NHDT->ANH, nethack->anethack, nhdat->anhdat
[aNetHack.git] / doc / Guidebook.tex
blobe462ae1c7043d28a3e78f51ec937d6db8786a4af
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2 % aNetHack 0.0.1 Guidebook.tex $ANH-Date: 1431192762 2015/12/16 17:32:42 $ $ANH-Branch: master $:$ANH-Revision: 1.60 $ */
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33 \begin{document}
35 % input file: guidebook.mn
37 %.ds h0 "
38 %.ds h1 %.ds h2 \%
39 %.ds f0 "
41 %.mt
42 \title{\LARGE A Guide to the Mazes of Menace:\\
43 \Large Guidebook for {\it aNetHack\/}}
45 %.au
46 \author{Original version - Eric S. Raymond\\
47 (Edited and expanded for 3.6 by Mike Stephenson and others)}
48 \date{February 22, 2016}
50 \maketitle
52 %.hn 1
53 \section{Preface - Version 3.6}
54 %.pg
55 This version of the game is special in a particular way. Near the end of
56 the development of 3.6, one of the significant inspirations for many of the
57 humorous and fun features found in the game, author {\it Terry Pratchett},
58 passed away. We have dedicated this version of the game in his memory.
60 %.pg
61 %.hn 1
62 \section{Introduction}
64 %.pg
66 Recently, you have begun to find yourself unfulfilled and distant
67 in your daily occupation. Strange dreams of prospecting, stealing,
68 crusading, and combat have haunted you in your sleep for many months,
69 but you aren't sure of the reason. You wonder whether you have in
70 fact been having those dreams all your life, and somehow managed to
71 forget about them until now. Some nights you awaken suddenly
72 and cry out, terrified at the vivid recollection of the strange and
73 powerful creatures that seem to be lurking behind every corner of the
74 dungeon in your dream. Could these details haunting your dreams be real?
75 As each night passes, you feel the desire to enter the mysterious caverns
76 near the ruins grow stronger. Each morning, however, you quickly put
77 the idea out of your head as you recall the tales of those who entered
78 the caverns before you and did not return. Eventually you can resist
79 the yearning to seek out the fantastic place in your dreams no longer.
80 After all, when other adventurers came back this way after spending time
81 in the caverns, they usually seemed better off than when they passed
82 through the first time. And who was to say that all of those who did
83 not return had not just kept going?
84 %.pg
86 Asking around, you hear about a bauble, called the Amulet of Yendor by some,
87 which, if you can find it, will bring you great wealth. One legend you were
88 told even mentioned that the one who finds the amulet will be granted
89 immortality by the gods. The amulet is rumored to be somewhere beyond the
90 Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the
91 legends, you immediately realize that there is some profound and
92 undiscovered reason that you are to descend into the caverns and seek
93 out that amulet of which they spoke. Even if the rumors of the amulet's
94 powers are untrue, you decide that you should at least be able to sell the
95 tales of your adventures to the local minstrels for a tidy sum, especially
96 if you encounter any of the terrifying and magical creatures of
97 your dreams along the way. You spend one last night fortifying yourself
98 at the local inn, becoming more and more depressed as you watch the odds
99 of your success being posted on the inn's walls getting lower and lower.
101 %.pg
102 \nd In the morning you awake, collect your belongings, and
103 set off for the dungeon. After several days of uneventful
104 travel, you see the ancient ruins that mark the entrance to the
105 Mazes of Menace. It is late at night, so you make camp at the entrance
106 and spend the night sleeping under the open skies. In the morning, you
107 gather your gear, eat what may be your last meal outside, and enter the
108 dungeon\ldots
110 %.hn 1
111 \section{What is going on here?}
113 %.pg
114 You have just begun a game of {\it aNetHack}. Your goal is to grab as much
115 treasure as you can, retrieve the Amulet of Yendor, and escape the
116 Mazes of Menace alive.
118 %.pg
119 Your abilities and strengths for dealing with the hazards of adventure
120 will vary with your background and training:
122 %.pg
124 \blist{}
125 \item[\bb{Archeologists}]%
126 understand dungeons pretty well; this enables them
127 to move quickly and sneak up on the local nasties. They start equipped
128 with the tools for a proper scientific expedition.
