***************
*** 0 ****
--- 1,2109 ----
+ .ds h0 "NetHack Guidebook
+ .ds h1
+ .ds h2 %
+ .ds vr "NetHack 3.3
+ .ds f0 "\*(vr
+ .ds f1
+ .ds f2 "December 2, 1999
+ .mt
+ A Guide to the Mazes of Menace
+ (Guidebook for NetHack 3.3)
+ .au
+ Eric S. Raymond
+ (Extensively edited and expanded for 3.0 by Mike Threepoint)
+ .hn 1
+ 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...
+ .pg
+ Your abilities and strengths for dealing with the hazards of adventure
+ will vary with your background and training:
+ .pg
+ \fIArcheologists\fP understand dungeons pretty well; this enables them
+ to move quickly and sneak up on the local nasties.  They start equipped
+ with the tools for a proper scientific expedition.
+ .pg
+ \fIBarbarians\fP 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
+ \fICavemen\fP and \fICavewomen\fP start with exceptional strength but,
+ unfortunately, with neolithic weapons.
+ .pg
+ \fIHealers\fP are wise in medicine and apothecary.  They know the
+ herbs and simples that can restore vitality, ease pain, anesthetize,
+ and neutralize poisons; and with their instruments, they can divine a
+ being's state of health or sickness.  Their medical practice earns them
+ quite reasonable amounts of money, with which they enter the dungeon.
+ .pg
+ \fIKnights\fP are distinguished from the common skirmisher by their
+ devotion to the ideals of chivalry and by the surpassing excellence of
+ their armor.
+ .pg
+ \fIMonks\fP are ascetics, who by rigorous practice of physical and mental
+ disciplines have become capable of fighting as effectively without weapons
+ as with.  They wear no armor but make up for it with increased mobility.
+ .pg
+ \fIPriests\fP and \fIPriestesses\fP 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
+ \fIRangers\fP are most at home in the woods, and some say slightly out
+ of place in a dungeon.  They are, however, experts in archery as well
+ as tracking and stealthy movement.
+ .pg
+ \fIRogues\fP are agile and stealthy thieves, with knowledge of locks,
+ traps, and poisons.  Their advantage lies in surprise, which they employ
+ to great advantage.
+ .pg
+ \fISamurai\fP are the elite warriors of feudal Nippon.  They are lightly
+ armored and quick, and wear the \fIdai-sho\fP, two swords of the deadliest
+ keenness.
+ .pg
+ \fITourists\fP start out with lots of gold (suitable for shopping with),
+ a credit card, lots of food, some maps, and an expensive camera.  Most
+ monsters don't like being photographed.
+ .pg
+ \fIValkyries\fP 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
+ \fIWizards\fP start out with a knowledge of magic, a selection of magical
+ items, and a particular affinity for dweomercraft.  Although seemingly weak
+ and easy to overcome at first sight, an experienced Wizard is a deadly foe.
+ .pg
+ You may also choose the race of your character:
+ .pg
+ \fIDwarves\fP are smaller than humans or elves, but are stocky and solid
+ individuals.  Dwarves' most notable trait is their great expertise in mining
+ and metalwork.  Dwarvish armor is said to be second in quality not even to the
+ mithril armor of the Elves.
+ .pg
+ \fIElves\fP are agile, quick, and perceptive; very little of what goes
+ on will escape an Elf.  The quality of Elven craftsmanship often gives
+ them an advantage in arms and armor.
+ .pg
+ \fIGnomes\fP are smaller than but generally similar to dwarves.  Gnomes are
+ known to be expert miners, and it is known that a secret underground mine
+ complex built by this race exists within the Mazes of Menace, filled with
+ both riches and danger.
+ .pg
+ \fIHumans\fP are by far the most common race of the surface world, and
+ are thus the norm by which other races are often compared.  Although
+ they have no special abilities, they can succeed in any role.
+ .pg
+ \fIOrcs\fP are a cruel and barbaric race, that hate every living thing
+ (including other orcs).  Above all others, Orcs hate Elves with a passion
+ unequalled, and will go out of their way to kill one at any opportunity.
+ The armor and weapons fashioned by the Orcs are typically of inferior quality.
+ .pg
+ You set out for the dungeon and after several days of uneventful
+ travel you see the ancient ruins that mark the entrance to the Mazes
+ of Menace.  It is late at night, so you make camp at the entrance and
+ spend the night sleeping under the open skies.  In the morning, you
+ gather your gear, eat what may be your last meal outside, and enter
+ the dungeon.
+ .hn 1
+ What is going on here?
+ .pg
+ You have just begun a game of NetHack.  Your goal is to grab as much
+ treasure as you can, retrieve the Amulet of Yendor, and escape the
+ Mazes of Menace alive.  On the screen is kept a map of where you have
+ been and what you have seen on the current dungeon level; as you
+ explore more of the level, it appears on the screen in front of you.
+ .pg
+ When NetHack's ancestor \fIrogue\fP first appeared, its screen
+ orientation was almost unique among computer fantasy games.  Since
+ then, screen orientation has become the norm rather than the
+ exception; NetHack continues this fine tradition.  Unlike text
+ adventure games that accept commands in pseudo-English sentences and
+ explain the results in words, NetHack commands are all one or two
+ keystrokes and the results are displayed graphically on the screen.  A
+ minimum screen size of 24 lines by 80 columns is recommended; if the
+ screen is larger, only a 21x80 section will be used for the map.
+ .pg
+ NetHack can even be played by blind players, with the assistance of Braille
+ readers or speech synthesisers.  Instructions for configuring NetHack for
+ the blind are included later in this document.
+ .pg
+ 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
+ What do all those things on the screen mean?
+ .pg
+ 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 NetHack, first you must
+ understand what NetHack is doing with the screen.  The NetHack screen
+ replaces the ``You see ...'' descriptions of text adventure games.
+ Figure 1 is a sample of what a NetHack screen might look like.
+ 
+ .TS S
+ center tab(~);
+ a.
+ _
+ 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
+ 
+ _
+ .TE
+ .ce 1
+ Figure 1
+ 
+ .hn 2
+ 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 "Rank  "
+ Your character's name and professional ranking (based on the
+ experience level, see below).
+ .lp 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 Dexterity
+ Dexterity affects your chances to hit in combat, to avoid traps, and
+ do other tasks requiring agility or manipulation of objects.
+ .lp Constitution
+ Constitution affects your ability to recover from injuries and other
+ strains on your stamina.
+ .lp Intelligence
+ Intelligence affects your ability to cast spells and read spellbooks.
+ .lp Wisdom
+ Wisdom comes from your practical experience (especially when dealing with
+ magic).  It affects your magical energy.
+ .lp Charisma
+ Charisma affects how certain creatures react toward you.  In
+ particular, it can affect the prices shopkeepers offer you.
+ .lp Alignment
+ \fBLawful\fP, \fBNeutral\fP, or \fBChaotic\fP.  Often, Lawful is
+ taken as good and Chaotic as evil, but legal and ethical do not always
+ coincide.  Your alignment influences how other
+ monsters react toward you.  Monsters of a like alignment are more likely
+ to be non-aggressive, while those of an opposing alignment are more likely
+ to be seriously offended at your presence.
+ .lp "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 "Gold  "
+ The number of gold pieces you are openly carrying.  Gold which you have
+ concealed in containers is not counted.
+ .lp "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 Power
+ Spell points.  This tells you how much mystic energy (\fImana\fP)
+ you have available for spell casting.  Again, resting will regenerate the
+ amount available.
+ .lp "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 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 "Time  "
+ The number of turns elapsed so far, displayed if you have the
+ .op time
+ option set.
+ .lp "Hunger status
+ Your current hunger status, ranging from \fBSatiated\fP down to
+ \fBFainting\fP.  If your hunger status is normal, it is not displayed.
+ .pg
+ Additional status flags may appear after the hunger status:  \fBConf\fP
+ when you're confused, \fBFoodPois\fP or \fBIll\fP
+ when sick, \fBBlind\fP when you can't
+ see, \fBStun\fP when stunned, and \fBHallu\fP when hallucinating.
+ .hn 2
+ 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
+ ``\fB--More--\fP'' on the top line, this means that NetHack has
+ another message to display on the screen, but it wants to make certain
+ that you've read the one that is there first.  To read the next message,
+ just press the space bar.
+ .hn 2
+ 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:
+ .lp "- and |
+ The walls of a room, or an open door.  Or a grave (|).
+ .lp .
