Fix: SE060 Problem: Guidebook is out of date This fix updates Guidebook.mn and Guidebook.txt and replaces Guidebook.tex which seems to have got lost somewhere along the way. The HTML version is still not done. One day... Compatible with: Slash'EM 0.0.6E0F3 Author: J. Ali Harlow, ali@avrc.city.ac.uk Date: 29 Mar 2000 diff -Nacr ../slashem-0.0.6E0F3/doc/Guidebook.mn ./doc/Guidebook.mn *** ../slashem-0.0.6E0F3/doc/Guidebook.mn Mon Jan 17 13:29:43 2000 --- ./doc/Guidebook.mn Wed Mar 29 21:09:13 2000 *************** *** 1,17 **** .ds h0 "SLASH'EM Guidebook .ds h1 .ds h2 % ! .ds vr "SLASH'EM 0.0.3 .ds f0 "\*(vr .ds f1 ! .ds f2 "Feb 3, 1997 .mt A Guide to the Mazes of Menace ! (Guidebook for SLASH'EM 0.0.3) .au Eric S. Raymond (Extensively edited and expanded for 3.0 by Mike Threepoint) (Revised for SLASH'EM 0.0.3 by Warren Cheung) .hn 1 Introduction .pg --- 1,18 ---- .ds h0 "SLASH'EM Guidebook .ds h1 .ds h2 % ! .ds vr "SLASH'EM 0.0.6 .ds f0 "\*(vr .ds f1 ! .ds f2 "Mar 15, 2000 .mt A Guide to the Mazes of Menace ! (Guidebook for SLASH'EM 0.0.6) .au Eric S. Raymond (Extensively edited and expanded for 3.0 by Mike Threepoint) (Revised for SLASH'EM 0.0.3 by Warren Cheung) + (Revised for SLASH'EM 0.0.6 by J. Ali Harlow) .hn 1 Introduction .pg *************** *** 41,47 **** set off on your adventure... .pg Your abilities and strengths for dealing with the hazards of adventure ! will vary with your background and training. .pg \fIArcheologists\fP understand dungeons pretty well; this enables them to move quickly and sneak up on the local nasties. They start equipped --- 42,48 ---- set off on your adventure... .pg Your abilities and strengths for dealing with the hazards of adventure ! will vary with your background and training: .pg \fIArcheologists\fP understand dungeons pretty well; this enables them to move quickly and sneak up on the local nasties. They start equipped *************** *** 54,75 **** \fICavemen\fP and \fICavewomen\fP start with exceptional strength but, unfortunately, with neolithic weapons. .pg - \fIDoppelgangers\fP have the envious ability to change form at will, at - a cost of some mystic energy (\fImana\fP), although what they become - may be a bit of a surprise, even for them. - .pg - \fIElves\fP 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. - .pg \fIFlame Mages\fP have managed to harness mystical energies into the control ! of the element of fire. Notwithstanding their pet dragons, woe be unto anyone who stands in the way of a skilled mage casting a fireball. .pg - \fIGnomes\fP are quite comfortable with the dank caverns of the dungeons and - come well prepared, as they know what to expect. There is even rumor that - a large number of their brethren work in the dungeons and call it their home. - .pg \fIHealers\fP are wise in medicine and 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 --- 55,64 ---- \fICavemen\fP and \fICavewomen\fP start with exceptional strength but, unfortunately, with neolithic weapons. .pg \fIFlame Mages\fP have managed to harness mystical energies into the control ! of the element of fire. Notwithstanding their pet hell hounds, woe be unto anyone who stands in the way of a skilled mage casting a fireball. .pg \fIHealers\fP are wise in medicine and 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 *************** *** 77,96 **** quite reasonable amounts of money, with which they enter the dungeon. .pg \fIIce Mages\fP command the forces of cold. An experienced Mage can ! summon great blizzards yet remain unaffected by the turnoil of the elements. .pg \fIKnights\fP are distinguished from the common skirmisher by their devotion to the ideals of chivalry and by the surpassing excellence of their armor. .pg ! \fILycanthropes\fP are wild beasts who draw their strength from the phases ! of the moon, and can transform into wolves when they channel their magical ! energies. Even unarmed, a Lycanthrope is a savage fighter, as many ! scarred by their deadly claws can attest. ! .pg ! \fIMonks\fP have mastered both the physical and the spiritual with their ! minds. Spurning the weapons of the world, an advanced Monk can destroy ! even the greatest of enemies with naught but his bare hands. .pg \fINecromancers\fP have delved into the darkest of the magical lore, and mastered some of the most forbidden of the magical lore. Many have fallen --- 66,80 ---- quite reasonable amounts of money, with which they enter the dungeon. .pg \fIIce Mages\fP command the forces of cold. An experienced Mage can ! summon great blizzards yet remain unaffected by the turmoil of the elements. .pg \fIKnights\fP are distinguished from the common skirmisher by their devotion to the ideals of chivalry and by the surpassing excellence of their armor. .pg ! \fIMonks\fP are ascetics, who by rigorous practice of physical and mental ! disciplines have become capable of fighting as effectively without weapons ! as with. They wear no armor but make up for it with increased mobility. .pg \fINecromancers\fP have delved into the darkest of the magical lore, and mastered some of the most forbidden of the magical lore. Many have fallen *************** *** 102,113 **** thaumaturgic. Their ability to commune with deities via prayer occasionally extricates them from peril, but can also put them in it. .pg \fIRogues\fP are agile and stealthy thieves, with knowledge of locks, ! traps, and poisons. Their advantage lies in surprise, which they employ to great advantage. .pg ! \fISamurai\fP are the elite warriors of feudal Nippon. They are lightly ! armored and quick, and wear the \fIdai-sho\fP, two swords of the deadliest keenness. .pg \fITourists\fP start out with lots of gold (suitable for shopping with), --- 86,101 ---- thaumaturgic. Their ability to commune with deities via prayer occasionally extricates them from peril, but can also put them in it. .pg + \fIRangers\fP are most at home in the woods, and some say slightly out + of place in a dungeon. They are, however, experts in archery as well + as tracking and stealthy movement. + .pg \fIRogues\fP are agile and stealthy thieves, with knowledge of locks, ! traps, and poisons. They specialize in surprise, which they employ to great advantage. .pg ! \fISamurai\fP are the elite warriors of feudal Nippon. They are heavily ! armored but quick, and wear the \fIdai-sho\fP, two swords of the deadliest keenness. .pg \fITourists\fP start out with lots of gold (suitable for shopping with), *************** *** 127,139 **** items, and a particular affinity for dweomercraft. Although seemingly weak and easy to overcome at first sight, an experienced Wizard is a deadly foe. .pg You set out for the dungeon and after several days of uneventful travel you see the ancient ruins that mark the entrance 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. - .hn 1 What is going on here? .pg --- 115,170 ---- items, and a particular affinity for dweomercraft. Although seemingly weak and easy to overcome at first sight, an experienced Wizard is a deadly foe. .pg + \fIYeomen\fP are sturdy fighters. They are famed for their ability to stand + doing nothing for hours. It is said that this is because they are none too + bright. Yeomen can both take a lot of damage and inflict it on others. + .pg + You may also choose the race of your character: + .pg + \fIDoppelgangers\fP have the anviable ability to change form at will, at + a cost of some mystic energy (\fImana\fP), although what they become + may be a bit of a surprise, even for them. + .pg + \fIDwarves\fP are smaller than humans or elves, but are stocky and solid + individuals. Dwarves' most notable trait is their great expertise in mining + and metalwork. Dwarvish armor is said to be second in quality not even to the + mithril armor of the Elves. + .pg + \fIElves\fP and \fIDrows\fP are agile, quick, and perceptive; very little of + what goes on will escape an Elf. The quality of Elven craftsmanship often + gives them an advantage in arms and armor. + .pg + \fIGnomes\fP are smaller than but generally similar to dwarves. Gnomes are + known to be expert miners, and it is known that a secret underground mine + complex built by this race exists within the Mazes of Menace, filled with + both riches and danger. + .pg + \fIHobbits\fP are quick of hearing and sharp-eyed, and though they are + inclined to be fat and do not hurry unnecessarily, they are nonetheless nimble + and deft in their movements. A love of learning (other than genealogical lore) + is far from general among them. Hobbits are difficult to daunt, or to kill, + and at need can still handle arms. + .pg + \fIHumans\fP are by far the most common race of the surface world, and + are thus the norm by which other races are often compared. Although + they have no special abilities, they can succeed in any role. + .pg + \fILycanthropes\fP are wild beasts who draw their strength from the phases + of the moon, and can transform into wolves when they channel their magical + energies. Even unarmed, a Lycanthrope is a savage fighter, as many + scarred by their deadly claws can attest. + .pg + \fIOrcs\fP are a cruel and barbaric race, that hate every living thing + (including other orcs). Above all others, Orcs hate Elves with a passion + unequalled, and will go out of their way to kill one at any opportunity. + The armor and weapons fashioned by the Orcs are typically of inferior quality. + .pg You set out for the dungeon and after several days of uneventful travel you see the ancient ruins that mark the entrance 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. .hn 1 What is going on here? .pg *************** *** 153,158 **** --- 184,193 ---- 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. .pg + SLASH'EM can even be played by blind players, with the assistance of Braille + readers or speech synthesisers. Instructions for configuring SLASH'EM for + the blind are included later in this document. + .pg SLASH'EM 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. *************** *** 211,217 **** it. Here are explanations of what the various status items mean (though your configuration may not have all the status items listed below): ! .lp Rank\ \ Your character's name and professional ranking (based on the experience level, see below). .lp Strength --- 246,252 ---- it. Here are explanations of what the various status items mean (though your configuration may not have all the status items listed below): ! .lp "Rank " Your character's name and professional ranking (based on the experience level, see below). .lp Strength *************** *** 237,243 **** particular, it can affect the prices shopkeepers offer you. .lp Alignment \fBLawful\fP, \fBNeutral\fP, or \fBChaotic\fP. Often, Lawful is ! good and Chaotic is evil. Your alignment influences how other monsters 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. --- 272,279 ---- particular, it can affect the prices shopkeepers offer you. .lp Alignment \fBLawful\fP, \fBNeutral\fP, or \fBChaotic\fP. Often, Lawful is ! taken as good and Chaotic as evil, but legal and ethical do not always ! coincide. Your alignment influences how other monsters 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. *************** *** 246,252 **** 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 somewhere beneath the twentieth level. ! .lp Gold\ \ The number of gold pieces you are openly carrying. Gold which you have concealed in containers is not counted. .lp "Hit Points --- 282,288 ---- 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 somewhere beneath the twentieth level. ! .lp "Gold " The number of gold pieces you are openly carrying. Gold which you have concealed in containers is not counted. .lp "Hit Points *************** *** 269,275 **** totals, you gain an experience level. The more experienced you are, the better you fight and withstand magical attacks. Many dungeons show only your experience level here. ! .lp Time\ \ The number of turns elapsed so far, displayed if you have the .op time option set. --- 305,315 ---- totals, you gain an experience level. The more experienced you are, the better you fight and withstand magical attacks. Many dungeons show only your experience level here. ! .lp Weight ! The total weight of all items in your inventory, displayed if you have the ! .op showweight ! option set. The number after the slash is your carrying capacity. ! .lp "Time " The number of turns elapsed so far, displayed if you have the .op time option set. *************** *** 299,322 **** otherwise, the game will use default symbols. Here is a list of what the default symbols mean: .lp "- and | ! The walls of a room, or an open door. .lp . The floor of a room, ice, or a doorless doorway. .lp # ! A corridor, or possibly a kitchen sink (if your dungeon ! has sinks) or drawbridge. ! .lp < ! A way to the previous level. .lp > ! A way to the next level. .lp + ! A closed door, or a spell book containing a spell you can learn. .lp @ ! A human (you, usually). .lp $ A pile of gold. .lp ^ ! A trap (once you detect it). .lp ) A weapon. .lp [ --- 339,362 ---- otherwise, the game will use default symbols. Here is a list of what the default symbols mean: .lp "- and | ! The walls of a room, or an open door. Or a grave (|). .lp . The floor of a room, ice, or a doorless doorway. .lp # ! A corridor, or iron bars, or a tree, or possibly a kitchen sink (if ! your dungeon has sinks), or a drawbridge. .lp > ! Stairs down: a way to the next level. ! .lp < ! Stairs up: a way to the previous level. .lp + ! A closed door, or a spellbook containing a spell you can learn. .lp @ ! Your character or a human. .lp $ A pile of gold. .lp ^ ! A trap (once you have detected it). .lp ) A weapon. .lp [ *************** *** 334,340 **** .lp ( A useful item (pick-axe, key, lamp...). .lp """ ! An amulet (or a spider web). .lp * A gem or rock (possibly valuable, possibly worthless). .lp ` --- 374,380 ---- .lp ( A useful item (pick-axe, key, lamp...). .lp """ ! An amulet or a spider web. .lp * A gem or rock (possibly valuable, possibly worthless). .lp ` *************** *** 343,352 **** An iron ball. .lp _ An altar, or an iron chain. - .lp } - A pool of water or moat or a pool of lava. .lp { A fountain. .lp "\e An opulent throne. .lp "a-zA-Z and other symbols --- 383,392 ---- An iron ball. .lp _ An altar, or an iron chain. .lp { A fountain. + .lp } + A pool of water or moat or a pool of lava. .lp "\e An opulent throne. .lp "a-zA-Z and other symbols *************** *** 355,361 **** Sometimes, however, they can be helpful. .pg 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). .hn 1 --- 395,401 ---- Sometimes, however, they can be helpful. .pg You need not memorize all these symbols; you can ask the game what any ! symbol represents with the `/' command (see the next section for more info). .hn 1 *************** *** 383,389 **** to do this command after all, you can press the ESC key to abort the command. .pg ! 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 .op number_pad option set, you must type `n' to prefix a count, so the example above --- 423,429 ---- to do this command after all, you can press the ESC key to abort the command. .pg ! You can put a number before some commands to repeat them that many times; for example, ``10s'' will search ten times. If you have the .op number_pad option set, you must type `n' to prefix a count, so the example above *************** *** 397,414 **** helpful texts. As well, there is now a menusystem available through the '`' command for those who would rather page through menus than hunt and peck for keys. Here are the commands for your reference: .lp ? Help menu: display one of several help texts available. .lp ` Main menu: access the menusystem. .lp / 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 .op help ! option is on, and SLASH'EM has some special information about an object or ! monster that you looked at, you'll be asked if you want ``More info?''. ! If \fBhelp\fP is off, then you'll only get the special information if you ! explicitly ask for it by typing in the name of the monster or object. .lp & Tell what a command does. .lp < --- 437,469 ---- helpful texts. As well, there is now a menusystem available through the '`' command for those who would rather page through menus than hunt and peck for keys. Here are the commands for your reference: + .lp ESC + Cancel the current operation (where applicable) or skip messages. If the + .op menu_on_esc + option is set, then this key will access the menusystem when pressed while + the program is waiting for a command. .lp ? Help menu: display one of several help texts available. .lp ` Main menu: access the menusystem. .lp / Tell what a symbol represents. You may choose to specify a location ! or type a symbol (or even a whole word) to explain. ! Specifying a location is done by moving the cursor to a particular spot ! on the map and then pressing one of `.', `,', `;', ! or `:'. `.' will explain the symbol at the chosen location, ! conditionally check for ``More info?'' depending upon whether the .op help ! option is on, and then you will be asked to pick another location; ! `,' will explain the symbol but skip any additional ! information; `;' will skip additional info and also not bother asking ! you to choose another location to examine; `:' will show additional ! info, if any, without asking for confirmation. When picking a location, ! pressing the ESC key will terminate this command, or pressing `?' ! will give a brief reminder about how it works. ! .pg ! Specifying a name rather than a location ! always gives any additional information available about that name. .lp & Tell what a command does. .lp < *************** *** 416,422 **** .lp > Go down to the next level (if you are on the staircase or ladder). .lp [yuhjklbn] ! Go one step in the direction indicated (see Figure 2). If there is a monster there, you will fight the monster instead. Only these one-step movement commands cause you to fight monsters; the others (below) are ``safe.'' --- 471,477 ---- .lp > Go down to the next level (if you are on the staircase or ladder). .lp [yuhjklbn] ! Go one step in the direction indicated (see Figure 2). If you can sense a monster there, you will fight the monster instead. Only these one-step movement commands cause you to fight monsters; the others (below) are ``safe.'' *************** *** 438,444 **** .lp [YUHJKLBN] Go in that direction until you hit a wall or run into something. .lp m[yuhjklbn] ! Prefix: move without picking up any objects. .lp M[yuhjklbn] Prefix: move far, no pickup. .lp "g[yuhjklbn] --- 493,502 ---- .lp [YUHJKLBN] Go in that direction until you hit a wall or run into something. .lp m[yuhjklbn] ! Prefix: move without picking up objects or fighting (even if you remember ! a monster there) ! .lp F[yuhjklbn] ! Prefix: fight a monster (even if you only guess one is there) .lp M[yuhjklbn] Prefix: move far, no pickup. .lp "g[yuhjklbn] *************** *** 455,460 **** --- 513,520 ---- or `R' (remove) to take off only one accessory. .lp ^A Redo the previous command. + .lp ^B + Borrow (steal) money from an adjacent monster. .lp c Close a door. .lp C *************** *** 465,477 **** Drop something. Ex. ``d7a'' means drop seven items of object \fIa\fP. .lp 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'. .sd .si Da - drop all objects, without asking for confirmation. Du - drop only unpaid objects (when in a shop). D%u - drop only unpaid food. .ei .ed --- 525,539 ---- Drop something. Ex. ``d7a'' means drop seven items of object \fIa\fP. .lp D Drop several things. In answer to the question ! ``What kinds of things do you want to drop? [!%= aium]'' you should type zero or more object symbols possibly followed by ! `a' and/or `i' and/or `u' and/or `m'. .sd .si Da - drop all objects, without asking for confirmation. + Di - examine your inventory before dropping anything. Du - drop only unpaid objects (when in a shop). + Dm - use a menu to pick which object(s) to drop. D%u - drop only unpaid food. .ei .ed *************** *** 491,497 **** .ei .ed .lp f ! Fire ammunition from quiver. .lp i List your inventory (everything you're carrying). .lp I --- 553,563 ---- .ei .ed .lp f ! Fire one of the objects placed in your quiver. You may select ! ammunition with a previous `Q' command, or let the computer pick ! something appropriate if ! .op autoquiver ! is true. .lp i List your inventory (everything you're carrying). .lp I *************** *** 507,518 **** .lp o Open a door. .lp 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 options. 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. .lp p Pay your shopping bill/Shopkeeper services. .lp P --- 573,586 ---- .lp o Open a door. .lp O ! Set options. A menu showing the current option values will be ! displayed. You can change most values simply by selecting the menu ! entry for the given option (ie, by typing its letter or clicking upon ! it, depending on your user interface). For the non-boolean choices, ! a further menu or prompt will appear once you've closed this menu. ! The available options ! are listed later in this Guidebook. Options are usually set before the ! game rather than with the `O' command; see the section on options below. .lp p Pay your shopping bill/Shopkeeper services. .lp P *************** *** 522,530 **** .lp q Quaff (drink) a potion. .lp Q ! Ready ammunition in quiver. .lp r ! Read a scroll or spell book. .lp R Remove an accessory (ring, amulet, etc). .lp ^R --- 590,600 ---- .lp q Quaff (drink) a potion. .lp Q ! Select an object for your quiver. You can then throw this using ! the `f' command. (In NetHack versions prior to 3.3 this was the command to ! quit the game, which has now been moved to `#quit'.) .lp r ! Read a scroll or spellbook. .lp R Remove an accessory (ring, amulet, etc). .lp ^R *************** *** 533,540 **** Search for secret doors and traps around you. It usually takes several tries to find something. .lp S ! Save the game. The game will be restored automatically the next time ! you play. .lp t Throw an object or shoot a projectile. .lp T --- 603,610 ---- Search for secret doors and traps around you. It usually takes several tries to find something. .lp S ! Save (and suspend) the game. The game will be restored automatically the ! next time you play. .lp t Throw an object or shoot a projectile. .lp T *************** *** 546,560 **** .lp V Display the game history. .lp w ! Wield weapon. w- means wield nothing, use your bare hands. .lp W Wear armor. .lp x ! Switch weapon slots. .lp X ! Enter explore (discovery) mode. .lp z ! Zap a wand. .lp Z Zap (cast) a spell. .lp ^Z --- 616,640 ---- .lp V Display the game history. .lp w ! Wield weapon. ! .sd ! .si ! w- - wield nothing, use your bare hands. ! .ei ! .ed .lp W Wear armor. .lp x ! Exchange your wielded weapon with the item in your secondary ! weapon slot. The latter is used as your second weapon in ! two-weapon combat. Note that if one of these slots is empty, ! the exchange still takes place. .lp X ! Enter explore (discovery) mode, explained in its own section later. ! .lp ^Y ! Polymorph yourself, if you have the ability. .lp z ! Zap a wand. To aim at yourself, use `.' for the direction. .lp Z Zap (cast) a spell. .lp ^Z *************** *** 583,657 **** .lp ( Tell what tools you are using. .lp * ! List and change items currently in use. .lp $ Count your gold pieces. .lp + ! List the spells you know. .lp "\e Show what types of objects have been discovered. .lp ! Escape to a shell. .lp # ! Perform an extended command. As you can see, the authors of SLASH'EM ! used up all the letters, so this is a way to introduce the less useful ! commands, or commands used under limited circumstances. You may obtain a ! list of them by entering `?'. What extended commands are available ! depends on what features the game was compiled with. .pg If your keyboard has a meta key (which, when pressed in combination 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 SLASH'EM, the `Alt' key ! can be used in this fashion; on the Amiga set the ! .op altmeta ! option to get this behavior. .lp M-a ! Adjust inventory letters (most useful when the ! .op fixinv ! option is ``on''). .lp M-b ! Steal .lp M-c ! Talk to someone. .lp M-d ! Dip an object into something. .lp M-e ! Advance or check weapons skills. .lp M-f ! Force a lock. .lp M-i ! Invoke an object's special powers. .lp M-j ! Jump to another location. ! .lp M-k ! Advance or check weapons skills. Same as ``#enhance'' .lp M-l ! Loot a box on the floor. .lp M-m ! Use a monster's special ability. .lp M-n ! Name an item or type of object. .lp M-o ! Offer a sacrifice to the gods. .lp M-p ! Pray to the gods for help. .lp M-q ! Quit the game. .lp M-r ! Rub a lamp. .lp M-s ! Sit down. .lp M-t ! Use a class specific technique. .lp M-u ! Untrap something (trap, door, or chest). .lp M-v ! Print compile time options for this version of SLASH'EM. .lp M-w ! Wipe off your face. .lp M-y ! Polymorph yourself. .pg If the .op number_pad --- 663,797 ---- .lp ( Tell what tools you are using. .lp * ! Tell what equipment you are using; combines the preceding five type-specific ! commands into one. .lp $ Count your gold pieces. .lp + ! List the spells you know. Using this command, you can also rearrange ! the order in which your spells are listed. They are shown via a menu, ! and if you select a spell in that menu, you'll be re-prompted for ! another spell to swap places with it, and then have opportunity to ! make further exchanges. .lp "\e Show what types of objects have been discovered. .lp ! Escape to a shell. .lp # ! Perform an extended command. As you can see, the authors of NetHack ! used up all the letters, so this is a way to introduce the less frequently ! used commands. ! What extended commands are available depends on what features the game was ! compiled with. ! .lp #adjust ! Adjust inventory letters (most useful when the ! .op fixinv ! option is ``on''). ! .lp #borrow ! Borrow (steal) money from an adjacent monster, if you have the ability. ! .lp #chat ! Talk to someone. ! .lp #conduct ! List which challenges you have adhered to. ! .lp #dip ! Dip an object into something. ! .lp #enhance ! Advance or check weapons skills. ! .lp #force ! Force a lock. ! .lp #invoke ! Invoke an object's special powers. ! .lp #jump ! Jump to another location. ! .lp #loot ! Loot a box on the floor. ! .lp #monster ! Use a monster's special ability (when polymorphed into monster form). ! .lp #name ! Name an item or type of object. ! .lp #offer ! Offer a sacrifice to the gods. ! .lp #pray ! Pray to the gods for help. ! .lp #quit ! Quit the program without saving your game. ! .lp #ride ! Ride (or stop riding) a monster. ! .lp #rub ! Rub a lamp. ! .lp #sit ! Sit down. ! .lp #technique ! Perform a role or race specific technique. A menu showing the techniques ! available to your character will be displayed. ! .lp #turn ! Turn undead. ! .lp #twoweapon ! Toggle two-weapon combat on or off. Note that you must ! use suitable weapons for this type of combat, or it will ! be automatically turned off. ! .lp #untrap ! Untrap something (trap, door, or chest). ! .lp #youpoly ! Polymorph yourself, if you have the ability. ! .lp #version ! Print compile time options for this version of SLASH'EM. ! .lp #wipe ! Wipe off your face. ! .lp #? ! Help menu: get the list of available extended commands. .pg If your keyboard has a meta key (which, when pressed in combination with another key, modifies it by setting the `meta' [8th, or `high'] ! bit), you can invoke many extended commands by meta-ing the first ! letter of the command. ! .\" In {\it NT, OS/2, PC\/ {\rm and} ST SLASH'EM}, ! .\" the `Alt' key can be used in this fashion; ! .\" on the Amiga set the {\it altmeta\/} option to get this behavior. ! In NT, OS/2, and PC SLASH'EM, the `Alt' key ! can be used in this fashion. .lp M-a ! #adjust .lp M-b ! #borrow .lp M-c ! #chat .lp M-d ! #dip .lp M-e ! #enhance .lp M-f ! #force .lp M-i ! #invoke .lp M-j ! #jump .lp M-l ! #loot .lp M-m ! #monster .lp M-n ! #name .lp M-o ! #offer .lp M-p ! #pray .lp M-q ! #quit .lp M-r ! #rub .lp M-s ! #sit .lp M-t ! #technique .lp M-u ! #untrap .lp M-v ! #version .lp M-w ! #wipe .lp M-y ! #youpoly .pg If the .op number_pad *************** *** 707,713 **** turns trying to climb out. Traps don't appear on your map until you see one triggered by moving onto it, see something fall into it, or you discover it with the `s' (search) command. Monsters can fall prey to ! traps, too, which can be used as a useful defensive strategy. .hn 1 Monsters --- 847,887 ---- turns trying to climb out. Traps don't appear on your map until you see one triggered by moving onto it, see something fall into it, or you discover it with the `s' (search) command. Monsters can fall prey to ! traps, too, which can be a very useful defensive strategy. ! .hn 2 ! Stairs (`<', `>') ! .pg ! In general, each level in the dungeon will have a staircase going up ! (`<') to the previous level and another going down (`>') to the next ! level. There are some exceptions though. For instance, fairly early ! in the dungeon you will find a level with two down staircases, one ! continuing into the dungeon and the other branching into an area ! known as the Gnomish Mines. Those mines eventually hit a dead end, ! so after exploring them (if you choose to do so), you'll need to ! climb back up to the main dungeon. ! .pg ! When you traverse a set of stairs, or trigger a trap which sends you ! to another level, the level you're leaving will be deactivated and ! stored in a file on disk. If you're moving to a previously visited ! level, it will be loaded from its file on disk and reactivated. If ! you're moving to a level which has not yet been visited, it will be ! created (from scratch for most random levels, from a template for ! some "special" levels, or loaded from the remains of an earlier game ! for a "bones" level as briefly described below). Monsters are only ! active on the current level; those on other levels are essentially ! placed into stasis. ! .pg ! Ordinarily when you climb a set of stairs, you will arrive on the ! corresponding staircase at your destination. However, pets (see below) ! and some other monsters will follow along if they're close enough when ! you travel up or down stairs, and occasionally one of these creatures ! will displace you during the climb. When that occurs, the pet or other ! monster will arrive on the staircase and you will end up nearby. ! .hn 2 ! Ladders (`<', `>') ! .pg ! Ladders serve the same purpose as staircases, and the two types of ! inter-level connections are nearly indistinguishable during game play. .hn 1 Monsters *************** *** 716,721 **** --- 890,906 ---- 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). + .pg + The commands `/' and `;' may be used to obtain information about those + monsters who are displayed on the screen. The command `C' allows you + to assign a name to a monster, which may be useful to help distinguish + one from another when multiple monsters are present. Assigning a name + which is just a space will remove any prior name. + .pg + The extended command ``#chat'' can be used to interact with an adjacent + monster. There is no actual dialog (in other words, you don't get to + choose what you'll say), but chatting with some monsters such as a + shopkeeper or the Oracle of Delphi can produce useful results. .hn 2 Fighting .pg *************** *** 726,733 **** .hn 2 Your pet .pg ! 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 itself on fresh carrion and other meats. If you're worried about it or want to train it, you can feed it, too, by throwing it food. A properly trained pet can be --- 911,919 ---- .hn 2 Your pet .pg ! You start the game with a little dog (`d'), cat (`f'), hell hound pup ('d'), ! winter wolf cub ('d'), ghoul ('Z'), or pony (`u'), which follows you about ! the dungeon and fights monsters with you. With the exception of ghouls, your pet needs food to survive. It usually feeds itself on fresh carrion and other meats. If you're worried about it or want to train it, you can feed it, too, by throwing it food. A properly trained pet can be *************** *** 740,746 **** .pg 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. .hn 2 Bones levels .pg --- 926,951 ---- .pg Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded and may become ! wild. Similarly, when you trigger certain types of traps which alter ! your location (for instance, a trap door which drops you to a lower ! dungeon level), any adjacent pet will accompany you and any non-adjacent ! pet will be left behind. Your pet may trigger such traps itself; you ! will not be carried along with it even if adjacent at the time. ! .hn 2 ! Steeds ! .pg ! Some types of creatures in the dungeon can actually be ridden if you ! have the right equipment and skill. Convincing a wild beast to let ! you saddle it up is difficult to say the least. Many a dungeoneer ! has had to resort to magic and wizardry in order to forge the alliance. ! Once you do have the beast under your control however, you can ! easily climb in and out of the saddle with the `#ride' command. Lead ! the beast around the dungeon when riding, in the same manner as ! you would move yourself. It is the beast that you will see displayed ! on the map. ! .pg ! Riding skill is managed by the `#enhance' command. See the section ! on Weapon proficiency for more information about that. .hn 2 Bones levels .pg *************** *** 762,772 **** option (see below), or move with the `m' prefix (see above)), or manually by using the `,' command. .pg ! If you're carrying too many things, SLASH'EM 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. .pg 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 SLASH'EM asks you to choose a particular object --- 967,991 ---- option (see below), or move with the `m' prefix (see above)), or manually by using the `,' command. .pg ! If you're carrying too many items, SLASH'EM 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. .pg + As you add items to your inventory, you also add the weight of that object + to your load. The amount that you can carry depends on your strength and + your constitution. The + stronger you are, the less the additional load will affect you. There comes + a point, though, when the weight of all of that stuff you are carrying around + with you through the dungeon will encumber you. Your reactions + will get slower and you'll burn calories faster, requiring food more frequently + to cope with it. Eventually, you'll be so overloaded that you'll either have + to discard some of what you're carrying or collapse under its weight. + .pg + SLASH'EM will tell you how badly have loaded yourself. The symbols + `Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are + displayed on the bottom line display to indicate your condition. + .pg 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 SLASH'EM asks you to choose a particular object *************** *** 784,789 **** --- 1003,1011 ---- so you will recognize it later. You can also use the ``#name'' command for the same purpose at any time, to name all objects of a particular type or just an individual object. + When you use ``#name'' on an object which has already been named, + specifying a space as the value will remove the prior name instead + of assigning a new one. .hn 2 Curses and Blessings .pg *************** *** 816,864 **** 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). .pg There are wielded weapons, like maces and swords, and thrown weapons, like arrows and spears. To hit monsters with a weapon, you must wield it and ! attack them, or throw it at them. You can simply select to throw a spear. .pg To shoot an arrow, you should first wield a bow, then throw the arrow. An alternative method would be wield a bow and place the arrows in your ! Quiver, after witch you fire the ammunition. Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones (like gems). .pg - You can wield only one weapon at a time, but you can change - weapons unless you're wielding a cursed one. - Exchanging hands allows - you to ready both a primary and secondary weapon and swap between them - at the touch of a key. - .pg - 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. - .pg - The ``#enhance'' command will be present if - the ``weapon skills'' feature is enabled, and deals with your - proficiency in various types of weapons (as well as spells). - Skilled adventurers find themselves much more capable with their weapons. - .pg 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. - .pg Most weapons are subject to some type of damage like rust. Such ! damage can be repaired. .pg 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 SLASH'EM. Some of the more obscure weapons (such as the \fIaklys\fP, \fIlucern hammer\fP, and \fIbec-de-corbin\fP) are defined in an appendix to \fIUnearthed Arcana\fP, an AD&D supplement. .pg The commands to use weapons are `w' (wield), `t' (throw), ! 'Q' (quiver), 'f' (fire), 'x' (exchange) ! and the ``#enhance'' extended command. .hn 2 Armor (`[') .pg --- 1038,1178 ---- Given a chance, most monsters in the Mazes of Menace will gratuitously try to kill you. You need weapons for self-defense (killing them first). Without a weapon, you do only 1-2 hit points of damage (plus bonuses, if any). + Monk characters are an exception; they normally do much more damage with + bare hands than they do with weapons. .pg There are wielded weapons, like maces and swords, and thrown weapons, like arrows and spears. To hit monsters with a weapon, you must wield it and ! attack them, or throw it at them. You can simply elect to throw a spear. .pg To shoot an arrow, you should first wield a bow, then throw the arrow. An alternative method would be wield a bow and place the arrows in your ! Quiver, after which you fire the ammunition. ! Rangers and the like may find that having a bow as their secondary weapon ! is a useful combination. In order to use a secondary weapon to fire ammunition ! however, it must first be moved to the primary weapon slot. The ``x'' command ! is available for this use. Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones (like gems). .pg Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be ! either positive or negative) that adds to your chance to hit and the damage you do to a monster. The only way to determine a weapon's enchantment is to have it magically identified somehow. Most weapons are subject to some type of damage like rust. Such ! ``erosion'' damage can be repaired. ! .pg ! The chance that an attack will successfully hit a monster, and the amount ! of damage such a hit will do, depends upon many factors. Among them are: ! type of weapon, quality of weapon (enchantment and/or erosion), experience ! level, strength, dexterity, encumbrance, and proficiency (see below). The ! monster's armor class - a general defense rating, not necessarily due to ! wearing of armor - is a factor too; also, some monsters are particularly ! vulnerable to certain types of weapons. ! .pg ! Many weapons can be wielded in one hand; some require both hands. ! When wielding a two-handed weapon, you can not wear a shield, and ! vice versa. When wielding a one-handed weapon, you can have another ! weapon ready to use by setting things up with the `x' command, which ! exchanges your primary (the one being wielded) and secondary weapons. ! And if you have proficiency in the ``two weapon combat'' skill, you ! may wield both primary and secondary weapons simultaneously; use the ! `#twoweapon' extended command to engage or disengage that. Only ! some types of characters (barbarians, for instance), have the necessary ! skill available. Even with that skill, using two weapons at once incurs ! a penalty in the chance to hit your target compared to using just one ! weapon at a time. ! .pg ! There might be times when you'd rather not wield any weapon at all. ! To accomplish that, wield `-', or else use the `A' command which ! allows you to unwield the current weapon in addition to taking off ! other worn items. .pg Those of you in the audience who are AD&D players, be aware that each ! weapon which exists in AD&D does roughly the same damage to monsters in SLASH'EM. Some of the more obscure weapons (such as the \fIaklys\fP, \fIlucern hammer\fP, and \fIbec-de-corbin\fP) are defined in an appendix to \fIUnearthed Arcana\fP, an AD&D supplement. .pg The commands to use weapons are `w' (wield), `t' (throw), ! `f' (fire, an alternative way of throwing), `Q' (quiver), ! `x' (exchange), `#twoweapon', and `#enhance' (see below). ! .hn 3 ! Throwing and shooting ! .pg ! You can throw just about anything via the `t' command. It will prompt ! for the item to throw; picking `?' will list things in your inventory ! which are considered likely to be thrown, or picking `*' will list ! your entire inventory. After you've chosen what to throw, you will ! be prompted for a direction rather than for a specific target. The ! distance something can be thrown depends mainly on the type of object ! and your strength. Arrows can be thrown by hand, but can be thrown ! much farther and will be more likely to hit when thrown while you are ! wielding a bow. ! .pg ! You can simplify the throwing operation by using the `Q' command to ! select your preferred ``missile'', then using the `f' command to ! throw it. You'll be prompted for a direction as above, but you don't ! have to specify which item to throw each time you use `f'. There is ! also an option, ! .op autoquiver, ! which has SLASH'EM choose another item to automatically fill your ! quiver when the inventory slot used for `Q' runs out. ! .pg ! Some characters will throw multiple items in a single action. Rangers, ! for instance, or anyone who achieves a high level of proficiency in ! the relevant weapon skill (in bow skill if you're wielding one to ! shoot arrows, or in sling skill if you're wielding one to shoot stones). ! There is little you can do ! to control this; if SLASH'EM decides that you'll be shooting 3 arrows ! on the current shot, then three arrows will travel in the direction ! you've indicated, even if the first or second succeeds in killing the ! target. You can explicitly limit the number of shots by using a numeric ! prefix before the `t' or `f' command. ! For example, ``2f'' (or ``n2f'' if using ! .op number_pad ! mode) would ensure that at most 2 arrows are shot ! even if SLASH'EM decides that your skill warrants 3. If you specify ! a larger number than would have been shot (``4f'' in this example), ! you'll just end up shooting the same number (3, here) as if no limit ! had been specified. ! .hn 3 ! Weapon proficiency ! .pg ! You will have varying degrees of skill in the weapons available. ! Weapon proficiency, or weapon skills, affect how well you can use ! particular types of weapons, and you'll be able to improve your skills ! as you progress through a game, depending on your role, your experience ! level, and use of the weapons. ! .pg ! For the purposes of proficiency, weapons have ! been divided up into various groups such as daggers, broadswords, and ! polearms. Each role has a limit on what level of proficiency a character ! can achieve for each group. For instance, wizards can become highly ! skilled in daggers or staves but not in swords or bows. ! .pg ! The `#enhance' extended command is used to review current weapons proficiency ! (also spell proficiency) and to choose which skill(s) to improve when ! you've used one or more skills enough to become eligible to do so. The ! skill rankings are "none" (sometimes also referred to as "restricted", ! because you won't be able to advance), "unskilled", "basic", "skilled", ! and "expert". Restricted skills simply will not appear in the list ! shown by `#enhance'. (Divine intervention might unrestrict a particular ! skill, in which case it will start at unskilled and be limited to basic.) ! .pg ! Use of a weapon in which you're restricted or unskilled ! will incur a modest penalty in the chance to hit a monster and also in ! the amount of damage done when you do hit; at basic level, there is no ! penalty or bonus; at skilled level, you receive a modest bonus in the ! chance to hit and amount of damage done; at expert level, the bonus is ! higher. A successful hit has a chance to boost your training towards ! the next skill level (unless you've already reached the limit for this ! skill). Once such training reaches the threshold for that next level, ! you'll be told that you feel more confident in your skills. At that ! point can use `#enhance' to increase one or more skills. Such skills ! are not increased automatically because there is a limit to your total ! overall skills, so you need to actively choose which skills to enhance ! and which to ignore. .hn 2 Armor (`[') .pg *************** *** 875,891 **** center; a n. 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 no armor 10 .TE .pg --- 1189,1209 ---- center; a n. dragon scale mail 1 plate mail 3 + crystal plate mail 3 bronze plate mail 4 splint mail 4 banded mail 4 + dwarvish mithril-coat 4 elven mithril-coat 5 chain mail 5 + orcish chain mail 6 scale mail 6 studded leather armor 7 + ring mail 7 + orcish ring mail 8 leather armor 8 + leather jacket 9 no armor 10 .TE .pg *************** *** 923,938 **** special powers when you eat them. A good rule of thumb is ``you are what you eat.'' .pg You can name one food item after something you like to eat with the .op fruit ! option, if your dungeon has it. .pg The command to eat food is `e'. .hn 2 Scrolls (`?') .pg 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). .pg --- 1241,1260 ---- special powers when you eat them. A good rule of thumb is ``you are what you eat.'' .pg + Some classes and some monsters are vegetarian. Vegetarian monsters will + typically never eat animal corpses, while vegetarian players can, but with + some rather unpleasant side-effects. + .pg You can name one food item after something you like to eat with the .op fruit ! option. .pg The command to eat food is `e'. .hn 2 Scrolls (`?') .pg Scrolls are labeled with various titles, probably chosen by ancient wizards ! for their amusement value (ex. ``READ ME,'' or ``THANX MAUD'' backwards). Scrolls disappear after you read them (except for blank ones, without magic spells on them). .pg *************** *** 981,993 **** .pg When the number of charges left in a wand becomes zero, attempts 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. .pg 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 certainly cause a catastrophic release of magical energies. .pg The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. .hn 2 --- 1303,1325 ---- .pg When the number of charges left in a wand becomes zero, attempts to use the wand will usually result in nothing happening. Occasionally, however, it may ! be possible to squeeze the last few mana points from an otherwise spent wand, ! destroying it in the process. A wand may be recharged by using suitable ! magic, but doing so runs the risk of causing it to explode. The chance ! for such an explosion starts out very small and increases each time the ! wand is recharged. .pg 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 certainly cause a catastrophic release of magical energies. .pg + When you have fully identified a particular wand, inventory display will + include additional information in parentheses: the number of times it has + been recharged followed by a colon and then by its current number of charges. + A current charge count of -1 is a special case indicating that the wand + has been cancelled. + .pg The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. .hn 2 *************** *** 1005,1016 **** .pg The commands to use rings are `P' (put on) and `R' (remove). .hn 2 ! Spell books (`+') .pg ! Spell books are tomes of mighty magic. When studied with the `r' (read) command, they bestow the knowledge of a spell\(emunless the attempt backfires. ! Reading a cursed spell book or one with mystic runes beyond your ken can be harmful to your health! .pg A spell (even when learned) can also backfire when you cast it. If you --- 1337,1348 ---- .pg The commands to use rings are `P' (put on) and `R' (remove). .hn 2 ! Spellbooks (`+') .pg ! Spellbooks are tomes of mighty magic. When studied with the `r' (read) command, they bestow the knowledge of a spell\(emunless the attempt backfires. ! Reading a cursed spellbook or one with mystic runes beyond your ken can be harmful to your health! .pg A spell (even when learned) can also backfire when you cast it. If you *************** *** 1027,1059 **** Casting a spell also requires flexible movement, and wearing various types of armor may interfere with that. .pg ! The ``#enhance'' command will be present if ! the ``weapon skills'' feature is enabled, and deals with your ! proficiency in various types of spells (as well as weapons). ! Skilled adventurers can command awesome spells at their fingertips. ! .pg ! 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. The ``#enhance'' extended command advances your spellcasting skills. .hn 2 Tools (`(') .pg ! 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. .pg The command to use tools is `a' (apply). .hn 3 ! Chests and boxes .pg ! 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 carrying 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. .pg Some chests are trapped, causing nasty things to happen when you --- 1359,1388 ---- Casting a spell also requires flexible movement, and wearing various types of armor may interfere with that. .pg ! The command to read a spellbook 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. The ``#enhance'' extended command advances your spellcasting skills. .hn 2 Tools (`(') .pg ! Tools are miscellaneous objects with various purposes. Some tools ! have a limited number of uses, akin to wand charges. For example, lamps burn out after a while. Other tools are containers, which objects can be placed into or taken out of. .pg The command to use tools is `a' (apply). .hn 3 ! Containers .pg ! You may encounter bags, boxes, and chests in your travels. A tool of ! this sort can be opened with the ``#loot'' extended command when ! you are standing on top of it (that is, on the same floor spot), ! or with the `a' (apply) command when you are carrying it. However, chests are often locked, and are in any case unwieldy objects. ! You must set one down before unlocking it by using a key or lock-picking tool with the `a' (apply) command, + by kicking it with the `^D' command, or by using a weapon to force the lock with the ``#force'' extended command. .pg Some chests are trapped, causing nasty things to happen when you *************** *** 1093,1100 **** Gold (`$') .pg Gold adds to your score, and you can buy things in shops with it. ! Your version of SLASH'EM may display how much gold you have on the ! status line. If not, the `$' command will count it. There are a number of monsters in the dungeon that may be influenced by the amount of gold you are carrying (shopkeepers aside). --- 1422,1428 ---- Gold (`$') .pg Gold adds to your score, and you can buy things in shops with it. ! There are a number of monsters in the dungeon that may be influenced by the amount of gold you are carrying (shopkeepers aside). *************** *** 1121,1128 **** You turn one of these on by adding the name of the option to the list, and turn it off by typing a `!' or ``no'' before 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. .pg For example, to set up an environment variable so that ``female'' is on, ``autopickup'' is off, the name is set to ``Blue Meanie'', and the fruit --- 1449,1456 ---- You turn one of these on by adding the name of the option to the list, and turn it off by typing a `!' or ``no'' before the name. Others take a character string as a value. You can set string options by typing ! the option name, a colon or equals sign, and then the value of the string. ! The value is terminated by the next comma or the end of string. .pg For example, to set up an environment variable so that ``female'' is on, ``autopickup'' is off, the name is set to ``Blue Meanie'', and the fruit *************** *** 1166,1194 **** Here are explanations of what the various options do. Character strings that are too long may be truncated. Some of the options listed may be inactive in your dungeon. ! .lp autopickup\ \ ! Pick up things you move onto by default (default on). ! .lp badgername ! Name your starting badger (ex. ``badgername:Jack''). ! Cannot be set with the `O' command. ! .lp batname ! Name your starting bat (ex. ``batname:Drake''). ! Cannot be set with the `O' command. ! .lp 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 SLASH'EM only). .lp catname ! Name your starting cat (ex. ``catname:Tabby''). Cannot be set with the `O' command. .lp checkpoint Save game state after each level change, for possible recovery after program crash (default on). ! .lp color\ \ \ Use color for different monsters, objects, and dungeon features (default on for microcomputers). ! .lp confirm\ Have user confirm attacks on pets, shopkeepers, and other peaceable creatures (default on). .lp DECgraphics --- 1494,1534 ---- Here are explanations of what the various options do. Character strings that are too long may be truncated. Some of the options listed may be inactive in your dungeon. ! .lp align ! Your starting alignment (align:lawful, align:neutral, ! or align:chaotic). You may specify just the first letter. ! The default is to randomly pick an appropriate alignment. ! Cannot be set with the `O' command. ! .lp "autopickup " ! Automatically pick up things onto which you move (default on). ! .lp "autoquiver " ! This option controls what happens when you attempt the `f' (fire) ! command with an empty quiver. When true, the computer will fill ! your quiver with some suitable weapon. Note that it will not take ! into account the blessed/cursed status, enchantment, damage, or ! quality of the weapon; you are free to manually fill your quiver with ! the `Q' command instead. If no weapon is found or the option is ! false, the `t' (throw) command is executed instead. (default false) ! .lp "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 SLASH'EM only). .lp catname ! Name your starting cat (ex. ``catname:Morris''). Cannot be set with the `O' command. + .lp character + Pick your type of character (ex. ``character:Rogue''); + synonym for ``role''. See ``name'' for an alternate method + of specifying your role. Normally only the first letter of + the value is examined; the string ``random'' is an exception. .lp checkpoint Save game state after each level change, for possible recovery after program crash (default on). ! .lp "color " Use color for different monsters, objects, and dungeon features (default on for microcomputers). ! .lp "confirm " Have user confirm attacks on pets, shopkeepers, and other peaceable creatures (default on). .lp DECgraphics *************** *** 1198,1203 **** --- 1538,1548 ---- This option 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. + .lp extmenu + Changes the extended commands interface to pop-up a menu of available commands. + It is keystroke compatible with the traditional interface except that it does + not require that you hit Enter. It is implemented only by the tty port + (default off), when the game has been compiled to support tty graphics. .lp disclose Offer to disclose various information when the game ends (default all). The possibilities are identifying your inventory ('i'), *************** *** 1210,1228 **** Cannot be set with the `O' command. .lp dungeon Set the graphics symbols for displaying the dungeon ! (default \&``\ |--------||.-|++.##<><>_|\e\e##{}.}..##\ #}''). The .op 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 \fIcsh\fP. ! Note that this option string is escape-processed in conventional C fashion. This means that `\e' is a prefix to take the following ! character literally, and not as a special prefix. The special escape form `\em' switches on the meta bit in the following character, and the `^' prefix causes the following character to be treated as a control character. --- 1555,1574 ---- Cannot be set with the `O' command. .lp dungeon Set the graphics symbols for displaying the dungeon ! (default \&``\ |--------||.-|++##.##<><>_|\e\e##{}.}..##\ #}''). The .op dungeon ! option should be followed by a string of 1-42 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 ! on a command line if they are special to your shell. ! Note that SLASH'EM escape-processes this option string in conventional C fashion. This means that `\e' is a prefix to take the following ! character literally. Thus `\e' needs to be represented as `\e\e'. ! The special escape form `\em' switches on the meta bit in the following character, and the `^' prefix causes the following character to be treated as a control character. *************** *** 1231,1239 **** 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, grave, throne, kitchen sink, toilet, fountain, pool or moat, ice, lava, vertical lowered drawbridge, horizontal lowered drawbridge, vertical raised drawbridge, horizontal raised drawbridge, air, cloud, under water. --- 1577,1586 ---- 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, iron bars, tree, ! floor of a room, dark corridor, lit corridor, stairs up, stairs down, ! ladder up, ladder down, altar, grave, throne, kitchen sink, toilet, ! fountain, pool or moat, ice, lava, vertical lowered drawbridge, horizontal lowered drawbridge, vertical raised drawbridge, horizontal raised drawbridge, air, cloud, under water. *************** *** 1245,1254 **** Cannot be set with the `O' command. .lp effects Set the graphics symbols for displaying special effects ! (default \&``|-\e\e/*!)(0#@*/-\e\e||\e\e-//-\e\e|\ |\e\e-/''). The .op 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 .op dungeon --- 1592,1601 ---- Cannot be set with the `O' command. .lp effects Set the graphics symbols for displaying special effects ! (default \&``|-\e\e/*!)(0#@*/-\e\e||\e\e-//-\e\e|\ |\e\e-//-\e\e|\ |\e\e-//-\e\e|\ |\e\e-//-\e\e|\ |\e\e-//-\e\e|\ |\e\e-//-\e\e|\ |\e\e-//-\e\e|\ |\e\e-/''). The .op effects ! option should be followed by a string of 1-83 characters to be used instead of the default special-effects characters. This string is subjected to the same processing as the .op dungeon *************** *** 1256,1264 **** The order of the symbols is: vertical beam, horizontal beam, left slant, right slant, digging beam, camera flash beam, left boomerang, right boomerang, ! four glyphs giving the sequence for magic resistance displays; ! the eight surrounding glyphs for swallowed display; ! nine glyphs for explosions. An explosion consists of three rows (top, middle, and bottom) of three characters. The explosion is centered in the center of this 3 by 3 array. --- 1603,1611 ---- The order of the symbols is: vertical beam, horizontal beam, left slant, right slant, digging beam, camera flash beam, left boomerang, right boomerang, ! four glyphs giving the sequence for magic resistance displays, ! the eight surrounding glyphs for swallowed display, ! nine glyphs each for magical, fire, cold, death, lightning, poison and acid explosions. An explosion consists of three rows (top, middle, and bottom) of three characters. The explosion is centered in the center of this 3 by 3 array. *************** *** 1268,1284 **** Cannot be set with the `O' command. .lp female ! Set your sex (default off). Cannot be set with the `O' command. .lp 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. ! .lp fruit\ \ \ Name a fruit after something you enjoy eating (ex. ``fruit:mango'') (default ``slime mold''). Basically a nostalgic whimsy that SLASH'EM 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 SLASH'EM, so don't use those. .lp ghoulname Name your starting ghoul (ex. ``ghoulname:Casper''). Cannot be set with the `O' command. --- 1615,1638 ---- Cannot be set with the `O' command. .lp female ! Set your starting gender to female. Cannot be set with the `O' command. .lp 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. ! .lp "fruit " Name a fruit after something you enjoy eating (ex. ``fruit:mango'') (default ``slime mold''). Basically a nostalgic whimsy that SLASH'EM 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 SLASH'EM, so don't use those. + .lp gender + Your starting gender (gender:male or gender:female). + You may specify just the first letter. Although you can + still denote your gender using the ``male'' and ``female'' + options, the ``gender'' option will take precedence. + The default is to randomly pick an appropriate gender. + Cannot be set with the `O' command. .lp ghoulname Name your starting ghoul (ex. ``ghoulname:Casper''). Cannot be set with the `O' command. *************** *** 1291,1297 **** .lp 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. .lp 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 --- 1645,1655 ---- .lp hilite_pet Visually distinguish pets from similar animals (default off). In text windowing, use text highlighting when color is turned off; ! with X11 and Qt interfaces in tile mode, display a heart symbol near pets. ! In the GTK interface in tile mode, display a red box around the pet. ! .lp horsename ! Name your starting horse (ex. ``horsename:Trigger''). ! Cannot be set with the `O' command. .lp 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 *************** *** 1301,1306 **** --- 1659,1667 ---- even if you override the selections with your own graphics strings. .lp ignintr Ignore interrupt signals, including breaks (default off). + .lp invweight + Display the weights of items in your inventory (and at other times) + in braces (default off). .lp keep_savefile Keeps the save file after restore. SLASH'EM usually deletes your savefile after you restore, making death permanent. This option can allow you to *************** *** 1310,1319 **** .lp lit_corridor Show corridor squares seen by night vision or a light source held by your character as lit (default off). ! .lp mail\ \ \ \ Enable mail delivery during the game. ! .lp male\ \ \ \ ! Set your sex (default on, most hackers are male). Cannot be set with the `O' command. .lp menustyle Controls the interface used when you need to choose various objects (in --- 1671,1680 ---- .lp lit_corridor Show corridor squares seen by night vision or a light source held by your character as lit (default off). ! .lp "mail " Enable mail delivery during the game. ! .lp "male " ! Set your starting gender to male. Cannot be set with the `O' command. .lp menustyle Controls the interface used when you need to choose various objects (in *************** *** 1330,1336 **** objects for selection. .lp menu_deselect_all Menu character accelerator to deselect all items in a menu. ! Implemented by the X11 and tty ports. Default '-'. .lp menu_deselect_page Menu character accelerator deselect all items on this page of a menu. --- 1691,1697 ---- objects for selection. .lp menu_deselect_all Menu character accelerator to deselect all items in a menu. ! Implemented by the X11, GTK and tty ports. Default '-'. .lp menu_deselect_page Menu character accelerator deselect all items on this page of a menu. *************** *** 1342,1348 **** Default '^'. .lp menu_invert_all Menu character accelerator to invert all items in a menu. ! Implemented by the X11 and tty ports. Default '@'. .lp menu_invert_page Menu character accelerator to invert all items on this page of a menu. --- 1703,1709 ---- Default '^'. .lp menu_invert_all Menu character accelerator to invert all items in a menu. ! Implemented by the X11, GTK and tty ports. Default '@'. .lp menu_invert_page Menu character accelerator to invert all items on this page of a menu. *************** *** 1356,1361 **** --- 1717,1724 ---- Menu character accelerator to goto the next menu page. Implemented only by the tty port. Default '>'. + .lp menu_on_esc + Make the ESC key a synonym for the ``' (main menu) command (default on). .lp menu_previous_page Menu character accelerator to goto the previous menu page. Implemented only by the tty port. *************** *** 1366,1372 **** Default ':'. .lp menu_select_all Menu character accelerator to select all items in a menu. ! Implemented by the X11 and tty ports. Default '.'. .lp menu_select_page Menu character accelerator to select all items on this page of a menu. --- 1729,1735 ---- Default ':'. .lp menu_select_all Menu character accelerator to select all items in a menu. ! Implemented by the X11, GTK and tty ports. Default '.'. .lp menu_select_page Menu character accelerator to select all items on this page of a menu. *************** *** 1385,1396 **** jelly, kobold, leprechaun, mimic, nymph, orc, piercer, quadruped, rodent, ! spider, trapper or lurker above, unicorn, vortex, worm, xan or other mythical/fantastic insect, ! 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, --- 1748,1759 ---- jelly, kobold, leprechaun, mimic, nymph, orc, piercer, quadruped, rodent, ! spider, trapper or lurker above, horse or unicorn, vortex, worm, xan or other mythical/fantastic insect, ! light, Zouthern aminal, ! angelic being, bat or bird, centaur, dragon, elemental, fungus or mold, ! gnome, giant humanoid, invisible monster, jabberwock, Keystone Kop, lich, mummy, naga, ogre, pudding or ooze, quantum mechanic, rust monster, *************** *** 1404,1423 **** .lp msghistory The number of top line messages to save (and recall with ^P) (default 20). Cannot be set with the `O' command. ! .lp 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 suffixing one of ! .op "-A -B -C -E -H -K -P -R -S -T -V -W" ). If .op "-@" ! is used for the class, then a random one will be automatically chosen. Cannot be set with the `O' command. ! .lp news\ \ \ \ Read the SLASH'EM 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. ! .lp null\ \ \ \ Send padding nulls to the terminal (default off). .lp number_pad Use the number keys to move instead of [yuhjklbn] (default off). --- 1767,1786 ---- .lp msghistory The number of top line messages to save (and recall with ^P) (default 20). Cannot be set with the `O' command. ! .lp "name " Set your character's name (defaults to your user name). You can also ! set your character's role by appending a dash and one or more letters of ! the role (that is, by suffixing one of ! .op "-A -B -C -F -H -I -K -M -N -P -Ra -Ro -S -T -U -V -W -Y" ). If .op "-@" ! is used for the role, then a random one will be automatically chosen. Cannot be set with the `O' command. ! .lp "news " Read the SLASH'EM 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. ! .lp "null " Send padding nulls to the terminal (default off). .lp number_pad Use the number keys to move instead of [yuhjklbn] (default off). *************** *** 1429,1480 **** 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. .lp packorder ! Specify the order to list object types in (default ``\e")[%?+/=!