to great advantage.
Samurai are the elite warriors of feudal Nippon. They are
lightly armored and quick, and wear the dai-sho, two swords of
the deadliest keenness.
Tourists 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.
Valkyries are hardy warrior women. Their upbringing in the
harsh Northlands makes them strong, inures them to extremes of
cold, and instills in them stealth and cunning.
Wizards start out with a knowledge of magic, a selection of
magical items, and a particular affinity for dweomercraft.
Although seemingly weak and easy to overcome at first sight, an
experienced Wizard is a deadly foe.
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.
NetHack 3.2 May 24, 1996
NetHack Guidebook 3
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 rogue 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 accept 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 recommended; 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
despite having won several times.
3. What do all those things on the screen mean?
NetHack offers a variety of display options. The options
available to you will vary from port to port, depending on the
capabilities of your hardware and software, and whether various
compile-time options were enabled when your executable was creat-
ed. The three possible display options are: a monochrome charac-
ter interface, a color character interface, and a graphical in-
terface using small pictures called tiles. The two character in-
terfaces allow fonts with other characters to be substituted, but
the default assignments use standard ASCII characters to
represent everything. There is no difference between the various
display options with respect to game play. Because we cannot
reproduce the tiles or colors in the Guidebook, and because it is
common to all ports, we will use the default ASCII characters
from the monochrome character display when referring to things
you might see on the screen during your game.
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.
_______________________________________________________________________
The bat bites!
------
|....| ----------
|.<..|####...@...$.|
NetHack 3.2 May 24, 1996
NetHack Guidebook 4
|....-# |...B....+
|....| |.d......|
------ -------|--
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
_______________________________________________________________________
Figure 1
3.1. The status lines (bottom)
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):
Rank
Your character's name and professional ranking (based on the
experience level, see below).
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, how much damage you do in combat, and how much loot
you can carry.
Dexterity
Dexterity affects your chances to hit in combat, to avoid
traps, and do other tasks requiring agility or manipulation
of objects.
Constitution
Constitution affects your ability to recover from injuries
and other strains on your stamina.
Intelligence
Intelligence affects your ability to cast spells and read
spellbooks.
Wisdom
Wisdom comes from your practical experience (especially when
dealing with magic). It affects your magical energy.
Charisma
Charisma affects how certain creatures react toward you. In
particular, it can affect the prices shopkeepers offer you.
NetHack 3.2 May 24, 1996
NetHack Guidebook 5
Alignment
Lawful, Neutral, or Chaotic. Often, Lawful is good and
Chaotic is evil. Your alignment influences how other mon-
sters react toward you. Monsters of a like alignment are
more likely to be non-aggressive, while those of an opposing
alignment are more likely to be seriously offended at your
presence.
Dungeon Level
How deep you are in the dungeon. You start at level one and
the number increases as you go deeper into the dungeon.
Some levels are special, and are identified by a name and
not a number. The Amulet of Yendor is reputed to be some-
where beneath the twentieth level.
Gold
The number of gold pieces you are openly carrying. Gold
which you have concealed in containers is not counted.
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, or by using certain magical items or
spells. The number in parentheses is the maximum number
your hit points can reach.
Power
Spell points. This tells you how much mystic energy (mana)
you have available for spell casting. Again, resting will
regenerate the amount available.
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 mag-
ical 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.
NetHack 3.2 May 24, 1996
NetHack Guidebook 6
Additional status flags may appear after the hunger status:
Conf when you're confused, FoodPois or Ill when sick, Blind when
you can't see, Stun when stunned, and Hallu when hallucinating.
3.2. The message line (top)
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 map (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 various graphics options to change some of
the symbols the game uses; otherwise, the game will use default
symbols. Here is a list of what the default symbols mean:
- and |
The walls of a room, or an open door.
. The floor of a room, ice, or a doorless doorway.
# A corridor, or possibly a kitchen sink (if your dungeon has
sinks) or drawbridge.
< A way to the previous level.
> A way to the next level.
+ A closed door, or a spell book containing a spell you can
learn.
@ A human (you, usually).
$ A pile of gold.
^ A trap (once you detect it).
) A weapon.
[ A suit or piece of armor.
% Something edible (not necessarily healthy).
? A scroll.
/ A wand.
= A ring.
NetHack 3.2 May 24, 1996
NetHack Guidebook 7
! A potion.
( A useful item (pick-axe, key, lamp...).
" An amulet (or a spider web).
* A gem or rock (possibly valuable, possibly worthless).
` A boulder or statue.
0 An iron ball.
_ An altar, or an iron chain.
} A pool of water or moat or a pool of lava.
{ A fountain.
\ An opulent throne.
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.
You need not memorize all these symbols; you can ask the
game what any symbol represents with the `/' command (see the
Commands section for more info).
4. Commands
Commands are initiated by typing one or two characters.