+ The floor of a room, ice, or a doorless doorway.
+ .lp #
+ A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
+ your dungeon has sinks), or a drawbridge.
+ .lp >
+ Stairs down: a way to the next level.
+ .lp <
+ Stairs up: a way to the previous level.
+ .lp +
+ A closed door, or a spellbook containing a spell you can learn.
+ .lp @
+ Your character or a human.
+ .lp $
+ A pile of gold.
+ .lp ^
+ A trap (once you have detected it).
+ .lp )
+ A weapon.
+ .lp [
+ A suit or piece of armor.
+ .lp %
+ Something edible (not necessarily healthy).
+ .lp ?
+ A scroll.
+ .lp /
+ A wand.
+ .lp =
+ A ring.
+ .lp !
+ A potion.
+ .lp (
+ A useful item (pick-axe, key, lamp...).
+ .lp """
+ An amulet or a spider web.
+ .lp *
+ A gem or rock (possibly valuable, possibly worthless).
+ .lp `
+ A boulder or statue.
+ .lp 0
+ An iron ball.
+ .lp _
+ An altar, or an iron chain.
+ .lp {
+ A fountain.
+ .lp }
+ A pool of water or moat or a pool of lava.
+ .lp "\e
+ An opulent throne.
+ .lp "a-zA-Z and other symbols
+ 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.
+ .pg
+ You need not memorize all these symbols; you can ask the game what any
+ symbol represents with the `/' command (see the next section for
+ more info).
+ 
+ .hn 1
+ Commands
+ .pg
+ Commands are initiated by typing one or two characters.  Some commands,
+ like ``search'', do not require that any more information be collected by
+ NetHack.  Other commands might require additional information, for
+ example a direction, or an object to be used.  For those commands that
+ require additional information, NetHack will present you with either a
+ menu of choices or with a command line prompt requesting information.  Which
+ you are presented with will depend chiefly on how you have set the
+ .op menustyle
+ option.
+ .pg
+ For example, a common question, in the form ``What do you want to
+ use?\ [a-zA-Z\ ?*]'', asks you to choose an object you are carrying.
+ Here, ``a-zA-Z'' are the inventory letters of your possible choices.
+ Typing `?' gives you an inventory list of these items, so you can see
+ what each letter refers to.  In this example, there is also a `*'
+ indicating that you may choose an object not on the list, if you
+ wanted to use something unexpected.  Typing a `*' lists your entire
+ inventory, so you can see the inventory letters of every object you're
+ carrying.  Finally, if you change your mind and decide you don't want
+ to do this command after all, you can press the ESC key to abort the
+ command.
+ .pg
+ You can put a number before some commands to repeat them that many
+ times; for example, ``10s'' will search ten times.  If you have the
+ .op number_pad
+ option set, you must type `n' to prefix a count, so the example above
+ would be typed ``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 `?' command, which accesses a menu of
+ helpful texts.  Here are the commands for your reference:
+ .lp ?
+ Help menu:  display one of several help texts available.
+ .lp /
+ Tell what a symbol represents.  You may choose to specify a location
+ or type a symbol (or even a whole word) to explain.
+ Specifying a location is done by moving the cursor to a particular spot
+ on the map and then pressing one of `.', `,', `;',
+ or `:'.  `.' will explain the symbol at the chosen location,
+ conditionally check for ``More info?'' depending upon whether the
+ .op help
+ option is on, and then you will be asked to pick another location;
+ `,' will explain the symbol but skip any additional
+ information; `;' will skip additional info and also not bother asking
+ you to choose another location to examine; `:' will show additional
+ info, if any, without asking for confirmation.  When picking a location,
+ pressing the ESC key will terminate this command, or pressing `?'
+ will give a brief reminder about how it works.
+ .pg
+ Specifying a name rather than a location
+ always gives any additional information available about that name.
+ .lp &
+ Tell what a command does.
+ .lp <
+ Go up to the previous level (if you are on the staircase or ladder).
+ .lp >
+ Go down to the next level (if you are on the staircase or ladder).
+ .lp [yuhjklbn]
+ Go one step in the direction indicated (see Figure 2).  If you can sense
+ a monster there, you will fight the monster instead.  Only these
+ one-step movement commands cause you to fight monsters; the others
+ (below) are ``safe.''
+ .sd
+ .TS S
+ center;
+ c c.
+ y  k  u	7  8  9
+ \e | /	\e | /
+ h- . -l	4- . -6
+ / | \e	/ | \e
+ b  j  n	1  2  3
+ 	(if \fBnumber_pad\fP is set)
+ .TE
+ .ed
+ .ce 1
+ Figure 2
+ 
+ .lp [YUHJKLBN]
+ Go in that direction until you hit a wall or run into something.
+ .lp m[yuhjklbn]
+ Prefix:  move without picking up objects or fighting (even if you remember
+ a monster there)
+ .lp F[yuhjklbn]
+ Prefix:  fight a monster (even if you only guess one is there)
+ .lp M[yuhjklbn]
+ Prefix:  move far, no pickup.
+ .lp "g[yuhjklbn]
+ Prefix:  move until something interesting is found.
+ .lp "G[yuhjklbn] or <CONTROL->[yuhjklbn]
+ Prefix:  same as `g', but forking of corridors is not considered interesting.
+ .lp .
+ Rest, do nothing for one turn.
+ .lp a
+ Apply (use) a tool (pick-axe, key, lamp...).
+ .lp A
+ Remove one or more worn items, such as armor.
+ Use `T' (take off) to take off only one piece of armor 
+ or `R' (remove) to take off only one accessory.
+ .lp ^A
+ Redo the previous command.
+ .lp c
+ Close a door.
+ .lp C
+ Call (name) an individual monster.
+ .lp ^C
+ Panic button.  Quit the game.
+ .lp d
+ Drop something.  Ex. ``d7a'' means drop seven items of object \fIa\fP.
+ .lp D
+ Drop several things.  In answer to the question
+ ``What kinds of things do you want to drop? [!%= aium]''
+ you should type zero or more object symbols possibly followed by 
+ `a' and/or `i' and/or `u' and/or `m'.
+ .sd
+ .si
+ Da  - drop all objects, without asking for confirmation.
+ Di  - examine your inventory before dropping anything.
+ Du  - drop only unpaid objects (when in a shop).
+ Dm  - use a menu to pick which object(s) to drop.
+ D%u - drop only unpaid food.
+ .ei
+ .ed
+ .lp ^D
+ Kick something (usually a door).
+ .lp e
+ Eat food.
+ .lp E
+ Engrave a message on the floor.
+ Engraving the word ``Elbereth'' will cause most monsters to not attack
+ you hand-to-hand (but if you attack, you will rub it out); this is
+ often useful to give yourself a breather.  (This feature may be compiled out
+ of the game, so your version might not have it.)
+ .sd
+ .si
+ E- - write in the dust with your fingers.  
+ .ei
+ .ed
+ .lp f
+ Fire one of the objects placed in your quiver.  You may select
+ ammunition with a previous `Q' command, or let the computer pick
+ something appropriate if
+ .op autoquiver
+ is true.
+ .lp i
+ List your inventory (everything you're carrying).
+ .lp I
+ List selected parts of your inventory.
+ .sd
+ .si
+ I* - list all gems in inventory;
+ Iu - list all unpaid items;
+ Ix - list all used up items that are on your shopping bill;
+ I$ - count your money.
+ .ei
+ .ed
+ .lp o
+ Open a door.
+ .lp O
+ Set options.  A menu showing the current option values will be
+ displayed.  You can change most values simply by selecting the menu
+ entry for the given option (ie, by typing its letter or clicking upon
+ it, depending on your user interface).  For the non-boolean choices,
+ a further menu or prompt will appear once you've closed this menu.
+ The available options
+ are listed later in this Guidebook.  Options are usually set before the
+ game rather than with the `O' command; see the section on options below.
+ .lp p
+ Pay your shopping bill.
+ .lp P
+ Put on a ring or other accessory (amulet, blindfold).
+ .lp ^P
+ Repeat previous message (subsequent ^P's repeat earlier messages).
+ .lp q
+ Quaff (drink) a potion.
+ .lp 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 `#quit'.)
+ .lp r
+ Read a scroll or spellbook.
+ .lp R
+ Remove an accessory (ring, amulet, etc).
+ .lp ^R
+ Redraw the screen.
+ .lp s
+ Search for secret doors and traps around you.  It usually takes several
+ tries to find something.