(*`0_''). The value of this option should be a string containing the ! symbols for the various object types. .lp perm_invent If true, always display your current inventory in a window. This only makes sense for windowing system interfaces that implement this feature. .lp 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. .lp pickup_burden ! Specify at what encumberence level to begin prompting for confirmation ! when picking up objects. Default is moderate encumberence. .lp pickup_types Specify the object types to be picked up when .op autopickup is on. Default is all types. .lp 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. ! .lp ratname ! Name your starting rat (ex. ``ratname:Sherwin''). ! Cannot be set with the `O' command. ! .lp rawio\ \ \ Force raw (non-cbreak) mode for faster output and more bulletproof 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. - .lp reddragonname - Name your starting red dragon (ex. ``reddragonname:Fyre''). - Cannot be set with the `O' command. .lp rest_on_space Make the space bar a synonym for the `.' (rest) command (default off). .lp safe_pet Prevent you from (knowingly) attacking your pets (default on). - .lp snakename - Name your starting snake (ex. ``snakename:Joe''). - Cannot be set with the `O' command. - .op keep_savefile - is also on. .lp 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 --- 1792,1852 ---- option. The order of the symbols is illegal-object (should never be seen), weapon, armor, ring, amulet, tool, ! food, potion, scroll, spellbook, wand, gold, gem or rock, boulder or statue, iron ball, chain, and venom. Cannot be set with the `O' command. .lp packorder ! Specify the order to list object types in (default ``")[%?+!=/(*`0_''). The value of this option should be a string containing the ! symbols for the various object types. Any omitted types are filled in ! at the end from the previous order. .lp perm_invent If true, always display your current inventory in a window. This only makes sense for windowing system interfaces that implement this feature. .lp pettype Specify the type of your initial pet, if you are playing a character class ! that uses multiple type of pets. Possible values are ``cat'' and ``dog''. Cannot be set with the `O' command. .lp pickup_burden ! When you pick up an item that would exceed this encumbrance ! level (Unburdened, Burdened, streSsed, straiNed, overTaxed, ! or overLoaded), you will be asked if you want to continue. ! (Default `S'). .lp pickup_types Specify the object types to be picked up when .op autopickup is on. Default is all types. + .lp prayconfirm + Prompt for confirmation before praying (default on). .lp 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. ! .lp pushweapon ! Using the `w' (wield) command when already wielding ! something pushes the old item into your secondary weapon slot (default off). ! .lp race ! Selects your race (for example, ``race:human''). Default is random. ! Cannot be set with the `O' command. ! .lp radar ! Display a radar (overview) map, useful when using large tiles. Implemented ! only by the GTK port (default off). ! .lp "rawio " Force raw (non-cbreak) mode for faster output and more bulletproof 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. .lp rest_on_space Make the space bar a synonym for the `.' (rest) command (default off). + .lp "role " + Pick your type of character (ex. ``role:Samurai''); + synonym for ``character''. See ``name'' for an alternate method + of specifying your role. Normally only the first letter of the + value is examined; `r' is an exception with ``Rogue'', ``Ranger'', + and ``random'' values. .lp safe_pet Prevent you from (knowingly) attacking your pets (default on). .lp 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 *************** *** 1486,1504 **** .lp showdmg Show damage inflicted/damage received (default off). .lp showweight ! Show weight in inventory (default off). ! .lp silent\ \ Suppress terminal beeps (default on). .lp sortpack Sort the pack contents by type when displaying inventory (default on). .lp standout Boldface monsters and ``\fB--More--\fP'' (default off). ! .lp time\ \ \ \ Show the elapsed game time in turns on bottom line (default off). .lp timed_delay When pausing momentarily for display effect, such as with explosions and moving objects, use a timer rather than sending extra characters to the ! screen. (Applies to ``tty'' interface only; ``X11'' interface always uses a timer based delay. The default is on if configured into the program.) .lp tombstone --- 1858,1880 ---- .lp showdmg Show damage inflicted/damage received (default off). .lp showweight ! Show total weight in inventory on bottom line (default off). ! .lp "silent " Suppress terminal beeps (default on). .lp sortpack Sort the pack contents by type when displaying inventory (default on). .lp standout Boldface monsters and ``\fB--More--\fP'' (default off). ! .lp suppress_alert ! This option may be set to a SLASH'EM version level to suppress ! alert notification messages about feature changes for that ! and prior versions (ex. ``suppress_alert:0.0.6''). ! .lp "time " Show the elapsed game time in turns on bottom line (default off). .lp timed_delay When pausing momentarily for display effect, such as with explosions and moving objects, use a timer rather than sending extra characters to the ! screen. (Applies to ``tty'' interface only; ``X11'' and ``GTK'' interfaces always uses a timer based delay. The default is on if configured into the program.) .lp tombstone *************** *** 1510,1516 **** the score list around after game end on a terminal or emulating window. .lp traps Set the graphics symbols for displaying traps ! (default \&``^^^^^^^^^^^^^^^^^#^^^^''). The .op traps option should be followed by a string of 1-22 --- 1886,1892 ---- the score list around after game end on a terminal or emulating window. .lp traps Set the graphics symbols for displaying traps ! (default \&``^^^^^^^^^^^^^^^^^"^^^^''). The .op traps option should be followed by a string of 1-22 *************** *** 1541,1549 **** 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. - .lp whitedragonname - Name your starting white dragon (ex. ``whitedragonname:Snough''). - Cannot be set with the `O' command. .lp windowtype Select which windowing system to use, such as ``tty'' or ``X11'' (default depends on version). --- 1917,1922 ---- *************** *** 1551,1557 **** .lp wolfname Name your starting wolf (ex. ``wolfname:Beast''). Cannot be set with the `O' command. ! .hn 1 Scoring .pg --- 1924,1972 ---- .lp wolfname Name your starting wolf (ex. ``wolfname:Beast''). Cannot be set with the `O' command. ! .hn 2 ! Configuring SLASH'EM for Play by the Blind ! .pg ! SLASH'EM can be set up to use only standard ASCII characters for making ! maps of the dungeons. This makes the MS-DOS versions of SLASH'EM completely ! accessible to the blind who use speech and/or Braille access technologies. ! Players will require a good working knowledge of their screen-reader's ! review features, and will have to know how to navigate horizontally and ! vertically character by character. They will also find the search ! capabilities of their screen-readers to be quite valuable. Be certain to ! examine this Guidebook before playing so you have an idea what the screen ! layout is like. You'll also need to be able to locate the PC cursor. It is ! always where your character is located. Merely searching for an @-sign will ! not always find your character since there are other humanoids represented ! by the same sign. Your screen-reader should also have a function which ! gives you the row and column of your review cursor and the PC cursor. ! These co-ordinates are often useful in giving players a better sense of the ! overall location of items on the screen. ! .pg ! While it is not difficult for experienced users to edit the \fBdefaults.nh\fP ! file to accomplish this, novices may find this task somewhat daunting. ! Included in all official distributions of SLASH'EM is a file called ! \fBNHAccess.nh\fP. Replacing \fBdefaults.nh\fP with this file will cause ! the game to run in a manner accessible to the blind. After you have gained ! some experience with the game and with editing files, you may want to alter ! settings to better suit your preferences. Instructions on how to do this ! are included in the \fBNHAccess.nh\fP file itself. The most crucial settings to ! make the game accessible are: ! .pg ! .lp IBMgraphics ! Disable IBMgraphics by commenting out this option. ! .lp menustyle:traditional ! This will assist in the interface to speech synthesizers. ! .lp \!number_pad ! A lot of speech access programs use the number-pad to review the screen. ! If this is the case, turn off the number_pad option and use the traditional ! Rogue-like commands. ! .lp "Character graphics" ! Comment out all character graphics sets found near the bottom of the ! \fBdefaults.nh\fP file. Most of these replace \fBSLASH'EM\fP's ! default representation of the dungeon using standard ASCII characters ! with fancier characters from extended character sets, and these fancier ! characters can annoy screen-readers. .hn 1 Scoring .pg *************** *** 1574,1580 **** all your gold, but if you swing and live, you might find more. .pg If you just want to see what the current top players/games list is, you ! can type \fBSLASH'EM -s all\fP on most versions. .hn 1 Explore mode --- 1989,1995 ---- all your gold, but if you swing and live, you might find more. .pg If you just want to see what the current top players/games list is, you ! can type \fBslashem -s all\fP on most versions. .hn 1 Explore mode *************** *** 1589,1595 **** with the .op -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. .hn --- 2004,2010 ---- with the .op -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 trepid reader to discover. .hn *************** *** 1602,1608 **** and Kenneth C. R. C. Arnold. Small portions were adapted from \fIFurther Exploration of the Dungeons of Doom\fP, by Ken Arromdee. .pg ! NetHack is the product of literally dozens of people's work. Main events in the course of the game development are described below: .pg --- 2017,2023 ---- and Kenneth C. R. C. Arnold. Small portions were adapted from \fIFurther Exploration of the Dungeons of Doom\fP, by Ken Arromdee. .pg ! SLASH'EM is the product of literally dozens of people's work. Main events in the course of the game development are described below: .pg *************** *** 1644,1651 **** continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. .pg ! A scant one month before the next major version release of Nethack, two ! adventurous souls undertook their own modification to the sacred Nethack formula. \fBTom Proudfoot\fP and \fBYuval\fP released Nethack++, which was rapidly renamed Nethack--, contained new monsters, items and other miscellaneous modifications. --- 2059,2066 ---- continued to enhance the PC, Macintosh, and Amiga ports through the later revisions of 3.0. .pg ! A scant one month before the next major version release of NetHack, two ! adventurous souls undertook their own modification to the sacred NetHack formula. \fBTom Proudfoot\fP and \fBYuval\fP released Nethack++, which was rapidly renamed Nethack--, contained new monsters, items and other miscellaneous modifications. *************** *** 1668,1674 **** \fBCarl Schelin\fP, \fBStephen Spackman\fP, \fBSteve VanDevender\fP, and \fBPaul Winner\fP, ported NetHack 3.1 to the PC. .pg ! \fBJon Watte\fP and \fBHao-yang Wang\fP, with help from \fBRoss Brown\fP, \fBMike Engber\fP, \fBDavid Hairston\fP, \fBMichael Hamel\fP, \fBJonathan Handler\fP, \fBJohnny Lee\fP, \fBTim Lennan\fP, \fBRob Menke\fP, and \fBAndy Swanson\fP, developed NetHack 3.1 for the Macintosh, --- 2083,2089 ---- \fBCarl Schelin\fP, \fBStephen Spackman\fP, \fBSteve VanDevender\fP, and \fBPaul Winner\fP, ported NetHack 3.1 to the PC. .pg ! \fBJon W{tte\fP and \fBHao-yang Wang\fP, with help from \fBRoss Brown\fP, \fBMike Engber\fP, \fBDavid Hairston\fP, \fBMichael Hamel\fP, \fBJonathan Handler\fP, \fBJohnny Lee\fP, \fBTim Lennan\fP, \fBRob Menke\fP, and \fBAndy Swanson\fP, developed NetHack 3.1 for the Macintosh, *************** *** 1677,1687 **** .pg \fBTimo Hakulinen\fP ported NetHack 3.1 to OS/2. \fBEric Smith\fP ported NetHack 3.1 to the Atari. \fBPat Rankin\fP, with help from ! \fBJoshua Delahunty\fP, is responsible for the VMS version of NetHack 3.1. \fBMichael Allison\fP ported NetHack 3.1 to Windows NT. .pg \fBDean Luick\fP, with help from \fBDavid Cohrs\fP, developed NetHack 3.1 for X11. .pg Time passed, and Nethack-- was ported to 3.11 by \fBChris\fP. .pg --- 2092,2105 ---- .pg \fBTimo Hakulinen\fP ported NetHack 3.1 to OS/2. \fBEric Smith\fP ported NetHack 3.1 to the Atari. \fBPat Rankin\fP, with help from ! \fBJoshua Delahunty\fP, was responsible for the VMS version of NetHack 3.1. \fBMichael Allison\fP ported NetHack 3.1 to Windows NT. .pg \fBDean Luick\fP, with help from \fBDavid Cohrs\fP, developed NetHack 3.1 for X11. + \fBWarwick Allison\fP wrote a tiled version of NetHack for the Atari; + he later contributed the tiles to the DevTeam and tile support was + then added to other platforms. .pg Time passed, and Nethack-- was ported to 3.11 by \fBChris\fP. .pg *************** *** 1705,1746 **** \fBJanet Walz\fP; and, \fBPaul Winner\fP, release version 3.2 in April of 1996. .pg ! 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, \fBDr. Izchak ! Miller\fP, was diagnosed with cancer and passed away. This release of the ! game is dedicated to him by the development and porting teams. ! .pg ! \fBPat Rankin\fP maintained 3.2 for VMS. ! .pg ! \fBMichael Allison\fP, \fBYitzhak Sapir\fP, and \fBPaul Winner\fP, with help ! from \fBSteve Linhart\fP, \fBKevin Smolkowski\fP, \fBMike Stephenson\fP, and ! \fBStephen White\fP ported 3.2 for MSDOS. ! .pg ! \fBKeizo Yamamoto\fP and \fBKen ! Washikita\fP ported 3.2 for the NEC 98xx machines popular in Japan. ! .pg ! \fBKen Lorber\fP, \fBAndy Church\fP, and \fBGregg Wonderly\fP, with help from ! \fBRichard Addison\fP, ported 3.2 for the Amiga. ! .pg ! \fBDean Luick\fP ported 3.2 to the Macintosh. ! .pg ! \fBEric Smith\fP and \fBWarwick Allison\fP ported 3.2 for the Ataris. ! .pg ! \fBMichael Allison\fP ported 3.2 for the Microsoft Windows NT platform. ! .pg ! \fBTimo Hakulinen\fP remains responsible for the OS/2 port. .pg \fBLarry Stewart-Zerba\fP set along a different track - to enhance the spellcasting abilities of the Wizard. Thus, in April 1996, he released version 0.1 of the Wizard Patch. By July, he was joined by \fBWarwick Allison\fP and version 0.4 of the Wizard Patch was released. ! The final update came in September 1996, with the release of ! Wizard Patch 0.7. .pg ! SLASH V6 was picked up by \fBEnrico Horn\fP managed to synchronize it with the 3.2 source. The new SLASH 4.1.2 was released as far back as November 1996 went through at least 4 editlevels (E5, E6, E7) with the latest version being 4.1.2E8, synchronized with Nethack 3.2.2 and --- 2123,2146 ---- \fBJanet Walz\fP; and, \fBPaul Winner\fP, release version 3.2 in April of 1996. .pg ! Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original development team remained on the team at the start of work ! on that release. During the interval between the release of 3.1.3 and 3.2, one of the founding members of the development team, \fBDr. Izchak ! Miller\fP, was diagnosed with cancer and passed away. That release of the ! game was dedicated to him by the development and porting teams. .pg \fBLarry Stewart-Zerba\fP set along a different track - to enhance the spellcasting abilities of the Wizard. Thus, in April 1996, he released version 0.1 of the Wizard Patch. By July, he was joined by \fBWarwick Allison\fP and version 0.4 of the Wizard Patch was released. ! The final update came in April 1997, with the release of ! Wizard Patch 1.0. ! .pg ! \fBWarwick Allison\fP also ported NetHack to use the Qt interface. .pg ! SLASH V6 was picked up by \fBEnrico Horn\fP, who managed to synchronize it with the 3.2 source. The new SLASH 4.1.2 was released as far back as November 1996 went through at least 4 editlevels (E5, E6, E7) with the latest version being 4.1.2E8, synchronized with Nethack 3.2.2 and *************** *** 1756,1775 **** .pg \fBWarren Cheung\fP combined SLASH 4.1.2 and Wizard Patch to create SLASH'EM 0.1 in November 1997. Several revisions including new spells and ! other minor additions have led to SLASH'EM 0.0.3. \fBSteven Uy\fP has generously made additional modifications. .pg ! \fBDirk Schoenberger\fP has continued updating the SLASH/SLASH'EM monster ! tiles. He has also ported SLASH'EM to Linux. .pg \fBLief Clennon\fP ported SLASH'EM to OS/2 EMX. .pg ! \fBKevin Hugo\fP ported SLASH'EM to Macintosh, and has also contributed additional changes and improvements. .pg ! \fBRobin Johnson\fP finished arduous task of drawing tiles for the ! SLASH'EM monsters. He has also contributed many more new tiles. .pg 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 --- 2156,2220 ---- .pg \fBWarren Cheung\fP combined SLASH 4.1.2 and Wizard Patch to create SLASH'EM 0.1 in November 1997. Several revisions including new spells and ! other additions led eventually to SLASH'EM 0.0.5E7F1. \fBSteven Uy\fP generously made additional modifications. .pg ! \fBDirk Schoenberger\fP continued updating the SLASH/SLASH'EM monster ! tiles. He also ported SLASH'EM to Linux. .pg \fBLief Clennon\fP ported SLASH'EM to OS/2 EMX. .pg ! \fBKevin Hugo\fP ported SLASH'EM to Macintosh, and also contributed additional changes and improvements. .pg ! \fBRobin Johnson\fP finished the arduous task of drawing tiles for the ! SLASH'EM monsters. He also contributed many more new tiles. ! .pg ! Kevin later joined the ! DevTeam and incorporated the best of these ideas in NetHack 3.3. ! .pg ! JNetHack (the Japanese version of NetHack) has been around since at least ! 1994, developed by Issei Numata and others. The GTK interface was written ! for this variant and released in 1999. ! .pg ! Mitsuhiro Itakura headed a team which began the process of redrawing the ! NetHack tiles in 8-bit color at 32x32 pixels. ! .pg ! The 3.3 development team consisted of \fBMichael Allison\fP, \fBKen Arromdee\fP, ! \fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBSteve Creps\fP, \fBKevin Darcy\fP, \fBTimo Hakulinen\fP, ! \fBKevin Hugo\fP, \fBSteve Linhart\fP, \fBDean Luick\fP, \fBPat Rankin\fP, \fBEric Smith\fP, \fBMike ! Stephenson\fP, \fBJanet Walz\fP, and \fBPaul Winner\fP. ! .pg ! As with version 3.2, various people contributed to the game as a whole as ! well as supporting ports on the different platforms that NetHack runs on: ! .pg ! \fBPat Rankin\fP maintained 3.3 for VMS. ! .pg ! \fBMichael Allison\fP maintained NetHack 3.3 for the MS-DOS platform. \fBPaul Winner\fP ! and \fBYitzhak Sapir\fP provided encouragement. ! .pg ! \fBElvis\fP was seen playing NetHack on an Amiga. That is to say, like Elvis, it ! it might come back, but don't hold your breath. ! .pg ! \fBDean Luick\fP, \fBMark Modrall\fP, and \fBKevin Hugo\fP maintained and enhanced the ! Macintosh port of 3.3. ! .pg ! The Atari port of NetHack was discontinued. ! .pg ! \fBMichael Allison\fP maintained and enhanced 3.3 for the Microsoft Windows NT platform. ! .pg ! \fBRon Van Iwaarden\fP took over responsibility for the OS/2 port. ! .pg ! \fBWarren Cheung\fP combined SLASH'EM 0.0.5E7F1 and NetHack 3.3 to create ! SLASH'EM 0.0.6 and continues to maintain the DOS and Microsoft Windows ports. ! .pg ! \fBJ. Ali Harlow\fP incorporated the GTK interface and Mitsuhiro Itakura's ! 32x32 tileset into SLASH'EM 0.0.6 and maintains the UNIX port of SLASH'EM. ! \fBPeter Makholm\fP maintains the Debian package. ! .pg ! \fBPaul Hurtley\fP maintains the MAC port of SLASH'EM. + - - - - - - - - - - .pg 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 *************** *** 1781,1812 **** center; c c c. .\"TABLE_START ! 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 .\"TABLE_END Do not delete this line. .TE .ed --- 2226,2262 ---- center; c c c. .\"TABLE_START ! Adam Aronow Helge Hafting Mike Engber ! Andy Church Irina Rempt-Drijfhout 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 Waijers John Rupley Paul Winner ! Bruce Cox John S. Bien Pierre Martineau ! Bruce Holloway Johnny Lee Ralf Brown ! Bruce Mewborne Jon W{tte Richard Addison ! Carl Schelin Jonathan Handler Richard P. Hughey ! Chris Russo Joshua Delahunty Rob Menke ! David Cohrs Keizo Yamamoto Roland McGrath ! David Damerell Ken Arromdee Ron Van Iwaarden ! David Gentzel Ken Lorber Ronnen Miller ! David Hairston Ken Washikita Ross Brown ! Dean Luick Kevin Darcy Sascha Wostmann ! Del Lamb Kevin Hugo Scott R. Turner ! Deron Meranda Kevin Sitze Stephen Spackman ! Dylan O'Donnell Kevin Smolkowski Stephen White ! Eric Backus Kevin Sweet Steve Creps ! Eric Hendrickson Mark Gooderum Steve Linhart ! Eric R. Smith Mark Modrall Steve VanDevender ! Eric S. Raymond Matthew Day Tim Lennan ! Frederick Roeber Merlyn LeRoy Timo Hakulinen ! Gil Neiger Michael Allison Tom Almy ! Greg Laskin Michael Feir Tom West ! Greg Olson Michael Hamel Warwick Allison ! Gregg Wonderly Michael Sokolov Yitzhak Sapir ! Hao-yang Wang .\"TABLE_END Do not delete this line. .TE .ed diff -Nacr ../slashem-0.0.6E0F3/doc/Guidebook.tex ./doc/Guidebook.tex *** ../slashem-0.0.6E0F3/doc/Guidebook.tex Thu Jan 1 01:00:00 1970 --- ./doc/Guidebook.tex Wed Mar 29 21:09:40 2000 *************** *** 0 **** --- 1,3127 ---- + \documentstyle[titlepage]{article} + + \textheight 220mm + \textwidth 160mm + \oddsidemargin 0mm + \evensidemargin 0mm + \topmargin 0mm + + \newcommand{\nd}{\noindent} + + \newcommand{\tb}[1]{\tt #1 \hfill} + \newcommand{\bb}[1]{\bf #1 \hfill} + \newcommand{\ib}[1]{\it #1 \hfill} + + \newcommand{\blist}[1] + {\begin{list}{$\bullet$} + {\leftmargin 30mm \topsep 2mm \partopsep 0mm \parsep 0mm \itemsep 1mm + \labelwidth 28mm \labelsep 2mm + #1}} + + \newcommand{\elist}{\end{list}} + + % this will make \tt underscores look better, but requires that + % math subscripts will never be used in this document + \catcode`\_=12 + + % String handling macros + \makeatletter + \newcommand\DefineString[2]{\@namedef{@DS@#1}{#2}} + \newcommand\UseString[1]{\@nameuse{@DS@#1}} + + % Symbol lists with arbitary line breaks set in tt + \def\Symbol@one{\@Symbol\discretionary{}{}{}} + \def\Symbol#1{{\tt\def\ {{\char"20}}\def\^{{\char"5E}}% + \def\'{{\char"27}}\def\~{{\char"7E}}% + \expandafter\@tfor\expandafter\@Symbol\expandafter:% + \expandafter=#1\relax\do\Symbol@one}} + + % UNIX registered trademark support + \def\UNIX{UNIX\renewcommand{\thefootnote}{\textregistered}% + \footnote{UNIX is a registered trademark of AT\&T.}% + \gdef\UNIX{UNIX}} + \makeatother + \begin{document} + % + % input file: Guidebook.mn + % + \DefineString{h0}{{\it SLASH'EM\/} Guidebook} + \DefineString{h1}{} + \DefineString{h2}{\%} + \DefineString{vr}{{\it SLASH'EM\/} 0.0.6} + \DefineString{f0}{\UseString{vr}} + \DefineString{f1}{} + \DefineString{f2}{Mar 15, 2000} + %.mt + \title{\LARGE A Guide to the Mazes of Menace:\\ + \Large Guidebook for {\it SLASH'EM\/} 0.0.6} + + %.au + \author{Eric S. Raymond\\ + (Extensively edited and expanded for 3.0 by Mike Threepoint)\\ + (Revised for {\it SLASH'EM\/} 0.0.3 by Warren Cheung)\\ + (Revised for {\it SLASH'EM\/} 0.0.6 by J. Ali Harlow)} + \date{\UseString{f2}} + + \maketitle + + %.hn 1 + \section{Introduction} + + %.pg + + 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 menial 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? + %.pg + + 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 rumors 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, becoming 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 \ldots + %.pg + + Your abilities and strengths for dealing with the hazards of adventure + will vary with your background and training: + \blist{} + %.pg + + \item[\bb{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. + %.pg + + \item[\bb{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. + %.pg + + \item[\bb{Cavemen {\rm and }Cavewomen}]% + start with exceptional strength but, + unfortunately, with neolithic weapons. + %.pg + + \item[\bb{Flame Mages}]% + have managed to harness mystical energies into the control + of the element of fire. Notwithstanding their pet hell hounds, woe be unto + anyone who stands in the way of a skilled mage casting a fireball. + %.pg + + \item[\bb{Healers}]% + are wise in medicine and 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, with which they enter the dungeon. + %.pg + + \item[\bb{Ice Mages}]% + command the forces of cold. An experienced Mage can + summon great blizzards yet remain unaffected by the turmoil of the elements. + %.pg + + \item[\bb{Knights}]% + are distinguished from the common skirmisher by their + devotion to the ideals of chivalry and by the surpassing excellence of + their armor. + %.pg + + \item[\bb{Monks}]% + are ascetics, who by rigorous practice of physical and mental + disciplines have become capable of fighting as effectively without weapons + as with. They wear no armor but make up for it with increased mobility. + %.pg + + \item[\bb{Necromancers}]% + have delved into the darkest of the magical lore, and + mastered some of the most forbidden of the magical lore. Many have fallen + to the armies of the undead that they are capable of bringing forth and + controlling. + %.pg + + \item[\bb{Priests {\rm and }Priestesses}]% + are clerics militant, crusaders + advancing 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. + %.pg + + \item[\bb{Rangers}]% + are most at home in the woods, and some say slightly out + of place in a dungeon. They are, however, experts in archery as well + as tracking and stealthy movement. + %.pg + + \item[\bb{Rogues}]% + are agile and stealthy thieves, with knowledge of locks, + traps, and poisons. They specialize in surprise, which they employ + to great advantage. + %.pg + + \item[\bb{Samurai}]% + are the elite warriors of feudal Nippon. They are heavily + armored but quick, and wear the {\it dai-sho}, two swords of the deadliest + keenness. + %.pg + + \item[\bb{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. + %.pg + + \item[\bb{Undead Slayers}]% + are specialists, trained to hunt the undead as well + as other incarnations of evil. They are well aware of the weaknesses of + their foes and come prepared. Few denizens of darkness ever encounter such + warriors of light and live to tell of it. + %.pg + + \item[\bb{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. + %.pg + + \item[\bb{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. + %.pg + + \item[\bb{Yeomen}]% + are sturdy fighters. They are famed for their ability to stand + doing nothing for hours. It is said that this is because they are none too + bright. Yeomen can both take a lot of damage and inflict it on others. + \elist + \nd %.pg + + You may also choose the race of your character: + \blist{} + %.pg + + \item[\bb{Doppelgangers}]% + have the anviable ability to change form at will, at + a cost of some mystic energy ({\it mana\/}), although what they become + may be a bit of a surprise, even for them. + %.pg + + \item[\bb{Dwarves}]% + are smaller than humans or elves, but are stocky and solid + individuals. Dwarves' most notable trait is their great expertise in mining + and metalwork. Dwarvish armor is said to be second in quality not even to the + mithril armor of the Elves. + %.pg + + \item[\bb{Elves {\rm and }Drows}]% + are agile, quick, and perceptive; very little of + what goes on will escape an Elf. The quality of Elven craftsmanship often + gives them an advantage in arms and armor. + %.pg + + \item[\bb{Gnomes}]% + are smaller than but generally similar to dwarves. Gnomes are + known to be expert miners, and it is known that a secret underground mine + complex built by this race exists within the Mazes of Menace, filled with + both riches and danger. + %.pg + + \item[\bb{Hobbits}]% + are quick of hearing and sharp-eyed, and though they are + inclined to be fat and do not hurry unnecessarily, they are nonetheless nimble + and deft in their movements. A love of learning (other than genealogical lore) + is far from general among them. Hobbits are difficult to daunt, or to kill, + and at need can still handle arms. + %.pg + + \item[\bb{Humans}]% + are by far the most common race of the surface world, and + are thus the norm by which other races are often compared. Although + they have no special abilities, they can succeed in any role. + %.pg + + \item[\bb{Lycanthropes}]% + are wild beasts who draw their strength from the phases + of the moon, and can transform into wolves when they channel their magical + energies. Even unarmed, a Lycanthrope is a savage fighter, as many + scarred by their deadly claws can attest. + %.pg + + \item[\bb{Orcs}]% + are a cruel and barbaric race, that hate every living thing + (including other orcs). Above all others, Orcs hate Elves with a passion + unequalled, and will go out of their way to kill one at any opportunity. + The armor and weapons fashioned by the Orcs are typically of inferior quality. + \elist + \nd %.pg + + You set out for the dungeon and after several days of uneventful + travel you see the ancient ruins that mark the entrance 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. + %.hn 1 + \section{What is going on here?} + + %.pg + + You have just begun a game of {\it SLASH'EM}. 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. + %.pg + + When {\it SLASH'EM\/}'s ancestor {\it 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; {\it SLASH'EM\/} continues this fine tradition. Unlike text + adventure games that accept commands in pseudo-English sentences and + explain the results in words, {\it SLASH'EM\/} 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. + %.pg + + {\it SLASH'EM\/} can even be played by blind players, with the assistance of Braille + readers or speech synthesisers. Instructions for configuring {\it SLASH'EM\/} for + the blind are included later in this document. + %.pg + + {\it SLASH'EM\/} 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. + + %.hn 1 + \section{What do all those things on the screen mean?} + + %.pg + + {\it SLASH'EM\/} 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 created. The three possible display + options are: a monochrome character interface, a color character interface, + and a graphical interface using small pictures called tiles. The two + character interfaces 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. + %.pg + + In order to understand what is going on in {\it SLASH'EM}, first you must + understand what {\it SLASH'EM\/} is doing with the screen. The {\it SLASH'EM\/} screen + replaces the ``{\tt You see \ldots}'' descriptions of text adventure games. + Figure 1 is a sample of what a {\it SLASH'EM\/} screen might look like. + + \begin{center} + \begin{tabular}{l} + \verb~The bat bites! ~\\ + \\ + \verb~ ------ ~\\ + \verb~ |....| ---------- ~\\ + \verb~ |.<..|####...@...$.| ~\\ + \verb~ |....-# |...B....+ ~\\ + \verb~ |....| |.d......| ~\\ + \verb~ ------ -------|-- ~\\ + \\ + \\ + \\ + \verb~Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral~\\ + \verb~Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak ~\\ + + \end{tabular} + \end{center} + %.ce 1 + \begin{center} + Figure 1 + \end{center} + + %.hn 2 + \subsection*{The status lines (bottom)} + + %.pg + + 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 various status items mean + (though your configuration may not have all the status items listed + below): + \blist{} + %.lp + + \item[\bb{Rank}] + Your character's name and professional ranking (based on the + experience level, see below). + %.lp + + \item[\bb{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. + %.lp + + \item[\bb{Dexterity}] + Dexterity affects your chances to hit in combat, to avoid traps, and + do other tasks requiring agility or manipulation of objects. + %.lp + + \item[\bb{Constitution}] + Constitution affects your ability to recover from injuries and other + strains on your stamina. + %.lp + + \item[\bb{Intelligence}] + Intelligence affects your ability to cast spells and read spellbooks. + %.lp + + \item[\bb{Wisdom}] + Wisdom comes from your practical experience (especially when dealing with + magic). It affects your magical energy. + %.lp + + \item[\bb{Charisma}] + Charisma affects how certain creatures react toward you. In + particular, it can affect the prices shopkeepers offer you. + %.lp + + \item[\bb{Alignment}] + {\it Lawful}, {\it Neutral}, or {\it Chaotic}. Often, Lawful is + taken as good and Chaotic as evil, but legal and ethical do not always + coincide. Your alignment influences how other + monsters 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. + %.lp + + \item[\bb{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 somewhere beneath the twentieth level. + %.lp + + \item[\bb{Gold}] + The number of gold pieces you are openly carrying. Gold which you have + concealed in containers is not counted. + %.lp + + \item[\bb{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. + %.lp + + \item[\bb{Power}] + Spell points. This tells you how much mystic energy ({\it mana\/}) + you have available for spell casting. Again, resting will regenerate the + amount available. + %.lp + + \item[\bb{Armor Class}] + A measure of how effectively your armor stops blows from unfriendly + creatures. The lower this number is, the more effective the armor; it + is quite possible to have negative armor class. + %.lp + + \item[\bb{Experience}] + Your current experience level and experience points. As you + adventure, you gain experience points. At certain experience point + totals, you gain an experience level. The more experienced you are, + the better you fight and withstand magical attacks. Many dungeons + show only your experience level here. + %.lp + + \item[\bb{Weight}] + The total weight of all items in your inventory, displayed if you have the + {\it showweight\/} + option set. The number after the slash is your carrying capacity. + %.lp + + \item[\bb{Time}] + The number of turns elapsed so far, displayed if you have the + {\it time\/} + option set. + %.lp + + \item[\bb{Hunger status}] + Your current hunger status, ranging from {\it Satiated\/} down to + {\it Fainting}. If your hunger status is normal, it is not displayed. + \elist + \nd %.pg + + Additional status flags may appear after the hunger status: {\it Conf\/} + when you're confused, {\it FoodPois\/} or {\it Ill\/} + when sick, {\it Blind\/} when you can't + see, {\it Stun\/} when stunned, and {\it Hallu\/} when hallucinating. + %.hn 2 + \subsection*{The message line (top)} + + %.pg + + The top line of the screen is reserved for messages that describe + things that are impossible to represent visually. If you see a + ``{\tt --More--}'' on the top line, this means that {\it SLASH'EM\/} 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. + %.hn 2 + \subsection*{The map (rest of the screen)} + + %.pg + + The rest of the screen is the map of the level as you have explored it + so far. Each symbol on the screen represents something. 