Some commands, like ``search'', do not require that any more in-
formation be collected by NetHack. Other commands might require
additional information, for example a direction, or an object to
be used. For those commands that require additional information,
NetHack will present you with either a menu of choices or with a
command line prompt requesting information. Which you are
presented with will depend chiefly on how you have set the menus-
tyle option.
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
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.
NetHack 3.2 May 24, 1996
NetHack Guidebook 8
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 (or even a whole word) to define.
If the help option is on, and NetHack has some special in-
formation about an object or monster that you looked at,
you'll be asked if you want ``More info?''. If help is off,
then you'll only get the special information if you expli-
citly ask for it by typing in the name of the monster or ob-
ject.
& Tell what a command does.
< Go up to the previous level (if you are on the staircase or
ladder).
> Go down to the next level (if you are on the staircase or
ladder).
[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 3.2 May 24, 1996
NetHack Guidebook 9
M[yuhjklbn]
Prefix: move far, no pickup.
g[yuhjklbn]
Prefix: move until something interesting is found.
G[yuhjklbn] or <CONTROL->[yuhjklbn]
Prefix: same as `g', but forking of corridors is not con-
sidered interesting.
. Rest, do nothing for one turn.
a Apply (use) a tool (pick-axe, key, lamp...).
A Remove one or more worn items, such as armor. Use `T' (take
off) to take off only one piece of armor or `R' (remove) to
take off only one accessory.
^A Redo the previous command.
c Close a door.
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 have
it.)
E- - write in the dust with your fingers.
i List your inventory (everything you're carrying).
NetHack 3.2 May 24, 1996
NetHack Guidebook 10
I List selected parts of your inventory.
I* - list all gems in inventory;
Iu - list all unpaid items;
Ix - list all used up items that are on your shopping bill;
I$ - count your money.
o Open a door.
O Set options. 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 or other accessory (amulet, blindfold).
^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 an accessory (ring, amulet, etc).
^R Redraw the screen.
s Search for secret doors and traps around you. It usually
takes several tries to find something.
S Save 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.
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NetHack Guidebook 11
x List the spells you know (same as `+').
X Enter explore (discovery) mode.
z Zap a wand.
Z Zap (cast) a spell.
^Z Suspend the game (UNIX(R) versions with job control only).
: Look at what is here.
; Show what type of thing a visible symbol corresponds to.
, Pick up some things.
@ Toggle the autopickup option on and off.
^ Ask for the type of a trap you found earlier.
) Tell what weapon you are wielding.
[ Tell what armor you are wearing.
= Tell what rings you are wearing.
" Tell what amulet you are wearing.
( Tell what tools you are using.
$ Count your gold pieces.
+ List the spells you know (same as `x').
\ 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 depends 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 OS/2, PC, and ST
NetHack, the `Alt' key can be used in this fashion; on the Amiga
set the altmeta option to get this behavior.
__________
(R)UNIX is a registered trademark of AT&T.
NetHack 3.2 May 24, 1996
NetHack Guidebook 12
M-a Adjust inventory letters (most useful when the fixinv option
is ``on'').
M-c Talk to someone.
M-d Dip an object into something.
M-e Advance or check weapons skills.
M-f Force a lock.
M-i Invoke an object's special powers.
M-j Jump to another location.
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 (trap, door, or chest).
M-v Print compile time options for this version of NetHack.
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 trap, door, or chest. Same as ``#untrap'' or ``M-
u''.
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NetHack Guidebook 13
5. Rooms and corridors
Rooms and corridors in the dungeon are either lit or dark.
Any lit areas within your line of sight will be displayed; dark
areas are only displayed if they are within one space of you.
Walls and corridors remain on the map as you explore them.
Secret corridors are hidden. You can find them with the `s'
(search) command.
5.1. Doorways
Doorways connect rooms and corridors. Some doorways have no
doors; you can walk right through. Others have doors in them,
which may be open, closed, or locked. To open a closed door, use
the `o' (open) command; to close it again, use the `c' (close)
command.
You can get through a locked door by using a tool to pick
the lock with the `a' (apply) command, or by kicking it open with
the `^D' (kick) command.
Open doors cannot be entered diagonally; you must approach
them straight on, horizontally or vertically. Doorways without
doors are not restricted in this fashion.
Doors can be useful for shutting out monsters. Most mon-
sters cannot open doors, although a few don't need to (ex. ghosts
can walk through doors).
Secret doors are hidden. You can find them with the `s'
(search) command. Once found they are in all ways equivalent to
normal doors.
5.2. Traps (`^')
There are traps throughout the dungeon to snare the unwary
delver. For example, you may suddenly fall into a pit and be
stuck for a few turns trying to climb out. Traps don't appear on
your map until you see one triggered by moving onto it, see some-
thing fall into it, or you discover it with the `s' (search) com-
mand. Monsters can fall prey to traps, too, which can be used as
a useful defensive strategy.
6. Monsters
Monsters you cannot see are not displayed on the screen.