129 %.pg
131 \item[\bb{Barbarians}]%
132 are warriors out of the hinterland, hardened to battle.
133 They begin their quests with naught but uncommon strength, a trusty hauberk,
134 and a great two-handed sword.
135 %.pg
137 \item[\bb{Cavemen {\rm and} Cavewomen}]
138 start with exceptional strength, but unfortunately, neolithic weapons.
139 %.pg
141 \item[\bb{Healers}]%
142 are wise in medicine and apothecary. They know the
143 herbs and simples that can restore vitality, ease pain, anesthetize,
144 and neutralize
145 poisons; and with their instruments, they can divine a being's state
146 of health or sickness. Their medical practice earns them quite reasonable
147 amounts of money, with which they enter the dungeon.
148 %.pg
150 \item[\bb{Knights}]%
151 are distinguished from the common skirmisher by their
152 devotion to the ideals of chivalry and by the surpassing excellence of
153 their armor.
154 %.pg
156 \item[\bb{Monks}]%
157 are ascetics, who by rigorous practice of physical and mental
158 disciplines have become capable of fighting as effectively without weapons
159 as with. They wear no armor but make up for it with increased mobility.
160 %.pg
162 \item[\bb{Priests {\rm and} Priestesses}]%
163 are clerics militant, crusaders
164 advancing the cause of righteousness with arms, armor, and arts
165 thaumaturgic. Their ability to commune with deities via prayer
166 occasionally extricates them from peril, but can also put them in it.
167 %.pg
169 \item[\bb{Rangers}]%
170 are most at home in the woods, and some say slightly out
171 of place in a dungeon. They are, however, experts in archery as well
172 as tracking and stealthy movement.
173 %.pg
175 \item[\bb{Rogues}]%
176 are agile and stealthy thieves, with knowledge of locks,
177 traps, and poisons. Their advantage lies in surprise, which they employ
178 to great advantage.
179 %.pg
181 \item[\bb{Samurai}]%
182 are the elite warriors of feudal Nippon. They are lightly
183 armored and quick, and wear the %
184 {\it dai-sho}, two swords of the deadliest
185 keenness.
186 %.pg
188 \item[\bb{Tourists}]%
189 start out with lots of gold (suitable for shopping with),
190 a credit card, lots of food, some maps, and an expensive camera. Most
191 monsters don't like being photographed.
192 %.pg
194 \item[\bb{Valkyries}]%
195 are hardy warrior women. Their upbringing in the harsh
196 Northlands makes them strong, inures them to extremes of cold, and instills
197 in them stealth and cunning.
198 %.pg
200 \item[\bb{Wizards}]%
201 start out with a knowledge of magic, a selection of magical
202 items, and a particular affinity for dweomercraft. Although seemingly weak
203 and easy to overcome at first sight, an experienced Wizard is a deadly foe.
204 \elist
206 %.pg
207 You may also choose the race of your character:
209 %.pg
211 \blist{}
212 \item[\bb{Dwarves}]%
213 are smaller than humans or elves, but are stocky and solid
214 individuals. Dwarves' most notable trait is their great expertise in mining
215 and metalwork. Dwarvish armor is said to be second in quality not even to the
216 mithril armor of the Elves.
217 %.pg
219 \item[\bb{Elves}]%
220 are agile, quick, and perceptive; very little of what goes
221 on will escape an Elf. The quality of Elven craftsmanship often gives
222 them an advantage in arms and armor.
223 %.pg
225 \item[\bb{Gnomes}]%
226 are smaller than but generally similar to dwarves. Gnomes are
227 known to be expert miners, and it is known that a secret underground mine
228 complex built by this race exists within the Mazes of Menace, filled with
229 both riches and danger.
230 %.pg
232 \item[\bb{Humans}]%
233 are by far the most common race of the surface world, and
234 are thus the norm to which other races are often compared. Although
235 they have no special abilities, they can succeed in any role.
236 %.pg
238 \item[\bb{Orcs}]%
239 are a cruel and barbaric race that hate every living thing
240 (including other orcs). Above all others, Orcs hate Elves with a passion
241 unequalled, and will go out of their way to kill one at any opportunity.