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: + \blist{} + %.lp + + \item[\tb{- {\rm and} |}] + The walls of a room, or an open door. Or a grave (|). + %.lp + + \item[\tb{.}] + The floor of a room, ice, or a doorless doorway. + %.lp + + \item[\tb{\#}] + A corridor, or iron bars, or a tree, or possibly a kitchen sink (if + your dungeon has sinks), or a drawbridge. + %.lp + + \item[\tb{>}] + Stairs down: a way to the next level. + %.lp + + \item[\tb{<}] + Stairs up: a way to the previous level. + %.lp + + \item[\tb{+}] + A closed door, or a spellbook containing a spell you can learn. + %.lp + + \item[\tb{@}] + Your character or a human. + %.lp + + \item[\tb{\$}] + A pile of gold. + %.lp + + \item[\tb{\^{}}] + A trap (once you have detected it). + %.lp + + \item[\tb{)}] + A weapon. + %.lp + + \item[\tb{[}] + A suit or piece of armor. + %.lp + + \item[\tb{\%}] + Something edible (not necessarily healthy). + %.lp + + \item[\tb{?}] + A scroll. + %.lp + + \item[\tb{/}] + A wand. + %.lp + + \item[\tb{=}] + A ring. + %.lp + + \item[\tb{!}] + A potion. + %.lp + + \item[\tb{(}] + A useful item (pick-axe, key, lamp \ldots). + %.lp + + \item[\tb{"}] + An amulet or a spider web. + %.lp + + \item[\tb{*}] + A gem or rock (possibly valuable, possibly worthless). + %.lp + + \item[\tb{`}] + A boulder or statue. + %.lp + + \item[\tb{0}] + An iron ball. + %.lp + + \item[\tb{_}] + An altar, or an iron chain. + %.lp + + \item[\tb{\{}] + A fountain. + %.lp + + \item[\tb{\}}] + A pool of water or moat or a pool of lava. + %.lp + + \item[\tb{$\backslash$}] + An opulent throne. + %.lp + + \item[\tb{{\rm a}-{\rm zA}-{\rm Z} {\rm and} {\rm other} {\rm symbols}}] + Letters and certain other symbols represent the various inhabitants + of the Mazes of Menace. Watch out, they can be nasty and vicious. + Sometimes, however, they can be helpful. + \elist + \nd %.pg + + You need not memorize all these symbols; you can ask the game what any + symbol represents with the `{\tt /}' command (see the next section for + more info). + + %.hn 1 + \section{Commands} + + %.pg + + Commands are initiated by typing one or two characters. Some commands, + like ``{\tt search}'', do not require that any more information be collected by + {\it SLASH'EM}. Other commands might require additional information, for + example a direction, or an object to be used. For those commands that + require additional information, {\it SLASH'EM\/} 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 + {\it menustyle\/} + option. + %.pg + + For example, a common question, in the form ``{\tt What do you want to} + use?\ [a-zA-Z\ ?*]'', asks you to choose an object you are carrying. + Here, ``{\tt a-zA-Z}'' are the inventory letters of your possible choices. + Typing `{\tt ?}' gives you an inventory list of these items, so you can see + what each letter refers to. In this example, there is also a `{\tt *}' + indicating that you may choose an object not on the list, if you + wanted to use something unexpected. Typing a `{\tt *}' 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. + %.pg + + You can put a number before some commands to repeat them that many + times; for example, ``{\tt 10s}'' will search ten times. If you have the + {\it number_pad\/} + option set, you must type `{\tt n}' to prefix a count, so the example above + would be typed ``{\tt n10s}'' instead. Commands for which counts make no + sense ignore them. In addition, movement commands can be prefixed for + greater control (see below). To cancel a count or a prefix, press the + ESC key. + %.pg + + The list of commands is rather long, but it can be read at any time + during the game through the `{\tt ?}' command, which accesses a menu of + helpful texts. As well, there is now a menusystem available + through the '`{\tt }' command for those who would rather page through + menus than hunt and peck for keys. Here are the commands for your reference: + \blist{} + %.lp + + \item[\tb{{\rm ESC}}] + Cancel the current operation (where applicable) or skip messages. If the + {\it menu_on_esc\/} + option is set, then this key will access the menusystem when pressed while + the program is waiting for a command. + %.lp + + \item[\tb{?}] + Help menu: display one of several help texts available. + %.lp + + \item[\tb{`}] + Main menu: access the menusystem. + %.lp + + \item[\tb{/}] + Tell what a symbol represents. You may choose to specify a location + or type a symbol (or even a whole word) to explain. + Specifying a location is done by moving the cursor to a particular spot + on the map and then pressing one of `{\tt .}', `{\tt ,}', `{\tt ;}', + or `{\tt :}'. `{\tt .}' will explain the symbol at the chosen location, + conditionally check for ``{\tt More info?}'' depending upon whether the + {\it help\/} + option is on, and then you will be asked to pick another location; + `{\tt ,}' will explain the symbol but skip any additional + information; `{\tt ;}' will skip additional info and also not bother asking + you to choose another location to examine; `{\tt :}' will show additional + info, if any, without asking for confirmation. When picking a location, + pressing the ESC key will terminate this command, or pressing `{\tt ?}' + will give a brief reminder about how it works. + %.pg + + Specifying a name rather than a location + always gives any additional information available about that name. + %.lp + + \item[\tb{\&}] + Tell what a command does. + %.lp + + \item[\tb{<}] + Go up to the previous level (if you are on the staircase or ladder). + %.lp + + \item[\tb{>}] + Go down to the next level (if you are on the staircase or ladder). + %.lp + + \item[\tb{[yuhjklbn]}] + Go one step in the direction indicated (see Figure 2). If you can sense + a monster there, you will fight the monster instead. Only these + one-step movement commands cause you to fight monsters; the others + (below) are ``{\tt safe.}'' + %.sd + \begin{center} + \begin{tabular}{cc} + \verb+y k u+ & \verb+ 7 8 9 +\\ + \verb+ \ | / + & \verb+ \ | / +\\ + \verb+h- . -l+ & \verb+ 4- . -6 +\\ + \verb+ / | \ + & \verb+ / | \ +\\ + \verb+b j n+ & \verb+ 1 2 3 +\\ + & (if {\it number\_pad\/} is set) + \end{tabular} + \end{center} + %.se + %.ce 1 + \begin{center} + Figure 2 + \end{center} + + %.lp + + \item[\tb{[YUHJKLBN]}] + Go in that direction until you hit a wall or run into something. + %.lp + + \item[\tb{{\rm m}[{\rm yuhjklbn}]}] + Prefix: move without picking up objects or fighting (even if you remember + a monster there) + %.lp + + \item[\tb{{\rm F}[{\rm yuhjklbn}]}] + Prefix: fight a monster (even if you only guess one is there) + %.lp + + \item[\tb{{\rm M}[{\rm yuhjklbn}]}] + Prefix: move far, no pickup. + %.lp + + \item[\tb{{\rm g}[{\rm yuhjklbn}]}] + Prefix: move until something interesting is found. + %.lp + + \item[\tb{{\rm G}[{\rm yuhjklbn}] {\rm or} <{\rm CONTROL}->[{\rm yuhjklbn}]}] + Prefix: same as `{\tt g}', but forking of corridors is not considered interesting. + %.lp + + \item[\tb{.}] + Rest, do nothing for one turn. + %.lp + + \item[\tb{{\rm a}}] + Apply (use) a tool (pick-axe, key, lamp \ldots). + %.lp + + \item[\tb{{\rm A}}] + Remove one or more worn items, such as armor. + Use `{\tt T}' (take off) to take off only one piece of armor + or `{\tt R}' (remove) to take off only one accessory. + %.lp + + \item[\tb{\^{}{\rm A}}] + Redo the previous command. + %.lp + + \item[\tb{\^{}{\rm B}}] + Borrow (steal) money from an adjacent monster. + %.lp + + \item[\tb{{\rm c}}] + Close a door. + %.lp + + \item[\tb{{\rm C}}] + Call (name) an individual monster. + %.lp + + \item[\tb{\^{}{\rm C}}] + Panic button. Quit the game. + %.lp + + \item[\tb{{\rm d}}] + Drop something. Ex. ``{\tt d7a}'' means drop seven items of object {\it a}. + %.lp + + \item[\tb{{\rm D}}] + Drop several things. In answer to the question + ``{\tt What kinds of things do you want to drop? [!\%= aium]}'' + you should type zero or more object symbols possibly followed by + `{\tt a}' and/or `{\tt i}' and/or `{\tt u}' and/or `{\tt m}'. + %.sd + %.si + Da ---drop all objects, without asking for confirmation.\\ + Di ---examine your inventory before dropping anything.\\ + Du ---drop only unpaid objects (when in a shop).\\ + Dm ---use a menu to pick which object(s) to drop.\\ + D\%u---drop only unpaid food. + %.ei + %.se + %.lp + + \item[\tb{\^{}{\rm D}}] + Kick something (usually a door). + %.lp + + \item[\tb{{\rm e}}] + Eat food. + %.lp + + \item[\tb{{\rm E}}] + Engrave a message on the floor. + Engraving the word ``{\tt Elbereth}'' will cause most monsters to not attack + you hand-to-hand (but if you attack, you will rub it out); this is + often useful to give yourself a breather. (This feature may be compiled out + of the game, so your version might not have it.) + %.sd + %.si + E----write in the dust with your fingers. + %.ei + %.se + %.lp + + \item[\tb{{\rm f}}] + Fire one of the objects placed in your quiver. You may select + ammunition with a previous `{\tt Q}' command, or let the computer pick + something appropriate if + {\it autoquiver\/} + is true. + %.lp + + \item[\tb{{\rm i}}] + List your inventory (everything you're carrying). + %.lp + + \item[\tb{{\rm I}}] + List selected parts of your inventory. + %.sd + %.si + 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. + %.ei + %.se + %.lp + + \item[\tb{{\rm o}}] + Open a door. + %.lp + + \item[\tb{{\rm O}}] + Set options. A menu showing the current option values will be + displayed. You can change most values simply by selecting the menu + entry for the given option (ie, by typing its letter or clicking upon + it, depending on your user interface). For the non-boolean choices, + a further menu or prompt will appear once you've closed this menu. + The available options + are listed later in this Guidebook. Options are usually set before the + game rather than with the `{\tt O}' command; see the section on options below. + %.lp + + \item[\tb{{\rm p}}] + Pay your shopping bill/Shopkeeper services. + %.lp + + \item[\tb{{\rm P}}] + Put on a ring or other accessory (amulet, blindfold). + %.lp + + \item[\tb{\^{}{\rm P}}] + Repeat previous message (subsequent \^{}P's repeat earlier messages). + %.lp + + \item[\tb{{\rm q}}] + Quaff (drink) a potion. + %.lp + + \item[\tb{{\rm Q}}] + Select an object for your quiver. You can then throw this using + the `{\tt f}' command. (In {\it NetHack\/} versions prior to 3.3 this was the command to + quit the game, which has now been moved to `{\tt \#quit}'.) + %.lp + + \item[\tb{{\rm r}}] + Read a scroll or spellbook. + %.lp + + \item[\tb{{\rm R}}] + Remove an accessory (ring, amulet, etc). + %.lp + + \item[\tb{\^{}{\rm R}}] + Redraw the screen. + %.lp + + \item[\tb{{\rm s}}] + Search for secret doors and traps around you. It usually takes several + tries to find something. + %.lp + + \item[\tb{{\rm S}}] + Save (and suspend) the game. The game will be restored automatically the + next time you play. + %.lp + + \item[\tb{{\rm t}}] + Throw an object or shoot a projectile. + %.lp + + \item[\tb{{\rm T}}] + Take off armor. + %.lp + + \item[\tb{\^{}{\rm T}}] + Teleport, if you have the ability. + %.lp + + \item[\tb{{\rm v}}] + Display version number. + %.lp + + \item[\tb{{\rm V}}] + Display the game history. + %.lp + + \item[\tb{{\rm w}}] + Wield weapon. + %.sd + %.si + w----wield nothing, use your bare hands. + %.ei + %.se + %.lp + + \item[\tb{{\rm W}}] + Wear armor. + %.lp + + \item[\tb{{\rm x}}] + Exchange your wielded weapon with the item in your secondary + weapon slot. The latter is used as your second weapon in + two-weapon combat. Note that if one of these slots is empty, + the exchange still takes place. + %.lp + + \item[\tb{{\rm X}}] + Enter explore (discovery) mode, explained in its own section later. + %.lp + + \item[\tb{\^{}{\rm Y}}] + Polymorph yourself, if you have the ability. + %.lp + + \item[\tb{{\rm z}}] + Zap a wand. To aim at yourself, use `{\tt .}' for the direction. + %.lp + + \item[\tb{{\rm Z}}] + Zap (cast) a spell. + %.lp + + \item[\tb{\^{}{\rm Z}}] + Suspend the game + %.ux + (\UNIX\ versions with job control only). + %.lp + + \item[\tb{:}] + Look at what is here. + %.lp + + \item[\tb{;}] + Show what type of thing a visible symbol corresponds to. + %.lp + + \item[\tb{,}] + Pick up some things. + %.lp + + \item[\tb{@}] + Toggle the + {\it autopickup\/} + option on and off. + %.lp + + \item[\tb{\^{}}] + Ask for the type of a trap you found earlier. + %.lp + + \item[\tb{)}] + Tell what weapon you are wielding. + %.lp + + \item[\tb{[}] + Tell what armor you are wearing. + %.lp + + \item[\tb{=}] + Tell what rings you are wearing. + %.lp + + \item[\tb{"}] + Tell what amulet you are wearing. + %.lp + + \item[\tb{(}] + Tell what tools you are using. + %.lp + + \item[\tb{*}] + Tell what equipment you are using; combines the preceding five type-specific + commands into one. + %.lp + + \item[\tb{\$}] + Count your gold pieces. + %.lp + + \item[\tb{+}] + List the spells you know. Using this command, you can also rearrange + the order in which your spells are listed. They are shown via a menu, + and if you select a spell in that menu, you'll be re-prompted for + another spell to swap places with it, and then have opportunity to + make further exchanges. + %.lp + + \item[\tb{$\backslash$}] + Show what types of objects have been discovered. + %.lp + + \item[\tb{!}] + Escape to a shell. + %.lp + + \item[\tb{\#}] + Perform an extended command. As you can see, the authors of {\it NetHack\/} + used up all the letters, so this is a way to introduce the less frequently + used commands. + What extended commands are available depends on what features the game was + compiled with. + %.lp + + \item[\tb{\#{\rm adjust}}] + Adjust inventory letters (most useful when the + {\it fixinv\/} + option is ``{\tt on}''). + %.lp + + \item[\tb{\#{\rm borrow}}] + Borrow (steal) money from an adjacent monster, if you have the ability. + %.lp + + \item[\tb{\#{\rm chat}}] + Talk to someone. + %.lp + + \item[\tb{\#{\rm conduct}}] + List which challenges you have adhered to. + %.lp + + \item[\tb{\#{\rm dip}}] + Dip an object into something. + %.lp + + \item[\tb{\#{\rm enhance}}] + Advance or check weapons skills. + %.lp + + \item[\tb{\#{\rm force}}] + Force a lock. + %.lp + + \item[\tb{\#{\rm invoke}}] + Invoke an object's special powers. + %.lp + + \item[\tb{\#{\rm jump}}] + Jump to another location. + %.lp + + \item[\tb{\#{\rm loot}}] + Loot a box on the floor. + %.lp + + \item[\tb{\#{\rm monster}}] + Use a monster's special ability (when polymorphed into monster form). + %.lp + + \item[\tb{\#{\rm name}}] + Name an item or type of object. + %.lp + + \item[\tb{\#{\rm offer}}] + Offer a sacrifice to the gods. + %.lp + + \item[\tb{\#{\rm pray}}] + Pray to the gods for help. + %.lp + + \item[\tb{\#{\rm quit}}] + Quit the program without saving your game. + %.lp + + \item[\tb{\#{\rm ride}}] + Ride (or stop riding) a monster. + %.lp + + \item[\tb{\#{\rm rub}}] + Rub a lamp. + %.lp + + \item[\tb{\#{\rm sit}}] + Sit down. + %.lp + + \item[\tb{\#{\rm technique}}] + Perform a role or race specific technique. A menu showing the techniques + available to your character will be displayed. + %.lp + + \item[\tb{\#{\rm turn}}] + Turn undead. + %.lp + + \item[\tb{\#{\rm twoweapon}}] + Toggle two-weapon combat on or off. Note that you must + use suitable weapons for this type of combat, or it will + be automatically turned off. + %.lp + + \item[\tb{\#{\rm untrap}}] + Untrap something (trap, door, or chest). + %.lp + + \item[\tb{\#{\rm youpoly}}] + Polymorph yourself, if you have the ability. + %.lp + + \item[\tb{\#{\rm version}}] + Print compile time options for this version of {\it SLASH'EM}. + %.lp + + \item[\tb{\#{\rm wipe}}] + Wipe off your face. + %.lp + + \item[\tb{\#?}] + Help menu: get the list of available extended commands. + %.pg + + If your keyboard has a meta key (which, when pressed in combination + with another key, modifies it by setting the `{\tt meta}' [8th, or `{\tt high}'] + bit), you can invoke many extended commands by meta-ing the first + letter of the command. + % In {\it NT, OS/2, PC\/ {\rm and} ST SLASH'EM}, + % the `Alt' key can be used in this fashion; + % on the Amiga set the {\it altmeta\/} option to get this behavior. + In NT, OS/2, and PC {\it SLASH'EM}, the `{\tt Alt}' key + can be used in this fashion. + %.lp + + \item[\tb{{\rm M}-{\rm a}}] + \#adjust + %.lp + + \item[\tb{{\rm M}-{\rm b}}] + \#borrow + %.lp + + \item[\tb{{\rm M}-{\rm c}}] + \#chat + %.lp + + \item[\tb{{\rm M}-{\rm d}}] + \#dip + %.lp + + \item[\tb{{\rm M}-{\rm e}}] + \#enhance + %.lp + + \item[\tb{{\rm M}-{\rm f}}] + \#force + %.lp + + \item[\tb{{\rm M}-{\rm i}}] + \#invoke + %.lp + + \item[\tb{{\rm M}-{\rm j}}] + \#jump + %.lp + + \item[\tb{{\rm M}-{\rm l}}] + \#loot + %.lp + + \item[\tb{{\rm M}-{\rm m}}] + \#monster + %.lp + + \item[\tb{{\rm M}-{\rm n}}] + \#name + %.lp + + \item[\tb{{\rm M}-{\rm o}}] + \#offer + %.lp + + \item[\tb{{\rm M}-{\rm p}}] + \#pray + %.lp + + \item[\tb{{\rm M}-{\rm q}}] + \#quit + %.lp + + \item[\tb{{\rm M}-{\rm r}}] + \#rub + %.lp + + \item[\tb{{\rm M}-{\rm s}}] + \#sit + %.lp + + \item[\tb{{\rm M}-{\rm t}}] + \#technique + %.lp + + \item[\tb{{\rm M}-{\rm u}}] + \#untrap + %.lp + + \item[\tb{{\rm M}-{\rm v}}] + \#version + %.lp + + \item[\tb{{\rm M}-{\rm w}}] + \#wipe + %.lp + + \item[\tb{{\rm M}-{\rm y}}] + \#youpoly + \elist + \nd %.pg + + If the + {\it number_pad\/} + option is on, some additional letter commands are available: + \blist{} + %.lp + + \item[\ib{j}] + Jump to another location. Same as ``{\tt \#jump}'' or ``{\tt M-j}''. + %.lp + + \item[\ib{k}] + Kick something (usually a door). Same as `{\tt \^{}D}'. + %.lp + + \item[\ib{l}] + Loot a box on the floor. Same as ``{\tt \#loot}'' or ``{\tt M-l}''. + %.lp + + \item[\ib{N}] + Name an item or type of object. Same as ``{\tt \#name}'' or ``{\tt M-N}''. + %.lp + + \item[\ib{u}] + Untrap a trap, door, or chest. Same as ``{\tt \#untrap}'' or ``{\tt M-u}''. + + \elist + \nd %.hn 1 + \section{Rooms and corridors} + + %.pg + + 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. + %.pg + + Secret corridors are hidden. You can find them with the `{\tt s}' (search) + command. + %.hn 2 + \subsection*{Doorways} + + %.pg + + 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 `{\tt o}' (open) + command; to close it again, use the `{\tt c}' (close) command. + %.pg + + You can get through a locked door by using a tool to pick the lock + with the `{\tt a}' (apply) command, or by kicking it open with the `{\tt \^{}D}' + (kick) command. + %.pg + + Open doors cannot be entered diagonally; you must approach them + straight on, horizontally or vertically. Doorways without doors are + not restricted in this fashion. + %.pg + + Doors can be useful for shutting out monsters. Most monsters cannot + open doors, although a few don't need to (ex. ghosts can walk through + doors). + %.pg + + Secret doors are hidden. You can find them with the `{\tt s}' (search) + command. Once found they are in all ways equivalent to normal doors. + %.hn 2 + \subsection*{Traps (`{\tt \^{}}')} + + %.pg + + 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 something fall into it, or you + discover it with the `{\tt s}' (search) command. Monsters can fall prey to + traps, too, which can be a very useful defensive strategy. + %.hn 2 + \subsection*{Stairs (`{\tt $<$}', `{\tt $>$}')} + + %.pg + + In general, each level in the dungeon will have a staircase going up + (`{\tt $<$}') to the previous level and another going down (`{\tt $>$}') to the next + level. There are some exceptions though. For instance, fairly early + in the dungeon you will find a level with two down staircases, one + continuing into the dungeon and the other branching into an area + known as the Gnomish Mines. Those mines eventually hit a dead end, + so after exploring them (if you choose to do so), you'll need to + climb back up to the main dungeon. + %.pg + + When you traverse a set of stairs, or trigger a trap which sends you + to another level, the level you're leaving will be deactivated and + stored in a file on disk. If you're moving to a previously visited + level, it will be loaded from its file on disk and reactivated. If + you're moving to a level which has not yet been visited, it will be + created (from scratch for most random levels, from a template for + some "special" levels, or loaded from the remains of an earlier game + for a "bones" level as briefly described below). Monsters are only + active on the current level; those on other levels are essentially + placed into stasis. + %.pg + + Ordinarily when you climb a set of stairs, you will arrive on the + corresponding staircase at your destination. However, pets (see below) + and some other monsters will follow along if they're close enough when + you travel up or down stairs, and occasionally one of these creatures + will displace you during the climb. When that occurs, the pet or other + monster will arrive on the staircase and you will end up nearby. + %.hn 2 + \subsection*{Ladders (`{\tt $<$}', `{\tt $>$}')} + + %.pg + + Ladders serve the same purpose as staircases, and the two types of + inter-level connections are nearly indistinguishable during game play. + + %.hn 1 + \section{Monsters} + + %.pg + + 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). + %.pg + + The commands `{\tt /}' and `{\tt ;}' may be used to obtain information about those + monsters who are displayed on the screen. The command `{\tt C}' allows you + to assign a name to a monster, which may be useful to help distinguish + one from another when multiple monsters are present. Assigning a name + which is just a space will remove any prior name. + %.pg + + The extended command ``{\tt \#chat}'' can be used to interact with an adjacent + monster. There is no actual dialog (in other words, you don't get to + choose what you'll say), but chatting with some monsters such as a + shopkeeper or the Oracle of Delphi can produce useful results. + %.hn 2 + \subsection*{Fighting} + + %.pg + + 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. + %.hn 2 + \subsection*{Your pet} + + %.pg + + You start the game with a little dog (`{\tt d}'), cat (`{\tt f}'), hell hound pup ('d'), + winter wolf cub ('d'), ghoul ('Z'), or pony (`{\tt u}'), which follows you about + the dungeon and fights monsters with you. With the exception of ghouls, your + pet needs food to survive. It usually feeds itself on fresh carrion + and other meats. If you're worried about it or want to train it, you + can feed it, too, by throwing it food. A properly trained pet can be + very useful under certain circumstances. + %.pg + + 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. + %.pg + + Your pet will follow you up and down staircases if it is next to you + when you move. Otherwise your pet will be stranded and may become + wild. Similarly, when you trigger certain types of traps which alter + your location (for instance, a trap door which drops you to a lower + dungeon level), any adjacent pet will accompany you and any non-adjacent + pet will be left behind. Your pet may trigger such traps itself; you + will not be carried along with it even if adjacent at the time. + %.hn 2 + \subsection*{Steeds} + + %.pg + + Some types of creatures in the dungeon can actually be ridden if you + have the right equipment and skill. Convincing a wild beast to let + you saddle it up is difficult to say the least. Many a dungeoneer + has had to resort to magic and wizardry in order to forge the alliance. + Once you do have the beast under your control however, you can + easily climb in and out of the saddle with the `{\tt \#ride}' command. Lead + the beast around the dungeon when riding, in the same manner as + you would move yourself. It is the beast that you will see displayed + on the map. + %.pg + + Riding skill is managed by the `{\tt \#enhance}' command. See the section + on Weapon proficiency for more information about that. + %.hn 2 + \subsection*{Bones levels} + + %.pg + + You may encounter the shades and corpses of other adventurers (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. + + %.hn 1 + \section{Objects } + + %.pg + + When you find something in the dungeon, it is common to want to pick + it up. In {\it SLASH'EM}, this is accomplished automatically by walking over + the object (unless you turn off the + {\it autopickup\/} + option (see below), or move with the `{\tt m}' prefix (see above)), or + manually by using the `{\tt ,}' command. + %.pg + + If you're carrying too many items, {\it SLASH'EM\/} 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. + %.pg + + As you add items to your inventory, you also add the weight of that object + to your load. The amount that you can carry depends on your strength and + your constitution. The + stronger you are, the less the additional load will affect you. There comes + a point, though, when the weight of all of that stuff you are carrying around + with you through the dungeon will encumber you. Your reactions + will get slower and you'll burn calories faster, requiring food more frequently + to cope with it. Eventually, you'll be so overloaded that you'll either have + to discard some of what you're carrying or collapse under its weight. + %.pg + + {\it SLASH'EM\/} will tell you how badly have loaded yourself. The symbols + `{\tt Burdened}', `{\tt Stressed}', `{\tt Strained}', `{\tt Overtaxed}' and `{\tt Overloaded}' are + displayed on the bottom line display to indicate your condition. + %.pg + + 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 {\it SLASH'EM\/} 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). + %.pg + + 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. + %.pg + + When you use one of these objects, if its effect is obvious, {\it SLASH'EM\/} + 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 ``{\tt \#name}'' + command for the same purpose at any time, to name all objects of a + particular type or just an individual object. + When you use ``{\tt \#name}'' on an object which has already been named, + specifying a space as the value will remove the prior name instead + of assigning a new one. + %.hn 2 + \subsection*{Curses and Blessings} + + %.pg + + 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 enchantments that make them + less effective in combat. Other cursed objects may act poorly or + detrimentally in other ways. + %.pg + + Objects can also be blessed. Blessed items usually work better or + more beneficially than normal uncursed items. For example, a blessed + weapon will do more damage against demons. + %.pg + + 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. + %.pg + + An item with unknown status will be reported in your inventory with no prefix. + An item which you know the state of will be distinguished in your inventory + by the presence of the word ``{\tt cursed}'', ``{\tt uncursed}'' or ``{\tt blessed}'' in the + description of the item. + %.hn 2 + \subsection*{Weapons (`{\tt )}')} + + %.pg + + Given a chance, most monsters in the Mazes of Menace will gratuitously try to + kill you. You need weapons for self-defense (killing them first). Without a + weapon, you do only 1--2 hit points of damage (plus bonuses, if any). + Monk characters are an exception; they normally do much more damage with + bare hands than they do with weapons. + %.pg + + There are wielded weapons, like maces and swords, and thrown weapons, + like arrows and spears. To hit monsters with a weapon, you must wield it and + attack them, or throw it at them. You can simply elect to throw a spear. + %.pg + + To shoot an arrow, you should first wield a bow, then throw the arrow. + An alternative method would be wield a bow and place the arrows in your + Quiver, after which you fire the ammunition. + Rangers and the like may find that having a bow as their secondary weapon + is a useful combination. In order to use a secondary weapon to fire ammunition + however, it must first be moved to the primary weapon slot. The ``{\tt x}'' command + is available for this use. + Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones + (like gems). + %.pg + + Enchanted weapons have a ``{\tt plus}'' (or ``{\tt to hit enhancement}'' which can be + either positive or negative) that adds to your chance to + hit and the damage you do to a monster. The only way to determine a weapon's + enchantment is to have it magically identified somehow. + Most weapons are subject to some type of damage like rust. Such + ``{\tt erosion}'' damage can be repaired. + %.pg + + The chance that an attack will successfully hit a monster, and the amount + of damage such a hit will do, depends upon many factors. Among them are: + type of weapon, quality of weapon (enchantment and/or erosion), experience + level, strength, dexterity, encumbrance, and proficiency (see below). The + monster's armor class---a general defense rating, not necessarily due to + wearing of armor---is a factor too; also, some monsters are particularly + vulnerable to certain types of weapons. + %.pg + + Many weapons can be wielded in one hand; some require both hands. + When wielding a two-handed weapon, you can not wear a shield, and + vice versa. When wielding a one-handed weapon, you can have another + weapon ready to use by setting things up with the `{\tt x}' command, which + exchanges your primary (the one being wielded) and secondary weapons. + And if you have proficiency in the ``{\tt two weapon combat}'' skill, you + may wield both primary and secondary weapons simultaneously; use the + `{\tt \#twoweapon}' extended command to engage or disengage that. Only + some types of characters (barbarians, for instance), have the necessary + skill available. Even with that skill, using two weapons at once incurs + a penalty in the chance to hit your target compared to using just one + weapon at a time. + %.pg + + There might be times when you'd rather not wield any weapon at all. + To accomplish that, wield `{\tt -}', or else use the `{\tt A}' command which + allows you to unwield the current weapon in addition to taking off + other worn items. + %.pg + + Those of you in the audience who are AD\&D players, be aware that each + weapon which exists in AD\&D does roughly the same damage to monsters in + {\it SLASH'EM}. Some of the more obscure weapons (such as the {\it aklys}, + {\it lucern hammer}, and {\it bec-de-corbin\/}) are defined in an + appendix to {\it Unearthed Arcana}, an AD\&D supplement. + %.pg + + The commands to use weapons are `{\tt w}' (wield), `{\tt t}' (throw), + `{\tt f}' (fire, an alternative way of throwing), `{\tt Q}' (quiver), + `{\tt x}' (exchange), `{\tt \#twoweapon}', and `{\tt \#enhance}' (see below). + %.hn 3 + \subsection*{Throwing and shooting} + + %.pg + + You can throw just about anything via the `{\tt t}' command. It will prompt + for the item to throw; picking `{\tt ?