Beware! You may suddenly come upon one in a dark place. Some
magic items can help you locate them before they locate you
(which some monsters can do very well).
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NetHack Guidebook 14
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 (`d') or cat (`f'),
which follows you about the dungeon and fights monsters with you.
Like you, your pet needs food to survive. It usually feeds it-
self on fresh carrion and other meats. If you're worried about
it or want to train it, you can feed it, too, by throwing it
food. A properly trained pet can be very useful under certain
circumstances.
Your pet also gains experience from killing monsters, and
can grow over time, gaining hit points and doing more damage.
Initially, your pet may even be better at killing things than
you, which makes pets useful for low-level characters.
Your pet will follow you up and down staircases if it is
next to you when you move. Otherwise your pet will be stranded
and may become wild.
6.3. Bones levels
You may encounter the shades and corpses of other adventur-
ers (or even former incarnations of yourself!) and their personal
effects. Ghosts are hard to kill, but easy to avoid, since
they're slow and do little damage. You can plunder the deceased
adventurer's possessions; however, they are likely to be cursed.
Beware of whatever killed the former player; it is probably still
lurking around, gloating over its last victory.
7. Objects
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
walking over the object (unless you turn off the autopickup op-
tion (see below), or move with the `m' prefix (see above)), or
manually by using the `,' command.
If you're carrying too many things, NetHack will tell you so
and you won't be able to pick up anything more. Otherwise, it
will add the object(s) to your pack and tell you what you just
picked up.
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
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NetHack Guidebook 15
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 be blessed. Blessed items usually work
better or more beneficially than normal uncursed items. For ex-
ample, a blessed weapon will do more damage against demons.
There are magical means of bestowing or removing curses upon
objects, so even if you are stuck with one, you can still have
the curse lifted and the item removed. Priests and Priestesses
have an innate sensitivity to this property in any object, so
they can more easily avoid cursed objects than other character
classes.
An item with unknown status will be reported in your inven-
tory with no prefix. An item which you know the state of will be
distinguished in your inventory by the presence of the word
``cursed'', ``uncursed'' or ``blessed'' in the description of the
item.
7.2. Weapons (`)')
Given a chance, most monsters in the Mazes of Menace will
gratuitously try to kill you. You need weapons for self-defense
(killing them first). Without a weapon, you do only 1-2 hit
points of damage (plus bonuses, if any).
There are wielded weapons, like maces and swords, and thrown
weapons, like arrows and spears. To hit monsters with a weapon,
you must wield it and attack them, or throw it at them. You can
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NetHack Guidebook 16
simply select to throw a spear. To shoot an arrow, you should
first wield a bow, then throw the arrow. Crossbows shoot
crossbow bolts. Slings hurl rocks and (other) stones (like
gems). You can wield only one weapon at a time, but you can
change weapons unless you're wielding a cursed one. To switch to
bare hands, wield `-', or use the `A' command which allows you to
unwield the current weapon in addition to taking off other worn
items.
The ``#enhance'' command will be present if the ``weapon
skills'' feature is enabled, and deals with your proficiency in
various types of weapons.
Enchanted weapons have a ``plus'' (or ``to hit enhancement''
which can be either positive or negative) that adds or subtracts
to/from your chance to hit and the damage you do to a monster.
The only way to determine a weapon's enchantment is to have it
magically identified somehow.
Most weapons are subject to some type of damage like rust.
Such damage can be repaired.
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 aklys, lucern hammer, and bec-de-corbin) are defined in an
appendix to Unearthed Arcana, an AD&D supplement.
The commands to use weapons are `w' (wield), `t' (throw),
and the ``#enhance'' extended command.
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to pro-
tect yourself from their blows. Some types of armor offer better
protection than others. Your armor class is a measure of this
protection. Armor class (AC) is measured as in AD&D, with 10 be-
ing the equivalent of no armor, and lower numbers meaning better
armor. Each suit of armor which exists in AD&D gives the same
protection in NetHack. Here is an (incomplete) list of the armor
classes provided by various suits of armor:
dragon scale mail 1
crystal plate mail 3
plate mail 3
bronze plate mail 4
splint mail 4
banded mail 4
elven mithril-coat 5
chain mail 5
scale mail 6
ring mail 7
studded leather armor 7
leather armor 8
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NetHack Guidebook 17
no armor 10
You can also wear other pieces of armor (ex. helmets, boots,
shields, cloaks) to lower your armor class even further, but you
can only wear one item of each category (one suit of armor, one
cloak, one helmet, one shield, and so on) at a time.
If a piece of armor is enchanted, its armor protection will
be better (or worse) than normal, and its ``plus'' (or minus)
will subtract from your armor class. For example, a +1 chain
mail would give you better protection than normal chain mail,
lowering your armor class one unit further to 4. When you put on
a piece of armor, you immediately find out the armor class and
any ``plusses'' it provides. Cursed pieces of armor usually have
negative enchantments (minuses) in addition to being unremovable.
