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+ 
+ % this will make \tt underscores look better, but requires that
+ % math subscripts will never be used in this document
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+ 
+ \begin{document}
+ %
+ % input file: guidebook.mn
+ %
+ %.ds h0 "
+ %.ds h1 %.ds h2 \%
+ %.ds f0 "
+ 
+ %.mt
+ \title{\LARGE A Guide to the Mazes of Menace:\\
+ \Large Guidebook for {\it NetHack\/} 3.3}
+ 
+ %.au
+ \author{Eric S. Raymond\\
+ (Extensively edited and expanded for 3.0 by Mike Threepoint)}
+ \date{December 2, 1999}
+ 
+ \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:
+ 
+ %.pg
+ %
+ \blist{}
+ \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, neolithic weapons.
+ %.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{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{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.  Their advantage lies in surprise, which they employ
+ to great advantage.
+ %.pg
+ %
+ \item[\bb{Samurai}]%
+ are the elite warriors of feudal Nippon.  They are lightly
+ armored and 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{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.
+ \elist
+ 
+ %.pg
+ You may also choose the race of your character:
+ 
+ %.pg
+ %
+ \blist{}
+ \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}]%
+ 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{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{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
+ 
+ %.pg
+ \nd 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 NetHack}.  Your goal is to grab as much
+ treasure as you can, retrieve the Amulet of Yendor, and escape the
+ Mazes of Menace alive.  On the screen is kept a map of where you have
+ been and what you have seen on the current dungeon level; as you
+ explore more of the level, it appears on the screen in front of you.
+ 
+ %.pg
+ When {\it NetHack\/}'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 NetHack\/} continues this fine tradition.  Unlike text
+ adventure games that accept commands in pseudo-English sentences and
+ explain the results in words, {\it NetHack\/} commands are all one or two
+ keystrokes and the results are displayed graphically on the screen.  A
+ minimum screen size of 24 lines by 80 columns is recommended; if the
+ screen is larger, only a $21\times80$ section will be used for the map.
+ 
+ %.pg
+ {\it NetHack\/} can even be played by blind players, with the assistance of
+ Braille readers or speech synthesisers.  Instructions for configuring
+ {\it NetHack\/} for the blind are included later in this document.
+ 
+ %.pg
+ {\it NetHack\/} generates a new dungeon every time you play it; even the
+ authors still find it an entertaining and exciting game despite
+ having won several times.
+ 
+ %.hn 1
+ \section{What do all those things on the screen mean?}
+ %.pg
+ {\it NetHack\/} offers a variety of display options.  The options available to
+ you will vary from port to port, depending on the capabilities of your
+ hardware and software, and whether various compile-time options were
+ enabled when your executable was 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 NetHack}, first you must
+ understand what {\it NetHack\/} is doing with the screen.  The {\it NetHack\/}
+ screen replaces the ``You see \ldots'' descriptions of text adventure games.
+ Figure 1 is a sample of what a {\it NetHack\/} screen might look like.
+ 
+ \vbox{
+ \begin{verbatim}
+         The bat bites!
+ 
+                 ------
+                 |....|    ----------
+                 |.<..|####...@...$.|
+                 |....-#   |...B....+
+                 |....|    |.d......|
+                 ------    -------|--
+ 
+ 
+ 
+         Player the Rambler         St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15  Neutral
+         Dlvl:1  $:0  HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
+ \end{verbatim}
+ \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):
+ 
+ %.lp
+ \blist{}
+ \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 is 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{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.
+ %.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.
+ \elist
+ 
+ %.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 NetHack\/} has
+ another message to display on the screen, but it wants to make certain
+ that you've read the one that is there first.  To read the next message,
+ just press the space bar.
+ 
+ %.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 ({\tt |}).
+ %.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{a-zA-Z {\rm \& other 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
+ %.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 NetHack\/}.  Other commands might require additional information, for
+ example a direction, or an object to be used.  For those commands that
+ require additional information, {\it NetHack\/} will present you with either 
+ a menu of choices, or with a command line prompt requesting information.  Which
+ you are presented with will depend chiefly on how you have set the
+ `{\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.  Here are the commands for your reference:
+ 
+ \blist{}
+ %.lp
+ \item[\tb{?}]
+ Help menu:  display one of several help texts available.