242 The armor and weapons fashioned by the Orcs are typically of inferior quality.
243 \elist
245 %.hn 1
246 \section{What do all those things on the screen mean?}
247 %.pg
248 On the screen is kept a map of where you have been and what you have
249 seen on the current dungeon level; as you explore more of the level,
250 it appears on the screen in front of you.
252 %.pg
253 When {\it aNetHack\/}'s ancestor {\it rogue\/} first appeared, its screen
254 orientation was almost unique among computer fantasy games. Since
255 then, screen orientation has become the norm rather than the
256 exception; {\it aNetHack\/} continues this fine tradition. Unlike text
257 adventure games that accept commands in pseudo-English sentences and
258 explain the results in words, {\it aNetHack\/} commands are all one or two
259 keystrokes and the results are displayed graphically on the screen. A
260 minimum screen size of 24 lines by 80 columns is recommended; if the
261 screen is larger, only a $21\times80$ section will be used for the map.
263 %.pg
264 {\it aNetHack\/} can even be played by blind players, with the assistance of
265 Braille readers or speech synthesisers. Instructions for configuring
266 {\it aNetHack\/} for the blind are included later in this document.
268 %.pg
269 {\it aNetHack\/} generates a new dungeon every time you play it; even the
270 authors still find it an entertaining and exciting game despite
271 having won several times.
273 %.pg
274 {\it aNetHack\/} offers a variety of display options. The options available to
275 you will vary from port to port, depending on the capabilities of your
276 hardware and software, and whether various compile-time options were
277 enabled when your executable was created. The three possible display
278 options are: a monochrome character interface, a color character interface,
279 and a graphical interface using small pictures called tiles. The two
280 character interfaces allow fonts with other characters to be substituted,
281 but the default assignments use standard ASCII characters to represent
282 everything. There is no difference between the various display options
283 with respect to game play. Because we cannot reproduce the tiles or
284 colors in the Guidebook, and because it is common to all ports, we will
285 use the default ASCII characters from the monochrome character display
286 when referring to things you might see on the screen during your game.
287 %.pg
288 In order to understand what is going on in {\it aNetHack}, first you must
289 understand what {\it aNetHack\/} is doing with the screen. The {\it aNetHack\/}
290 screen replaces the ``You see \ldots'' descriptions of text adventure games.
291 Figure 1 is a sample of what a {\it aNetHack\/} screen might look like.
292 The way the screen looks for you depends on your platform.
294 \vbox{
295 \begin{verbatim}
296 The bat bites!
298 ------
299 |....| ----------
300 |.<..|####...@...$.|
301 |....-# |...B....+
302 |....| |.d......|
303 ------ -------|--
307 Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
308 Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak
309 \end{verbatim}
310 \begin{center}
311 Figure 1
312 \end{center}
315 %.hn 2
316 \subsection*{The status lines (bottom)}
318 %.pg
319 The bottom two lines of the screen contain several cryptic pieces of
320 information describing your current status. If either status line
321 becomes longer than the width of the screen, you might not see all of
322 it. Here are explanations of what the various status items mean
323 (though your configuration may not have all the status items listed
324 below):
326 %.lp
327 \blist{}
328 \item[\bb{Rank}]
329 Your character's name and professional ranking (based on the
330 experience level, see below).
331 %.lp
332 \item[\bb{Strength}]
333 A measure of your character's strength; one of your six basic
334 attributes. A human character's attributes can range from 3 to 18 inclusive;
335 non-humans may exceed these limits
336 (occasionally you may get super-strengths of the form 18/xx, and magic can
337 also cause attributes to exceed the normal limits). The
338 higher your strength, the stronger you are. Strength affects how
339 successfully you perform physical tasks, how much damage you do in
340 combat, and how much loot you can carry.
341 %.lp
342 \item[\bb{Dexterity}]
343 Dexterity affects your chances to hit in combat, to avoid traps, and
344 do other tasks requiring agility or manipulation of objects.
345 %.lp
346 \item[\bb{Constitution}]
347 Constitution affects your ability to recover from injuries and other
348 strains on your stamina.
349 When strength is low or modest, constitution also affects how much you
350 can carry. With sufficiently high strength, the contribution to
351 carrying capacity from your constitution no longer matters.
352 %.lp
353 \item[\bb{Intelligence}]
354 Intelligence affects your ability to cast spells and read spellbooks.
355 %.lp
356 \item[\bb{Wisdom}]
357 Wisdom comes from your practical experience (especially when dealing with
358 magic). It affects your magical energy.