+ .lp S
+ Save (and suspend) the game.  The game will be restored automatically the
+ next time you play.
+ .lp t
+ Throw an object or shoot a projectile.
+ .lp T
+ Take off armor.
+ .lp ^T
+ Teleport, if you have the ability.
+ .lp v
+ Display version number.
+ .lp V
+ Display the game history.
+ .lp w
+ Wield weapon.
+ .sd
+ .si
+ w- - wield nothing, use your bare hands.
+ .ei
+ .ed
+ .lp W
+ Wear armor.
+ .lp x
+ Exchange your wielded weapon with the item in your secondary
+ weapon slot.  The latter is used as your second weapon in
+ two-weapon combat.  Note that if one of these slots is empty,
+ the exchange still takes place.
+ .lp X
+ Enter explore (discovery) mode, explained in its own section later.
+ .lp z
+ Zap a wand.  To aim at yourself, use `.' for the direction.
+ .lp Z
+ Zap (cast) a spell.
+ .lp ^Z
+ Suspend the game
+ .ux " versions with job control only)." (
+ .lp :
+ Look at what is here.
+ .lp ;
+ Show what type of thing a visible symbol corresponds to.
+ .lp ,
+ Pick up some things.
+ .lp @
+ Toggle the
+ .op autopickup
+ option on and off.
+ .lp ^
+ Ask for the type of a trap you found earlier.
+ .lp )
+ Tell what weapon you are wielding.
+ .lp [
+ Tell what armor you are wearing.
+ .lp =
+ Tell what rings you are wearing.
+ .lp """
+ Tell what amulet you are wearing.
+ .lp (
+ Tell what tools you are using.
+ .lp *
+ Tell what equipment you are using; combines the preceding five type-specific
+ commands into one.
+ .lp $
+ Count your gold pieces.
+ .lp +
+ List the spells you know.  Using this command, you can also rearrange
+ the order in which your spells are listed.  They are shown via a menu,
+ and if you select a spell in that menu, you'll be re-prompted for
+ another spell to swap places with it, and then have opportunity to
+ make further exchanges.
+ .lp "\e
+ Show what types of objects have been discovered.
+ .lp !
+ Escape to a shell.
+ .lp #
+ Perform an extended command.  As you can see, the authors of NetHack
+ used up all the letters, so this is a way to introduce the less frequently
+ used commands.
+ What extended commands are available depends on what features the game was
+ compiled with.
+ .lp #adjust
+ Adjust inventory letters (most useful when the
+ .op fixinv
+ option is ``on'').
+ .lp #chat
+ Talk to someone.
+ .lp #conduct
+ List which challenges you have adhered to.
+ .lp #dip
+ Dip an object into something.
+ .lp #enhance
+ Advance or check weapons skills.
+ .lp #force
+ Force a lock.
+ .lp #invoke
+ Invoke an object's special powers.
+ .lp #jump
+ Jump to another location.
+ .lp #loot
+ Loot a box on the floor.
+ .lp #monster
+ Use a monster's special ability (when polymorphed into monster form).
+ .lp #name
+ Name an item or type of object.
+ .lp #offer
+ Offer a sacrifice to the gods.
+ .lp #pray
+ Pray to the gods for help.
+ .lp #quit
+ Quit the program without saving your game.
+ .lp #ride
+ Ride (or stop riding) a monster.
+ .lp #rub
+ Rub a lamp.
+ .lp #sit
+ Sit down.
+ .lp #turn
+ Turn undead.
+ .lp #twoweapon
+ Toggle two-weapon combat on or off.  Note that you must
+ use suitable weapons for this type of combat, or it will
+ be automatically turned off.
+ .lp #untrap
+ Untrap something (trap, door, or chest).
+ .lp #version
+ Print compile time options for this version of NetHack.
+ .lp #wipe
+ Wipe off your face.
+ .lp #?
+ Help menu:  get the list of available extended commands.
+ .pg
+ If your keyboard has a meta key (which, when pressed in combination
+ with another key, modifies it by setting the `meta' [8th, or `high']
+ bit), you can invoke many extended commands by meta-ing the first
+ letter of the command.
+ .\" In {\it NT, OS/2, PC\/ {\rm and} ST NetHack},
+ .\" the `Alt' key can be used in this fashion;
+ .\" on the Amiga set the {\it altmeta\/} option to get this behavior.
+ In NT, OS/2, and PC NetHack, the `Alt' key
+ can be used in this fashion.
+ .lp M-a
+ #adjust
+ .lp M-c
+ #chat
+ .lp M-d
+ #dip
+ .lp M-e
+ #enhance
+ .lp M-f
+ #force
+ .lp M-i
+ #invoke
+ .lp M-j
+ #jump
+ .lp M-l
+ #loot
+ .lp M-m
+ #monster
+ .lp M-n
+ #name
+ .lp M-o
+ #offer
+ .lp M-p
+ #pray
+ .lp M-q
+ #quit
+ .lp M-r
+ #rub
+ .lp M-s
+ #sit
+ .lp M-t
+ #turn
+ .lp M-u
+ #untrap
+ .lp M-v
+ #version
+ .lp M-w
+ #wipe
+ .pg
+ If the
+ .op number_pad
+ option is on, some additional letter commands are available:
+ .lp j
+ Jump to another location.  Same as ``#jump'' or ``M-j''.
+ .lp k
+ Kick something (usually a door).  Same as `^D'.
+ .lp l
+ Loot a box on the floor.  Same as ``#loot'' or ``M-l''.
+ .lp N
+ Name an item or type of object.  Same as ``#name'' or ``M-N''.
+ .lp u
+ Untrap a trap, door, or chest.  Same as ``#untrap'' or ``M-u''.
+ 
+ .hn 1
+ 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 `s' (search)
+ command.
+ .hn 2
+ 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 `o' (open)
+ command; to close it again, use the `c' (close) command.
+ .pg
+ You can get through a locked door by using a tool to pick the lock
+ with the `a' (apply) command, or by kicking it open with the `^D'
+ (kick) command.
+ .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 `s' (search)
+ command.  Once found they are in all ways equivalent to normal doors.
+ .hn 2
+ Traps (`^')
+ .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 `s' (search) command.  Monsters can fall prey to
+ traps, too, which can be a very useful defensive strategy.
+ .hn 2
+ Stairs (`<', `>')
+ .pg
+ In general, each level in the dungeon will have a staircase going up
+ (`<') to the previous level and another going down (`>') to the next
+ level.  There are some exceptions though.  For instance, fairly early
+ in the dungeon you will find a level with two down staircases, one
+ continuing into the dungeon and the other branching into an area
+ known as the Gnomish Mines.  Those mines eventually hit a dead end,
+ so after exploring them (if you choose to do so), you'll need to
+ climb back up to the main dungeon.
+ .pg
+ When you traverse a set of stairs, or trigger a trap which sends you
+ to another level, the level you're leaving will be deactivated and
+ stored in a file on disk.  If you're moving to a previously visited
+ level, it will be loaded from its file on disk and reactivated.  If
+ you're moving to a level which has not yet been visited, it will be
+ created (from scratch for most random levels, from a template for
+ some "special" levels, or loaded from the remains of an earlier game
+ for a "bones" level as briefly described below).  Monsters are only
+ active on the current level; those on other levels are essentially
+ placed into stasis.
+ .pg
+ Ordinarily when you climb a set of stairs, you will arrive on the
+ corresponding staircase at your destination.  However, pets (see below)
+ and some other monsters will follow along if they're close enough when
+ you travel up or down stairs, and occasionally one of these creatures
+ will displace you during the climb.  When that occurs, the pet or other
+ monster will arrive on the staircase and you will end up nearby.
+ .hn 2
+ Ladders (`<', `>')
+ .pg
+ Ladders serve the same purpose as staircases, and the two types of
+ inter-level connections are nearly indistinguishable during game play.
+ 
+ .hn 1
+ Monsters
+ .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 `/' and `;' may be used to obtain information about those
+ monsters who are displayed on the screen.  The command `C' allows you
+ to assign a name to a monster, which may be useful to help distinguish
+ one from another when multiple monsters are present.  Assigning a name
+ which is just a space will remove any prior name.
+ .pg
+ The extended command ``#chat'' can be used to interact with an adjacent
+ monster.  There is no actual dialog (in other words, you don't get to
+ choose what you'll say), but chatting with some monsters such as a
+ shopkeeper or the Oracle of Delphi can produce useful results.