+ %.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 {\tt 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 ``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\/} set)
+ \end{tabular}
+ \end{center}
+ %.ed
+ \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{m[yuhjklbn]}]
+ Prefix:  move without picking up objects or fighting (even if you remember
+ a monster there)
+ %.lp
+ \item[\tb{F[yuhjklbn]}]
+ Prefix:  fight a monster (even if you only guess one is there)
+ %.lp
+ \item[\tb{M[yuhjklbn]}]
+ Prefix:  Move far, no pickup.
+ %.lp
+ \item[\tb{g[yuhjklbn]}]
+ Prefix:  Move until something interesting is found.
+ %.lp
+ \item[\tb{G[yuhjklbn] {\rm or} <CONTROL->[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{a}]
+ Apply (use) a tool (pick-axe, key, lamp \ldots).
+ %.lp
+ \item[\tb{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{\^{}A}]
+ Redo the previous command.
+ %.lp
+ \item[\tb{c}]
+ Close a door.
+ %.lp
+ \item[\tb{C}]
+ Call (name) an individual monster.
+ %.lp
+ \item[\tb{\^{}C}]
+ Panic button.  Quit the game.
+ %.lp
+ \item[\tb{d}]
+ Drop something.\\
+ {\tt d7a} --- drop seven items of object
+ {\it a}.
+ %.lp
+ \item[\tb{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
+ {\tt Da}  --- drop all objects, without asking for confirmation.\\
+ {\tt Di}  --- examine your intentory before dropping anything.\\
+ {\tt Du}  --- drop only unpaid objects (when in a shop).\\
+ {\tt Dm}  --- use a menu to pick which object(s) to drop.\\
+ {\tt D\%u} --- drop only unpaid food.
+ %.ei
+ %.ed
+ %.lp
+ \item[\tb{\^{}D}]
+ Kick something (usually a door).
+ %.lp
+ \item[\tb{e}]
+ Eat food.
+ %.lp
+ \item[\tb{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
+ {\tt E-} --- write in the dust with your fingers.
+ %.ei
+ %.ed
+ %.Ip
+ \item[\tb{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{i}]
+ List your inventory (everything you're carrying).
+ %.lp
+ \item[\tb{I}]
+ List selected parts of your inventory.\\
+ %.sd
+ %.si
+ {\tt I*} --- list all gems in inventory;\\
+ {\tt Iu} --- list all unpaid items;\\
+ {\tt Ix} --- list all used up items that are on your shopping bill;\\
+ {\tt I\$} --- count your money.
+ %.ei
+ %.ed
+ %.lp
+ \item[\tb{o}]
+ Open a door.
+ %.lp
+ \item[\tb{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{p}]
+ Pay your shopping bill.
+ %.lp
+ \item[\tb{P}]
+ Put on a ring or other accessory (amulet, blindfold).
+ %.lp
+ \item[\tb{\^{}P}]
+ Repeat previous message (subsequent {\tt \^{}P}'s repeat earlier messages).
+ %.lp
+ \item[\tb{q}]
+ Quaff (drink) a potion.
+ %.lp
+ \item[\tb{Q}]
+ Select an object for your quiver.  You can then throw this using
+ the `f' command.  (In versions prior to 3.3 this was the command to quit
+ the game, which has now been moved to `{\tt \#quit}'.)
+ %.lp
+ \item[\tb{r}]
+ Read a scroll or spellbook.
+ %.lp
+ \item[\tb{R}]
+ Remove an accessory (ring, amulet, etc).
+ %.lp
+ \item[\tb{\^{}R}]
+ Redraw the screen.
+ %.lp
+ \item[\tb{s}]
+ Search for secret doors and traps around you.  It usually takes several
+ tries to find something.
+ %.lp
+ \item[\tb{S}]
+ Save (and suspend) the game.  The game will be restored automatically the
+ next time you play.
+ %.lp
+ \item[\tb{t}]
+ Throw an object or shoot a projectile.
+ %.lp
+ \item[\tb{T}]
+ Take off armor.
+ %.lp
+ \item[\tb{\^{}T}]
+ Teleport, if you have the ability.
+ %.lp
+ \item[\tb{v}]
+ Display version number.
+ %.lp
+ \item[\tb{V}]
+ Display the game history.
+ %.lp
+ \item[\tb{w}]
+ Wield weapon.\\
+ %.sd
+ %.si
+ {\tt w-} --- wield nothing, use your bare hands.