Many types of armor are subject to some kind of damage like
rust. Such damage can be repaired. Some types or armor may in-
hibit spell casting.
The commands to use armor are `W' (wear) and `T' (take off).
The `A' command can also be used to take off armor as well as
other worn items.
7.4. Food (`%')
Food is necessary to survive. If you go too long without
eating you will faint, and eventually die of starvation. Some
types of food will spoil, and become unhealthy to eat, if not
protected. Food stored in ice boxes or tins (``cans'') will usu-
ally stay fresh, but ice boxes are heavy, and tins take a while
to open.
When you kill monsters, they usually leave corpses which are
also ``food.'' Many, but not all, of these are edible; some also
give you special powers when you eat them. A good rule of thumb
is ``you are what you eat.''
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 (ex. ``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 scroll of identify,
which can be used to determine what another object is, whether it
is cursed or blessed, and how many uses it has left. Some ob-
jects of subtle enchantment are difficult to identify without
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NetHack Guidebook 18
these.
A mail daemon may run up and deliver mail to you as a scroll
of mail (on versions compiled with this feature). To use this
feature on versions where NetHack mail delivery is triggered by
electronic mail appearing in your system mailbox, you must let
NetHack know where to look for new mail by setting the ``MAIL''
environment variable to the file name of your mailbox. You may
also want to set the ``MAILREADER'' environment variable to the
file name of your favorite reader, so NetHack can shell to it
when you read the scroll. On versions of NetHack where mail is
randomly generated internal to the game, these environment vari-
ables are ignored. You can disable the mail daemon by turning
off the mail option.
The command to read a scroll is `r'.
7.6. Potions (`!')
Potions are distinguished by the color of the liquid inside
the flask. They disappear after you quaff them.
Clear potions are potions of water. Sometimes these are
blessed or cursed, resulting in holy or unholy water. Holy water
is the bane of the undead, so potions of holy water are good
things to throw (`t') at them. It is also sometimes very useful
to dip (``#dip'') an object into a potion.
The command to drink a potion is `q' (quaff).
7.7. Wands (`/')
Magic wands usually have multiple magical charges. Some
wands are directional-you must give a direction in which to zap
them. You can also zap them at yourself (just give a `.' or `s'
for the direction). Be warned, however, for this is often unwise.
Other wands are nondirectional-they don't require a direction.
The number of charges in a wand is random and decreases by one
whenever you use it.
When the number of charges left in a wand becomes zero, at-
tempts to use the wand will usually result in nothing happening.
Occasionally, however, it may be possible to squeeze the last few
mana points from an otherwise spent wand.
In a truly desperate situation, when your back is up against
the wall, you might decide to go for broke and break your wand.
This is not for the faint of heart. Doing so will almost cer-
tainly cause a catastrophic release of magical energies.
The command to use a wand is `z' (zap). To break one, use
the `a' (apply) command.
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NetHack Guidebook 19
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. Reading a cursed spell book or one
with mystic runes beyond your ken can be harmful to your health!
A spell (even when learned) can also backfire when you cast
it. If you attempt to cast a spell well above your experience
level, or 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.
Casting a spell also requires flexible movement, and wearing
various types of armor may interfere with that.
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
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NetHack Guidebook 20
on the floor, or with the `a' (apply) command when you are carry-
ing one. However, chests are often locked, and are in any case
unwieldy objects. You must set one down before unlocking it by
kicking it, 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.
Only one amulet may be worn at a time, around your neck.
The commands to use amulets are the same as for rings, `P'
(put on) and `R' (remove).
7.12. Gems (`*')
Some gems are valuable, and can be sold for a lot of gold.
They are also a far more efficient way of carrying your riches.
Valuable gems increase your score if you bring them with you when
you exit.
Other small rocks are also categorized as gems, but they are
much less valuable. All rocks, however, can be used as projec-
tile weapons (if you have a sling). In the most desperate of
cases, you can still throw them by hand.
7.13. Large rocks (``')
Statues and boulders are not particularly useful, and are
generally heavy. It is rumored that some statues are not what
they seem.
Very large humanoids (giants and their ilk) have been known
to use boulders as weapons.
7.14. Gold (`$')
Gold adds to your score, and you can buy things in shops
with it. Your version of NetHack may display how much gold you
have on the status line. If not, the `$' command will count it.
There are a number of monsters in the dungeon that may be influ-
enced by the amount of gold you are carrying (shopkeepers aside).
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NetHack Guidebook 21
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
Options may be set in a number of ways. Within the game,
the `O' command allows you to view all options and change most of
them. You can also set options automatically by placing them in
the NETHACKOPTIONS environment variable or in a configuration
file. Some versions of NetHack also have front-end programs that
allow you to set options before starting the game.