359 %.lp
360 \item[\bb{Charisma}]
361 Charisma affects how certain creatures react toward you. In
362 particular, it can affect the prices shopkeepers offer you.
363 %.lp
364 \item[\bb{Alignment}]
366 {\it Lawful}, {\it Neutral\/} or {\it Chaotic}. Often, Lawful is
367 taken as good and Chaotic is evil, but legal and ethical do not always
368 coincide. Your alignment influences how other
369 monsters react toward you. Monsters of a like alignment are more likely
370 to be non-aggressive, while those of an opposing alignment are more likely
371 to be seriously offended at your presence.
372 %.lp
373 \item[\bb{Dungeon Level}]
374 How deep you are in the dungeon. You start at level one and the number
375 increases as you go deeper into the dungeon. Some levels are special,
376 and are identified by a name and not a number. The Amulet of Yendor is
377 reputed to be somewhere beneath the twentieth level.
378 %.lp
379 \item[\bb{Gold}]
380 The number of gold pieces you are openly carrying. Gold which you have
381 concealed in containers is not counted.
382 %.lp
383 \item[\bb{Hit Points}]
384 Your current and maximum hit points. Hit points indicate how much
385 damage you can take before you die. The more you get hit in a fight,
386 the lower they get. You can regain hit points by resting, or by using
387 certain magical items or spells. The number in parentheses is the maximum
388 number your hit points can reach.
389 %.lp
390 \item[\bb{Power}]
391 Spell points. This tells you how much mystic energy ({\it mana\/})
392 you have available for spell casting. Again, resting will regenerate the
393 amount available.
394 %.lp
395 \item[\bb{Armor Class}]
396 A measure of how effectively your armor stops blows from unfriendly
397 creatures. The lower this number is, the more effective the armor; it
398 is quite possible to have negative armor class.
399 %.lp
400 \item[\bb{Experience}]
401 Your current experience level and experience points. As you
402 adventure, you gain experience points. At certain experience point
403 totals, you gain an experience level. The more experienced you are,
404 the better you fight and withstand magical attacks. Many dungeons
405 show only your experience level here.
406 %.lp
407 \item[\bb{Time}]
408 The number of turns elapsed so far, displayed if you have the
409 {\it time\/} option set.
410 %.lp
411 \item[\bb{Status}]
412 Hunger:
413 your current hunger status.
414 Values are {\it Satiated}, {\it Not~Hungry\/} (or {\it Normal\/}),
415 {\it Hungry}, {\it Weak}, and {\it Fainting}.
416 %.\" not mentioned: Fainted
417 Not shown when {\it Normal}.
419 %.lp ""
420 Encumbrance:
421 an indication of how what you are carrying affects your ability to move.
422 Values are {\it Unencumbered}, {\it Encumbered}, {\it Stressed},
423 {\it Strained}, {\it Overtaxed}, and {\it Overloaded}.
424 Not shown when {\it Unencumbered}.
426 %.lp ""
427 Fatal~conditions:
428 {\it Stone\/} (aka {\it Petrifying}, turning to stone),
429 {\it Slime\/} (turning into green slime),
430 {\it Strngl\/} (being strangled),
431 {\it FoodPois\/} (suffering from acute food poisoning),
432 {\it TermIll\/} (suffering from a terminal illness).
434 %.lp ""
435 Non-fatal~conditions:
436 {\it Blind\/} (can't see), {\it Deaf\/} (can't hear),
437 {\it Stun\/} (stunned), {\it Conf\/} (confused), {\it Hallu\/} (hallucinating).
439 %.lp ""
440 Movement~modifiers:
441 {\it Lev\/} (levitating), {\it Fly\/} (flying), {\it Ride\/} (riding).
443 %.lp ""
444 Other conditions and modifiers exist, but there isn't enough room to
445 display them with the other status fields. The `{\tt \^{}X}' command shows
446 all relevant status conditions.
447 \elist
449 %.hn 2
450 \subsection*{The message line (top)}
452 %.pg
453 The top line of the screen is reserved for messages that describe
454 things that are impossible to represent visually. If you see a
455 ``{\tt --More--}'' on the top line, this means that {\it aNetHack\/} has
456 another message to display on the screen, but it wants to make certain
457 that you've read the one that is there first. To read the next message,
458 just press the space bar.