+ %.ei
+ %.ed
+ %.lp
+ \item[\tb{W}]
+ Wear armor.
+ %.lp
+ \item[\tb{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{X}]
+ Enter explore (discovery) mode, explained in its own section later.
+ %.lp
+ \item[\tb{z}]
+ Zap a wand.  To aim at yourself, use `{\tt .}' for the direction.
+ %.lp
+ \item[\tb{Z}]
+ Zap (cast) a spell.
+ %.lp
+ \item[\tb{\^{}Z}]
+ Suspend the game (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{\#adjust}]
+ Adjust inventory letters (most useful when the
+ {\it fixinv\/}
+ option is ``on'').
+ %.lp
+ \item[\tb{\#chat}]
+ Talk to someone.
+ %.lp
+ \item[\tb{\#conduct}]
+ List which challenges you have adhered to.
+ %.lp
+ \item[\tb{\#dip}]
+ Dip an object into something.
+ %.lp
+ \item[\tb{\#enhance}]
+ Advance or check weapons skills.
+ %.lp
+ \item[\tb{\#force}]
+ Force a lock.
+ %.lp
+ \item[\tb{\#invoke}]
+ Invoke an object's special powers.
+ %.lp
+ \item[\tb{\#jump}]
+ Jump to another location.
+ %.lp
+ \item[\tb{\#loot}]
+ Loot a box on the floor.
+ %.lp
+ \item[\tb{\#monster}]
+ Use a monster's special ability (when polymorphed into monster form).
+ %.lp
+ \item[\tb{\#name}]
+ Name an item or type of object.
+ %.lp
+ \item[\tb{\#offer}]
+ Offer a sacrifice to the gods.
+ %.lp
+ \item[\tb{\#pray}]
+ Pray to the gods for help.
+ %.lp
+ \item[\tb{\#quit}]
+ Quit the program without saving your game.
+ %.lp
+ \item[\tb{\#ride}]
+ Ride (or stop riding) a monster.
+ %.lp
+ \item[\tb{\#rub}]
+ Rub a lamp.
+ %.lp
+ \item[\tb{\#sit}]
+ Sit down.
+ %.lp
+ \item[\tb{\#turn}]
+ Turn undead.
+ %.lp
+ \item[\tb{\#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{\#untrap}]
+ Untrap something (trap, door, or chest).
+ %.lp
+ \item[\tb{\#version}]
+ Print compile time options for this version of {\it NetHack}.
+ %.lp
+ \item[\tb{\#wipe}]
+ Wipe off your face.
+ %.lp
+ \item[\tb{\#?}]
+ Help menu:  get the list of available extended commands.
+ \elist
+ 
+ %.pg
+ \nd 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 NetHack},
+ %- the `Alt' key can be used in this fashion;
+ %- on the Amiga set the {\it altmeta\/} option to get this behavior.
+ In {\it NT, OS/2, {\rm and} PC NetHack},
+ the `Alt' key can be used in this fashion.
+ \blist{}
+ %.lp
+ \item[\tb{M-a}]
+ {\tt\#adjust}
+ %.lp
+ \item[\tb{M-c}]
+ {\tt\#chat}
+ %.lp
+ \item[\tb{M-d}]
+ {\tt\#dip}
+ %.lp
+ \item[\tb{M-e}]
+ {\tt\#enhance}
+ %.lp
+ \item[\tb{M-f}]
+ {\tt\#force}
+ %.lp
+ \item[\tb{M-i}]
+ {\tt\#invoke}
+ %.lp
+ \item[\tb{M-j}]
+ {\tt\#jump}
+ %.lp
+ \item[\tb{M-l}]
+ {\tt\#loot}
+ %.lp
+ \item[\tb{M-m}]
+ {\tt\#monster}
+ %.lp
+ \item[\tb{M-n}]
+ {\tt\#name}
+ %.lp
+ \item[\tb{M-o}]
+ {\tt\#offer}
+ %.lp
+ \item[\tb{M-p}]
+ {\tt\#pray}
+ %.Ip
+ \item[\tb{M-q}]
+ {\tt\#quit}
+ %.lp
+ \item[\tb{M-r}]
+ {\tt\#rub}
+ %.lp
+ \item[\tb{M-s}]
+ {\tt\#sit}
+ %.lp
+ \item[\tb{M-t}]
+ {\tt\#turn}
+ %.lp
+ \item[\tb{M-u}]
+ {\tt\#untrap}
+ %.lp
+ \item[\tb{M-v}]
+ {\tt\#version}
+ %.lp
+ \item[\tb{M-w}]
+ {\tt\#wipe}
+ \elist
+ 
+ %.pg
+ \nd If the {\it number\_pad\/} option is on, some additional letter commands
+ are available:
+ \blist{}
+ %.lp
+ \item[\tb{j}]
+ Jump to another location.  Same as ``{\tt \#jump}'' or ``{\tt M-j}''.