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, ``autopickup'' is off, the name is set to ``Blue
Meanie'', and the fruit is set to ``papaya'', you would enter the
command
% setenv NETHACKOPTIONS "female,\!autopickup,name:Blue Meanie,fruit:papaya"
in csh (note the need to escape the ! since it's special to the
shell), or
$ NETHACKOPTIONS="female,!autopickup,name:Blue Meanie,fruit:papaya"
$ export NETHACKOPTIONS
in sh or ksh.
8.3. Using a configuration file
Any line in the configuration file starting with ``OP-
TIONS='' may be filled out with options in the same syntax as in
NETHACKOPTIONS. Any line starting with ``DUNGEON='', ``EF-
FECTS='', ``MONSTERS='', ``OBJECTS='', or ``TRAPS='' is taken as
defining the corresponding dungeon, effects, monsters, objects or
traps option in a different syntax, a sequence of decimal numbers
giving the character position in the current font to be used in
displaying each entry. Such a sequence can be continued to mul-
tiple lines by putting a `\' at the end of each line to be con-
tinued. Any line starting with `#' is treated as a comment.
NetHack 3.2 May 24, 1996
NetHack Guidebook 22
The default name of the configuration file varies on dif-
ferent operating systems, but NETHACKOPTIONS can also be set to
the full name of a file you want to use (possibly preceded by an
`@').
8.4. Customization options
Here are explanations of what the various options do. Char-
acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
autopickup
Pick up things you move onto by default (default on).
BIOS
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 (default off,
OS/2, PC, and ST NetHack only).
catname
Name your starting cat (ex. ``catname:Morris''). Cannot be
set with the `O' command.
checkpoint
Save game state after each level change, for possible
recovery after program crash (default on).
color
Use color for different monsters, objects, and dungeon
features (default on for microcomputers).
confirm
Have user confirm attacks on pets, shopkeepers, and other
peaceable creatures (default on).
DECgraphics
Use a predefined selection of characters from the DEC VT-
xxx/DEC Rainbow/ANSI line-drawing character set to display
the dungeon/effects/traps instead of having to define a full
graphics set yourself (default off). This option also sets
up proper handling of graphics characters for such termi-
nals, so you should specify it when appropriate even if you
override the selections with your own graphics strings.
disclose
Offer to disclose various information when the game ends
(default all). The possibilities are identifying your in-
ventory ('i'), disclosing your attributes ('a'), summarizing
monsters that have been vanquished ('v'), and listing mon-
ster species that have been genocided ('g'). Note that the
vanquished monsters list includes all monsters killed by
traps and each other as well as by you.
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NetHack Guidebook 23
dogname
Name your starting dog (ex. ``dogname:Fang''). Cannot be
set with the `O' command.
dungeon
Set the graphics symbols for displaying the dungeon (default
`` |--------||.-|++.##<><>_\\#{}.}..## #}''). The dungeon
option should be followed by a string of 1-38 characters to
be used instead of the default map-drawing characters. The
dungeon map will use the characters you specify instead of
the default symbols, and default symbols for any you do not
specify. Remember that you may need to escape some of these
characters if, for example, you use csh.
Note that this option string is escape-processed in conven-
tional C fashion. This means that `\' is a prefix to take
the following character literally, and not as a special pre-
fix. The special escape form `\m' switches on the meta bit
in the following character, and the `^' prefix causes the
following character to be treated as a control character.
The order of the symbols is: solid rock, vertical wall,
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, no
door, vertical open door, horizontal open door, vertical
closed door, horizontal closed door, floor of a room, dark
corridor, lit corridor, stairs up, stairs down, ladder up,
ladder down, altar, throne, kitchen sink, fountain, pool or
moat, ice, lava, vertical lowered drawbridge, horizontal
lowered drawbridge, vertical raised drawbridge, horizontal
raised drawbridge, air, cloud, under water.
You might want to use `+' for the corners and T walls for a
more aesthetic, boxier display. Note that in the next
release, new symbols may be added, or the present ones rear-
ranged.
Cannot be set with the `O' command.
effects
Set the graphics symbols for displaying special effects (de-
fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/''). The effects
option should be followed by a string of 1-29 characters to
be used instead of the default special-effects characters.
This string is subjected to the same processing as the
dungeon option.
The order of the symbols is: vertical beam, horizontal
beam, left slant, right slant, digging beam, camera flash
beam, left boomerang, right boomerang, four glyphs giving
the sequence for magic resistance displays; the eight sur-
rounding glyphs for swallowed display; nine glyphs for ex-
plosions. An explosion consists of three rows (top, middle,
NetHack 3.2 May 24, 1996
NetHack Guidebook 24
and bottom) of three characters. The explosion is centered
in the center of this 3 by 3 array.
Note that in the next release, new symbols may be added, or
the present ones rearranged.
Cannot be set with the `O' command.
female
Set your sex (default off). Cannot be set with the `O' com-
mand.
fixinv
An object's inventory letter sticks to it when it's dropped
(default on). If this is off, dropping an object shifts all
the remaining inventory letters.
fruit
Name a fruit after something you enjoy eating (ex.