460 %.pg
461 To change how and what messages are shown on the message line,
462 see ``{\it Configuring Message Types\/}`` and the {\it verbose\/}
463 option.
465 %.hn 2
466 \subsection*{The map (rest of the screen)}
468 %.pg
469 The rest of the screen is the map of the level as you have explored it
470 so far. Each symbol on the screen represents something. You can set
471 various graphics
472 options to change some of the symbols the game uses; otherwise, the
473 game will use default symbols. Here is a list of what the default
474 symbols mean:
476 \blist{}
477 %.lp
478 \item[\tb{- {\rm and} |}]
479 The walls of a room, or an open door. Or a grave ({\tt |}).
480 %.lp
481 \item[\tb{.}]
482 The floor of a room, ice, or a doorless doorway.
483 %.lp
484 \item[\tb{\#}]
485 A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
486 your dungeon has sinks), or a drawbridge.
487 %.lp
488 \item[\tb{>}]
489 Stairs down: a way to the next level.
490 %.lp
491 \item[\tb{<}]
492 Stairs up: a way to the previous level.
493 %.lp
494 \item[\tb{+}]
495 A closed door, or a spellbook containing a spell you may be able to learn.
496 %.lp
497 \item[\tb{@}]
498 Your character or a human.
499 %.lp
500 \item[\tb{\$}]
501 A pile of gold.
502 %.lp
503 \item[\tb{\^}]
504 A trap (once you have detected it).
505 %.lp
506 \item[\tb{)}]
507 A weapon.
508 %.lp
509 \item[\tb{[}]
510 A suit or piece of armor.
511 %.lp
512 \item[\tb{\%}]
513 Something edible (not necessarily healthy).
514 %.lp
515 \item[\tb{?}]
516 A scroll.
517 %.lp
518 \item[\tb{/}]
519 A wand.
520 %.lp
521 \item[\tb{=}]
522 A ring.
523 %.lp
524 \item[\tb{!}]
525 A potion.
526 %.lp
527 \item[\tb{(}]
528 A useful item (pick-axe, key, lamp \ldots).
529 %.lp
530 \item[\tb{"}]
531 An amulet or a spider web.
532 %.lp
533 \item[\tb{*}]
534 A gem or rock (possibly valuable, possibly worthless).
535 %.lp
536 \item[\tb{\`}]
537 A boulder or statue.
538 %.lp
539 \item[\tb{0}]
540 An iron ball.
541 %.lp
542 \item[\tb{_}]
543 An altar, or an iron chain.
544 %.lp
545 \item[\tb{\{}]
546 A fountain.
547 %.lp
548 \item[\tb{\}}]
549 A pool of water or moat or a pool of lava.
550 %.lp
551 \item[\tb{$\backslash$}]
552 An opulent throne.
553 %.lp
554 \item[\tb{a-zA-Z {\rm \& other symbols}}]
555 Letters and certain other symbols represent the various inhabitants
556 of the Mazes of Menace. Watch out, they can be nasty and vicious.
557 Sometimes, however, they can be helpful.
558 %.lp
559 \item[\tb{I}]
560 This marks the last known location of an invisible or otherwise unseen
561 monster. Note that the monster could have moved.
562 The `{\tt F}' and `{\tt m}' commands may be useful here.
564 \elist
565 %.pg
566 You need not memorize all these symbols; you can ask the game what any
567 symbol represents with the `{\tt /}' command (see the next section for
568 more info).
570 %.hn 1
571 \section{Commands}
573 %.pg
574 Commands can initiated by typing one or two characters to which
575 the command is bound to, or typing the command name in the extended
576 commands entry. Some commands,
577 like ``{\tt search}'', do not require that any more information be collected
578 by {\it aNetHack\/}. Other commands might require additional information, for
579 example a direction, or an object to be used. For those commands that
580 require additional information, {\it aNetHack\/} will present you with either
581 a menu of choices, or with a command line prompt requesting information. Which
582 you are presented with will depend chiefly on how you have set the
583 `{\it menustyle\/}'
584 option.
586 %.pg
587 For example, a common question in the form ``{\tt What do you want to
588 use? [a-zA-Z\ ?*]}'', asks you to choose an object you are carrying.