+ %.lp
+ \item[\tb{k}]
+ Kick something (usually a door).  Same as `{\tt \^{}D}'.
+ %.lp
+ \item[\tb{l}]
+ Loot a box on the floor.  Same as ``{\tt \#loot}'' or ``{\tt M-l}''.
+ %.lp
+ \item[\tb{N}]
+ Name an object or type of object.  Same as ``{\tt \#name}'' or ``{\tt M-N}''.
+ %.lp
+ \item[\tb{u}]
+ Untrap a trap, door, or chest.  Same as ``{\tt \#untrap}'' or ``{\tt M-u}''.
+ \elist
+ 
+ %.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.
+ 
+ \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.
+ 
+ \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}'),
+ or pony (`{\tt u}'), 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
+ 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 NetHack}, 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 NetHack\/} will tell you so and you
+ won't be able to pick up anything more.  Otherwise, it will add the object(s)
+ to your pack and tell you what you just picked up.
+ %.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
+ NetHack 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 {\it NetHack\/} asks you to choose a particular object
+ you are carrying, you are usually presented with a list of inventory
+ letters to choose from (see Commands, above).
+ 
+ %.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 NetHack\/}
+ will remember what it is for you.  If its effect isn't extremely
+ obvious, you will be asked what you want to call this type of object
+ so you will recognize it later.  You can also use the ``{\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 ``cursed'', ``uncursed'' or ``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.
+ To shoot an arrow, you should first wield a bow, then throw the arrow.
+ Crossbows shoot crossbow bolts.  Slings hurl rocks and (other) stones
+ (like gems).
+ 
+ %.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 `{\tt 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
+ `{\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 NetHack}.  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 ``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 NetHack\/} 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 NetHack\/} 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 NetHack\/} 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 NetHack}.  Here is an (incomplete) list of the armor classes provided by
+ various suits of armor:
+ 
+ \begin{center}
+ \begin{tabular}{lllll}
+ dragon scale mail      & 1 & \makebox[20mm]{}  & 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
+ \nd 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 ``plus'' (or minus) will subtract from
+ your armor class.  For example, a +1 chain mail would give you
+ better protection than normal chain mail, lowering your armor class one
+ unit further to 4.  When you put on a piece of armor, you immediately
+ find out the armor class and any ``plusses'' it provides.  Cursed
+ pieces of armor usually have negative enchantments (minuses) in
+ addition to being unremovable.
+ 
+ %.pg
+ Many types of armor are subject to some kind of damage like rust.  Such
+ damage can be repaired.  Some types of 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 (``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
+ ``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.''
+ 
+ %.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.\ ``READ ME,'' or ``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 NetHack\/}
+ mail delivery is triggered by electronic mail appearing in your system mailbox,
+ you must let {\it NetHack\/} know where to look for new mail by setting the
+ ``MAIL'' environment variable to the file name of your mailbox.
+ You may also want to set the ``MAILREADER'' environment variable to the
+ file name of your favorite reader, so {\it NetHack\/} can shell to it when you
+ read the scroll.
+ On versions of {\it NetHack\/} 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 {\tt -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.
+ 
+ %.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 NetHack\/}
+ should do things, there are options you can set to change how {\it NetHack\/}
+ 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
+ ``NETHACKOPTIONS'' environment variable or in a configuration file.
+ Some versions of {\it NetHack\/} also have front-end programs that allow
+ you to set options before starting the game.