}' will list things in your inventory + which are considered likely to be thrown, or picking `{\tt *}' will list + your entire inventory. After you've chosen what to throw, you will + be prompted for a direction rather than for a specific target. The + distance something can be thrown depends mainly on the type of object + and your strength. Arrows can be thrown by hand, but can be thrown + much farther and will be more likely to hit when thrown while you are + wielding a bow. + %.pg + + You can simplify the throwing operation by using the `{\tt Q}' command to + select your preferred ``{\tt missile}'', then using the `{\tt f}' command to + throw it. You'll be prompted for a direction as above, but you don't + have to specify which item to throw each time you use `{\tt f}'. There is + also an option, + {\it autoquiver,\/} + which has {\it SLASH'EM\/} choose another item to automatically fill your + quiver when the inventory slot used for `{\tt Q}' runs out. + %.pg + + Some characters will throw multiple items in a single action. Rangers, + for instance, or anyone who achieves a high level of proficiency in + the relevant weapon skill (in bow skill if you're wielding one to + shoot arrows, or in sling skill if you're wielding one to shoot stones). + There is little you can do + to control this; if {\it SLASH'EM\/} decides that you'll be shooting 3 arrows + on the current shot, then three arrows will travel in the direction + you've indicated, even if the first or second succeeds in killing the + target. You can explicitly limit the number of shots by using a numeric + prefix before the `{\tt t}' or `{\tt f}' command. + For example, ``{\tt 2f}'' (or ``{\tt n2f}'' if using + {\it number_pad\/} + mode) would ensure that at most 2 arrows are shot + even if {\it SLASH'EM\/} decides that your skill warrants 3. If you specify + a larger number than would have been shot (``{\tt 4f}'' in this example), + you'll just end up shooting the same number (3, here) as if no limit + had been specified. + %.hn 3 + \subsection*{Weapon proficiency} + + %.pg + + You will have varying degrees of skill in the weapons available. + Weapon proficiency, or weapon skills, affect how well you can use + particular types of weapons, and you'll be able to improve your skills + as you progress through a game, depending on your role, your experience + level, and use of the weapons. + %.pg + + For the purposes of proficiency, weapons have + been divided up into various groups such as daggers, broadswords, and + polearms. Each role has a limit on what level of proficiency a character + can achieve for each group. For instance, wizards can become highly + skilled in daggers or staves but not in swords or bows. + %.pg + + The `{\tt \#enhance}' extended command is used to review current weapons proficiency + (also spell proficiency) and to choose which skill(s) to improve when + you've used one or more skills enough to become eligible to do so. The + skill rankings are "none" (sometimes also referred to as "restricted", + because you won't be able to advance), "unskilled", "basic", "skilled", + and "expert". Restricted skills simply will not appear in the list + shown by `{\tt \#enhance}'. (Divine intervention might unrestrict a particular + skill, in which case it will start at unskilled and be limited to basic.) + %.pg + + Use of a weapon in which you're restricted or unskilled + will incur a modest penalty in the chance to hit a monster and also in + the amount of damage done when you do hit; at basic level, there is no + penalty or bonus; at skilled level, you receive a modest bonus in the + chance to hit and amount of damage done; at expert level, the bonus is + higher. A successful hit has a chance to boost your training towards + the next skill level (unless you've already reached the limit for this + skill). Once such training reaches the threshold for that next level, + you'll be told that you feel more confident in your skills. At that + point can use `{\tt \#enhance}' to increase one or more skills. Such skills + are not increased automatically because there is a limit to your total + overall skills, so you need to actively choose which skills to enhance + and which to ignore. + %.hn 2 + \subsection*{Armor (`{\tt [}')} + + %.pg + + Lots of unfriendly things lurk about; you need armor to protect + 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 being + 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 + {\it SLASH'EM}. Here is an (incomplete) list of the armor classes provided by + various suits of armor: + + \begin{center} + \begin{tabular}{lr} + dragon scale mail & 1\\ + plate mail & 3\\ + crystal plate mail & 3\\ + bronze plate mail & 4\\ + splint mail & 4\\ + banded mail & 4\\ + dwarvish mithril-coat & 4\\ + elven mithril-coat & 5\\ + chain mail & 5\\ + orcish chain mail & 6\\ + scale mail & 6\\ + studded leather armor & 7\\ + ring mail & 7\\ + orcish ring mail & 8\\ + leather armor & 8\\ + leather jacket & 9\\ + no armor & 10 + \end{tabular} + \end{center} + %.pg + + 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. + %.pg + + If a piece of armor is enchanted, its armor protection will be better + (or worse) than normal, and its ``{\tt 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 ``{\tt plusses}'' it provides. Cursed + pieces of armor usually have negative enchantments (minuses) in + addition to being unremovable. + %.pg + + Many types of armor are subject to some kind of damage like rust. Such + damage can be repaired. Some types or armor may inhibit spell casting. + %.pg + + The commands to use armor are `{\tt W}' (wear) and `{\tt T}' (take off). + The `{\tt A}' command can also be used to take off armor as well as other + worn items. + %.hn 2 + \subsection*{Food (`{\tt \%}')} + + %.pg + + 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 (``{\tt cans}'') will usually stay fresh, but + ice boxes are heavy, and tins take a while to open. + %.pg + + When you kill monsters, they usually leave corpses which are also + ``{\tt 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 ``{\tt you are} + what you eat.'' + %.pg + + Some classes and some monsters are vegetarian. Vegetarian monsters will + typically never eat animal corpses, while vegetarian players can, but with + some rather unpleasant side-effects. + %.pg + + You can name one food item after something you like to eat with the + {\it fruit\/} + option. + %.pg + + The command to eat food is `{\tt e}'. + %.hn 2 + \subsection*{Scrolls (`{\tt ?}')} + + %.pg + + Scrolls are labeled with various titles, probably chosen by ancient wizards + for their amusement value (ex. ``{\tt READ ME,}'' or ``{\tt THANX MAUD}'' backwards). + Scrolls disappear after you read them (except for blank ones, without + magic spells on them). + %.pg + + One of the most useful of these is the {\it 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 objects of subtle + enchantment are difficult to identify without these. + %.pg + + A mail daemon may run up and deliver mail to you as a + {\it scroll of mail\/} (on versions compiled with this feature). + To use this feature on versions where {\it SLASH'EM\/} mail delivery is triggered + by electronic mail appearing in your system mailbox, + you must let {\it SLASH'EM\/} know where to look for new mail by setting + the ``{\tt MAIL}'' environment variable to the file name of your mailbox. + You may also want to set the ``{\tt MAILREADER}'' environment + variable to the file name of your favorite reader, so {\it SLASH'EM\/} can shell to it + when you read the scroll. + On versions of {\it SLASH'EM\/} where mail is randomly generated internal to the game, + these environment variables are ignored. + You can disable the mail daemon by turning off the + {\it mail\/} + option. + %.pg + + The command to read a scroll is `{\tt r}'. + %.hn 2 + \subsection*{Potions (`{\tt !}')} + + %.pg + + Potions are distinguished by the color of the liquid inside the flask. + They disappear after you quaff them. + %.pg + + 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 (`{\tt t}') at them. It is also + sometimes very useful to dip (``{\tt \#dip}'') an object into a potion. + %.pg + + The command to drink a potion is `{\tt q}' (quaff). + %.hn 2 + \subsection*{Wands (`{\tt /}')} + + %.pg + + 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 `{\tt .}' or `{\tt 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. + %.pg + + When the number of charges left in a wand becomes zero, attempts to use the + wand will usually result in nothing happening. Occasionally, however, it may + be possible to squeeze the last few mana points from an otherwise spent wand, + destroying it in the process. A wand may be recharged by using suitable + magic, but doing so runs the risk of causing it to explode. The chance + for such an explosion starts out very small and increases each time the + wand is recharged. + %.pg + + 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 certainly cause a catastrophic release of + magical energies. + %.pg + + When you have fully identified a particular wand, inventory display will + include additional information in parentheses: the number of times it has + been recharged followed by a colon and then by its current number of charges. + A current charge count of -1 is a special case indicating that the wand + has been cancelled. + %.pg + + The command to use a wand is `{\tt z}' (zap). To break one, use the `{\tt a}' (apply) + command. + %.hn 2 + \subsection*{Rings (`{\tt =}')} + + %.pg + + Rings are very useful items, since they are relatively permanent + magic, unlike the usually fleeting effects of potions, scrolls, and + wands. + %.pg + + Putting on a ring activates its magic. You can wear only two + rings, one on each ring finger. + %.pg + + Most rings also cause you to grow hungry more rapidly, the rate + varying with the type of ring. + %.pg + + The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove). + %.hn 2 + \subsection*{Spellbooks (`{\tt +}')} + + %.pg + + Spellbooks are tomes of mighty magic. When studied with the `{\tt r}' (read) + command, they bestow the knowledge of a spell---unless the attempt + backfires. + Reading a cursed spellbook or one with mystic runes beyond + your ken can be harmful to your health! + %.pg + + 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. + %.pg + + 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 eventually forget the + details completely and must relearn it. + %.pg + + Casting a spell also requires flexible movement, and wearing various types + of armor may interfere with that. + %.pg + + The command to read a spellbook is the same as for scrolls, `{\tt r}' + (read). The `{\tt +}' command lists your current spells and the number of + spell points they require. The `{\tt Z}' (cast) command casts a spell. + The ``{\tt \#enhance}'' extended command advances your spellcasting skills. + %.hn 2 + \subsection*{Tools (`{\tt (}')} + + %.pg + + Tools are miscellaneous objects with various purposes. Some tools + have a limited number of uses, akin to wand charges. For example, lamps burn + out after a while. Other tools are containers, which objects can + be placed into or taken out of. + %.pg + + The command to use tools is `{\tt a}' (apply). + %.hn 3 + \subsection*{Containers} + + %.pg + + You may encounter bags, boxes, and chests in your travels. A tool of + this sort can be opened with the ``{\tt \#loot}'' extended command when + you are standing on top of it (that is, on the same floor spot), + or with the `{\tt a}' (apply) command when you are carrying it. However, + chests are often locked, and are in any case unwieldy objects. + You must set one down before unlocking it by + using a key or lock-picking tool with the `{\tt a}' (apply) command, + by kicking it with the `{\tt \^{}D}' command, + or by using a weapon to force the lock with the ``{\tt \#force}'' extended command. + %.pg + + 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 ``{\tt \#untrap}'' extended command. + %.hn 2 + \subsection*{Amulets (`{\tt "}')} + + %.pg + + Amulets are very similar to rings, and often more powerful. Like + rings, amulets have various magical properties, some beneficial, + some harmful, which are activated by putting them on. + %.pg + + Only one amulet may be worn at a time, around your neck. + %.pg + + The commands to use amulets are the same as for rings, `{\tt P}' (put on) + and `{\tt R}' (remove). + %.hn 2 + \subsection*{Gems (`{\tt *}')} + + %.pg + + 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. + %.pg + + Other small rocks are also categorized as gems, but they are much less + valuable. All rocks, however, can be used as projectile weapons (if you + have a sling). In the most desperate of cases, you can still throw them + by hand. + %.hn 2 + \subsection*{Large rocks (`{\tt `}')} + + %.pg + + Statues and boulders are not particularly useful, and are generally + heavy. It is rumored that some statues are not what they seem. + %.pg + + Very large humanoids (giants and their ilk) have been known to use boulders + as weapons. + %.hn 2 + \subsection*{Gold (`{\tt \$}')} + + %.pg + + Gold adds to your score, and you can buy things in shops with it. + There are a number + of monsters in the dungeon that may be influenced by the amount of gold + you are carrying (shopkeepers aside). + + %.hn 1 + \section{Options} + + %.pg + + Due to variations in personal tastes and conceptions of how {\it SLASH'EM\/} + should do things, there are options you can set to change how {\it SLASH'EM\/} + behaves. + %.hn 2 + \subsection*{Setting the options} + + %.pg + + Options may be set in a number of ways. Within the game, the `{\tt O}' + command allows you to view all options and change most of them. + You can also set options automatically by placing them in the + SLASHEMOPTIONS environment variable or in a configuration file. + Some versions of {\it SLASH'EM\/} also have front-end programs that allow + you to set options before starting the game. + %.hn 2 + \subsection*{Using the SLASHEMOPTIONS environment variable} + + %.pg + + The SLASHEMOPTIONS variable is a comma-separated list of initial + values for the various options. Some can only be turned on or off. + You turn one of these on by adding the name of the option to the list, + and turn it off by typing a `{\tt !}' or ``{\tt no}'' before the name. Others take a + character string as a value. You can set string options by typing + the option name, a colon or equals sign, and then the value of the string. + The value is terminated by the next comma or the end of string. + %.pg + + For example, to set up an environment variable so that ``{\tt female}'' is on, + ``{\tt autopickup}'' is off, the name is set to ``{\tt Blue Meanie}'', and the fruit + is set to ``{\tt papaya}'', you would enter the command + %.sd + \% {\it setenv SLASHEMOPTIONS "female,$\backslash$ !autopickup,name:Blue Meanie,fruit:papaya"\/} + %.se + in {\it csh\/} (note the need to escape the ! since it's special to the shell), or + %.sd + \$ {\it SLASHEMOPTIONS="female,!autopickup,name:Blue Meanie,fruit:papaya"\/}\\ + \$ {\it export SLASHEMOPTIONS\/} + %.se + in {\it sh\/} or {\it ksh}. + %.hn 2 + \subsection*{Using a configuration file} + + %.pg + + Any line in the configuration file starting with ``{\tt OPTIONS=}'' may be + filled out with options in the same syntax as in SLASHEMOPTIONS. + Any line starting with ``{\tt DUNGEON=}'', ``{\tt EFFECTS=}'', ``{\tt MONSTERS=}'', + ``{\tt OBJECTS=}'', or ``{\tt TRAPS=}'' + is taken as defining the corresponding + {\it dungeon,\/} + {\it effects,\/} + {\it monsters,\/} + {\it objects\/} + or + {\it 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 multiple lines by putting a `{\tt $\backslash$ }' + at the end of each line to be continued. + Any line starting with `{\tt \#}' is treated as a comment. + %.pg + + The default name of the configuration file varies on different + operating systems, but SLASHEMOPTIONS can also be set to + the full name of a file you want to use (possibly preceded by an `{\tt @}'). + %.hn 2 + \subsection*{Customization options} + + %.pg + + Here are explanations of what the various options do. + Character strings that are too long may be truncated. + Some of the options listed may be inactive in your dungeon. + \blist{} + %.lp + + \item[\ib{align}] + Your starting alignment (align:lawful, align:neutral, + or align:chaotic). You may specify just the first letter. + The default is to randomly pick an appropriate alignment. + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{autopickup}] + Automatically pick up things onto which you move (default on). + %.lp + + \item[\ib{autoquiver}] + This option controls what happens when you attempt the `{\tt f}' (fire) + command with an empty quiver. When true, the computer will fill + your quiver with some suitable weapon. Note that it will not take + into account the blessed/cursed status, enchantment, damage, or + quality of the weapon; you are free to manually fill your quiver with + the `{\tt Q}' command instead. If no weapon is found or the option is + false, the `{\tt t}' (throw) command is executed instead. (default false) + %.lp + + \item[\ib{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 {\it SLASH'EM\/} only). + %.lp + + \item[\ib{catname}] + Name your starting cat (ex. ``{\tt catname:Morris}''). + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{character}] + Pick your type of character (ex. ``{\tt character:Rogue}''); + synonym for ``{\tt role}''. See ``{\tt name}'' for an alternate method + of specifying your role. Normally only the first letter of + the value is examined; the string ``{\tt random}'' is an exception. + %.lp + + \item[\ib{checkpoint}] + Save game state after each level change, for possible recovery after + program crash (default on). + %.lp + + \item[\ib{color}] + Use color for different monsters, objects, and dungeon features + (default on for microcomputers). + %.lp + + \item[\ib{confirm}] + Have user confirm attacks on pets, shopkeepers, and other + peaceable creatures (default on). + %.lp + + \item[\ib{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 terminals, so you should specify it when appropriate + even if you override the selections with your own graphics strings. + %.lp + + \item[\ib{extmenu}] + Changes the extended commands interface to pop-up a menu of available commands. + It is keystroke compatible with the traditional interface except that it does + not require that you hit Enter. It is implemented only by the tty port + (default off), when the game has been compiled to support tty graphics. + %.lp + + \item[\ib{disclose}] + Offer to disclose various information when the game ends (default all). + The possibilities are identifying your inventory ('i'), + disclosing your attributes ('a'), summarizing monsters that have been + vanquished ('v'), and listing monster 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. + %.lp + + \item[\ib{dogname}] + Name your starting dog (ex. ``{\tt dogname:Fang}''). + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{dungeon}] + Set the graphics symbols for displaying the dungeon + (default \relax{}``\Symbol{\ |--------||.-|++\#\#.\#\#$<$$>$$<$$>$\_|$\backslash$ $\backslash$ \#\#\{\}.\}..\#\#\ \#\}}''). + The + {\it dungeon\/} + option should be followed by a string of 1--42 + 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 + on a command line if they are special to your shell. + + Note that {\it SLASH'EM\/} escape-processes this option string in conventional C + fashion. This means that `{\tt $\backslash$ }' is a prefix to take the following + character literally. Thus `{\tt $\backslash$ }' needs to be represented as `{\tt $\backslash$ $\backslash$ }'. + The special escape + form `{\tt $\backslash$ m}' switches on the meta bit in the following character, and the `{\tt \^{}}' + 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, iron bars, tree, + floor of a room, dark corridor, lit corridor, stairs up, stairs down, + ladder up, ladder down, altar, grave, throne, kitchen sink, toilet, + 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 `{\tt +}' for the corners and T walls for a more + aesthetic, boxier display. Note that in the next release, new symbols + may be added, or the present ones rearranged. + + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{effects}] + Set the graphics symbols for displaying special effects + (default \relax{}``\Symbol{|-$\backslash$ $\backslash$ /*!)(0\#@*/-$\backslash$ $\backslash$ ||$\backslash$ $\backslash$ -//-$\backslash$ $\backslash$ |\ |$\backslash$ $\backslash$ -//-$\backslash$ $\backslash$ |\ |$\backslash$ $\backslash$ -//-$\backslash$ $\backslash$ |\ |$\backslash$ $\backslash$ -//-$\backslash$ $\backslash$ |\ |$\backslash$ $\backslash$ -//-$\backslash$ $\backslash$ |\ |$\backslash$ $\backslash$ -//-$\backslash$ $\backslash$ |\ |$\backslash$ $\backslash$ -//-$\backslash$ $\backslash$ |\ |$\backslash$ $\backslash$ -/}''). + The + {\it effects\/} + option should be followed by a string of 1--83 + characters to be used instead of the default special-effects characters. + This string is subjected to the same processing as the + {\it 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 surrounding glyphs for swallowed display, + nine glyphs each for magical, fire, cold, death, lightning, poison and acid explosions. + An explosion consists of three rows (top, middle, 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 `{\tt O}' command. + %.lp + + \item[\ib{female}] + Set your starting gender to female. + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{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. + %.lp + + \item[\ib{fruit}] + Name a fruit after something you enjoy eating (ex. ``{\tt fruit:mango}'') + (default ``{\tt slime mold}''). Basically a nostalgic whimsy that {\it SLASH'EM\/} 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 {\it SLASH'EM}, so don't use those. + %.lp + + \item[\ib{gender}] + Your starting gender (gender:male or gender:female). + You may specify just the first letter. Although you can + still denote your gender using the ``{\tt male}'' and ``{\tt female}'' + options, the ``{\tt gender}'' option will take precedence. + The default is to randomly pick an appropriate gender. + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{ghoulname}] + Name your starting ghoul (ex. ``{\tt ghoulname:Casper}''). + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{help}] + If more information is available for an object looked at + with the `{\tt /}' 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 + ``{\tt More info?}'' prompt, but it also means that you might miss some + interesting and/or important information. + %.lp + + \item[\ib{hilite\_pet}] + Visually distinguish pets from similar animals (default off). + In text windowing, use text highlighting when color is turned off; + with X11 and Qt interfaces in tile mode, display a heart symbol near pets. + In the GTK interface in tile mode, display a red box around the pet. + %.lp + + \item[\ib{horsename}] + Name your starting horse (ex. ``{\tt horsename:Trigger}''). + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{IBMgraphics}] + Use a predefined selection of IBM extended ASCII characters to display the + dungeon/effects/traps instead of having to define a full graphics set + yourself (default off). + This option also sets up proper handling of graphics + characters for such terminals, so you should specify it when appropriate + even if you override the selections with your own graphics strings. + %.lp + + \item[\ib{ignintr}] + Ignore interrupt signals, including breaks (default off). + %.lp + + \item[\ib{invweight}] + Display the weights of items in your inventory (and at other times) + in braces (default off). + %.lp + + \item[\ib{keep\_savefile}] + Keeps the save file after restore. {\it SLASH'EM\/} usually deletes your savefile + after you restore, making death permanent. This option can allow you to + restore from the last save. (default off). + %.lp + + \item[\ib{legacy}] + Display an introductory message when starting the game (default on). + %.lp + + \item[\ib{lit\_corridor}] + Show corridor squares seen by night vision or a light source held by your + character as lit (default off). + %.lp + + \item[\ib{mail}] + Enable mail delivery during the game. + %.lp + + \item[\ib{male}] + Set your starting gender to male. + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{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 characters, + 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. + %.lp + + \item[\ib{menu\_deselect\_all}] + Menu character accelerator to deselect all items in a menu. + Implemented by the X11, GTK and tty ports. + Default '-'. + %.lp + + \item[\ib{menu\_deselect\_page}] + Menu character accelerator deselect all items on this page of a menu. + Implemented only by the tty port. + Default '$\backslash$ '. + %.lp + + \item[\ib{menu\_first\_page}] + Menu character accelerator to jump to the first page in a menu. + Implemented only by the tty port. + Default '\^{}'. + %.lp + + \item[\ib{menu\_invert\_all}] + Menu character accelerator to invert all items in a menu. + Implemented by the X11, GTK and tty ports. + Default '@'. + %.lp + + \item[\ib{menu\_invert\_page}] + Menu character accelerator to invert all items on this page of a menu. + Implemented only by the tty port. + Default '\~{}'. + %.lp + + \item[\ib{menu\_last\_page}] + Menu character accelerator to jump to the last page in a menu. + Implemented only by the tty port. + Default '|'. + %.lp + + \item[\ib{menu\_next\_page}] + Menu character accelerator to goto the next menu page. + Implemented only by the tty port. + Default '$>$'. + %.lp + + \item[\ib{menu\_on\_esc}] + Make the ESC key a synonym for the ``{\tt }' (main menu) command (default on). + %.lp + + \item[\ib{menu\_previous\_page}] + Menu character accelerator to goto the previous menu page. + Implemented only by the tty port. + Default '$<$'. + %.lp + + \item[\ib{menu\_search}] + Menu character accelerator to search for a menu item. + Implemented only by the X11 port. + Default ':'. + %.lp + + \item[\ib{menu\_select\_all}] + Menu character accelerator to select all items in a menu. + Implemented by the X11, GTK and tty ports. + Default '.'. + %.lp + + \item[\ib{menu\_select\_page}] + Menu character accelerator to select all items on this page of a menu. + Implemented only by the tty port. + Default ','. + %.lp + + \item[\ib{monsters}] + Set the characters used to display monster classes (default + ``\Symbol{abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \'{}\&;:\~{}]}''). + This string is subjected to the same processing as the + {\it dungeon\/} + option. + The order of the symbols is + ant or other insect, blob, cockatrice, + dog or other canine, eye or sphere, feline, + gremlin, humanoid, imp or minor demon, + jelly, kobold, leprechaun, + mimic, nymph, orc, + piercer, quadruped, rodent, + spider, trapper or lurker above, horse or unicorn, + vortex, worm, xan or other mythical/fantastic insect, + light, Zouthern aminal, + angelic being, bat or bird, centaur, + dragon, elemental, fungus or mold, + gnome, giant humanoid, invisible monster, + 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 `{\tt O}' command. + %.lp + + \item[\ib{msghistory}] + The number of top line messages to save (and recall with \^{}P) (default 20). + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{name}] + Set your character's name (defaults to your user name). You can also + set your character's role by appending a dash and one or more letters of + the role (that is, by suffixing one of + {\it "-A -B -C -F -H -I -K -M -N -P -Ra -Ro -S -T -U -V -W -Y" ).\/} + If + {\it "-@"\/} + is used for the role, then a random one will be automatically chosen. + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{news}] + Read the {\it SLASH'EM\/} 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 `{\tt O}' command. + %.lp + + \item[\ib{null}] + Send padding nulls to the terminal (default off). + %.lp + + \item[\ib{number\_pad}] + Use the number keys to move instead of [yuhjklbn] (default off). + %.lp + + \item[\ib{objects}] + Set the characters used to display object classes + (default ``\Symbol{])[="(\%!?+/\$*`0\_.}''). + This string is subjected to the same processing as the + {\it dungeon\/} + option. + The order of the symbols is + illegal-object (should never be seen), weapon, armor, ring, amulet, tool, + food, potion, scroll, spellbook, wand, gold, gem or rock, boulder or statue, + iron ball, chain, and venom. + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{packorder}] + Specify the order to list object types in (default ``\Symbol{")[\%?+!=/(*`0\_}''). + The value of this option should be a string containing the + symbols for the various object types. Any omitted types are filled in + at the end from the previous order. + %.lp + + \item[\ib{perm\_invent}] + If true, always display your current inventory in a window. This only + makes sense for windowing system interfaces that implement this feature. + %.lp + + \item[\ib{pettype}] + Specify the type of your initial pet, if you are playing a character class + that uses multiple type of pets. Possible values are ``{\tt cat}'' and ``{\tt dog}''. + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{pickup\_burden}] + When you pick up an item that would exceed this encumbrance + level (Unburdened, Burdened, streSsed, straiNed, overTaxed, + or overLoaded), you will be asked if you want to continue. + (Default `{\tt S}'). + %.lp + + \item[\ib{pickup\_types}] + Specify the object types to be picked up when + {\it autopickup\/} + is on. Default is all types. + %.lp + + \item[\ib{prayconfirm}] + Prompt for confirmation before praying (default on). + %.lp + + \item[\ib{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 `{\tt O}' command. + %.lp + + \item[\ib{pushweapon}] + Using the `{\tt w}' (wield) command when already wielding + something pushes the old item into your secondary weapon slot (default off). + %.lp + + \item[\ib{race}] + Selects your race (for example, ``{\tt race:human}''). Default is random. + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{radar}] + Display a radar (overview) map, useful when using large tiles. Implemented + only by the GTK port (default off). + %.lp + + \item[\ib{rawio}] + Force raw (non-cbreak) mode for faster output and more + bulletproof input (MS-DOS sometimes treats `{\tt \^{}P}' as a printer toggle + without it) (default off). Note: DEC Rainbows hang if this is turned on. + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{rest\_on\_space}] + Make the space bar a synonym for the `{\tt .