589 Here, ``{\tt a-zA-Z}'' are the inventory letters of your possible choices.
590 Typing `{\tt ?}' gives you an inventory list of these items, so you can see
591 what each letter refers to. In this example, there is also a `{\tt *}'
592 indicating that you may choose an object not on the list, if you
593 wanted to use something unexpected. Typing a `{\tt *}' lists your entire
594 inventory, so you can see the inventory letters of every object you're
595 carrying. Finally, if you change your mind and decide you don't want
596 to do this command after all, you can press the `ESC' key to abort the
597 command.
599 %.pg
600 You can put a number before some commands to repeat them that many
601 times; for example, ``{\tt 10s}'' will search ten times. If you have the
602 {\it number\verb+_+pad\/}
603 option set, you must type `{\tt n}' to prefix a count, so the example above
604 would be typed ``{\tt n10s}'' instead. Commands for which counts make no
605 sense ignore them. In addition, movement commands can be prefixed for
606 greater control (see below). To cancel a count or a prefix, press the
607 `ESC' key.
609 %.pg
610 The list of commands is rather long, but it can be read at any time
611 during the game through the `{\tt ?}' command, which accesses a menu of
612 helpful texts. Here are the default key bindings for your reference:
614 \blist{}
615 %.lp
616 \item[\tb{?}]
617 Help menu: display one of several help texts available.
618 %.lp
619 \item[\tb{/}]
620 The {\tt whatis} command, to
621 tell what a symbol represents. You may choose to specify a location
622 or type a symbol (or even a whole word) to explain.
623 Specifying a location is done by moving the cursor to a particular spot
624 on the map and then pressing one of `{\tt .}', `{\tt ,}', `{\tt ;}',
625 or `{\tt :}'. `{\tt .}' will explain the symbol at the chosen location,
626 information, then let you pick another location;
627 conditionally check for ``{\tt More info?}'' depending upon whether the
628 `{\it help\/}'
629 option is on, and then you will be asked to pick another location;
630 `{\tt ,}' will explain the symbol but skip any additional
631 `{\tt ;}' will skip additional info and also not bother asking
632 you to choose another location to examine; `{\tt :}' will show additional
633 info, if any, without asking for confirmation. When picking a location,
634 pressing the {\tt ESC} key will terminate this command, or pressing `{\tt ?}'
635 will give a brief reminder about how it works.
637 %.lp ""
638 If the
639 {\it autodescribe\/}
640 option is on, a short description of what you see at each location is
641 shown as you move the cursor. Typing `{\tt \#}' while picking a location will
642 toggle that option on or off.
644 {\it whatis\verb+_+coord\/}
645 option controls whether the short description includes map coordinates.
647 %.lp ""
648 Specifying a name rather than a location
649 always gives any additional information available about that name.
651 %.lp ""
652 You may also request a description of nearby monsters,
653 all monsters currently displayed, nearby objects, or all objects.
655 {\it whatis\verb+_+coord\/}
656 option controls which format of map coordinate is included with their
657 descriptions.
658 %.lp
659 \item[\tb{\&}]
660 Tell what a command does.
661 %.lp
662 \item[\tb{<}]
663 Go up to the previous level (if you are on a staircase or ladder).
664 %.lp
665 \item[\tb{>}]
666 Go down to the next level (if you are on a staircase or ladder).
667 %.lp
668 \item[\tb{[yuhjklbn]}]
669 Go one step in the direction indicated (see Figure 2). If you sense
670 or remember
671 a monster there, you will fight the monster instead. Only these
672 one-step movement commands cause you to fight monsters; the others
673 (below) are ``safe.''
674 %.sd
675 \begin{center}
676 \begin{tabular}{cc}
677 \verb+ y k u + & \verb+ 7 8 9 +\\
678 \verb+ \ | / + & \verb+ \ | / +\\
679 \verb+ h- . -l + & \verb+ 4- . -6 +\\
680 \verb+ / | \ + & \verb+ / | \ +\\
681 \verb+ b j n + & \verb+ 1 2 3 +\\
682 & (if {\it number\verb+_+pad\/} set)
683 \end{tabular}
684 \end{center}
685 %.ed
686 \begin{center}
687 Figure 2
688 \end{center}
689 %.lp
690 \item[\tb{[YUHJKLBN]}]
691 Go in that direction until you hit a wall or run into something.
692 %.lp
693 \item[\tb{m[yuhjklbn]}]
694 Prefix: move without picking up objects or fighting (even if you remember
695 a monster there).\\
696 %.lp ""
697 A few non-movement commands use the `{\tt m}' prefix to request operating
698 via menu (to temporarily override the
699 {\it menustyle:Traditional\/}
700 option).