+ .hn 2
+ Fighting
+ .pg
+ 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
+ Your pet
+ .pg
+ You start the game with a little dog (`d'), cat (`f'), or pony (`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
+ Steeds
+ .pg
+ Some types of creatures in the dungeon can actually be ridden if you
+ have the right equipment and skill.  Convincing a wild beast to let
+ you saddle it up is difficult to say the least.  Many a dungeoneer 
+ has had to resort to magic and wizardry in order to forge the alliance.
+ Once you do have the beast under your control however, you can 
+ easily climb in and out of the saddle with the `#ride' command.  Lead
+ the beast around the dungeon when riding, in the same manner as 
+ you would move yourself.  It is the beast that you will see displayed
+ on the map.
+ .pg
+ Riding skill is managed by the `#enhance' command.  See the section
+ on Weapon proficiency for more information about that.
+ .hn 2
+ Bones levels
+ .pg
+ 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
+ Objects 
+ .pg
+ When you find something in the dungeon, it is common to want to pick
+ it up.  In NetHack, this is accomplished automatically by walking over
+ the object (unless you turn off the
+ .op autopickup
+ option (see below), or move with the `m' prefix (see above)), or
+ manually by using the `,' command.
+ .pg
+ If you're carrying too many items, 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 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, NetHack
+ will remember what it is for you.  If its effect isn't extremely
+ obvious, you will be asked what you want to call this type of object
+ so you will recognize it later.  You can also use the ``#name''
+ command for the same purpose at any time, to name all objects of a
+ particular type or just an individual object.
+ When you use ``#name'' on an object which has already been named,
+ specifying a space as the value will remove the prior name instead
+ of assigning a new one.
+ .hn 2
+ Curses and Blessings
+ .pg
+ 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
+ Weapons (`)')
+ .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 `x' command, which
+ exchanges your primary (the one being wielded) and secondary weapons.
+ And if you have proficiency in the ``two weapon combat'' skill, you
+ may wield both primary and secondary weapons simultaneously; use the
+ `#twoweapon' extended command to engage or disengage that.  Only
+ some types of characters (barbarians, for instance), have the necessary
+ skill available.  Even with that skill, using two weapons at once incurs
+ a penalty in the chance to hit your target compared to using just one
+ weapon at a time.
+ .pg
+ There might be times when you'd rather not wield any weapon at all.
+ To accomplish that, wield `-', or else use the `A' command which
+ allows you to unwield the current weapon in addition to taking off
+ other worn items.
+ .pg
+ Those of you in the audience who are AD&D players, be aware that each
+ weapon which exists in AD&D does roughly the same damage to monsters in
+ NetHack.  Some of the more obscure weapons (such as the \fIaklys\fP,
+ \fIlucern hammer\fP, and \fIbec-de-corbin\fP) are defined in an
+ appendix to \fIUnearthed Arcana\fP, an AD&D supplement.
+ .pg
+ The commands to use weapons are `w' (wield), `t' (throw),
+ `f' (fire, an alternative way of throwing), `Q' (quiver),
+ `x' (exchange), `#twoweapon', and `#enhance' (see below).
+ .hn 3
+ Throwing and shooting
+ .pg
+ You can throw just about anything via the `t' command.  It will prompt
+ for the item to throw; picking `?' will list things in your inventory
+ which are considered likely to be thrown, or picking `*' will list
+ your entire inventory.  After you've chosen what to throw, you will
+ be prompted for a direction rather than for a specific target.  The
+ distance something can be thrown depends mainly on the type of object
+ and your strength.  Arrows can be thrown by hand, but can be thrown
+ much farther and will be more likely to hit when thrown while you are
+ wielding a bow.
+ .pg
+ You can simplify the throwing operation by using the `Q' command to
+ select your preferred ``missile'', then using the `f' command to
+ throw it.  You'll be prompted for a direction as above, but you don't
+ have to specify which item to throw each time you use `f'.  There is
+ also an option,
+ .op autoquiver,
+ which has NetHack choose another item to automatically fill your
+ quiver when the inventory slot used for `Q' runs out.
+ .pg
+ Some characters will throw multiple items in a single action.  Rangers,
+ for instance, or anyone who achieves a high level of proficiency in
+ the relevant weapon skill (in bow skill if you're wielding one to
+ shoot arrows, or in sling skill if you're wielding one to shoot stones).
+ There is little you can do
+ to control this; if 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 `t' or `f' command.
+ For example, ``2f'' (or ``n2f'' if using
+ .op number_pad
+ mode) would ensure that at most 2 arrows are shot
+ even if NetHack decides that your skill warrants 3.  If you specify
+ a larger number than would have been shot (``4f'' in this example),
+ you'll just end up shooting the same number (3, here) as if no limit
+ had been specified.
+ .hn 3
+ Weapon proficiency
+ .pg
+ You will have varying degrees of skill in the weapons available.
+ Weapon proficiency, or weapon skills, affect how well you can use
+ particular types of weapons, and you'll be able to improve your skills
+ as you progress through a game, depending on your role, your experience
+ level, and use of the weapons.
+ .pg
+ For the purposes of proficiency, weapons have
+ been divided up into various groups such as daggers, broadswords, and
+ polearms.  Each role has a limit on what level of proficiency a character
+ can achieve for each group.  For instance, wizards can become highly
+ skilled in daggers or staves but not in swords or bows.
+ .pg
+ The `#enhance' extended command is used to review current weapons proficiency
+ (also spell proficiency) and to choose which skill(s) to improve when
+ you've used one or more skills enough to become eligible to do so.  The
+ skill rankings are "none" (sometimes also referred to as "restricted",
+ because you won't be able to advance), "unskilled", "basic", "skilled",
+ and "expert".  Restricted skills simply will not appear in the list
+ shown by `#enhance'.  (Divine intervention might unrestrict a particular
+ skill, in which case it will start at unskilled and be limited to basic.)
+ .pg
+ Use of a weapon in which you're restricted or unskilled
+ will incur a modest penalty in the chance to hit a monster and also in
+ the amount of damage done when you do hit; at basic level, there is no
+ penalty or bonus; at skilled level, you receive a modest bonus in the
+ chance to hit and amount of damage done; at expert level, the bonus is
+ higher.  A successful hit has a chance to boost your training towards
+ the next skill level (unless you've already reached the limit for this
+ skill).  Once such training reaches the threshold for that next level,
+ you'll be told that you feel more confident in your skills.  At that
+ point can use `#enhance' to increase one or more skills.  Such skills
+ are not increased automatically because there is a limit to your total
+ overall skills, so you need to actively choose which skills to enhance
+ and which to ignore.
+ .hn 2
+ Armor (`[')
+ .pg
+ 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
+ NetHack.  Here is an (incomplete) list of the armor classes provided by
+ various suits of armor:
+ 
+ .TS S
+ center;
+ a n.
+ dragon scale mail	1
+ plate mail	3
+ crystal plate mail	3
+ bronze plate mail	4
+ splint mail	4
+ banded mail	4
+ dwarvish mithril-coat	4
+ elven mithril-coat	5
+ chain mail	5
+ orcish chain mail	6
+ scale mail	6
+ studded leather armor	7
+ ring mail	7
+ orcish ring mail	8
+ leather armor	8
+ leather jacket	9
+ no armor	10
+ .TE
+ .pg
+ 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 or armor may inhibit spell casting.
+ .pg
+ The commands to use armor are `W' (wear) and `T' (take off).
+ The `A' command can also be used to take off armor as well as other
+ worn items.
+ .hn 2
+ Food (`%')
+ .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
+ .op fruit
+ option.
+ .pg
+ The command to eat food is `e'.
+ .hn 2
+ Scrolls (`?')
+ .pg
+ Scrolls are labeled with various titles, probably chosen by ancient wizards
+ for their amusement value (ex. ``READ ME,'' or ``THANX MAUD'' backwards).
+ Scrolls disappear after you read them (except for blank ones, without
+ magic spells on them).
+ .pg
+ One of the most useful of these is the \fIscroll of identify\fP, 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
+ \fIscroll of mail\fP (on versions compiled with this feature).
+ To use this feature on versions where NetHack mail delivery is triggered
+ by electronic mail appearing in your system mailbox,
+ you must let NetHack know where to look for new mail by setting
+ the ``MAIL'' environment variable to the file name of your mailbox.
+ You may also want to set the ``MAILREADER'' environment
+ variable to the file name of your favorite reader, so NetHack can shell to it
+ when you read the scroll.
+ On versions of NetHack where mail is randomly generated internal to the game,
+ these environment variables are ignored.