}' (rest) command (default off). + %.lp + + \item[\ib{role}] + Pick your type of character (ex. ``{\tt role:Samurai}''); + synonym for ``{\tt character}''. See ``{\tt name}'' for an alternate method + of specifying your role. Normally only the first letter of the + value is examined; `{\tt r}' is an exception with ``{\tt Rogue}'', ``{\tt Ranger}'', + and ``{\tt random}'' values. + %.lp + + \item[\ib{safe\_pet}] + Prevent you from (knowingly) attacking your pets (default on). + %.lp + + \item[\ib{scores}] + Control what parts of the score list you are shown at the end (ex. + ``{\tt scores:5 top scores/4 around my score/own scores}''). Only the first + letter of each category (`{\tt t}', `{\tt a}', or `{\tt o}') is necessary. + %.lp + + \item[\ib{showexp}] + Show your accumulated experience points on bottom line (default off). + %.lp + + \item[\ib{showscore}] + Show your approximate accumulated score on bottom line (default off). + %.lp + + \item[\ib{showdmg}] + Show damage inflicted/damage received (default off). + %.lp + + \item[\ib{showweight}] + Show total weight in inventory on bottom line (default off). + %.lp + + \item[\ib{silent}] + Suppress terminal beeps (default on). + %.lp + + \item[\ib{sortpack}] + Sort the pack contents by type when displaying inventory (default on). + %.lp + + \item[\ib{standout}] + Boldface monsters and ``{\tt --More--}'' (default off). + %.lp + + \item[\ib{suppress\_alert}] + This option may be set to a {\it SLASH'EM\/} version level to suppress + alert notification messages about feature changes for that + and prior versions (ex. ``{\tt suppress\_alert:0.0.6}''). + %.lp + + \item[\ib{time}] + Show the elapsed game time in turns on bottom line (default off). + %.lp + + \item[\ib{timed\_delay}] + When pausing momentarily for display effect, such as with explosions and + moving objects, use a timer rather than sending extra characters to the + screen. (Applies to ``{\tt tty}'' interface only; ``{\tt X11}'' and ``{\tt GTK}'' interfaces always + uses a timer based delay. The default is on if configured into the + program.) + %.lp + + \item[\ib{tombstone}] + Draw a tombstone graphic upon your death (default on). + %.lp + + \item[\ib{toptenwin}] + Put the ending display in a {\it SLASH'EM\/} window instead of on stdout (default off). + Setting this option makes the score list visible when a windowing version + of {\it SLASH'EM\/} is started without a parent window, but it no longer leaves + the score list around after game end on a terminal or emulating window. + %.lp + + \item[\ib{traps}] + Set the graphics symbols for displaying traps + (default \relax{}``\Symbol{\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}\^{}"\^{}\^{}\^{}\^{}}''). + The + {\it 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 + {\it dungeon\/} + option. + + The order of the symbols is: + arrow trap, dart trap, falling rock trap, squeaky board, bear trap, + land mine, rolling boulder trap, sleeping gas trap, rust trap, fire trap, + pit, spiked pit, hole, trap door, teleportation trap, level teleporter, + magic portal, web, statue trap, magic trap, anti-magic field, polymorph trap. + + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{verbose}] + Provide more commentary during the game (default on). + %.lp + + \item[\ib{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 `{\tt O}' command. + %.lp + + \item[\ib{videoshades}] + Set the intensity level of the three gray scales available + (default dark normal light, PC {\it SLASH'EM\/} 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 `{\tt O}' command. + %.lp + + \item[\ib{windowtype}] + Select which windowing system to use, such as ``{\tt tty}'' or ``{\tt X11}'' + (default depends on version). + Cannot be set with the `{\tt O}' command. + %.lp + + \item[\ib{wolfname}] + Name your starting wolf (ex. ``{\tt wolfname:Beast}''). + Cannot be set with the `{\tt O}' command. + \elist + \nd %.hn 2 + \subsection*{Configuring {\it SLASH'EM\/} for Play by the Blind} + + %.pg + + {\it SLASH'EM\/} can be set up to use only standard ASCII characters for making + maps of the dungeons. This makes the MS-DOS versions of {\it SLASH'EM\/} completely + accessible to the blind who use speech and/or Braille access technologies. + Players will require a good working knowledge of their screen-reader's + review features, and will have to know how to navigate horizontally and + vertically character by character. They will also find the search + capabilities of their screen-readers to be quite valuable. Be certain to + examine this Guidebook before playing so you have an idea what the screen + layout is like. You'll also need to be able to locate the PC cursor. It is + always where your character is located. Merely searching for an @-sign will + not always find your character since there are other humanoids represented + by the same sign. Your screen-reader should also have a function which + gives you the row and column of your review cursor and the PC cursor. + These co-ordinates are often useful in giving players a better sense of the + overall location of items on the screen. + %.pg + + While it is not difficult for experienced users to edit the {\it defaults.nh\/} + file to accomplish this, novices may find this task somewhat daunting. + Included in all official distributions of {\it SLASH'EM\/} is a file called + {\it NHAccess.nh}. Replacing {\it defaults.nh\/} with this file will cause + the game to run in a manner accessible to the blind. After you have gained + some experience with the game and with editing files, you may want to alter + settings to better suit your preferences. Instructions on how to do this + are included in the {\it NHAccess.nh\/} file itself. The most crucial settings to + make the game accessible are: + %.pg + + \blist{} + %.lp + + \item[\bb{IBMgraphics}] + Disable IBMgraphics by commenting out this option. + %.lp + + \item[\bb{menustyle:traditional}] + This will assist in the interface to speech synthesizers. + %.lp + + \item[\bb{!number\_pad}] + A lot of speech access programs use the number-pad to review the screen. + If this is the case, turn off the number\_pad option and use the traditional + Rogue-like commands. + %.lp + + \item[\bb{Character graphics}] + Comment out all character graphics sets found near the bottom of the + {\it defaults.nh\/} file. Most of these replace {\it {\it SLASH'EM\/}\/}'s + default representation of the dungeon using standard ASCII characters + with fancier characters from extended character sets, and these fancier + characters can annoy screen-readers. + \elist + \nd %.hn 1 + \section{Scoring} + + %.pg + + {\it SLASH'EM\/} 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 + {\it SLASH'EM\/} is compiled. + %.pg + + 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. + %.pg + + If you just want to see what the current top players/games list is, you + can type {\it slashem -s all\/} on most versions. + + %.hn 1 + \section{Explore mode} + + %.pg + + {\it SLASH'EM\/} 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 ``{\tt explore}'' or ``{\tt 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. + %.pg + + There are two ways of enabling explore mode. One is to start the game + with the + {\it -X\/} + switch. The other is to issue the `{\tt X}' command while already playing + the game. The other benefits of explore mode are left for the trepid + reader to discover. + + %.hn + \section{Credits} + + %.pg + + The original {\it hack\/} game was modeled on the Berkeley + %.ux + \UNIX\ + {\it rogue\/} game. Large portions of this paper were shamelessly + cribbed from {\it A Guide to the Dungeons of Doom}, by Michael C. Toy + and Kenneth C. R. C. Arnold. Small portions were adapted from + {\it Further Exploration of the Dungeons of Doom}, by Ken Arromdee. + %.pg + + {\it SLASH'EM\/} is the product of literally dozens of people's work. + Main events in the course of the game development are described below: + + %.pg + + {\it Jay Fenlason\/} wrote the original {\it Hack}, with help from + {\it Kenny Woodland}, {\it Mike Thome\/} and {\it Jon Payne}. + %.pg + + {\it Andries Brouwer\/} did a major re-write, transforming {\it Hack\/} into a + very different game, and published (at least) three versions (1.0.1, + 1.0.2, and 1.0.3) for + %.ux + \UNIX\ + machines to the Usenet. + %.pg + + {\it Don G. Kneller\/} ported {\it 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 versions (3.0, 3.2, 3.51, and 3.6). + %.pg + + {\it R. Black\/} ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST, + producing ST {\it Hack\/} 1.03. + %.pg + + {\it Mike Stephenson\/} merged these various versions back together, + incorporating many of the added features, and produced {\it NetHack\/} 1.4. + He then coordinated a cast of thousands in enhancing and debugging + {\it NetHack\/} 1.4 and released {\it NetHack\/} versions 2.2 and 2.3. + %.pg + + Later, Mike coordinated a major rewrite of the game, heading a + team which included {\it Ken Arromdee}, {\it Jean-Christophe Collet}, {\it Steve} + Creps, {\it Eric Hendrickson}, {\it Izchak Miller}, {\it John Rupley}, + {\it Mike Threepoint}, and {\it Janet Walz}, to produce {\it NetHack\/} 3.0c. + %.pg + + {\it NetHack\/} 3.0 was ported to the Atari by {\it Eric R. Smith}, to OS/2 by + {\it Timo Hakulinen}, and to VMS by {\it David Gentzel}. The three of them + and {\it Kevin Darcy\/} later joined the main development team to produce + subsequent revisions of 3.0. + %.pg + + {\it Olaf Seibert\/} ported {\it NetHack\/} 2.3 and 3.0 to the Amiga. + {\it Norm Meluch}, {\it Stephen Spackman\/} and {\it Pierre Martineau\/} designed + overlay code for PC {\it NetHack\/} 3.0. {\it Johnny Lee\/} ported + {\it 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. + %.pg + + A scant one month before the next major version release of {\it NetHack}, two + adventurous souls undertook their own modification to the sacred {\it NetHack\/} + formula. {\it Tom Proudfoot\/} and {\it Yuval\/} released Nethack++, which was + rapidly renamed Nethack--, contained new monsters, items and + other miscellaneous modifications. + %.pg + + Headed by {\it Mike Stephenson\/} and coordinated by {\it Izchak Miller\/} and + {\it Janet Walz}, the development team which now included {\it Ken Arromdee}, + {\it David Cohrs}, {\it Jean-Christophe Collet}, {\it Kevin Darcy}, + {\it Matt Day}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick}, + {\it Pat Rankin}, {\it Eric Raymond}, and {\it 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 {\it NetHack\/} 3.1. + %.pg + + {\it Ken Lorber}, {\it Gregg Wonderly\/} and {\it Greg Olson}, with help + from {\it Richard Addison}, {\it Mike Passaretti}, and {\it Olaf Seibert}, + developed {\it NetHack\/} 3.1 for the Amiga. + %.pg + + {\it Norm Meluch\/} and {\it Kevin Smolkowski}, with help from + {\it Carl Schelin}, {\it Stephen Spackman}, {\it Steve VanDevender}, + and {\it Paul Winner}, ported {\it NetHack\/} 3.1 to the PC. + %.pg + + {\it Jon W\{tte\/} and {\it Hao-yang Wang}, with help from {\it Ross Brown}, + {\it Mike Engber}, {\it David Hairston}, {\it Michael Hamel}, + {\it Jonathan Handler}, {\it Johnny Lee}, {\it Tim Lennan}, {\it Rob Menke}, + and {\it Andy Swanson}, developed {\it NetHack\/} 3.1 for the Macintosh, + porting it for MPW. Building on their development, {\it Barton House\/} + added a Think C port. + %.pg + + {\it Timo Hakulinen\/} ported {\it NetHack\/} 3.1 to OS/2. {\it Eric Smith\/} + ported {\it NetHack\/} 3.1 to the Atari. {\it Pat Rankin}, with help from + {\it Joshua Delahunty}, was responsible for the VMS version of {\it NetHack\/} 3.1. + {\it Michael Allison\/} ported {\it NetHack\/} 3.1 to Windows NT. + %.pg + + {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it NetHack\/} + 3.1 for X11. + {\it Warwick Allison\/} wrote a tiled version of {\it NetHack\/} for the Atari; + he later contributed the tiles to the DevTeam and tile support was + then added to other platforms. + %.pg + + Time passed, and Nethack-- was ported to 3.11 by {\it Chris}. + %.pg + + {\it Stephen White\/} then released his own modification known as + Nethack Plus, which contained new character classes. Unbeknownst + to the world at large, {\it Tom Proudfoot\/} took this source and + combined it with his Nethack--. {\it Stephen White\/} went on to add + weapon skills, which were eventually integrated into the next version + of Nethack, and other features. + %.pg + + In February 1996, {\it Tom Proudfoot\/} released {\it SLASH\/} V1. Including + part of {\it Stephen White\/}'s Nethack Plus and his own Nethack--, leaving + unmentioned his own slew of further modifications, this is perhaps + the best known of the Nethack modifications. Six versions of this, ending + with {\it SLASH\/} V6, are known to exist. + %.pg + + The 3.2 development team, comprised of: {\it Michael Allison\/}; {\it Ken} + Arromdee; {\it David Cohrs\/}; {\it Jessie Collet\/}; {\it Steve Creps\/}; + {\it Kevin Darcy\/}; {\it Timo Hakulinen\/}; {\it Steve Linhart\/}; {\it Dean} + Luick; {\it Pat Rankin\/}; {\it Eric Smith\/}; {\it Mike Stephenson\/}; + {\it Janet Walz\/}; and, {\it Paul Winner}, release version 3.2 in April of + 1996. + %.pg + + Version 3.2 marked the tenth anniversary of the formation of the development + team. In a testament to their dedication to the game, all thirteen members + of the original development team remained on the team at the start of work + on that release. During the interval between the release of 3.1.3 + and 3.2, one of the founding members of the development team, {\it Dr. Izchak} + Miller, was diagnosed with cancer and passed away. That release of the + game was dedicated to him by the development and porting teams. + %.pg + + {\it Larry Stewart-Zerba\/} set along a different track---to enhance the + spellcasting abilities of the Wizard. Thus, in April 1996, he released + version 0.1 of the Wizard Patch. By July, he was joined by + {\it Warwick Allison\/} and version 0.4 of the Wizard Patch was released. + The final update came in April 1997, with the release of + Wizard Patch 1.0. + %.pg + + {\it Warwick Allison\/} also ported {\it NetHack\/} to use the Qt interface. + %.pg + + {\it SLASH\/} V6 was picked up by {\it Enrico Horn}, who managed to synchronize it with + the 3.2 source. The new {\it SLASH\/} 4.1.2 was released as far back as November + 1996 went through at least 4 editlevels (E5, E6, E7) + with the latest version being 4.1.2E8, synchronized with Nethack 3.2.2 and + the Blackmarket option available, released in June 1997. + %.pg + + {\it Nathan La\/} began the arduous task of drawing tiles for the {\it SLASH\/} monsters. + %.pg + + {\it Kentaro Shirakata\/} ported {\it SLASH\/} 4.1.2E8 to Unix. + %.pg + + {\it Lief Clennon\/} ported {\it SLASH\/} 4.1.2E8 to OS/2 EMX. + %.pg + + {\it Romain Dolbeau\/} ported {\it SLASH\/} 4.1.2E8 to Macintosh. + %.pg + + {\it Warren Cheung\/} combined {\it SLASH\/} 4.1.2 and Wizard Patch to create + {\it SLASH'EM\/} 0.1 in November 1997. Several revisions including new spells and + other additions led eventually to {\it SLASH'EM\/} 0.0.5E7F1. {\it Steven Uy\/} + generously made additional modifications. + %.pg + + {\it Dirk Schoenberger\/} continued updating the {\it SLASH\/}/{\it SLASH'EM\/} monster + tiles. He also ported {\it SLASH'EM\/} to Linux. + %.pg + + {\it Lief Clennon\/} ported {\it SLASH'EM\/} to OS/2 EMX. + %.pg + + {\it Kevin Hugo\/} ported {\it SLASH'EM\/} to Macintosh, and also contributed + additional changes and improvements. + %.pg + + {\it Robin Johnson\/} finished the arduous task of drawing tiles for the + {\it SLASH'EM\/} monsters. He also contributed many more new tiles. + %.pg + + Kevin later joined the + DevTeam and incorporated the best of these ideas in {\it NetHack\/} 3.3. + %.pg + + J{\it NetHack\/} (the Japanese version of {\it NetHack\/}) has been around since at least + 1994, developed by Issei Numata and others. The GTK interface was written + for this variant and released in 1999. + %.pg + + Mitsuhiro Itakura headed a team which began the process of redrawing the + {\it NetHack\/} tiles in 8-bit color at 32x32 pixels. + %.pg + + The 3.3 development team consisted of {\it Michael Allison}, {\it Ken Arromdee}, + {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy}, {\it Timo Hakulinen}, + {\it Kevin Hugo}, {\it Steve Linhart}, {\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike} + Stephenson, {\it Janet Walz}, and {\it Paul Winner}. + %.pg + + As with version 3.2, various people contributed to the game as a whole as + well as supporting ports on the different platforms that {\it NetHack\/} runs on: + %.pg + + {\it Pat Rankin\/} maintained 3.3 for VMS. + %.pg + + {\it Michael Allison\/} maintained {\it NetHack\/} 3.3 for the MS-DOS platform. {\it Paul Winner\/} + and {\it Yitzhak Sapir\/} provided encouragement. + %.pg + + {\it Elvis\/} was seen playing {\it NetHack\/} on an Amiga. That is to say, like Elvis, it + it might come back, but don't hold your breath. + %.pg + + {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo\/} maintained and enhanced the + Macintosh port of 3.3. + %.pg + + The Atari port of {\it NetHack\/} was discontinued. + %.pg + + {\it Michael Allison\/} maintained and enhanced 3.3 for the Microsoft Windows NT platform. + %.pg + + {\it Ron Van Iwaarden\/} took over responsibility for the OS/2 port. + %.pg + + {\it Warren Cheung\/} combined {\it SLASH'EM\/} 0.0.5E7F1 and {\it NetHack\/} 3.3 to create + {\it SLASH'EM\/} 0.0.6 and continues to maintain the DOS and Microsoft Windows ports. + %.pg + + {\it J. Ali Harlow\/} incorporated the GTK interface and Mitsuhiro Itakura's + 32x32 tileset into {\it SLASH'EM\/} 0.0.6 and maintains the UNIX port of {\it SLASH'EM}. + {\it Peter Makholm\/} maintains the Debian package. + %.pg + + {\it Paul Hurtley\/} maintains the MAC port of {\it SLASH'EM}. + + \bigskip + %.pg + + 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: + + %.sd + \begin{center} + \begin{tabular}{ccc} + %TABLE_START + Adam Aronow & Helge Hafting & Mike Engber \\ + Andy Church & Irina Rempt-Drijfhout & 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 Waijers & John Rupley & Paul Winner \\ + Bruce Cox & John S. Bien & Pierre Martineau \\ + Bruce Holloway & Johnny Lee & Ralf Brown \\ + Bruce Mewborne & Jon W\{tte & Richard Addison \\ + Carl Schelin & Jonathan Handler & Richard P. Hughey\\ + Chris Russo & Joshua Delahunty & Rob Menke \\ + David Cohrs & Keizo Yamamoto & Roland McGrath \\ + David Damerell & Ken Arromdee & Ron Van Iwaarden \\ + David Gentzel & Ken Lorber & Ronnen Miller \\ + David Hairston & Ken Washikita & Ross Brown \\ + Dean Luick & Kevin Darcy & Sascha Wostmann \\ + Del Lamb & Kevin Hugo & Scott R. Turner \\ + Deron Meranda & Kevin Sitze & Stephen Spackman \\ + Dylan O'Donnell & Kevin Smolkowski & Stephen White \\ + Eric Backus & Kevin Sweet & Steve Creps \\ + Eric Hendrickson & Mark Gooderum & Steve Linhart \\ + Eric R. Smith & Mark Modrall & Steve VanDevender\\ + Eric S. Raymond & Matthew Day & Tim Lennan \\ + Frederick Roeber & Merlyn LeRoy & Timo Hakulinen \\ + Gil Neiger & Michael Allison & Tom Almy \\ + Greg Laskin & Michael Feir & Tom West \\ + Greg Olson & Michael Hamel & Warwick Allison \\ + Gregg Wonderly & Michael Sokolov & Yitzhak Sapir \\ + Hao-yang Wang & & + %TABLE_END Do not delete this line. + \end{tabular} + \end{center} + %.se + + %Microsoft and MS-DOS are registered trademarks of Microsoft Corporation. + %Lattice is a trademark of Lattice, Inc. + %Atari and 1040ST are trademarks of Atari, Inc. + %AMIGA is a trademark of Commodore-Amiga, Inc. + %.sm "Brand and product names are trademarks or registered trademarks of their respective holders." + + \end{document} diff -Nacr ../slashem-0.0.6E0F3/doc/Guidebook.txt ./doc/Guidebook.txt *** ../slashem-0.0.6E0F3/doc/Guidebook.txt Mon Jan 17 13:30:13 2000 --- ./doc/Guidebook.txt Wed Mar 29 21:17:58 2000 *************** *** 9,20 **** A Guide to the Mazes of Menace ! (Guidebook for SLASH'EM 0.0.3) Eric S. Raymond (Extensively edited and expanded for 3.0 by Mike Threepoint) (Revised for SLASH'EM 0.0.3 by Warren Cheung) --- 9,21 ---- A Guide to the Mazes of Menace ! (Guidebook for SLASH'EM 0.0.6) Eric S. Raymond (Extensively edited and expanded for 3.0 by Mike Threepoint) (Revised for SLASH'EM 0.0.3 by Warren Cheung) + (Revised for SLASH'EM 0.0.6 by J. Ali Harlow) *************** *** 50,63 **** 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 SLASH'EM Guidebook 1 --- 51,63 ---- 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. ! SLASH'EM Guidebook 1 *************** *** 70,174 **** strength, a trusty hauberk, and a great two-handed sword. Cavemen and Cavewomen start with exceptional strength but, unfortunately, with neolithic weapons. - Doppelgangers have the envious ability to change form at - will, at a cost of some mystic energy (mana), although what - they become may be a bit of a surprise, even for them. - - 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. - Flame Mages have managed to harness mystical energies into the control of the element of fire. Notwithstanding their pet ! dragons, woe be unto anyone who stands in the way of a skilled ! mage casting a fireball. ! Gnomes are quite comfortable with the dank caverns of the ! dungeons and come well prepared, as they know what to expect. ! There is even rumor that a large number of their brethren work in ! the dungeons and call it their home. ! ! Healers are wise in medicine and apothecary. They know the ! herbs and simples that can restore vitality, ease pain, anes- thetize, 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. ! Ice Mages command the forces of cold. An experienced Mage ! can summon great blizzards yet remain unaffected by the turnoil of the elements. ! Knights are distinguished from the common skirmisher by ! their devotion to the ideals of chivalry and by the surpassing excellence of their armor. ! Lycanthropes are wild beasts who draw their strength from ! the phases of the moon, and can transform into wolves when they ! channel their magical energies. Even unarmed, a Lycanthrope is ! a savage fighter, as many scarred by their deadly claws can at- ! test. ! ! Monks have mastered both the physical and the spiritual with ! their minds. Spurning the weapons of the world, an advanced ! Monk can destroy even the greatest of enemies with naught but his ! bare hands. ! Necromancers have delved into the darkest of the magical ! lore, and mastered some of the most forbidden of the magical lore. Many have fallen to the armies of the undead that they are capable of bringing forth and controlling. ! SLASH'EM 0.0.3 Feb 3, 1997 ! - SLASH'EM Guidebook 3 ! 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. ! Undead Slayers are specialists, trained to hunt the undead ! as well as other incarnations of evil. They are well aware of ! the weaknesses of their foes and come prepared. Few denizens of ! darkness ever encounter such warriors of light and live to tell of it. ! 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. Al- though seemingly weak and easy to overcome at first sight, an ex- perienced Wizard is a deadly foe. You set out for the dungeon and after several days of un- eventful travel you see the ancient ruins that mark the entrance to the Mazes of Menace. It is late at night, so you make camp at --- 70,221 ---- + 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. Cavemen and Cavewomen start with exceptional strength but, unfortunately, with neolithic weapons. Flame Mages have managed to harness mystical energies into the control of the element of fire. Notwithstanding their pet ! hell hounds, woe be unto anyone who stands in the way of a ! skilled mage casting a fireball. ! Healers are wise in medicine and apothecary. They know the ! herbs and simples that can restore vitality, ease pain, anes- thetize, 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. ! Ice Mages command the forces of cold. An experienced Mage ! can summon great blizzards yet remain unaffected by the turmoil of the elements. ! Knights are distinguished from the common skirmisher by ! their devotion to the ideals of chivalry and by the surpassing excellence of their armor. ! Monks are ascetics, who by rigorous practice of physical and ! mental disciplines have become capable of fighting as effectively ! without weapons as with. They wear no armor but make up for it ! with increased mobility. ! Necromancers have delved into the darkest of the magical ! lore, and mastered some of the most forbidden of the magical lore. Many have fallen to the armies of the undead that they are capable of bringing forth and controlling. + 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. + Rangers are most at home in the woods, and some say slightly + out of place in a dungeon. They are, however, experts in archery + as well as tracking and stealthy movement. + + Rogues are agile and stealthy thieves, with knowledge of + locks, traps, and poisons. They specialize in surprise, which + they employ to great advantage. ! Samurai are the elite warriors of feudal Nippon. They are ! heavily armored but quick, and wear the dai-sho, two swords of ! the deadliest keenness. + SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 3 ! 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. ! Undead Slayers are specialists, trained to hunt the undead ! as well as other incarnations of evil. They are well aware of ! the weaknesses of their foes and come prepared. Few denizens of ! darkness ever encounter such warriors of light and live to tell of it. ! 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. Al- though seemingly weak and easy to overcome at first sight, an ex- perienced Wizard is a deadly foe. + Yeomen are sturdy fighters. They are famed for their ability + to stand doing nothing for hours. It is said that this is because + they are none too bright. Yeomen can both take a lot of damage + and inflict it on others. + + You may also choose the race of your character: + + Doppelgangers have the anviable ability to change form at + will, at a cost of some mystic energy (mana), although what + they become may be a bit of a surprise, even for them. + + Dwarves are smaller than humans or elves, but are stocky and + solid individuals. Dwarves' most notable trait is their great + expertise in mining and metalwork. Dwarvish armor is said to be + second in quality not even to the mithril armor of the Elves. + + Elves and Drows are agile, quick, and perceptive; very lit- + tle of what goes on will escape an Elf. The quality of Elven + craftsmanship often gives them an advantage in arms and armor. + + Gnomes are smaller than but generally similar to dwarves. + Gnomes are known to be expert miners, and it is known that a se- + cret underground mine complex built by this race exists within + the Mazes of Menace, filled with both riches and danger. + + Hobbits are quick of hearing and sharp-eyed, and though they + are inclined to be fat and do not hurry unnecessarily, they are + nonetheless nimble and deft in their movements. A love of learn- + ing (other than genealogical lore) is far from general among + them. Hobbits are difficult to daunt, or to kill, and at need can + still handle arms. + + Humans are by far the most common race of the surface world, + and are thus the norm by which other races are often compared. + Although they have no special abilities, they can succeed in any + + + SLASH'EM 0.0.6 Mar 15, 2000 + + + + + + SLASH'EM Guidebook 4 + + + + role. + + Lycanthropes are wild beasts who draw their strength from + the phases of the moon, and can transform into wolves when they + channel their magical energies. Even unarmed, a Lycanthrope is + a savage fighter, as many scarred by their deadly claws can at- + test. + + Orcs are a cruel and barbaric race, that hate every living + thing (including other orcs). Above all others, Orcs hate Elves + with a passion unequalled, and will go out of their way to kill + one at any opportunity. The armor and weapons fashioned by the + Orcs are typically of inferior quality. + You set out for the dungeon and after several days of un- eventful travel you see the ancient ruins that mark the entrance to the Mazes of Menace. It is late at night, so you make camp at *************** *** 176,182 **** 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 SLASH'EM. Your goal is to --- 223,228 ---- *************** *** 190,241 **** orientation was almost unique among computer fantasy games. Since then, screen orientation has become the norm rather than the exception; SLASH'EM continues this fine tradition. Unlike ! SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 4 - text adventure games that accept commands in pseudo-English sen- - tences and explain the results in words, SLASH'EM commands are - all one or two keystrokes and the results are displayed graphi- - cally 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. ! SLASH'EM 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? ! SLASH'EM 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 repre- sent everything. There is no difference between the various dis- play options with respect to game play. Because we cannot repro- duce the tiles or colors in the Guidebook, and because it is com- ! mon 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 SLASH'EM, first ! you must understand what SLASH'EM is doing with the screen. The SLASH'EM screen replaces the ``You see ...'' descriptions of text ! adventure games. Figure 1 is a sample of what a SLASH'EM screen might look like. ------------------------------------------------------------------------ --- 236,295 ---- orientation was almost unique among computer fantasy games. Since then, screen orientation has become the norm rather than the exception; SLASH'EM continues this fine tradition. Unlike + text adventure games that accept commands in pseudo-English sen- + tences and explain the results in words, SLASH'EM commands are + all one or two keystrokes and the results are displayed graphi- + cally 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. + SLASH'EM can even be played by blind players, with the as- + sistance of Braille readers or speech synthesisers. Instructions + for configuring SLASH'EM for the blind are included later in this + document. ! SLASH'EM 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. + SLASH'EM 0.0.6 Mar 15, 2000 ! ! ! ! SLASH'EM Guidebook 5 ! 3. What do all those things on the screen mean? ! SLASH'EM 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 repre- sent everything. There is no difference between the various dis- play options with respect to game play. Because we cannot repro- duce the tiles or colors in the Guidebook, and because it is com- ! mon 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 SLASH'EM, first ! you must understand what SLASH'EM is doing with the screen. The SLASH'EM screen replaces the ``You see ...'' descriptions of text ! adventure games. Figure 1 is a sample of what a SLASH'EM screen might look like. ------------------------------------------------------------------------ *************** *** 257,306 **** Figure 1 ! SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 5 ! 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 ba- ! sic attributes. Your attributes can range from 3 to 18 in- ! clusive (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 --- 311,361 ---- 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 + SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 6 ! experience level, see below). Strength ! A measure of your character's strength; one of your six ba- ! sic attributes. Your attributes can range from 3 to 18 in- ! clusive (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 *************** *** 309,436 **** Charisma Charisma affects how certain creatures react toward you. In ! particular, it can affect the prices shopkeepers offer you. 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. ! SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 6 - 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 dis- played. ! 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 de- ! scribe things that are impossible to represent visually. If you ! see a ``--More--'' on the top line, this means that SLASH'EM has ! another message to display on the screen, but it wants to make - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 7 ! 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. --- 364,499 ---- Charisma Charisma affects how certain creatures react toward you. In ! particular, it can affect the prices shopkeepers offer you. Alignment ! Lawful, Neutral, or Chaotic. Often, Lawful is taken as good ! and Chaotic as evil, but legal and ethical do not always co- ! incide. Your alignment influences how other monsters 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 + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 7 ! 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. + Weight + The total weight of all items in your inventory, displayed + if you have the showweight option set. The number after the + slash is your carrying capacity. + 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 dis- played. ! 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 de- ! scribe things that are impossible to represent visually. If you ! see a ``--More--'' on the top line, this means that SLASH'EM 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. + SLASH'EM 0.0.6 Mar 15, 2000 ! ! SLASH'EM Guidebook 8 ! ! 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. Or a grave (|). . The floor of a room, ice, or a doorless doorway. ! # A corridor, or iron bars, or a tree, or possibly a kitchen ! sink (if your dungeon has sinks), or a drawbridge. ! > Stairs down: a way to the next level. ! < Stairs up: a way to the previous level. ! + A closed door, or a spellbook containing a spell you can learn. ! @ Your character or a human. $ A pile of gold. ! ^ A trap (once you have detected it). ) A weapon. *************** *** 448,567 **** ( 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. - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 8 - 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 SLASH'EM. Other commands might require ! additional information, for example a direction, or an object to be used. For those commands that require additional information, SLASH'EM will present you with either a menu of choices or with a ! command line prompt requesting information. Which you are pre- sented with will depend chiefly on how you have set the menustyle 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. ! 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 ! SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 9 ! a menu of helpful texts. As well, there is now a menusystem ! available through the '`' command for those who would rather page ! through menus than hunt and peck for keys. Here are the commands for your reference: ? Help menu: display one of several help texts available. ` Main menu: access the menusystem. / 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 SLASH'EM 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 explic- ! itly 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 --- 511,645 ---- ( 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. + SLASH'EM 0.0.6 Mar 15, 2000 + + SLASH'EM Guidebook 9 _ An altar, or an iron chain. { A fountain. + } A pool of water or moat or a pool of lava. + \ 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 ! next 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 SLASH'EM. Other commands might require ! additional information, for example a direction, or an object to be used. For those commands that require additional information, SLASH'EM will present you with either a menu of choices or with a ! command line prompt requesting information. Which you are pre- sented with will depend chiefly on how you have set the menustyle 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. ! You can put a number before some 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. As well, there is now a menusystem ! available through the '`' command for those who would rather page ! SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 10 ! through menus than hunt and peck for keys. Here are the commands for your reference: + ESC Cancel the current operation (where applicable) or skip mes- + sages. If the menu_on_esc option is set, then this key will + access the menusystem when pressed while the program is + waiting for a command. + ? Help menu: display one of several help texts available. ` Main menu: access the menusystem. / Tell what a symbol represents. You may choose to specify a ! location or type a symbol (or even a whole word) to explain. ! Specifying a location is done by moving the cursor to a par- ! ticular spot on the map and then pressing one of `.', `,', ! `;', or `:'. `.' will explain the symbol at the chosen lo- ! cation, conditionally check for ``More info?'' depending up- ! on whether the help option is on, and then you will be asked ! to pick another location; `,' will explain the symbol but ! skip any additional information; `;' will skip additional ! info and also not bother asking you to choose another loca- ! tion to examine; `:' will show additional info, if any, ! without asking for confirmation. When picking a location, ! pressing the ESC key will terminate this command, or press- ! ing `?' will give a brief reminder about how it works. ! ! Specifying a name rather than a location always gives any ! additional information available about that name. & Tell what a command does. ! < Go up to the previous level (if you are on 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 ! you can sense a monster there, you will fight the monster ! instead. Only these one-step movement commands cause you to fight monsters; the others (below) are ``safe.'' y k u 7 8 9 *************** *** 574,605 **** 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. ! M[yuhjklbn] ! Prefix: move far, no pickup. - g[yuhjklbn] - Prefix: move until something interesting is found. - SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 10 G[yuhjklbn] or [yuhjklbn] ! Prefix: same as `g', but forking of corridors is not con- sidered interesting. . Rest, do nothing for one turn. --- 652,689 ---- Figure 2 ! SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 11 ! [YUHJKLBN] ! Go in that direction until you hit a wall or run into some- ! thing. ! ! m[yuhjklbn] ! Prefix: move without picking up objects or fighting (even ! if you remember a monster there) + F[yuhjklbn] + Prefix: fight a monster (even if you only guess one is + there) + + M[yuhjklbn] + Prefix: move far, no pickup. + g[yuhjklbn] + Prefix: move until something interesting is found. G[yuhjklbn] or [yuhjklbn] ! Prefix: same as `g', but forking of corridors is not con- sidered interesting. . Rest, do nothing for one turn. *************** *** 607,668 **** 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. - f Fire ammunition from quiver. - - i List your inventory (everything you're carrying). - - I List selected parts of your inventory. - SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 11 I* - list all gems in inventory; Iu - list all unpaid items; --- 691,755 ---- 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. + ^B Borrow (steal) money from an adjacent monster. + 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? [!