+ 
+ %.hn 2
+ \subsection*{Using the NETHACKOPTIONS environment variable}
+ 
+ %.pg
+ The NETHACKOPTIONS 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 {\it female\/}
+ is on, {\it autopickup\/} is off, the {\it name\/} is set to ``Blue Meanie'',
+ and the {\it fruit\/} is set to ``papaya'', you would enter the command
+ %.sd
+ \begin{verbatim}
+     setenv NETHACKOPTIONS "female,\!autopickup,name:Blue Meanie,fruit:papaya"
+ \end{verbatim}
+ %.ed
+ 
+ \nd in {\it csh}
+ (note the need to escape the ! since it's special to the shell), or
+ %.sd
+ \begin{verbatim}
+     NETHACKOPTIONS="female,!autopickup,name:Blue Meanie,fruit:papaya"
+     export NETHACKOPTIONS
+ \end{verbatim}
+ %.ed
+ 
+ \nd 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 NETHACKOPTIONS.
+ 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 \verb+\+}' 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 NETHACKOPTIONS 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 ({\tt align:lawful}, {\tt align:neutral},
+ or {\tt 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).
+ %.Ip
+ \item[\ib{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
+ \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, {\it OS/2, PC\/ {\rm and} ST NetHack\/} only).
+ %.lp
+ \item[\ib{catname}]
+ Name your starting cat (ex.\ ``{\tt catname:Morris}'').
+ Cannot be set with the `{\tt O}' command.
+ %.lp character
+ \item[\ib{character}]
+ Pick your type of character (ex.\ ``{\tt character:Elf}'');
+ synonym for ``{\it role\/}''.  See ``{\it 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{disclose}]
+ Offer to disclose various information when the game ends (default all).
+ The possibilities are identifying your inventory (`{\tt i}'),
+ disclosing your attributes (`{\tt a}'), summarizing monsters that have been
+ vanquished (`{\tt v}'), and listing monster species that have been
+ genocided (`{\tt 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
+ ``\verb& |--------||.-|++##& \verb&.##<><>_|\\#{}.}..## #}&'').
+ The {\it dungeon\/} option should be
+ followed by a string of 1--41
+ 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 NetHack\/} escape-processes this option string in conventional C
+ fashion.  This means that `\verb+\+' is a prefix to take the following
+ character literally.  Thus `\verb+\+' needs to be represented as `\verb+\\+'.
+ The special escape form
+ `\verb+\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, 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
+ ``\verb&|-\\/*!)(0#@*/-\\& \verb&||\\-//-\\| |\\-/&'').
+ The {\it 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 {\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 for explosions.
+ An explosion consists of three rows (top, middle, and bottom) of three
+ characters.  The explosion is centered in the center of this $3 \times 3$
+ 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{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{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 NetHack\/} uses from time to time.  You should set this to something you
+ find more appetizing than slime mold.  Apples, oranges, pears, bananas, and
+ melons already exist in {\it NetHack}, so don't use those.
+ %.Ip
+ \item[\ib{gender}]
+ Your starting gender ({\tt gender:male} or {\tt 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{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 X tiles, display a heart symbol near pets.
+ %.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{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.
+ \item[\ib{menu\_deselect\_all}]
+ Menu character accelerator to deselect all items in a menu.
+ Implemented by the X11 and tty ports.
+ Default `-'.
+ \item[\ib{menu\_deselect\_page}]
+ Menu character accelerator deselect all items on this page of a menu.
+ Implemented only by the tty port.
+ Default `\verb+\+'.
+ \item[\ib{menu\_first\_page}]
+ Menu character accelerator to jump to the first page in a menu.
+ Implemented only by the tty port.
+ Default `\verb+^+'.
+ \item[\ib{menu\_invert\_all}]
+ Menu character accelerator to invert all items in a menu.
+ Implemented by the X11 and tty ports.
+ Default `@'.
+ \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 `\verb+~+'.
+ \item[\ib{menu\_last\_page}]
+ Menu character accelerator to jump to the last page in a menu.
+ Implemented only by the tty port.
+ Default `\verb+|+'.
+ \item[\ib{menu\_next\_page}]
+ Menu character accelerator to goto the next menu page.
+ Implemented only by the tty port.
+ Default `\verb+>+'.
+ \item[\ib{menu\_previous\_page}]
+ Menu character accelerator to goto the previous menu page.
+ Implemented only by the tty port.
+ Default `\verb+<+'.
+ \item[\ib{menu\_search}]
+ Menu character accelerator to search for a menu item.
+ Implemented only by the X11 port.
+ Default `:'.