+ You can disable the mail daemon by turning off the
+ .op mail
+ option.
+ .pg
+ The command to read a scroll is `r'.
+ .hn 2
+ Potions (`!')
+ .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 (`t') at them.  It is also
+ sometimes very useful to dip (``#dip'') an object into a potion.
+ .pg
+ The command to drink a potion is `q' (quaff).
+ .hn 2
+ Wands (`/')
+ .pg
+ Magic wands usually have multiple magical charges.  Some wands are
+ directional\(emyou must give a direction in which to zap them.  You can also
+ zap them at yourself (just give a `.' or `s' for the direction). Be warned,
+ however, for this is often unwise.  Other wands are nondirectional\(emthey
+ don't require a direction.  The number of charges in a wand is random and
+ decreases by one whenever you use it.
+ .pg
+ When the number of charges left in a wand becomes zero, attempts to use the
+ wand will usually result in nothing happening.  Occasionally, however, it may
+ be possible to squeeze the last few mana points from an otherwise spent wand,
+ destroying it in the process.  A wand may be recharged by using suitable
+ magic, but doing so runs the risk of causing it to explode.  The chance
+ for such an explosion starts out very small and increases each time the
+ wand is recharged.
+ .pg
+ In a truly desperate situation, when your back is up against the wall, you
+ might decide to go for broke and break your wand.  This is not for the faint
+ of heart.  Doing so will almost certainly cause a catastrophic release of
+ magical energies.
+ .pg
+ When you have fully identified a particular wand, inventory display will
+ include additional information in parentheses: the number of times it has
+ been recharged followed by a colon and then by its current number of charges.
+ A current charge count of -1 is a special case indicating that the wand
+ has been cancelled.
+ .pg
+ The command to use a wand is `z' (zap).  To break one, use the `a' (apply)
+ command.
+ .hn 2
+ Rings (`=')
+ .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 `P' (put on) and `R' (remove).
+ .hn 2
+ Spellbooks (`+')
+ .pg
+ Spellbooks are tomes of mighty magic.  When studied with the `r' (read)
+ command, they bestow the knowledge of a spell\(emunless the attempt
+ backfires.
+ Reading a cursed spellbook or one with mystic runes beyond
+ your ken can be harmful to your health!
+ .pg
+ A spell (even when learned) can also backfire when you cast it.  If you
+ 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, `r'
+ (read).  The `+' command lists your current spells and the number of
+ spell points they require.  The `Z' (cast) command casts a spell.
+ .hn 2
+ Tools (`(')
+ .pg
+ Tools are miscellaneous objects with various purposes.  Some tools
+ have a limited number of uses, akin to wand charges.  For example, lamps burn
+ out after a while.  Other tools are containers, which objects can
+ be placed into or taken out of.
+ .pg
+ The command to use tools is `a' (apply).
+ .hn 3
+ Containers
+ .pg
+ You may encounter bags, boxes, and chests in your travels.  A tool of
+ this sort can be opened with the ``#loot'' extended command when
+ you are standing on top of it (that is, on the same floor spot),
+ or with the `a' (apply) command when you are carrying it.  However,
+ chests are often locked, and are in any case unwieldy objects.
+ You must set one down before unlocking it by
+ using a key or lock-picking tool with the `a' (apply) command,
+ by kicking it with the `^D' command,
+ or by using a weapon to force the lock with the ``#force'' extended command.
+ .pg
+ Some chests are trapped, causing nasty things to happen when you
+ unlock or open them.  You can check for and try to deactivate traps
+ with the ``#untrap'' extended command.
+ .hn 2
+ Amulets (`"')
+ .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, `P' (put on)
+ and `R' (remove).
+ .hn 2
+ Gems (`*')
+ .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
+ Large rocks (`\`')
+ .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
+ Gold (`$')
+ .pg
+ Gold adds to your score, and you can buy things in shops with it.
+ There are a number
+ of monsters in the dungeon that may be influenced by the amount of gold
+ you are carrying (shopkeepers aside).
+ 
+ .hn 1
+ Options
+ .pg
+ Due to variations in personal tastes and conceptions of how NetHack
+ should do things, there are options you can set to change how NetHack
+ behaves.
+ .hn 2
+ Setting the options
+ .pg
+ Options may be set in a number of ways.  Within the game, the `O'
+ command allows you to view all options and change most of them.
+ You can also set options automatically by placing them in the
+ NETHACKOPTIONS environment variable or in a configuration file.
+ Some versions of NetHack also have front-end programs that allow
+ you to set options before starting the game.
+ .hn 2
+ 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 `!' or ``no'' before the name.  Others take a 
+ character string as a value.  You can set string options by typing
+ the option name, a colon or equals sign, and then the value of the string.
+ The value is terminated by the next comma or the end of string.
+ .pg
+ For example, to set up an environment variable so that ``female'' is on,
+ ``autopickup'' is off, the name is set to ``Blue Meanie'', and the fruit
+ is set to ``papaya'', you would enter the command
+ .sd
+ % \fBsetenv NETHACKOPTIONS "female,\e!autopickup,name:Blue Meanie,fruit:papaya"\fP
+ .ed
+ in \fIcsh\fP (note the need to escape the ! since it's special to the shell), or
+ .sd
+ $ \fBNETHACKOPTIONS="female,!autopickup,name:Blue Meanie,fruit:papaya"\fP
+ $ \fBexport NETHACKOPTIONS\fP
+ .ed
+ in \fIsh\fP or \fIksh\fP.
+ .hn 2
+ Using a configuration file
+ .pg
+ Any line in the configuration file starting with ``OPTIONS='' may be
+ filled out with options in the same syntax as in NETHACKOPTIONS.
+ Any line starting with ``DUNGEON='', ``EFFECTS='', ``MONSTERS='',
+ ``OBJECTS='', or ``TRAPS=''
+ is taken as defining the corresponding
+ .op dungeon,
+ .op effects,
+ .op monsters,
+ .op objects
+ or
+ .op 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 `\e'
+ at the end of each line to be continued.
+ Any line starting with `#' 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 `@').
+ .hn 2
+ 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.
+ .lp align
+ Your starting alignment (align:lawful, align:neutral,
+ or align:chaotic).  You may specify just the first letter.
+ The default is to randomly pick an appropriate alignment.
+ Cannot be set with the `O' command.
+ .lp "autopickup  "
+ Automatically pick up things onto which you move (default on).
+ .lp "autoquiver  "
+ This option controls what happens when you attempt the `f' (fire)
+ command with an empty quiver.  When true, the computer will fill
+ your quiver with some suitable weapon.  Note that it will not take
+ into account the blessed/cursed status, enchantment, damage, or
+ quality of the weapon; you are free to manually fill your quiver with
+ the `Q' command instead.  If no weapon is found or the option is
+ false, the `t' (throw) command is executed instead.  (default false)
+ .lp "BIOS    "
+ Use BIOS calls to update the screen
+ display quickly and to read the keyboard (allowing the use of arrow
+ keys to move) on machines with an IBM PC compatible BIOS ROM (default off,
+ OS/2, PC, and ST NetHack only).
+ .lp catname
+ Name your starting cat (ex. ``catname:Morris'').
+ Cannot be set with the `O' command.
+ .lp character
+ Pick your type of character (ex. ``character:Elf'');
+ synonym for ``role''.  See ``name'' for an alternate method
+ of specifying your role.  Normally only the first letter of
+ the value is examined; the string ``random'' is an exception.
+ .lp checkpoint
+ Save game state after each level change, for possible recovery after
+ program crash (default on).
+ .lp "color   "
+ Use color for different monsters, objects, and dungeon features
+ (default on for microcomputers).
+ .lp "confirm "
+ Have user confirm attacks on pets, shopkeepers, and other
+ peaceable creatures (default on).
+ .lp DECgraphics
+ 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 extmenu
+ Changes the extended commands interface to pop-up a menu of available commands.  
+ It is keystroke compatible with the traditional interface except that it does
+ not require that you hit Enter. It is implemented only by the tty port 
+ (default off), when the game has been compiled to support tty graphics.
+ .lp disclose
+ Offer to disclose various information when the game ends (default all).
+ The possibilities are identifying your inventory ('i'),
+ disclosing your attributes ('a'), summarizing monsters that have been
+ vanquished ('v'), and listing monster species that have been genocided ('g').
+ Note that the vanquished monsters list includes all monsters killed by
+ traps and each other as well as by you.