``fruit:mango'') (default ``slime mold''). Basically a nos-
talgic 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 al-
ready exist in NetHack, so don't use those.
help If more information is available for an object looked at
with the `/' command, ask if you want to see it (default
on). Turning help off makes just looking at things faster,
since you aren't interrupted with the ``More info?'' prompt,
but it also means that you might miss some interesting
and/or important information.
hilite_pet
Visually distinguish pets from similar animals (default
off). In text windowing, use text highlighting when color
is turned off; with X tiles, display a heart symbol near
pets.
IBMgraphics
Use a predefined selection of IBM extended ASCII characters
to display the dungeon/effects/traps instead of having to
define a full graphics set yourself (default off). This op-
tion also sets up proper handling of graphics characters for
such terminals, so you should specify it when appropriate
even if you override the selections with your own graphics
strings.
ignintr
Ignore interrupt signals, including breaks (default off).
legacy
Display an introductory message when starting the game (de-
fault on).
NetHack 3.2 May 24, 1996
NetHack Guidebook 25
lit_corridor
Show corridor squares seen by night vision or a light source
held by your character as lit (default off).
mail Enable
male
Set your sex (default on, most hackers are male). Cannot be
set with the `O' command.
menustyle
Controls the interface used when you need to choose various
objects (in response to the Drop command, for instance).
The value specified should be the first letter of one of the
following: traditional, combination, partial, or full.
Traditional was the only interface available for earlier
versions; it consists of a prompt for object class charac-
ters, followed by an object-by-object prompt for all items
matching the selected object class(es). Combination starts
with a prompt for object class(es) of interest, but then
displays a menu of matching objects rather than prompting
one-by-one. Partial skips the object class filtering and
immediately displays a menu of all objects. Full displays a
menu of object classes rather than a character prompt, and
then a menu of matching objects for selection.
menu_deselect_all
Menu character accelerator to deselect all items in a menu.
Implemented by the X11 and tty ports. Default '-'.
menu_deselect_page
Menu character accelerator deselect all items on this page
of a menu. Implemented only by the tty port. Default '\'.
menu_first_page
Menu character accelerator to jump to the first page in a
menu. Implemented only by the tty port. Default '^'.
menu_invert_all
Menu character accelerator to invert all items in a menu.
Implemented by the X11 and tty ports. Default '@'.
menu_invert_page
Menu character accelerator to invert all items on this page
of a menu. Implemented only by the tty port. Default '~'.
menu_last_page
Menu character accelerator to jump to the last page in a
menu. Implemented only by the tty port. Default '|'.
menu_next_page
Menu character accelerator to goto the next menu page. Im-
plemented only by the tty port. Default '>'.
NetHack 3.2 May 24, 1996
NetHack Guidebook 26
menu_previous_page
Menu character accelerator to goto the previous menu page.
Implemented only by the tty port. Default '<'.
menu_search
Menu character accelerator to search for a menu item. Im-
plemented only by the X11 port. Default ':'.
menu_select_all
Menu character accelerator to select all items in a menu.
Implemented by the X11 and tty ports. Default '.'.
menu_select_page
Menu character accelerator to select all items on this page
of a menu. Implemented only by the tty port. Default ','.
monsters
Set the characters used to display monster classes (default
``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWX-
YZ@ '&;:~]''). This string is subjected to the same pro-
cessing as the dungeon option. The order of the symbols is
ant or other insect, blob, cockatrice, dog or other canine,
eye or sphere, feline, gremlin, humanoid, imp or minor
demon, jelly, kobold, leprechaun, mimic, nymph, orc, pi-
ercer, quadruped, rodent, spider, trapper or lurker above,
unicorn, vortex, worm, xan or other mythical/fantastic in-
sect, light, zruty, angelic being, bat, centaur, dragon,
elemental, fungus or mold, gnome, giant humanoid, invisible
stalker, jabberwock, Keystone Kop, lich, mummy, naga, ogre,
pudding or ooze, quantum mechanic, rust monster, snake,
troll, umber hulk, vampire, wraith, xorn, yeti or ape or
other large beast, zombie, human, ghost, golem, demon, sea
monster, lizard, long worm tail, and mimic. Cannot be set
with the `O' command.
msghistory
The number of top line messages to save (and recall with ^P)
(default 20). Cannot be set with the `O' command.
name
Set your character's name (defaults to your user name). You
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). If -@ is
used for the class, then a random one will be automatically
chosen. Cannot be set with the `O' command.
news
Read the NetHack news file, if present (default on). Since
the news is shown at the beginning of the game, there's no
point in setting this with the `O' command.
null
Send padding nulls to the terminal (default off).