%= aium]'' you should type ! zero or more object symbols possibly followed by `a' and/or ! `i' and/or `u' and/or `m'. Da - drop all objects, without asking for confirmation. + Di - examine your inventory before dropping anything. Du - drop only unpaid objects (when in a shop). + Dm - use a menu to pick which object(s) to drop. D%u - drop only unpaid food. ! SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 12 + ^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. ! f Fire one of the objects placed in your quiver. You may se- ! lect ammunition with a previous `Q' command, or let the com- ! puter pick something appropriate if autoquiver is true. + i List your inventory (everything you're carrying). + I List selected parts of your inventory. I* - list all gems in inventory; Iu - list all unpaid items; *************** *** 671,683 **** 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 sepa- ! rated 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/Shopkeeper services. --- 758,772 ---- o Open a door. ! O Set options. A menu showing the current option values will ! be displayed. You can change most values simply by select- ! ing the menu entry for the given option (ie, by typing its ! letter or clicking upon it, depending on your user inter- ! face). For the non-boolean choices, a further menu or ! prompt will appear once you've closed this menu. The avail- ! able options are listed later in this Guidebook. Options ! are usually set before the game rather than with the `O' ! command; see the section on options below. p Pay your shopping bill/Shopkeeper services. *************** *** 688,706 **** q Quaff (drink) a potion. ! Q Ready ammunition in quiver. - 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. --- 777,810 ---- q Quaff (drink) a potion. ! Q Select an object for your quiver. You can then throw this ! using the `f' command. (In NetHack versions prior to 3.3 ! this was the command to quit the game, which has now been ! moved to `#quit'.) ! ! r Read a scroll or spellbook. ! ! ! ! SLASH'EM 0.0.6 Mar 15, 2000 ! ! ! ! ! ! SLASH'EM Guidebook 13 ! R Remove an accessory (ring, amulet, etc). ^R Redraw the screen. ! s Search for secret doors and traps around you. It usually takes several tries to find something. ! S Save (and suspend) the game. The game will be restored au- ! tomatically the next time you play. t Throw an object or shoot a projectile. *************** *** 712,750 **** V Display the game history. ! w Wield weapon. w- means wield nothing, use your bare hands. W Wear armor. ! x Switch weapon slots. ! SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 12 - 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. --- 816,866 ---- V Display the game history. ! w Wield weapon. ! ! w- - wield nothing, use your bare hands. W Wear armor. ! x Exchange your wielded weapon with the item in your secondary ! weapon slot. The latter is used as your second weapon in ! two-weapon combat. Note that if one of these slots is emp- ! ty, the exchange still takes place. + X Enter explore (discovery) mode, explained in its own section + later. + ^Y Polymorph yourself, if you have the ability. ! z Zap a wand. To aim at yourself, use `.' for the direction. + 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. ! __________ ! (R)UNIX is a registered trademark of AT&T. ! SLASH'EM 0.0.6 Mar 15, 2000 ! ! SLASH'EM Guidebook 14 ! ! ^ Ask for the type of a trap you found earlier. *************** *** 758,879 **** ( Tell what tools you are using. ! * List and change items currently in use. $ 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 ! SLASH'EM 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 ! SLASH'EM, 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. ! SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 13 - M-a Adjust inventory letters (most useful when the fixinv option - is ``on''). - M-b Steal - 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-k Advance or check weapons skills. Same as ``#enhance'' ! 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-q Quit the game. ! M-r Rub a lamp. ! M-s Sit down. ! M-t Use a class specific technique. ! M-u Untrap something (trap, door, or chest). ! M-v Print compile time options for this version of SLASH'EM. ! M-w Wipe off your face. ! M-y Polymorph yourself. ! 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''. - SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 14 ! N Name an item or type of object. Same as ``#name'' or ``M- N''. ! u Untrap a trap, door, or chest. Same as ``#untrap'' or ``M- u''. 5. Rooms and corridors ! Rooms and corridors in the dungeon are either lit or dark. ! Any lit areas within your line of sight will be displayed; dark ! areas are only displayed if they are within one space of you. Walls and corridors remain on the map as you explore them. Secret corridors are hidden. You can find them with the `s' --- 874,1088 ---- ( Tell what tools you are using. ! * Tell what equipment you are using; combines the preceding ! five type-specific commands into one. $ Count your gold pieces. ! + List the spells you know. Using this command, you can also ! rearrange the order in which your spells are listed. They ! are shown via a menu, and if you select a spell in that ! menu, you'll be re-prompted for another spell to swap places ! with it, and then have opportunity to make further ex- ! changes. \ Show what types of objects have been discovered. ! Escape to a shell. # Perform an extended command. As you can see, the authors of ! NetHack used up all the letters, so this is a way to intro- ! duce the less frequently used commands. What extended com- ! mands are available depends on what features the game was ! compiled with. ! #adjust ! Adjust inventory letters (most useful when the fixinv option ! is ``on''). ! #borrow ! Borrow (steal) money from an adjacent monster, if you have ! the ability. + #chat + Talk to someone. ! #conduct ! List which challenges you have adhered to. + #dip Dip an object into something. + #enhance + Advance or check weapons skills. + SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 15 ! #force ! Force a lock. ! #invoke ! Invoke an object's special powers. ! #jump ! Jump to another location. ! #loot ! Loot a box on the floor. ! #monster ! Use a monster's special ability (when polymorphed into mon- ! ster form). ! #name ! Name an item or type of object. ! #offer ! Offer a sacrifice to the gods. ! #pray ! Pray to the gods for help. ! #quit ! Quit the program without saving your game. ! #ride ! Ride (or stop riding) a monster. ! #rub Rub a lamp. ! #sit Sit down. ! #technique ! Perform a role or race specific technique. A menu showing ! the techniques available to your character will be dis- ! played. ! #turn ! Turn undead. ! #twoweapon ! Toggle two-weapon combat on or off. Note that you must use ! suitable weapons for this type of combat, or it will be au- ! tomatically turned off. ! #untrap ! Untrap something (trap, door, or chest). ! #youpoly ! Polymorph yourself, if you have the ability. ! SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 16 ! #version ! Print compile time options for this version of SLASH'EM. ! ! #wipe ! Wipe off your face. ! ! #? Help menu: get the list of available extended commands. ! ! If your keyboard has a meta key (which, when pressed in com- ! bination with another key, modifies it by setting the `meta' ! [8th, or `high'] bit), you can invoke many extended commands by ! meta-ing the first letter of the command. In NT, OS/2, and PC ! SLASH'EM, the `Alt' key can be used in this fashion. ! ! M-a #adjust ! ! M-b #borrow ! ! M-c #chat ! ! M-d #dip ! ! M-e #enhance ! ! M-f #force ! ! M-i #invoke ! ! M-j #jump ! ! M-l #loot ! ! M-m #monster ! ! M-n #name ! ! M-o #offer ! ! M-p #pray ! ! M-q #quit ! ! M-r #rub ! ! M-s #sit ! ! M-t #technique ! ! M-u #untrap + M-v #version + M-w #wipe ! ! ! SLASH'EM 0.0.6 Mar 15, 2000 ! ! ! ! ! ! SLASH'EM Guidebook 17 ! ! ! ! M-y #youpoly ! ! 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''. 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' *************** *** 882,931 **** 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. - SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 15 6. Monsters --- 1091,1177 ---- 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. + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 18 ! 5.2. Traps (`^') + There are traps throughout the dungeon to snare the unwary + delver. For example, you may suddenly fall into a pit and be + stuck for a few turns trying to climb out. Traps don't appear on + your map until you see one triggered by moving onto it, see some- + thing fall into it, or you discover it with the `s' (search) com- + mand. Monsters can fall prey to traps, too, which can be a very + useful defensive strategy. + + 5.3. Stairs (`<', `>') + + In general, each level in the dungeon will have a staircase + going up (`<') to the previous level and another going down (`>') + to the next level. There are some exceptions though. For in- + stance, fairly early in the dungeon you will find a level with + two down staircases, one continuing into the dungeon and the oth- + er branching into an area known as the Gnomish Mines. Those + mines eventually hit a dead end, so after exploring them (if you + choose to do so), you'll need to climb back up to the main dun- + geon. + + When you traverse a set of stairs, or trigger a trap which + sends you to another level, the level you're leaving will be de- + activated and stored in a file on disk. If you're moving to a + previously visited level, it will be loaded from its file on disk + and reactivated. If you're moving to a level which has not yet + been visited, it will be created (from scratch for most random + levels, from a template for some "special" levels, or loaded from + the remains of an earlier game for a "bones" level as briefly de- + scribed below). Monsters are only active on the current level; + those on other levels are essentially placed into stasis. + + Ordinarily when you climb a set of stairs, you will arrive + on the corresponding staircase at your destination. However, + pets (see below) and some other monsters will follow along if + they're close enough when you travel up or down stairs, and occa- + sionally one of these creatures will displace you during the + climb. When that occurs, the pet or other monster will arrive on + the staircase and you will end up nearby. + + 5.4. Ladders (`<', `>') + + Ladders serve the same purpose as staircases, and the two + types of inter-level connections are nearly indistinguishable + during game play. 6. Monsters *************** *** 935,956 **** magic items can help you locate them before they locate you (which some monsters can 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 (`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. --- 1181,1227 ---- magic items can help you locate them before they locate you (which some monsters can do very well). + + SLASH'EM 0.0.6 Mar 15, 2000 + + + + + + SLASH'EM Guidebook 19 + + + + The commands `/' and `;' may be used to obtain information + about those monsters who are displayed on the screen. The com- + mand `C' allows you to assign a name to a monster, which may be + useful to help distinguish one from another when multiple mon- + sters are present. Assigning a name which is just a space will + remove any prior name. + + The extended command ``#chat'' can be used to interact with + an adjacent monster. There is no actual dialog (in other words, + you don't get to choose what you'll say), but chatting with some + monsters such as a shopkeeper or the Oracle of Delphi can produce + useful results. + 6.1. Fighting ! If you see a monster and you wish to fight it, just attempt ! to walk into it. Many monsters you find will mind their own business unless you attack them. Some of them are very dangerous when angered. Remember: discretion is the better part of valor. 6.2. Your pet ! You start the game with a little dog (`d'), cat (`f'), hell ! hound pup ('d'), winter wolf cub ('d'), ghoul ('Z'), or pony ! (`u'), which follows you about the dungeon and fights monsters ! with you. With the exception of ghouls, your pet needs food to ! survive. It usually feeds itself on fresh carrion and other ! meats. If you're worried about it or want to train it, you can ! feed it, too, by throwing it food. A properly trained pet can be ! very useful under certain circumstances. Your pet also gains experience from killing monsters, and can grow over time, gaining hit points and doing more damage. *************** *** 959,967 **** 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 --- 1230,1270 ---- Your pet will follow you up and down staircases if it is next to you when you move. Otherwise your pet will be stranded ! and may become wild. Similarly, when you trigger certain types ! of traps which alter your location (for instance, a trap door ! which drops you to a lower dungeon level), any adjacent pet will ! accompany you and any non-adjacent pet will be left behind. Your ! pet may trigger such traps itself; you will not be carried along ! with it even if adjacent at the time. ! ! 6.3. Steeds ! ! Some types of creatures in the dungeon can actually be rid- ! den if you have the right equipment and skill. Convincing a wild ! beast to let you saddle it up is difficult to say the least. ! Many a dungeoneer has had to resort to magic and wizardry in or- ! der to forge the alliance. Once you do have the beast under your ! control however, you can easily climb in and out of the saddle ! with the `#ride' command. Lead the beast around the dungeon when ! ! SLASH'EM 0.0.6 Mar 15, 2000 ! ! ! ! ! ! SLASH'EM Guidebook 20 ! ! ! ! riding, in the same manner as you would move yourself. It is the ! beast that you will see displayed on the map. ! ! Riding skill is managed by the `#enhance' command. See the ! section on Weapon proficiency for more information about that. ! ! 6.4. Bones levels You may encounter the shades and corpses of other adventur- ers (or even former incarnations of yourself!) and their personal *************** *** 980,1008 **** option (see below), or move with the `m' prefix (see above)), or manually by using the `,' command. ! If you're carrying too many things, SLASH'EM will tell you ! so and you won't be able to pick up anything more. Otherwise, it ! SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 16 - 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 let- ! ter. Many commands that operate on objects must ask you to find ! out which object you want to use. When SLASH'EM asks you to ! choose a particular object you are carrying, you are usually pre- ! sented with a list of inventory letters to choose from (see Com- ! mands, above). Some objects, such as weapons, are easily differentiated. Others, like scrolls and potions, are given descriptions which --- 1283,1328 ---- option (see below), or move with the `m' prefix (see above)), or manually by using the `,' command. ! If you're carrying too many items, SLASH'EM will tell you so ! and you won't be able to pick up anything more. Otherwise, it ! will add the object(s) to your pack and tell you what you just ! picked up. + As you add items to your inventory, you also add the weight + of that object to your load. The amount that you can carry de- + pends on your strength and your constitution. The stronger you + are, the less the additional load will affect you. There comes a + point, though, when the weight of all of that stuff you are car- + rying around with you through the dungeon will encumber you. + Your reactions will get slower and you'll burn calories faster, + requiring food more frequently to cope with it. Eventually, + you'll be so overloaded that you'll either have to discard some + of what you're carrying or collapse under its weight. + + SLASH'EM will tell you how badly have loaded yourself. The + symbols `Burdened', `Stressed', `Strained', `Overtaxed' and + `Overloaded' are displayed on the bottom line display to indicate + your condition. ! When you pick up an object, it is assigned an inventory let- ! ter. Many commands that operate on objects must ask you to find ! out which object you want to use. When SLASH'EM asks you to ! choose a particular object you are carrying, you are usually pre- ! sented with a list of inventory letters to choose from (see Com- ! mands, above). + SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 21 ! ! Some objects, such as weapons, are easily differentiated. Others, like scrolls and potions, are given descriptions which *************** *** 1015,1131 **** 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. ! SLASH'EM 0.0.3 Feb 3, 1997 ! ! - SLASH'EM Guidebook 17 - 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 ! simply select to throw a spear. ! ! To shoot an arrow, you should first wield a bow, then throw ! the arrow. An alternative method would be wield a bow and place ! the arrows in your Quiver, after witch you fire the ammunition. ! 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. Exchanging hands ! allows you to ready both a primary and secondary weapon and swap ! between them at the touch of a key. ! ! 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 (as well as spells). Skilled adventur- ! ers find themselves much more capable with their 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 SLASH'EM. 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 - SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 18 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 --- 1335,1561 ---- extremely obvious, you will be asked what you want to call this type of object so you will recognize it later. You can also use the ``#name'' command for the same purpose at any time, to name ! all objects of a particular type or just an individual object. ! When you use ``#name'' on an object which has already been named, ! specifying a space as the value will remove the prior name in- ! stead of assigning a new one. 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). Monk characters are an + exception; they normally do much more damage with bare hands than + they do with weapons. ! SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 22 There are wielded weapons, like maces and swords, and thrown ! weapons, like arrows and spears. To hit monsters with a weapon, ! you must wield it and attack them, or throw it at them. You can ! simply elect to throw a spear. ! ! To shoot an arrow, you should first wield a bow, then throw ! the arrow. An alternative method would be wield a bow and place ! the arrows in your Quiver, after which you fire the ammunition. ! Rangers and the like may find that having a bow as their sec- ! ondary weapon is a useful combination. In order to use a sec- ! ondary weapon to fire ammunition however, it must first be moved ! to the primary weapon slot. The ``x'' command is available for ! this use. Crossbows shoot crossbow bolts. Slings hurl rocks and ! (other) stones (like gems). Enchanted weapons have a ``plus'' (or ``to hit enhancement'' ! which can be either positive or negative) that adds to your ! chance to hit and the damage you do to a monster. The only way ! to determine a weapon's enchantment is to have it magically iden- ! tified somehow. Most weapons are subject to some type of damage ! like rust. Such ``erosion'' damage can be repaired. ! ! The chance that an attack will successfully hit a monster, ! and the amount of damage such a hit will do, depends upon many ! factors. Among them are: type of weapon, quality of weapon (en- ! chantment and/or erosion), experience level, strength, dexterity, ! encumbrance, and proficiency (see below). The monster's armor ! class - a general defense rating, not necessarily due to wearing ! of armor - is a factor too; also, some monsters are particularly ! vulnerable to certain types of weapons. ! ! Many weapons can be wielded in one hand; some require both ! hands. When wielding a two-handed weapon, you can not wear a ! shield, and vice versa. When wielding a one-handed weapon, you ! can have another weapon ready to use by setting things up with ! the `x' command, which exchanges your primary (the one being ! wielded) and secondary weapons. And if you have proficiency in ! the ``two weapon combat'' skill, you may wield both primary and ! secondary weapons simultaneously; use the `#twoweapon' extended ! command to engage or disengage that. Only some types of charac- ! ters (barbarians, for instance), have the necessary skill avail- ! able. Even with that skill, using two weapons at once incurs a ! penalty in the chance to hit your target compared to using just ! one weapon at a time. ! ! There might be times when you'd rather not wield any weapon ! at all. To accomplish that, wield `-', or else use the `A' com- ! mand which allows you to unwield the current weapon in addition ! to taking off other worn items. ! ! Those of you in the audience who are AD&D players, be aware ! that each weapon which exists in AD&D does roughly the same dam- ! age to monsters in SLASH'EM. Some of the more obscure weapons ! (such as the aklys, lucern hammer, and bec-de-corbin) are defined ! SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 23 ! in an appendix to Unearthed Arcana, an AD&D supplement. + The commands to use weapons are `w' (wield), `t' (throw), + `f' (fire, an alternative way of throwing), `Q' (quiver), `x' + (exchange), `#twoweapon', and `#enhance' (see below). + + 7.2.1. Throwing and shooting + + You can throw just about anything via the `t' command. It + will prompt for the item to throw; picking `?' will list things + in your inventory which are considered likely to be thrown, or + picking `*' will list your entire inventory. After you've chosen + what to throw, you will be prompted for a direction rather than + for a specific target. The distance something can be thrown de- + pends mainly on the type of object and your strength. Arrows can + be thrown by hand, but can be thrown much farther and will be + more likely to hit when thrown while you are wielding a bow. + + You can simplify the throwing operation by using the `Q' + command to select your preferred ``missile'', then using the `f' + command to throw it. You'll be prompted for a direction as + above, but you don't have to specify which item to throw each + time you use `f'. There is also an option, autoquiver, which has + SLASH'EM choose another item to automatically fill your quiver + when the inventory slot used for `Q' runs out. + + Some characters will throw multiple items in a single ac- + tion. Rangers, for instance, or anyone who achieves a high level + of proficiency in the relevant weapon skill (in bow skill if + you're wielding one to shoot arrows, or in sling skill if you're + wielding one to shoot stones). There is little you can do to + control this; if SLASH'EM decides that you'll be shooting 3 ar- + rows on the current shot, then three arrows will travel in the + direction you've indicated, even if the first or second succeeds + in killing the target. You can explicitly limit the number of + shots by using a numeric prefix before the `t' or `f' command. + For example, ``2f'' (or ``n2f'' if using number_pad mode) would + ensure that at most 2 arrows are shot even if SLASH'EM decides + that your skill warrants 3. If you specify a larger number than + would have been shot (``4f'' in this example), you'll just end up + shooting the same number (3, here) as if no limit had been speci- + fied. + + 7.2.2. Weapon proficiency + + You will have varying degrees of skill in the weapons avail- + able. Weapon proficiency, or weapon skills, affect how well you + can use particular types of weapons, and you'll be able to im- + prove your skills as you progress through a game, depending on + your role, your experience level, and use of the weapons. + + For the purposes of proficiency, weapons have been divided + up into various groups such as daggers, broadswords, and + polearms. Each role has a limit on what level of proficiency a + SLASH'EM 0.0.6 Mar 15, 2000 + + + + + + SLASH'EM Guidebook 24 + + + + character can achieve for each group. For instance, wizards can + become highly skilled in daggers or staves but not in swords or + bows. + + The `#enhance' extended command is used to review current + weapons proficiency (also spell proficiency) and to choose which + skill(s) to improve when you've used one or more skills enough to + become eligible to do so. The skill rankings are "none" (some- + times also referred to as "restricted", because you won't be able + to advance), "unskilled", "basic", "skilled", and "expert". Re- + stricted skills simply will not appear in the list shown by `#en- + hance'. (Divine intervention might unrestrict a particular + skill, in which case it will start at unskilled and be limited to + basic.) + + Use of a weapon in which you're restricted or unskilled will + incur a modest penalty in the chance to hit a monster and also in + the amount of damage done when you do hit; at basic level, there + is no penalty or bonus; at skilled level, you receive a modest + bonus in the chance to hit and amount of damage done; at expert + level, the bonus is higher. A successful hit has a chance to + boost your training towards the next skill level (unless you've + already reached the limit for this skill). Once such training + reaches the threshold for that next level, you'll be told that + you feel more confident in your skills. At that point can use + `#enhance' to increase one or more skills. Such skills are not + increased automatically because there is a limit to your total + overall skills, so you need to actively choose which skills to + enhance and which to ignore. + + 7.3. Armor (`[') + + Lots of unfriendly things lurk about; you need armor to pro- + tect yourself from their blows. Some types of armor offer better protection than others. Your armor class is a measure of this protection. Armor class (AC) is measured as in AD&D, with 10 be- ing the equivalent of no armor, and lower numbers meaning better *************** *** 1134,1150 **** mor 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 no armor 10 You can also wear other pieces of armor (ex. helmets, boots, --- 1564,1597 ---- mor classes provided by various suits of armor: dragon scale mail 1 plate mail 3 + crystal plate mail 3 bronze plate mail 4 splint mail 4 banded mail 4 + dwarvish mithril-coat 4 elven mithril-coat 5 chain mail 5 + orcish chain mail 6 scale mail 6 studded leather armor 7 + + + + SLASH'EM 0.0.6 Mar 15, 2000 + + + + + + SLASH'EM Guidebook 25 + + + + ring mail 7 + orcish ring mail 8 leather armor 8 + leather jacket 9 no armor 10 You can also wear other pieces of armor (ex. helmets, boots, *************** *** 1180,1210 **** When you kill monsters, they usually leave corpses which are also ``food.'' Many, but not all, of these are edible; some also ! SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 19 - 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, --- 1627,1664 ---- When you kill monsters, they usually leave corpses which are also ``food.'' Many, but not all, of these are edible; some also + give you special powers when you eat them. A good rule of thumb + is ``you are what you eat.'' + Some classes and some monsters are vegetarian. Vegetarian + monsters will typically never eat animal corpses, while vegetari- + an players can, but with some rather unpleasant side-effects. ! You can name one food item after something you like to eat ! with the fruit option. + The command to eat food is `e'. + SLASH'EM 0.0.6 Mar 15, 2000 ! ! ! SLASH'EM Guidebook 26 ! ! 7.5. Scrolls (`?') Scrolls are labeled with various titles, probably chosen by ancient wizards for their amusement value (ex. ``READ ME,'' or ! ``THANX MAUD'' backwards). Scrolls disappear after you read them (except for blank ones, without magic spells on them). One of the most useful of these is the scroll of identify, *************** *** 1246,1301 **** 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' - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 20 - 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. 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--un- ! less 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 --- 1700,1765 ---- 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 + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 27 ! mana points from an otherwise spent wand, destroying it in the ! process. A wand may be recharged by using suitable magic, but ! doing so runs the risk of causing it to explode. The chance for ! such an explosion starts out very small and increases each time ! the wand is recharged. In a truly desperate situation, when your back is up against the wall, you might decide to go for broke and break your wand. This is not for the faint of heart. Doing so will almost cer- tainly cause a catastrophic release of magical energies. ! When you have fully identified a particular wand, inventory ! display will include additional information in parentheses: the ! number of times it has been recharged followed by a colon and ! then by its current number of charges. A current charge count of ! -1 is a special case indicating that the wand has been cancelled. ! ! The command to use a wand is `z' (zap). To break one, use the `a' (apply) command. 7.8. Rings (`=') ! Rings are very useful items, since they are relatively per- ! manent magic, unlike the usually fleeting effects of potions, scrolls, and wands. ! Putting on a ring activates its magic. You can wear only two rings, one on each ring finger. ! Most rings also cause you to grow hungry more rapidly, the rate varying with the type of ring. The commands to use rings are `P' (put on) and `R' (remove). ! 7.9. Spellbooks (`+') ! Spellbooks are tomes of mighty magic. When studied with the ! `r' (read) command, they bestow the knowledge of a spell--unless ! the attempt backfires. Reading a cursed spellbook or one with ! mystic runes beyond your ken can be harmful to your health! A spell (even when learned) can also backfire when you cast it. If you attempt to cast a spell well above your experience *************** *** 1309,1359 **** 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. ! SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 21 ! The ``#enhance'' command will be present if the ``weapon ! skills'' feature is enabled, and deals with your proficiency in ! various types of spells (as well as weapons). Skilled adventur- ! ers can command awesome spells at their fingertips. ! ! 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. The ``#enhance'' extended command advances your spellcasting skills. 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 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 --- 1773,1820 ---- spell, your familiarity with it will dwindle, until you eventual- ly forget the details completely and must relearn it. ! SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 28 ! Casting a spell also requires flexible movement, and wearing ! various types of armor may interfere with that. ! ! The command to read a spellbook is the same as for scrolls, ! `r' (read). The `+' command lists your current spells and the ! number of spell points they require. The `Z' (cast) command ! casts a spell. The ``#enhance'' extended command advances your spellcasting skills. 7.10. Tools (`(') Tools are miscellaneous objects with various purposes. Some ! tools have a limited number of uses, akin to wand charges. For ! example, lamps burn out after a while. Other tools are contain- ! ers, which objects can be placed into or taken out of. The command to use tools is `a' (apply). ! 7.10.1. Containers ! You may encounter bags, boxes, and chests in your travels. ! A tool of this sort can be opened with the ``#loot'' extended ! command when you are standing on top of it (that is, on the same ! floor spot), or with the `a' (apply) command when you are carry- ! ing it. However, chests are often locked, and are in any case unwieldy objects. You must set one down before unlocking it by ! using a key or lock-picking tool with the `a' (apply) command, by ! kicking it with the `^D' command, or by using a weapon to force ! the lock with the ``#force'' extended command. Some chests are trapped, causing nasty things to happen when you unlock or open them. You can check for and try to deactivate *************** *** 1377,1399 **** Valuable gems increase your score if you bring them with you when you exit. ! ! SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 22 ! 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 (``') --- 1838,1859 ---- 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 ! SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 29 ! projectile weapons (if you have a sling). In the most desperate ! of cases, you can still throw them by hand. 7.13. Large rocks (``') *************** *** 1407,1416 **** 7.14. Gold (`$') Gold adds to your score, and you can buy things in shops ! with it. Your version of SLASH'EM may display how much gold you ! have on the status line. If not, the `$' 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). 