+ .lp dogname
+ Name your starting dog (ex. ``dogname:Fang'').
+ Cannot be set with the `O' command.
+ .lp dungeon
+ Set the graphics symbols for displaying the dungeon
+ (default \&``\ |--------||.-|++##.##<><>_|\e\e#{}.}..##\ #}'').
+ The
+ .op dungeon
+ option should be followed by a string of 1-41
+ 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 NetHack escape-processes this option string in conventional C
+ fashion.  This means that `\e' is a prefix to take the following
+ character literally.  Thus `\e' needs to be represented as `\e\e'.
+ The special escape
+ form `\em' switches on the meta bit in the following character, and the `^'
+ prefix causes the following character to be treated as a control
+ character.
+ 
+ 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 `+' 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 `O' command.
+ .lp effects
+ Set the graphics symbols for displaying special effects
+ (default \&``|-\e\e/*!)(0#@*/-\e\e||\e\e-//-\e\e|\ |\e\e-/'').
+ The
+ .op effects
+ option should be followed by a string of 1-29
+ characters to be used instead of the default special-effects characters.
+ This string is subjected to the same processing as the
+ .op dungeon
+ 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 by 3
+ array.
+ 
+ Note that in the next release, new symbols may be added,
+ or the present ones rearranged.
+ 
+ Cannot be set with the `O' command.
+ .lp female
+ Set your starting gender to female.
+ Cannot be set with the `O' command.
+ .lp fixinv
+ An object's inventory letter sticks to it when it's dropped (default on).
+ If this is off, dropping an object shifts all the remaining inventory letters.
+ .lp "fruit   "
+ Name a fruit after something you enjoy eating (ex. ``fruit:mango'')
+ (default ``slime mold'').  Basically a nostalgic whimsy that NetHack uses
+ from time to time.  You should set this to something you find more
+ appetizing than slime mold.  Apples, oranges, pears, bananas, and melons
+ already exist in NetHack, so don't use those.
+ .lp gender
+ Your starting gender (gender:male or gender:female).
+ You may specify just the first letter.  Although you can
+ still denote your gender using the ``male'' and ``female''
+ options, the ``gender'' option will take precedence.
+ The default is to randomly pick an appropriate gender.
+ Cannot be set with the `O' command.
+ .lp help
+ If more information is available for an object looked at
+ with the `/' command, ask if you want to see it (default on). Turning help
+ off makes just looking at things faster, since you aren't interrupted with the
+ ``More info?'' prompt, but it also means that you might miss some
+ interesting and/or important information.
+ .lp hilite_pet
+ Visually distinguish pets from similar animals (default off).
+ In text windowing, use text highlighting when color is turned off;
+ with X tiles, display a heart symbol near pets.
+ .lp horsename
+ Name your starting horse (ex. ``horsename:Trigger'').
+ Cannot be set with the `O' command.
+ .lp IBMgraphics
+ Use a predefined selection of IBM extended ASCII characters to display the
+ dungeon/effects/traps instead of having to define a full graphics set
+ 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 ignintr
+ Ignore interrupt signals, including breaks (default off).
+ .lp legacy
+ Display an introductory message when starting the game (default on).
+ .lp lit_corridor
+ Show corridor squares seen by night vision or a light source held by your
+ character as lit (default off).
+ .lp "mail    "
+ Enable mail delivery during the game.
+ .lp "male    "
+ Set your starting gender to male.
+ Cannot be set with the `O' command.
+ .lp menustyle
+ Controls the interface used when you need to choose various objects (in
+ response to the Drop command, for instance).  The value specified should
+ be the first letter of one of the following:  traditional, combination,
+ partial, or full.  Traditional was the only interface available for
+ earlier versions; it consists of a prompt for object class characters,
+ followed by an object-by-object prompt for all items matching the selected
+ object class(es).  Combination starts with a prompt for object class(es)
+ of interest, but then displays a menu of matching objects rather than
+ prompting one-by-one.  Partial skips the object class filtering and
+ immediately displays a menu of all objects.  Full displays a menu of
+ object classes rather than a character prompt, and then a menu of matching
+ objects for selection.
+ .lp menu_deselect_all
+ Menu character accelerator to deselect all items in a menu.
+ Implemented by the X11 and tty ports.
+ Default '-'.
+ .lp menu_deselect_page
+ Menu character accelerator deselect all items on this page of a menu.
+ Implemented only by the tty port.
+ Default '\e'.
+ .lp menu_first_page
+ Menu character accelerator to jump to the first page in a menu.
+ Implemented only by the tty port.
+ Default '^'.
+ .lp menu_invert_all
+ Menu character accelerator to invert all items in a menu.
+ Implemented by the X11 and tty ports.
+ Default '@'.
+ .lp menu_invert_page
+ Menu character accelerator to invert all items on this page of a menu.
+ Implemented only by the tty port.
+ Default '~'.
+ .lp menu_last_page
+ Menu character accelerator to jump to the last page in a menu.
+ Implemented only by the tty port.
+ Default '|'.
+ .lp menu_next_page
+ Menu character accelerator to goto the next menu page.
+ Implemented only by the tty port.
+ Default '>'.
+ .lp menu_previous_page 
+ Menu character accelerator to goto the previous menu page.
+ Implemented only by the tty port.
+ Default '<'.
+ .lp menu_search
+ Menu character accelerator to search for a menu item.
+ Implemented only by the X11 port.
+ Default ':'.
+ .lp menu_select_all
+ Menu character accelerator to select all items in a menu.
+ Implemented by the X11 and tty ports.
+ Default '.'.
+ .lp menu_select_page
+ Menu character accelerator to select all items on this page of a menu.
+ Implemented only by the tty port.
+ Default ','.
+ .lp monsters
+ Set the characters used to display monster classes (default
+ ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ@\ \'&;:~]'').
+ This string is subjected to the same processing as the
+ .op 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 `O' command.
+ .lp msghistory
+ The number of top line messages to save (and recall with ^P) (default 20).
+ Cannot be set with the `O' command.
+ .lp "name    "
+ Set your character's name (defaults to your user name).  You can also
+ set your character's role by appending a dash and one or more letters of
+ the role (that is, by suffixing one of
+ .op "-A -B -C -H -K -M -P -Ra -Ro -S -T -V -W" ).
+ If
+ .op "-@"
+ is used for the role, then a random one will be automatically chosen.
+ Cannot be set with the `O' command.
+ .lp "news    "
+ Read the NetHack news file, if present (default on).
+ Since the news is shown at the beginning of the game, there's no point
+ in setting this with the `O' command.
+ .lp "null    "
+ Send padding nulls to the terminal (default off).
+ .lp number_pad
+ Use the number keys to move instead of [yuhjklbn] (default off).
+ .lp objects
+ Set the characters used to display object classes
+ (default ``])[="(%!?+/$*`0_.'').
+ This string is subjected to the same processing as the
+ .op dungeon
+ option.
+ The order of the symbols is
+ illegal-object (should never be seen), weapon, armor, ring, amulet, tool,
+ food, potion, scroll, spellbook, wand, gold, gem or rock, boulder or statue,
+ iron ball, chain, and venom.
+ Cannot be set with the `O' command.
+ .lp packorder
+ Specify the order to list object types in (default ``")[%?+!=/(*`0_'').
+ The value of this option should be a string containing the
+ symbols for the various object types.  Any omitted types are filled in
+ at the end from the previous order.
+ .lp perm_invent
+ If true, always display your current inventory in a window.  This only
+ makes sense for windowing system interfaces that implement this feature.
+ .lp pettype
+ Specify the type of your initial pet, if you are playing a character class
+ that uses multiple types of pets.  Possible values are ``cat'' and ``dog''.
+ Cannot be set with the `O' command.
+ .lp pickup_burden
+ When you pick up an item that would exceed this encumbrance
+ level (Unburdened, Burdened, streSsed, straiNed, overTaxed,
+ or overLoaded), you will be asked if you want to continue.
+ (Default `S').
+ .lp pickup_types
+ Specify the object types to be picked up when
+ .op autopickup
+ is on.  Default is all types.
+ .lp prayconfirm
+ Prompt for confirmation before praying (default on).
+ .lp preload_tiles
+ For the protected mode MSDOS version, control whether tiles
+ get pre-loaded into RAM at the start of the game.  Doing so
+ enhances performance of the tile graphics, but uses more memory. (default on).
+ Cannot be set with the `O' command.
+ .lp pushweapon
+ Using the `w' (wield) command when already wielding
+ something pushes the old item into your secondary weapon slot (default off).