NetHack 3.2 May 24, 1996
NetHack Guidebook 27
number_pad
Use the number keys to move instead of [yuhjklbn] (default
off).
objects
Set the characters used to display object classes (default
``])[="(%!?+/$*`0_.''). This string is subjected to the
same processing as the dungeon option. The order of the
symbols is illegal-object (should never be seen), weapon,
armor, ring, amulet, tool, food, potion, scroll, spell book,
wand, gold, gem or rock, boulder or statue, iron ball,
chain, and venom. Cannot be set with the `O' command.
packorder
Specify the order to list object types in (default
``\")[%?+/=!(*`0_''). The value of this option should be a
string containing the symbols for the various object types.
paranoid_quit
If true, asks you to type the word ``yes'' when quitting or
entering Explore mode, not just the letter ``y''.
perm_invent
If true, always display your current inventory in a window.
This only makes sense for windowing system interfaces that
implement this feature.
pettype
Specify the type of your initial pet, if you are playing a
character class that uses both types of pets. Possible
values are ``cat'' and ``dog''. Cannot be set with the `O'
command.
pickup_types
Specify the object types to be picked up when autopickup is
on. Default is all types.
preload_tiles
For the protected mode MSDOS version, control whether tiles
get pre-loaded into RAM at the start of the game. Doing so
enhances performance of the tile graphics, but uses more
memory. (default on). Cannot be set with the `O' command.
rawio
Force raw (non-cbreak) mode for faster output and more bul-
letproof input (MS-DOS sometimes treats `^P' as a printer
toggle without it) (default off). Note: DEC Rainbows hang
if this is turned on. Cannot be set with the `O' command.
rest_on_space
Make the space bar a synonym for the `.' (rest) command (de-
fault off).
safe_pet
Prevent you from (knowingly) attacking your pets (default
on).
NetHack 3.2 May 24, 1996
NetHack Guidebook 28
scores
Control what parts of the score list you are shown at the
end (ex. ``scores:5 top scores/4 around my score/own
scores''). Only the first letter of each category (`t',
`a', or `o') is necessary.
showexp
Show your accumulated experience points on bottom line (de-
fault off).
showscore
Show your approximate accumulated score on bottom line (de-
fault off).
silent
Suppress terminal beeps (default on).
sortpack
Sort the pack contents by type when displaying inventory
(default on).
standout
Boldface monsters and ``--More--'' (default off).
time
Show the elapsed game time in turns on bottom line (default
off).
timed_delay
When pausing momentarily for display effect, such as with
explosions and moving objects, use a timer rather than send-
ing extra characters to the screen. (Applies to ``tty'' in-
terface only; ``X11'' interface always uses a timer based
delay. The default is on if configured into the program.)
tombstone
Draw a tombstone graphic upon your death (default on).
toptenwin
Put the ending display in a NetHack window instead of on
stdout (default off). Setting this option makes the score
list visible when a windowing version of NetHack is started
without a parent window, but it no longer leaves the score
list around after game end on a terminal or emulating win-
dow.
traps
Set the graphics symbols for displaying traps (default
``^^^^^^^^^^^^^^^^^#^^^^''). The traps option should be
followed by a string of 1-22 characters to be used instead
of the default traps characters. This string is subjected
to the same processing as the dungeon option.
The order of the symbols is: arrow trap, dart trap, falling
NetHack 3.2 May 24, 1996
NetHack Guidebook 29
rock trap, squeaky board, bear trap, land mine, rolling
boulder trap, sleeping gas trap, rust trap, fire trap, pit,
spiked pit, hole, trap door, teleportation trap, level
teleporter, magic portal, web, statue trap, magic trap,
anti-magic field, polymorph trap.
Cannot be set with the `O' command.
verbose
Provide more commentary during the game (default on).
videocolors
Set the color palette for PC systems using NO_TERMS (default
4-2-6-1-5-3-15-12-10-14-9-13-11). The order of colors is
red, green, brown, blue, magenta, cyan, bright.white,
bright.red, bright.green, yellow, bright.blue,
bright.magenta, and bright.cyan. Cannot be set with the `O'
command.
videoshades
Set the intensity level of the three gray scales available
(default dark normal light, PC NetHack only). If the game
display is difficult to read, try adjusting these scales; if
this does not correct the problem, try !color. Cannot be
set with the `O' command.
windowtype
Select which windowing system to use, such as ``tty'' or
``X11'' (default depends on version). Cannot be set with
the `O' command.
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.
NetHack 3.2 May 24, 1996
NetHack Guidebook 30
If you just want to see what the current top players/games
list is, you can type nethack -s all on most versions.
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 issue the `X'
command while already playing the game. The other benefits of
explore mode are left for the intrepid reader to discover.
11. Credits
The original hack game was modeled on the Berkeley UNIX ro-
gue game. Large portions of this paper were shamelessly cribbed
from A Guide to the Dungeons of Doom, by Michael C. Toy and Ken-
neth C. R. C. Arnold. Small portions were adapted from Further
Exploration of the Dungeons of Doom, by Ken Arromdee.
NetHack is the product of literally dozens of people's work.