8. Options --- 1867,1875 ---- 7.14. Gold (`$') Gold adds to your score, and you can buy things in shops ! with it. There are a number of monsters in the dungeon that may ! be influenced by the amount of gold you are carrying (shopkeepers ! aside). 8. Options *************** *** 1435,1464 **** on or off. You turn one of these on by adding the name of the option to the list, and turn it off by typing a `!' or ``no'' be- fore the name. Others take a character string as a value. You ! can set string options by typing the option name, a colon, 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 - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 23 - % setenv SLASHEMOPTIONS "female,\!autopickup,name:Blue Meanie,fruit:papaya" - in csh (note the need to escape the ! since it's special to the shell), or $ SLASHEMOPTIONS="female,!autopickup,name:Blue Meanie,fruit:papaya" --- 1894,1923 ---- on or off. You turn one of these on by adding the name of the option to the list, and turn it off by typing a `!' or ``no'' be- fore the name. Others take a character string as a value. You ! can set string options by typing the option name, a colon or ! equals sign, and then the value of the string. The value is ter- ! minated by the next comma or the end of string. For example, to set up an environment variable so that ``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 SLASHEMOPTIONS "female,\!autopickup,name:Blue Meanie,fruit:papaya" + in csh (note the need to escape the ! since it's special to the + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 30 shell), or $ SLASHEMOPTIONS="female,!autopickup,name:Blue Meanie,fruit:papaya" *************** *** 1490,1526 **** 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). ! badgername ! Name your starting badger (ex. ``badgername:Jack''). Cannot ! be set with the `O' command. ! batname ! Name your starting bat (ex. ``batname:Drake''). Cannot be ! set with the `O' command. 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 SLASH'EM only). ! catname ! Name your starting cat (ex. ``catname:Tabby''). Cannot be ! set with the `O' command. - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 24 checkpoint Save game state after each level change, for possible recov- --- 1949,2001 ---- acter strings that are too long may be truncated. Some of the options listed may be inactive in your dungeon. ! align ! Your starting alignment (align:lawful, align:neutral, or ! align:chaotic). You may specify just the first letter. The ! default is to randomly pick an appropriate alignment. Can- ! not be set with the `O' command. ! autopickup ! Automatically pick up things onto which you move (default ! on). ! autoquiver ! This option controls what happens when you attempt the `f' ! (fire) command with an empty quiver. When true, the comput- ! er will fill your quiver with some suitable weapon. Note ! that it will not take into account the blessed/cursed sta- ! tus, enchantment, damage, or quality of the weapon; you are ! free to manually fill your quiver with the `Q' command in- ! stead. If no weapon is found or the option is false, the ! `t' (throw) command is executed instead. (default false) BIOS ! Use BIOS calls to update the screen display quickly and to ! read the keyboard (allowing the use of arrow keys to move) ! ! SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 31 + on machines with an IBM PC compatible BIOS ROM (default off, + OS/2, PC, and ST SLASH'EM only). + + catname + Name your starting cat (ex. ``catname:Morris''). Cannot be + set with the `O' command. + character + Pick your type of character (ex. ``character:Rogue''); syn- + onym for ``role''. See ``name'' for an alternate method of + specifying your role. Normally only the first letter of the + value is examined; the string ``random'' is an exception. checkpoint Save game state after each level change, for possible recov- *************** *** 1543,1660 **** 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. 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, low- - er left corner, lower right corner, cross wall, upward T - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 25 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, grave, throne, kitchen sink, toilet, ! fountain, pool or moat, ice, lava, vertical lowered draw- ! bridge, horizontal lowered drawbridge, vertical raised draw- ! bridge, horizontal raised drawbridge, air, cloud, under wa- ! ter. ! ! You might want to use `+' for the corners and T walls for a ! more aesthetic, boxier display. Note that in the next re- ! lease, 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 dun- ! geon 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, ! 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 SLASH'EM uses from time to time. You - should set this to something you find more appetizing than - slime mold. Apples, oranges, pears, bananas, and melons ! SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 26 ! already exist in SLASH'EM, so don't use those. ghoulname Name your starting ghoul (ex. ``ghoulname:Casper''). Cannot --- 2018,2154 ---- nals, so you should specify it when appropriate even if you override the selections with your own graphics strings. + extmenu + Changes the extended commands interface to pop-up a menu of + available commands. It is keystroke compatible with the + traditional interface except that it does not require that + you hit Enter. It is implemented only by the tty port (de- + fault off), when the game has been compiled to support tty + graphics. + 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. dogname ! Name your starting dog (ex. ``dogname:Fang''). Cannot be set with the `O' command. + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 32 + dungeon + Set the graphics symbols for displaying the dungeon (default + `` |--------||.-|++##.##<><>_|\\##{}.}..## #}''). The dun- + geon option should be followed by a string of 1-42 charac- + ters to be used instead of the default map-drawing charac- + ters. 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 on a command line if they are spe- + cial to your shell. + + Note that SLASH'EM escape-processes this option string in + conventional C fashion. This means that `\' is a prefix to + take the following character literally. Thus `\' needs to + be represented as `\\'. The special escape form `\m' + switches on the meta bit in the following character, and the + `^' prefix causes the following character to be treated as a + control character. + The order of the symbols is: solid rock, vertical wall, + horizontal wall, upper left corner, upper right corner, low- + er 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, iron bars, tree, floor ! of a room, dark corridor, lit corridor, stairs up, stairs ! down, ladder up, ladder down, altar, grave, throne, kitchen ! sink, toilet, 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 re- ! lease, 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 1-83 ! 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 each for ! magical, fire, cold, death, lightning, poison and acid ! SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 33 + explosions. An explosion consists of three rows (top, mid- + dle, and bottom) of three characters. The explosion is cen- + tered 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 starting gender to female. Cannot be set with the + `O' command. + fixinv + An object's inventory letter sticks to it when it's dropped + (default on). If this is off, dropping an object shifts all + the remaining inventory letters. ! fruit ! Name a fruit after something you enjoy eating (ex. ! ``fruit:mango'') (default ``slime mold''). Basically a nos- ! talgic whimsy that SLASH'EM 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 SLASH'EM, so don't use those. ! ! gender ! Your starting gender (gender:male or gender:female). You ! may specify just the first letter. Although you can still ! denote your gender using the ``male'' and ``female'' op- ! tions, the ``gender'' option will take precedence. The de- ! fault is to randomly pick an appropriate gender. Cannot be ! set with the `O' command. ghoulname Name your starting ghoul (ex. ``ghoulname:Casper''). Cannot *************** *** 1670,1677 **** 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 --- 2164,2188 ---- hilite_pet Visually distinguish pets from similar animals (default off). In text windowing, use text highlighting when color ! is turned off; with X11 and Qt interfaces in tile mode, dis- ! play a heart symbol near pets. In the GTK interface in tile ! mode, display a red box around the pet. ! ! horsename ! Name your starting horse (ex. ``horsename:Trigger''). ! ! ! SLASH'EM 0.0.6 Mar 15, 2000 ! ! ! ! ! ! SLASH'EM Guidebook 34 ! ! ! ! Cannot be set with the `O' command. IBMgraphics Use a predefined selection of IBM extended ASCII characters *************** *** 1685,1766 **** ignintr Ignore interrupt signals, including breaks (default off). keep_savefile Keeps the save file after restore. SLASH'EM usually deletes ! your savefile after you restore, making death permanent. ! This option can allow you to restore from the last save. (default off). legacy ! Display an introductory message when starting the game (de- fault on). 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). ! - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 27 - 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 '>'. menu_previous_page Menu character accelerator to goto the previous menu page. Implemented only by the tty port. Default '<'. --- 2196,2285 ---- ignintr Ignore interrupt signals, including breaks (default off). + invweight + Display the weights of items in your inventory (and at other + times) in braces (default off). + keep_savefile Keeps the save file after restore. SLASH'EM usually deletes ! your savefile after you restore, making death permanent. ! This option can allow you to restore from the last save. (default off). legacy ! Display an introductory message when starting the game (de- fault on). lit_corridor Show corridor squares seen by night vision or a light source held by your character as lit (default off). ! mail ! Enable mail delivery during the game. male ! Set your starting gender to 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. + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 35 menu_deselect_all ! Menu character accelerator to deselect all items in a menu. ! Implemented by the X11, GTK 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, GTK 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 '>'. + menu_on_esc + Make the ESC key a synonym for the ``' (main menu) command + (default on). + menu_previous_page Menu character accelerator to goto the previous menu page. Implemented only by the tty port. Default '<'. *************** *** 1771,1813 **** menu_select_all Menu character accelerator to select all items in a menu. ! Implemented by the X11 and tty ports. Default '.'. ! - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 28 - 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 - ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@ '&;:~]''). - This string is subjected to the same processing as the dun- - geon option. The order of the symbols is ant or other in- - sect, blob, cockatrice, dog or other canine, eye or sphere, feline, gremlin, humanoid, imp or minor demon, jelly, kobold, leprechaun, mimic, nymph, orc, piercer, quadruped, ! rodent, spider, trapper or lurker above, unicorn, vortex, ! worm, xan or other mythical/fantastic insect, 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' com- ! mand. msghistory The number of top line messages to save (and recall with ^P) --- 2290,2331 ---- menu_select_all Menu character accelerator to select all items in a menu. ! Implemented by the X11, GTK 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 + ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@ '&;:~]''). + This string is subjected to the same processing as the dun- + geon option. The order of the symbols is ant or other in- + sect, blob, cockatrice, dog or other canine, eye or sphere, + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 36 feline, gremlin, humanoid, imp or minor demon, jelly, kobold, leprechaun, mimic, nymph, orc, piercer, quadruped, ! rodent, spider, trapper or lurker above, horse or unicorn, ! vortex, worm, xan or other mythical/fantastic insect, light, ! Zouthern aminal, angelic being, bat or bird, centaur, drag- ! on, elemental, fungus or mold, gnome, giant humanoid, invis- ! ible monster, 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) *************** *** 1815,1825 **** 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 SLASH'EM news file, if present (default on). Since --- 2333,2343 ---- name Set your character's name (defaults to your user name). You ! can also set your character's role by appending a dash and ! one or more letters of the role (that is, by suffixing one ! of -A -B -C -F -H -I -K -M -N -P -Ra -Ro -S -T -U -V -W -Y). ! If -@ is used for the role, then a random one will be auto- ! matically chosen. Cannot be set with the `O' command. news Read the SLASH'EM news file, if present (default on). Since *************** *** 1838,1948 **** ``])[="(%!?+/$*`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, - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 29 - 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. 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 val- ! ues are ``cat'' and ``dog''. Cannot be set with the `O' command. pickup_burden ! Specify at what encumberence level to begin prompting for ! confirmation when picking up objects. Default is moderate ! encumberence. 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. ! ratname ! Name your starting rat (ex. ``ratname:Sherwin''). 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. - reddragonname - Name your starting red dragon (ex. ``reddragonname:Fyre''). - 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). ! SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 30 ! snakename ! Name your starting snake (ex. ``snakename:Joe''). Cannot be ! set with the `O' command. keep_savefile is also on. scores ! Control what parts of the score list you are shown at the end (ex. ``scores:5 top scores/4 around my score/own ! scores''). Only the first letter of each category (`t', `a', or `o') is necessary. showexp ! Show your accumulated experience points on bottom line (de- fault off). showscore ! Show your approximate accumulated score on bottom line (de- fault off). showdmg Show damage inflicted/damage received (default off). showweight ! Show weight in inventory (default off). ! silent Suppress sortpack Sort the pack contents by type when displaying inventory --- 2356,2482 ---- ``])[="(%!?+/$*`0_.''). This string is subjected to the same processing as the dungeon option. The order of the symbols is illegal-object (should never be seen), weapon, ! armor, ring, amulet, tool, food, potion, scroll, spellbook, wand, gold, gem or rock, boulder or statue, iron ball, + chain, and venom. 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. + Any omitted types are filled in at the end from the previous + order. + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 37 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 multiple type of pets. Possible ! values are ``cat'' and ``dog''. Cannot be set with the `O' command. pickup_burden ! When you pick up an item that would exceed this encumbrance ! level (Unburdened, Burdened, streSsed, straiNed, overTaxed, ! or overLoaded), you will be asked if you want to continue. ! (Default `S'). pickup_types Specify the object types to be picked up when autopickup is on. Default is all types. + prayconfirm + Prompt for confirmation before praying (default on). + 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. ! pushweapon ! Using the `w' (wield) command when already wielding some- ! thing pushes the old item into your secondary weapon slot ! (default off). ! ! race Selects your race (for example, ``race:human''). Default is ! random. Cannot be set with the `O' command. ! ! radar ! Display a radar (overview) map, useful when using large ! tiles. Implemented only by the GTK port (default off). 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). ! role ! Pick your type of character (ex. ``role:Samurai''); synonym ! SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 38 ! + for ``character''. See ``name'' for an alternate method of + specifying your role. Normally only the first letter of the + value is examined; `r' is an exception with ``Rogue'', + ``Ranger'', and ``random'' values. ! safe_pet ! Prevent you from (knowingly) attacking your pets (default ! on). scores ! Control what parts of the score list you are shown at the end (ex. ``scores:5 top scores/4 around my score/own ! scores''). Only the first letter of each category (`t', `a', or `o') is necessary. showexp ! Show your accumulated experience points on bottom line (de- fault off). showscore ! Show your approximate accumulated score on bottom line (de- fault off). showdmg Show damage inflicted/damage received (default off). showweight ! Show total weight in inventory on bottom line (default off). ! silent ! Suppress terminal beeps (default on). sortpack Sort the pack contents by type when displaying inventory *************** *** 1951,1956 **** --- 2485,2495 ---- standout Boldface monsters and ``--More--'' (default off). + suppress_alert + This option may be set to a SLASH'EM version level to sup- + press alert notification messages about feature changes for + that and prior versions (ex. ``suppress_alert:0.0.6''). + time Show the elapsed game time in turns on bottom line (default off). *************** *** 1959,2001 **** 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 SLASH'EM window instead of on ! stdout (default off). Setting this option makes the score ! list visible when a windowing version of SLASH'EM 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. - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 31 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 ! 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 tele- ! porter, magic portal, web, statue trap, magic trap, anti- magic field, polymorph trap. Cannot be set with the `O' command. --- 2498,2542 ---- 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'' and ``GTK'' interfaces always uses a ! timer based delay. The default is on if configured into the ! SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 39 + program.) + tombstone + Draw a tombstone graphic upon your death (default on). + + toptenwin + Put the ending display in a SLASH'EM window instead of on + stdout (default off). Setting this option makes the score + list visible when a windowing version of SLASH'EM 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 ! 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 tele- ! porter, magic portal, web, statue trap, magic trap, anti- magic field, polymorph trap. Cannot be set with the `O' command. *************** *** 2005,2026 **** 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.magen- ta, 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 SLASH'EM 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. - whitedragonname - Name your starting white dragon (ex. ``whitedrag- - onname:Snough''). 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 --- 2546,2563 ---- 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.magen- ta, 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 SLASH'EM 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 *************** *** 2031,2055 **** set with the `O' command. 9. Scoring SLASH'EM 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 ! SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 32 proper place under your current name. How many scores are kept can also be set up when SLASH'EM is compiled. --- 2568,2652 ---- set with the `O' command. + SLASH'EM 0.0.6 Mar 15, 2000 + + + + + + SLASH'EM Guidebook 40 + + + + 8.5. Configuring SLASH'EM for Play by the Blind + + SLASH'EM can be set up to use only standard ASCII characters + for making maps of the dungeons. This makes the MS-DOS versions + of SLASH'EM completely accessible to the blind who use speech + and/or Braille access technologies. Players will require a good + working knowledge of their screen-reader's review features, and + will have to know how to navigate horizontally and vertically + character by character. They will also find the search capabili- + ties of their screen-readers to be quite valuable. Be certain to + examine this Guidebook before playing so you have an idea what + the screen layout is like. You'll also need to be able to locate + the PC cursor. It is always where your character is located. + Merely searching for an @-sign will not always find your charac- + ter since there are other humanoids represented by the same sign. + Your screen-reader should also have a function which gives you + the row and column of your review cursor and the PC cursor. + These co-ordinates are often useful in giving players a better + sense of the overall location of items on the screen. + + While it is not difficult for experienced users to edit the + defaults.nh file to accomplish this, novices may find this task + somewhat daunting. Included in all official distributions of + SLASH'EM is a file called NHAccess.nh. Replacing defaults.nh + with this file will cause the game to run in a manner accessible + to the blind. After you have gained some experience with the game + and with editing files, you may want to alter settings to better + suit your preferences. Instructions on how to do this are includ- + ed in the NHAccess.nh file itself. The most crucial settings to + make the game accessible are: + + IBMgraphics + Disable IBMgraphics by commenting out this option. + + menustyle:traditional + This will assist in the interface to speech synthesizers. + + number_pad + A lot of speech access programs use the number-pad to review + the screen. If this is the case, turn off the number_pad + option and use the traditional Rogue-like commands. + + Character graphics + Comment out all character graphics sets found near the bot- + tom of the defaults.nh file. Most of these replace + SLASH'EM's default representation of the dungeon using stan- + dard ASCII characters with fancier characters from extended + character sets, and these fancier characters can annoy + screen-readers. + 9. Scoring SLASH'EM maintains a list of the top scores or scorers on your machine, depending on how it is set up. In the latter case, ! SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 41 + 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 SLASH'EM is compiled. *************** *** 2065,2071 **** 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 SLASH'EM -s all on most versions. 10. Explore mode --- 2662,2668 ---- 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 slashem -s all on most versions. 10. Explore mode *************** *** 2080,2086 **** 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 --- 2677,2683 ---- 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 trepid reader to discover. 11. Credits *************** *** 2091,2099 **** and Kenneth 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 --- 2688,2696 ---- and Kenneth C. R. C. Arnold. Small portions were adapted from Further Exploration of the Dungeons of Doom, by Ken Arromdee. ! SLASH'EM is the product of literally dozens of people's ! work. Main events in the course of the game development are de- ! scribed below: Jay Fenlason wrote the original Hack, with help from Kenny *************** *** 2101,2120 **** 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. - - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 33 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 --- 2698,2716 ---- Andries Brouwer did a major re-write, transforming Hack into a very different game, and published (at least) three versions + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 42 + (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 *************** *** 2147,2154 **** revisions of 3.0. A scant one month before the next major version release of ! Nethack, two adventurous souls undertook their own modification ! to the sacred Nethack formula. Tom Proudfoot and Yuval released Nethack++, which was rapidly renamed Nethack--, contained new monsters, items and other miscellaneous modifications. --- 2743,2750 ---- revisions of 3.0. A scant one month before the next major version release of ! NetHack, two adventurous souls undertook their own modification ! to the sacred NetHack formula. Tom Proudfoot and Yuval released Nethack++, which was rapidly renamed Nethack--, contained new monsters, items and other miscellaneous modifications. *************** *** 2168,2188 **** 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. - SLASH'EM 0.0.3 Feb 3, 1997 - SLASH'EM Guidebook 34 ! 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 de- --- 2764,2784 ---- Norm Meluch and Kevin Smolkowski, with help from Carl Sche- lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported + SLASH'EM 0.0.6 Mar 15, 2000 + SLASH'EM Guidebook 43 + NetHack 3.1 to the PC. ! Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their de- *************** *** 2190,2200 **** 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. Time passed, and Nethack-- was ported to 3.11 by Chris. --- 2786,2798 ---- Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port- ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua ! Delahunty, was responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. Dean Luick, with help from David Cohrs, developed NetHack ! 3.1 for X11. Warwick Allison wrote a tiled version of NetHack ! for the Atari; he later contributed the tiles to the DevTeam and ! tile support was then added to other platforms. Time passed, and Nethack-- was ported to 3.11 by Chris. *************** *** 2217,2278 **** Smith; Mike Stephenson; Janet Walz; and, Paul Winner, release version 3.2 in April of 1996. ! 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 re- ! mained 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. ! ! ! ! ! SLASH'EM 0.0.3 Feb 3, 1997 ! ! ! SLASH'EM Guidebook 35 - 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. ! Larry Stewart-Zerba set along a different track - to enhance ! the spellcasting abilities of the Wizard. Thus, in April 1996, ! he released version 0.1 of the Wizard Patch. By July, he was ! joined by Warwick Allison and version 0.4 of the Wizard Patch was ! released. The final update came in September 1996, with the re- ! lease of Wizard Patch 0.7. ! SLASH V6 was picked up by Enrico Horn managed to synchronize ! it with the 3.2 source. The new SLASH 4.1.2 was released as far ! back as November 1996 went through at least 4 editlevels (E5, E6, ! E7) with the latest version being 4.1.2E8, synchronized with ! Nethack 3.2.2 and the Blackmarket option available, released in ! June 1997. Nathan La began the arduous task of drawing tiles for the SLASH monsters. --- 2815,2855 ---- Smith; Mike Stephenson; Janet Walz; and, Paul Winner, release version 3.2 in April of 1996. ! Version 3.2 marked the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original development team re- ! mained on the team at the start of work on that release. During ! the interval between the release of 3.1.3 and 3.2, one of the ! founding members of the development team, Dr. Izchak Miller, was ! diagnosed with cancer and passed away. That release of the game ! was dedicated to him by the development and porting teams. + Larry Stewart-Zerba set along a different track - to enhance + the spellcasting abilities of the Wizard. Thus, in April 1996, + he released version 0.1 of the Wizard Patch. By July, he was + joined by Warwick Allison and version 0.4 of the Wizard Patch was + released. The final update came in April 1997, with the release + of Wizard Patch 1.0. ! SLASH'EM 0.0.6 Mar 15, 2000 ! SLASH'EM Guidebook 44 ! Warwick Allison also ported NetHack to use the Qt interface. ! SLASH V6 was picked up by Enrico Horn, who managed to syn- ! chronize it with the 3.2 source. The new SLASH 4.1.2 was re- ! leased as far back as November 1996 went through at least 4 ed- ! itlevels (E5, E6, E7) with the latest version being 4.1.2E8, ! synchronized with Nethack 3.2.2 and the Blackmarket option avail- ! able, released in June 1997. Nathan La began the arduous task of drawing tiles for the SLASH monsters. *************** *** 2285,2352 **** Warren Cheung combined SLASH 4.1.2 and Wizard Patch to cre- ate SLASH'EM 0.1 in November 1997. Several revisions including ! new spells and other minor additions have led to SLASH'EM 0.0.3. ! Steven Uy has generously made additional modifications. ! Dirk Schoenberger has continued updating the SLASH/SLASH'EM ! monster tiles. He has also ported SLASH'EM to Linux. Lief Clennon ported SLASH'EM to OS/2 EMX. ! Kevin Hugo ported SLASH'EM to Macintosh, and has also con- tributed additional changes and improvements. ! Robin Johnson finished arduous task of drawing tiles for the ! SLASH'EM monsters. He has also contributed many more new tiles. ! From time to time, some depraved individual out there in ! netland sends a particularly intriguing modification to help out ! SLASH'EM 0.0.3 Feb 3, 1997 ! SLASH'EM Guidebook 36 ! 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: ! 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. --- 2862,3012 ---- Warren Cheung combined SLASH 4.1.2 and Wizard Patch to cre- ate SLASH'EM 0.1 in November 1997. Several revisions including ! new spells and other additions led eventually to SLASH'EM ! 0.0.5E7F1. Steven Uy generously made additional modifications. ! Dirk Schoenberger continued updating the SLASH/SLASH'EM mon- ! ster tiles. He also ported SLASH'EM to Linux. Lief Clennon ported SLASH'EM to OS/2 EMX. ! Kevin Hugo ported SLASH'EM to Macintosh, and also con- tributed additional changes and improvements. ! Robin Johnson finished the arduous task of drawing tiles for ! the SLASH'EM monsters. He also contributed many more new tiles. + Kevin later joined the DevTeam and incorporated the best of + these ideas in NetHack 3.3. ! JNetHack (the Japanese version of NetHack) has been around ! since at least 1994, developed by Issei Numata and others. The ! GTK interface was written for this variant and released in 1999. + Mitsuhiro Itakura headed a team which began the process of + redrawing the NetHack tiles in 8-bit color at 32x32 pixels. ! The 3.3 development team consisted of Michael Allison, Ken ! Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, ! Timo Hakulinen, Kevin Hugo, Steve Linhart, Dean Luick, Pat ! Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner. + As with version 3.2, various people contributed to the game + as a whole as well as supporting ports on the different platforms + that NetHack runs on: ! SLASH'EM 0.0.6 Mar 15, 2000 ! ! ! ! ! ! SLASH'EM Guidebook 45 ! ! ! ! Pat Rankin maintained 3.3 for VMS. ! ! Michael Allison maintained NetHack 3.3 for the MS-DOS plat- ! form. Paul Winner and Yitzhak Sapir provided encouragement. ! ! Elvis was seen playing NetHack on an Amiga. That is to say, ! like Elvis, it it might come back, but don't hold your breath. + Dean Luick, Mark Modrall, and Kevin Hugo maintained and en- + hanced the Macintosh port of 3.3. + The Atari port of NetHack was discontinued. ! Michael Allison maintained and enhanced 3.3 for the Mi- ! crosoft Windows NT platform. ! ! Ron Van Iwaarden took over responsibility for the OS/2 port. ! ! Warren Cheung combined SLASH'EM 0.0.5E7F1 and NetHack 3.3 to ! create SLASH'EM 0.0.6 and continues to maintain the DOS and Mi- ! crosoft Windows ports. ! ! J. Ali Harlow incorporated the GTK interface and Mitsuhiro ! Itakura's 32x32 tileset into SLASH'EM 0.0.6 and maintains the ! UNIX port of SLASH'EM. Peter Makholm maintains the Debian pack- ! age. ! ! Paul Hurtley maintains the MAC port of SLASH'EM. ! ! - - - - - - - - - - ! ! 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: ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! ! SLASH'EM 0.0.6 Mar 15, 2000 ! ! ! ! ! ! SLASH'EM Guidebook 46 ! ! ! ! Adam Aronow Helge Hafting Mike Engber ! Andy Church Irina Rempt-Drijfhout 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 Waijers John Rupley Paul Winner ! Bruce Cox John S. Bien Pierre Martineau ! Bruce Holloway Johnny Lee Ralf Brown ! Bruce Mewborne Jon W{tte Richard Addison ! Carl Schelin Jonathan Handler Richard P. Hughey ! Chris Russo Joshua Delahunty Rob Menke ! David Cohrs Keizo Yamamoto Roland McGrath ! David Damerell Ken Arromdee Ron Van Iwaarden ! David Gentzel Ken Lorber Ronnen Miller ! David Hairston Ken Washikita Ross Brown ! Dean Luick Kevin Darcy Sascha Wostmann ! Del Lamb Kevin Hugo Scott R. Turner ! Deron Meranda Kevin Sitze Stephen Spackman ! Dylan O'Donnell Kevin Smolkowski Stephen White ! Eric Backus Kevin Sweet Steve Creps ! Eric Hendrickson Mark Gooderum Steve Linhart ! Eric R. Smith Mark Modrall Steve VanDevender ! Eric S. Raymond Matthew Day Tim Lennan ! Frederick Roeber Merlyn LeRoy Timo Hakulinen ! Gil Neiger Michael Allison Tom Almy ! Greg Laskin Michael Feir Tom West ! Greg Olson Michael Hamel Warwick Allison ! Gregg Wonderly Michael Sokolov Yitzhak Sapir ! Hao-yang Wang ! Brand and product names are trademarks or registered trademarks of their respective holders. *************** *** 2370,2376 **** ! SLASH'EM 0.0.3 Feb 3, 1997 --- 3030,3036 ---- ! SLASH'EM 0.0.6 Mar 15, 2000