+ \item[\ib{menu\_select\_all}]
+ Menu character accelerator to select all items in a menu.
+ Implemented by the X11 and tty ports.
+ Default `.'.
+ \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
+ ``\verb+abcdefghijklmnopqrstuv+
+ \verb+wxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@ '&;:~]+'').
+ 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, zruty,
+ 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 `{\tt \^{}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
+ ``{\tt -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W}'').
+ If ``{\tt -@}'' 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 NetHack\/} news file, if present (default on).
+ Since the news is shown at the beginning of the game, there's no point
+ in setting this with the `{\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 {\tt [yuhjklbn]} (default off).
+ %.lp
+ \item[\ib{objects}]
+ Set the characters used to display object classes (default
+ ``\verb&])[="(%!?+/$*`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
+ ``\verb&")[%?+!=/(*`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 types of pets.  Possible values are ``{\tt cat}''
+ and ``{\tt dog}''.
+ Cannot be set with the `{\tt O}' command.
+ %.Ip
+ \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 `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 `w' (wield) command when already wielding
+ something pushes the old item into your secondary weapon slot (default off).
+ %.Ip
+ \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{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 ``{\it character\/}''.  See ``{\it name\/}'' for an alternate method
+ of specifying your role.  Normally only the first letter of the
+ value is examined; `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:5top scores/4around 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{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 NetHack version level to suppress
+ alert notification messages about feature changes for that 
+ and prior versions (ex.\ ``{\tt suppress\_alert:3.3.0}'')
+ %.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 ``tty'' interface only; ``X11'' interface 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 NetHack window instead of on stdout (default off).
+ Setting this option makes the score list visible when a windowing version
+ of NetHack is started without a parent window, but it no longer leaves
+ the score list around after game end on a terminal or emulating window.
+ %.lp
+ \item[\ib{traps}]
+ Set the graphics symbols for displaying traps (default
+ ``\verb&^^^^^^^^^^^^^^^^^"^^^^&'').
+ 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}]
+ \begin{sloppypar}
+ 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.
+ \end{sloppypar}
+ %.lp
+ \item[\ib{videoshades}]
+ Set the intensity level of the three gray scales available
+ (default dark normal light, {\it PC\/ NetHack\/} only).
+ If the game display is difficult to read, try adjusting these scales;
+ if this does not correct the problem, try {\tt !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.
+ \elist
+ 
+ %.hn 2
+ \subsection*{Configuring NetHack for Play by the Blind}
+ 
+ %.pg
+ NetHack can be set up to use only standard ASCII characters for making
+ maps of the dungeons. This makes the MS-DOS versions of NetHack 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 NetHack 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[\ib{IBMgraphics}]
+ Disable IBMgraphics by commenting out this option.
+ %.lp
+ \item[\ib{menustyle:traditional}]
+ This will assist in the interface to speech synthesizers.
+ %.lp
+ \item[\ib{!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[\ib{Character graphics}]
+ Comment out all character graphics sets found near the bottom of the
+ {\it defaults.nh\/} file.  Most of these replace {\it NetHack\/}'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
+ 
+ %.hn 1
+ \section{Scoring}
+ 
+ %.pg
+ {\it NetHack\/} maintains a list of the top scores or scorers on your machine,
+ depending on how it is set up.  In the latter case, each account on
+ the machine can post only one non-winning score on this list.  If
+ you score higher than someone else on this list, or better your
+ previous score, you will be inserted in the proper place under your
+ current name.  How many scores are kept can also be set up when
+ {\it NetHack\/} 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
+ \begin{verbatim}
+     nethack -s all
+ \end{verbatim}
+ on most versions.
+ 
+ %.hn 1
+ \section{Explore mode}
+ 
+ %.pg
+ {\it NetHack\/} is an intricate and difficult game.  Novices might falter
+ in fear, aware of their ignorance of the means to survive.  Well, fear
+ not.  Your dungeon may come equipped with an ``explore'' or ``discovery''
+ mode that enables you to keep old save files and cheat death, at the
+ paltry cost of not getting on the high score list.
+ 
+ %.pg
+ There are two ways of enabling explore mode.  One is to start the game
+ with the {\tt -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 NetHack\/} is the product of literally dozens of people's work.