Main events in the course of the game development are described
below:
Jay Fenlason wrote the original 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 3.51 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 then coordinated a cast of thousands in enhancing and
debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
Later, Mike coordinated a major rewrite of the game, heading
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
NetHack 3.2 May 24, 1996
NetHack Guidebook 31
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike
Threepoint, and Janet Walz, to produce NetHack 3.0c.
NetHack 3.0 was ported to the Atari by Eric R. Smith, to
OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
of them and Kevin Darcy later joined the main development team to
produce subsequent revisions of 3.0.
Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
Meluch, Stephen Spackman and Pierre Martineau designed overlay
code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
Macintosh. Along with various other Dungeoneers, they continued
to enhance the PC, Macintosh, and Amiga ports through the later
revisions of 3.0.
Headed by Mike Stephenson and coordinated by Izchak Miller
and Janet Walz, the development team which now included Ken Ar-
romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
Raymond, and Eric Smith undertook a radical revision of 3.0.
They re-structured the game's design, and re-wrote major parts of
the code. They added multiple dungeons, a new display, special
individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.
Ken Lorber, Gregg Wonderly and Greg Olson, with help from
Richard Addison, Mike Passaretti, and Olaf Seibert, developed
NetHack 3.1 for the Amiga.
Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
Jon Watte and Hao-yang Wang, with help from Ross Brown, Mike
Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
3.1 for the Macintosh, porting it for MPW. Building on their
development, Barton House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
Delahunty, is responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
Dean Luick, with help from David Cohrs, developed NetHack
3.1 for X11.
The 3.2 development team, comprised of: Michael Allison; Ken
Arromdee; David Cohrs; Jessie Collet; Steve Creps; Kevin Darcy;
Timo Hakulinen; Steve Linhart; Dean Luick; Pat Rankin; Eric
Smith; Mike Stephenson; Janet Walz; and, Paul Winner, release
version 3.2 in April of 1996.
NetHack 3.2 May 24, 1996
NetHack Guidebook 32
Version 3.2 marks the tenth anniversary of the formation of
the development team. In a testament to their dedication to the
game, all thirteen members of the original development team
remained on the team at the start of work on the current release.
During the interval between the release of 3.1.3 and 3.2, one of
the founding members of the development team, Dr. Izchak Miller,
was diagnosed with cancer and passed away. This release of the
game is dedicated to him by the development and porting teams.
Pat Rankin maintained 3.2 for VMS.
Michael Allison, Yitzhak Sapir, and Paul Winner, with help
from Steve Linhart, Kevin Smolkowski, Mike Stephenson, and
Stephen White ported 3.2 for MSDOS. Keizo Yamamoto and Ken
Washikita ported 3.2 for the NEC 98xx machines popular in Japan.
Ken Lorber, Andy Church, and Gregg Wonderly, with help from
Richard Addison, ported 3.2 for the Amiga.
Dean Luick ported 3.2 to the Macintosh.
Eric Smith and Warwick Allison ported 3.2 for the Ataris.
Michael Allison ported 3.2 for the Microsoft Windows NT
platform.
Timo Hakulinen remains responsible for the OS/2 port.
From time to time, some depraved individual out there in
netland sends a particularly intriguing modification to help out
with the game. The Gods of the Dungeon sometimes make note of
the names of the worst of these miscreants in this, the list of
Dungeoneers:
NetHack 3.2 May 24, 1996
NetHack Guidebook 33
Andy Church Helge Hafting Mike Gallop
Andy Swanson Izchak Miller Mike Passaretti
Ari Huttunen Janet Walz Mike Stephenson
Barton House Jean-Christophe Collet Norm Meluch
Benson I. Margulies Jochen Erwied Olaf Seibert
Bill Dyer John Kallen Pat Rankin
Boudewijn Wayers John Rupley Paul Winner
Bruce Holloway John S. Bien Pierre Martineau
Bruce Mewborne Johnny Lee Ralf Brown
Carl Schelin Jon W{tte Richard Addison
David Cohrs Jonathan Handler Richard P. Hughey
David Gentzel Joshua Delahunty Rob Menke
David Hairston Keizo Yamamoto Roland McGrath
Dean Luick Ken Arromdee Ross Brown
Del Lamb Ken Lorber Scott R. Turner
Deron Meranda Ken Washikita Stephen Spackman
Eric Backus Kevin Darcy Stephen White
Eric Hendrickson Kevin Sitze Steve Creps
Eric R. Smith Kevin Smolkowski Steve Linhart
Eric S. Raymond Kevin Sweet Steve VanDevender
Frederick Roeber Mark Gooderum Tim Lennan
Gil Neiger Matthew Day Timo Hakulinen
Greg Laskin Merlyn LeRoy Tom Almy
Greg Olson Michael Allison Tom West
Gregg Wonderly Michael Hamel Warwick Allison
Hao-yang Wang Michael Sokolov Yitzhak Sapir
Brand and product names are trademarks or registered trademarks
of their respective holders.
NetHack 3.2 May 24, 1996
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