+ .lp race
+ Selects your race (for example, ``race:human'').  Default is random.
+ Cannot be set with the `O' command.
+ .lp "rawio   "
+ Force raw (non-cbreak) mode for faster output and more
+ bulletproof input (MS-DOS sometimes treats `^P' as a printer toggle
+ without it) (default off).  Note:  DEC Rainbows hang if this is turned on.
+ Cannot be set with the `O' command.
+ .lp rest_on_space
+ Make the space bar a synonym for the `.' (rest) command (default off).
+ .lp "role    "
+ Pick your type of character (ex. ``role:Samurai'');
+ synonym for ``character''.  See ``name'' for an alternate method
+ of specifying your role.  Normally only the first letter of the
+ value is examined; `r' is an exception with ``Rogue'', ``Ranger'',
+ and ``random'' values.
+ .lp safe_pet
+ Prevent you from (knowingly) attacking your pets (default on).
+ .lp scores
+ Control what parts of the score list you are shown at the end (ex.
+ ``scores:5 top scores/4 around my score/own scores'').  Only the first
+ letter of each category (`t', `a', or `o') is necessary.
+ .lp showexp
+ Show your accumulated experience points on bottom line (default off).
+ .lp showscore
+ Show your approximate accumulated score on bottom line (default off).
+ .lp "silent  "
+ Suppress terminal beeps (default on).
+ .lp sortpack
+ Sort the pack contents by type when displaying inventory (default on).
+ .lp standout
+ Boldface monsters and ``\fB--More--\fP'' (default off).
+ .lp suppress_alert
+ This option may be set to a NetHack version level to suppress
+ alert notification messages about feature changes for that 
+ and prior versions (ex. ``suppress_alert:3.3.0'').
+ .lp "time    "
+ Show the elapsed game time in turns on bottom line (default off).
+ .lp timed_delay
+ When pausing momentarily for display effect, such as with explosions and
+ moving objects, use a timer rather than sending extra characters to the
+ screen.  (Applies to ``tty'' interface only; ``X11'' interface always
+ uses a timer based delay.  The default is on if configured into the
+ program.)
+ .lp tombstone
+ Draw a tombstone graphic upon your death (default on).
+ .lp 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 traps
+ Set the graphics symbols for displaying traps
+ (default \&``^^^^^^^^^^^^^^^^^"^^^^'').
+ The
+ .op 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
+ .op 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 `O' command.
+ .lp verbose
+ Provide more commentary during the game (default on).
+ .lp videocolors
+ Set the color palette for PC systems using NO_TERMS
+ (default 4-2-6-1-5-3-15-12-10-14-9-13-11).
+ The order of colors is red, green, brown, blue, magenta, cyan,
+ bright.white, bright.red, bright.green, yellow, bright.blue,
+ bright.magenta, and bright.cyan.
+ Cannot be set with the `O' command.
+ .lp videoshades
+ Set the intensity level of the three gray scales available
+ (default dark normal light, PC NetHack only).
+ If the game display is difficult to read, try adjusting these scales;
+ if this does not correct the problem, try !color.
+ Cannot be set with the `O' command.
+ .lp windowtype
+ Select which windowing system to use, such as ``tty'' or ``X11''
+ (default depends on version).
+ Cannot be set with the `O' command.
+ .hn 2
+ 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 \fBdefaults.nh\fP
+ file to accomplish this, novices may find this task somewhat daunting.
+ Included in all official distributions of NetHack is a file called
+ \fBNHAccess.nh\fP.  Replacing \fBdefaults.nh\fP with this file will cause
+ the game to run in a manner accessible to the blind. After you have gained
+ some experience with the game and with editing files, you may want to alter
+ settings to better suit your preferences. Instructions on how to do this
+ are included in the \fBNHAccess.nh\fP file itself. The most crucial settings to
+ make the game accessible are:
+ .pg
+ .lp IBMgraphics
+ Disable IBMgraphics by commenting out this option.
+ .lp menustyle:traditional
+ This will assist in the interface to speech synthesizers.
+ .lp \!number_pad
+ A lot of speech access programs use the number-pad to review the screen.
+ If this is the case, turn off the number_pad option and use the traditional
+ Rogue-like commands.
+ .lp "Character graphics"
+ Comment out all character graphics sets found near the bottom of the
+ \fBdefaults.nh\fP file.  Most of these replace \fBNetHack\fP's
+ default representation of the dungeon using standard ASCII characters
+ with fancier characters from extended character sets, and these fancier
+ characters can annoy screen-readers.
+ .hn 1
+ Scoring
+ .pg
+ NetHack maintains a list of the top scores or scorers on your machine,
+ depending on how it is set up.  In the latter case, each account on
+ the machine can post only one non-winning score on this list.  If
+ you score higher than someone else on this list, or better your
+ previous score, you will be inserted in the proper place under your
+ current name.  How many scores are kept can also be set up when
+ NetHack is compiled.
+ .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 \fBnethack -s all\fP on most versions.
+ 
+ .hn 1
+ Explore mode
+ .pg
+ 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
+ .op -X
+ switch.  The other is to issue the `X' command while already playing
+ the game.  The other benefits of explore mode are left for the trepid
+ reader to discover.
+ 
+ .hn
+ Credits
+ .pg
+ The original \fIhack\fP game was modeled on the Berkeley 
+ .ux
+ \fIrogue\fP game.  Large portions of this paper were shamelessly
+ cribbed from \fIA Guide to the Dungeons of Doom\fP, by Michael C. Toy
+ and Kenneth C. R. C. Arnold.  Small portions were adapted from
+ \fIFurther Exploration of the Dungeons of Doom\fP, by Ken Arromdee.
+ .pg
+ NetHack is the product of literally dozens of people's work.
+ Main events in the course of the game development are described below:
+ 
+ .pg
+ \fBJay Fenlason\fP wrote the original Hack, with help from
+ \fBKenny Woodland\fP, \fBMike Thome\fP and \fBJon Payne\fP.
+ .pg
+ \fBAndries Brouwer\fP did a major re-write, transforming Hack into a
+ very different game, and published (at least) three versions (1.0.1,
+ 1.0.2, and 1.0.3) for
+ .ux
+ machines to the Usenet.
+ .pg
+ \fBDon G. Kneller\fP ported Hack 1.0.3 to Microsoft C and MS-DOS, producing PC
+ HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went
+ on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6).
+ .pg
+ \fBR. Black\fP ported PC HACK 3.51 to Lattice C and the Atari 520/1040ST,
+ producing ST Hack 1.03.
+ .pg
+ \fBMike Stephenson\fP merged these various versions back together,
+ incorporating many of the added features, and produced NetHack 1.4.
+ He then coordinated a cast of thousands in enhancing and debugging
+ NetHack 1.4 and released NetHack versions 2.2 and 2.3.
+ .pg
+ Later, Mike coordinated a major rewrite of the game, heading a
+ team which included \fBKen Arromdee\fP, \fBJean-Christophe Collet\fP, \fBSteve
+ Creps\fP, \fBEric Hendrickson\fP, \fBIzchak Miller\fP, \fBJohn Rupley\fP,
+ \fBMike Threepoint\fP, and \fBJanet Walz\fP, to produce NetHack 3.0c.
+ .pg
+ NetHack 3.0 was ported to the Atari by \fBEric R. Smith\fP, to OS/2 by
+ \fBTimo Hakulinen\fP, and to VMS by \fBDavid Gentzel\fP.  The three of them
+ and \fBKevin Darcy\fP later joined the main development team to produce
+ subsequent revisions of 3.0.
+ .pg
+ \fBOlaf Seibert\fP ported NetHack 2.3 and 3.0 to the Amiga.
+ \fBNorm Meluch\fP, \fBStephen Spackman\fP and \fBPierre Martineau\fP designed
+ overlay code for PC NetHack 3.0.  \fBJohnny Lee\fP ported
+ NetHack 3.0 to the Macintosh.  Along with various other Dungeoneers, they
+ continued to enhance the PC, Macintosh, and Amiga ports through the later
+ revisions of 3.0.