+ Main events in the course of the game development are described below:
+ 
+ %.pg
+ \bigskip
+ \nd {\it Jay Fenlason\/} wrote the original {\it Hack\/} with help from {\it
+ Kenny Woodland}, {\it Mike Thome}, and {\it Jon Payne}.
+ 
+ %.pg
+ \medskip
+ \nd {\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 UNIX machines to the Usenet.
+ 
+ %.pg
+ \medskip
+ \nd {\it Don G. Kneller\/} ported {\it Hack\/} 1.0.3 to Microsoft C and MS-DOS,
+ producing {\it 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
+ \medskip
+ \nd {\it R. Black\/} ported {\it PC Hack\/} 3.51 to Lattice C and the Atari
+ 520/1040ST, producing {\it ST Hack\/} 1.03.
+ 
+ %.pg
+ \medskip
+ \nd {\it Mike Stephenson\/} merged these various versions back together,
+ incorporating many of the added features, and produced {\it NetHack\/} version
+ 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
+ \medskip
+ \nd 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 Eric S. Raymond}, {\it John
+ Rupley}, {\it Mike Threepoint}, and {\it Janet Walz}, to produce {\it
+ NetHack\/} 3.0c.
+ 
+ %.pg
+ \medskip
+ \nd {\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
+ \medskip
+ \nd {\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 {\it PC 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
+ \medskip
+ \nd 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
+ \medskip
+ \nd {\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
+ \medskip
+ \nd {\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
+ \medskip
+ \nd {\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
+ \medskip
+ \nd {\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
+ \medskip
+ \nd {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it NetHack\/}
+ 3.1 for X11.
+ {\it 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.
+ 
+ %.pg
+ \medskip
+ \nd 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}, released version 3.2 in April of 1996.
+ 
+ %.pg
+ \medskip
+ \nd 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
+ \medskip
+ During the lifespan of {\it NetHack\/} 3.1 and 3.2, several enthusiasts
+ of the game added
+ their own modifications to the game and made these ``variants'' publicly
+ available:
+ 
+ %.pg
+ \medskip
+ {\it Tom Proudfoot} and {\it Yuval Oren} created {\it NetHack++},
+ which was quickly renamed {\it NetHack$--$}.
+ Working independently, {\it Stephen White} wrote {\it NetHack Plus}.
+ {\it Tom Proudfoot} later merged {\it NetHack Plus}
+ and his own {\it NetHack$--$} to produce {\it SLASH}.
+ {\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell
+ casting system with the Wizard Patch.
+ {\it Warwick Allison} also ported NetHack to use the Qt interface.
+ 
+ %.pg
+ \medskip
+ {\it Warren Cheung} combined {\it SLASH} with the Wizard Patch
+ to produce {\it Slash'em\/}, and
+ with the help of {\it Kevin Hugo}, added more features.
+ Kevin later joined the
+ DevTeam and incorporated the best of these ideas into NetHack 3.3.
+ 
+ %.pg
+ \medskip
+ 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
+ \medskip
+ 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
+ \medskip
+ \nd{\it Pat Rankin} maintained 3.3 for VMS.
+ 
+ %.pg
+ \medskip
+ \nd {\it Michael Allison} maintained NetHack 3.3 for the MS-DOS platform.
+ {\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement.
+ 
+ %.pg
+ \medskip
+ \nd {\it Elvis} was seen playing NetHack on an Amiga.  That is to say, like
+ Elvis, it might come back, but don't hold your breath.
+ 
+ %.pg
+ \medskip
+ \nd {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo} maintained and
+ enhanced the Macintosh port of 3.3.
+ 
+ %.pg
+ \medskip
+ \nd The Atari port of NetHack was discontinued.
+ 
+ %.pg
+ \medskip
+ \nd {\it Michael Allison} maintained and enhanced 3.3 for the Microsoft Windows NT platform.
+ 
+ %.pg
+ \medskip
+ \nd {\it Ron Van Iwaarden} took over responsibility for the OS/2 port.
+ 
+ %.pg
+ \bigskip
+ \nd 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}{lll}
+ %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}
+ %.ed
+ 
+ %\vfill
+ %\begin{flushleft}
+ %\small
+ %Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.\\
+ %%%Don't need next line if a UNIX macro automatically inserts footnotes.
+ %UNIX is a registered trademark of AT\&T.\\
+ %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{flushleft}
+ 
+ \end{document}