+ .pg
+ Headed by \fBMike Stephenson\fP and coordinated by \fBIzchak Miller\fP and
+ \fBJanet Walz\fP, the development team which now included \fBKen Arromdee\fP,
+ \fBDavid Cohrs\fP, \fBJean-Christophe Collet\fP, \fBKevin Darcy\fP,
+ \fBMatt Day\fP, \fBTimo Hakulinen\fP, \fBSteve Linhart\fP, \fBDean Luick\fP,
+ \fBPat Rankin\fP, \fBEric Raymond\fP, and \fBEric Smith\fP undertook a radical
+ revision of 3.0.  They re-structured the game's design, and re-wrote major
+ parts of the code.  They added multiple dungeons, a new display, special
+ individual character quests, a new endgame and many other new features, and
+ produced NetHack 3.1.
+ .pg
+ \fBKen Lorber\fP, \fBGregg Wonderly\fP and \fBGreg Olson\fP, with help
+ from \fBRichard Addison\fP, \fBMike Passaretti\fP, and \fBOlaf Seibert\fP,
+ developed NetHack 3.1 for the Amiga.
+ .pg
+ \fBNorm Meluch\fP and \fBKevin Smolkowski\fP, with help from
+ \fBCarl Schelin\fP, \fBStephen Spackman\fP, \fBSteve VanDevender\fP,
+ and \fBPaul Winner\fP, ported NetHack 3.1 to the PC.
+ .pg
+ \fBJon W{tte\fP and \fBHao-yang Wang\fP, with help from \fBRoss Brown\fP,
+ \fBMike Engber\fP, \fBDavid Hairston\fP, \fBMichael Hamel\fP,
+ \fBJonathan Handler\fP, \fBJohnny Lee\fP, \fBTim Lennan\fP, \fBRob Menke\fP,
+ and \fBAndy Swanson\fP, developed NetHack 3.1 for the Macintosh,
+ porting it for MPW.  Building on their development, \fBBarton House\fP
+ added a Think C port.
+ .pg
+ \fBTimo Hakulinen\fP ported NetHack 3.1 to OS/2.  \fBEric Smith\fP
+ ported NetHack 3.1 to the Atari.  \fBPat Rankin\fP, with help from
+ \fBJoshua Delahunty\fP, was responsible for the VMS version of NetHack 3.1.
+ \fBMichael Allison\fP ported NetHack 3.1 to Windows NT.
+ .pg
+ \fBDean Luick\fP, with help from \fBDavid Cohrs\fP, developed NetHack
+ 3.1 for X11.
+ \fBWarwick Allison\fP wrote a tiled version of NetHack for the Atari;
+ he later contributed the tiles to the DevTeam and tile support was
+ then added to other platforms.
+ .pg
+ The 3.2 development team, comprised of: \fBMichael Allison\fP; \fBKen
+ Arromdee\fP; \fBDavid Cohrs\fP; \fBJessie Collet\fP; \fBSteve Creps\fP;
+ \fBKevin Darcy\fP; \fBTimo Hakulinen\fP; \fBSteve Linhart\fP; \fBDean
+ Luick\fP; \fBPat Rankin\fP; \fBEric Smith\fP; \fBMike Stephenson\fP;
+ \fBJanet Walz\fP; and, \fBPaul Winner\fP, release version 3.2 in April of
+ 1996.
+ .pg
+ Version 3.2 marked the tenth anniversary of the formation of the development
+ team.  In a testament to their dedication to the game, all thirteen members
+ of the original development team remained on the team at the start of work
+ on that release.  During the interval between the release of 3.1.3
+ and 3.2, one of the founding members of the development team, \fBDr. Izchak
+ Miller\fP, was diagnosed with cancer and passed away.  That release of the
+ game was dedicated to him by the development and porting teams.
+ .pg
+ During the lifespan of 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
+ \fBTom Proudfoot\fP and \fBYuval Oren\fP created NetHack++,
+ which was quickly renamed NetHack--.
+ Working independently, \fBStephen White\fP wrote NetHack Plus.
+ \fBTom Proudfoot\fP later merged NetHack Plus
+ and his own NetHack-- to produce SLASH.
+ \fBLarry Stewart-Zerba\fP and \fBWarwick Allison\fP improved the spell
+ casting system with the Wizard Patch.
+ \fBWarwick Allison\fP also ported NetHack to use the Qt interface.
+ .pg
+ \fBWarren Cheung\fP combined SLASH with the Wizard Patch to produce Slash'em,
+ and with the help of \fBKevin Hugo\fP, added more features.
+ Kevin later joined the
+ DevTeam and incorporated the best of these ideas in NetHack 3.3.
+ .pg
+ The 3.3 development team consisted of \fBMichael Allison\fP, \fBKen Arromdee\fP,
+ \fBDavid Cohrs\fP, \fBJessie Collet\fP, \fBSteve Creps\fP, \fBKevin Darcy\fP, \fBTimo Hakulinen\fP,
+ \fBKevin Hugo\fP, \fBSteve Linhart\fP, \fBDean Luick\fP, \fBPat Rankin\fP, \fBEric Smith\fP, \fBMike
+ Stephenson\fP, \fBJanet Walz\fP, and \fBPaul Winner\fP.
+ .pg
+ As with version 3.2, various people contributed to the game as a whole as
+ well as supporting ports on the different platforms that NetHack runs on:
+ .pg
+ \fBPat Rankin\fP maintained 3.3 for VMS.
+ .pg
+ \fBMichael Allison\fP maintained NetHack 3.3 for the MS-DOS platform.  \fBPaul Winner\fP
+ and \fBYitzhak Sapir\fP provided encouragement.
+ .pg
+ \fBElvis\fP was seen playing NetHack on an Amiga.  That is to say, like Elvis, it
+ it might come back, but don't hold your breath.
+ .pg
+ \fBDean Luick\fP, \fBMark Modrall\fP, and \fBKevin Hugo\fP maintained and enhanced the
+ Macintosh port of 3.3.
+ .pg
+ The Atari port of NetHack was discontinued.
+ .pg
+ \fBMichael Allison\fP maintained and enhanced 3.3 for the Microsoft Windows NT platform.
+ .pg
+ \fBRon Van Iwaarden\fP took over responsibility for the OS/2 port.
+ 			   - - - - - - - - - -
+ .pg
+ 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
+ .TS S
+ center;
+ c c c.
+ .\"TABLE_START
+ Adam Aronow	Helge Hafting	Mike Engber
+ Andy Church	Irina Rempt-Drijfhout	Mike Gallop
+ Andy Swanson	Izchak Miller	Mike Passaretti
+ Ari Huttunen	Janet Walz	Mike Stephenson
+ Barton House	Jean-Christophe Collet	Norm Meluch
+ Benson I. Margulies	Jochen Erwied	Olaf Seibert
+ Bill Dyer	John Kallen	Pat Rankin
+ Boudewijn Waijers	John Rupley	Paul Winner
+ Bruce Cox	John S. Bien	Pierre Martineau
+ Bruce Holloway	Johnny Lee	Ralf Brown
+ Bruce Mewborne	Jon W{tte	Richard Addison
+ Carl Schelin	Jonathan Handler	Richard P. Hughey
+ Chris Russo	Joshua Delahunty	Rob Menke
+ David Cohrs	Keizo Yamamoto	Roland McGrath
+ David Damerell	Ken Arromdee	Ron Van Iwaarden
+ David Gentzel	Ken Lorber	Ronnen Miller
+ David Hairston	Ken Washikita	Ross Brown
+ Dean Luick	Kevin Darcy	Sascha Wostmann
+ Del Lamb	Kevin Hugo	Scott R. Turner
+ Deron Meranda	Kevin Sitze	Stephen Spackman
+ Dylan O'Donnell	Kevin Smolkowski	Stephen White
+ Eric Backus	Kevin Sweet	Steve Creps
+ Eric Hendrickson	Mark Gooderum	Steve Linhart
+ Eric R. Smith	Mark Modrall	Steve VanDevender
+ Eric S. Raymond	Matthew Day	Tim Lennan
+ Frederick Roeber	Merlyn LeRoy	Timo Hakulinen
+ Gil Neiger	Michael Allison	Tom Almy
+ Greg Laskin	Michael Feir	Tom West
+ Greg Olson	Michael Hamel	Warwick Allison
+ Gregg Wonderly	Michael Sokolov	Yitzhak Sapir
+ Hao-yang Wang
+ .\"TABLE_END  Do not delete this line.
+ .TE
+ .ed
+ 
+ .\"Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.
+ .\"Lattice is a trademark of Lattice, Inc.
+ .\"Atari and 1040ST are trademarks of Atari, Inc.
+ .\"AMIGA is a trademark of Commodore-Amiga, Inc.
+ .sm "Brand and product names are trademarks or registered trademarks \
+ of their respective holders."