701 Primarily useful for `{\tt ,}' (pickup) when there is only one class of
702 objects present (where there won't be any ``what kinds of objects?'' prompt,
703 so no opportunity to answer `{\tt m}' at that prompt).\\
704 %.lp ""
705 A few other commands (eat food, offer sacrifice, apply tinning-kit) use
706 the `{\tt m}' prefix to skip checking for applicable objects on the floor
707 and go straight to checking inventory,
708 or (for ``{\tt \#loot}'' to remove a saddle),
709 skip containers and go straight to adjacent monsters. The prefix will
710 make ``{\tt \#travel}'' command show a menu of interesting targets in sight.
711 %.lp
712 \item[\tb{F[yuhjklbn]}]
713 Prefix: fight a monster (even if you only guess one is there).
714 %.lp
715 \item[\tb{M[yuhjklbn]}]
716 Prefix: Move far, no pickup.
717 %.lp
718 \item[\tb{g[yuhjklbn]}]
719 Prefix: Move until something interesting is found.
720 %.lp
721 \item[\tb{G[yuhjklbn] {\rm or} <CONTROL->[yuhjklbn]}]
722 Prefix: Same as `{\tt g}', but forking of corridors is not considered
723 interesting.
724 %.lp
725 \item[\tb{_}]
726 Travel to a map location via a shortest-path algorithm.\\
727 %.lp ""
728 The shortest path
729 is computed over map locations the hero knows about (e.g. seen or
730 previously traversed). If there is no known path, a guess is made instead.
731 Stops on most of
732 the same conditions as the `G' command, but without picking up
733 objects, similar to the `M' command. For ports with mouse
734 support, the command is also invoked when a mouse-click takes place on a
735 location other than the current position.
736 %.lp
737 \item[\tb{.}]
738 Rest, do nothing for one turn.
739 %.lp
740 \item[\tb{a}]
741 Apply (use) a tool (pick-axe, key, lamp \ldots).
742 %.lp
743 \item[\tb{A}]
744 Remove one or more worn items, such as armor.\\
745 %.lp ""
746 Use `{\tt T}' (take off) to take off only one piece of armor
747 or `{\tt R}' (remove) to take off only one accessory.
748 %.lp
749 \item[\tb{\^{}A}]
750 Redo the previous command.
751 %.lp
752 \item[\tb{c}]
753 Close a door.
754 %.lp
755 \item[\tb{C}]
756 Call (name) a monster, an individual object, or an object type.\\
757 %.lp ""
758 Same as extended command ``{\tt \#name}''.
759 %.lp
760 \item[\tb{\^{}C}]
761 Panic button. Quit the game.
762 %.lp
763 \item[\tb{d}]
764 Drop something.\\
765 {\tt d7a} --- drop seven items of object
766 {\it a}.
767 %.lp
768 \item[\tb{D}]
769 Drop several things.\\
770 %.lp ""
771 In answer to the question\\
772 ``{\tt What kinds of things do you want to drop? [!\%= BUCXaium]}''\\
773 you should type zero or more object symbols possibly followed by
774 `{\tt a}' and/or `{\tt i}' and/or `{\tt u}' and/or `{\tt m}'.
775 In addition, one or more of
776 the bless\-ed/\-un\-curs\-ed/\-curs\-ed groups may be typed.\\
777 %.sd
778 %.si
779 {\tt DB} --- drop all objects known to be blessed.\\
780 {\tt DU} --- drop all objects known to be uncursed.\\
781 {\tt DC} --- drop all objects known to be cursed.\\
782 {\tt DX} --- drop all objects of unknown B/U/C status.\\
783 {\tt Da} --- drop all objects, without asking for confirmation.\\
784 {\tt Di} --- examine your inventory before dropping anything.\\
785 {\tt Du} --- drop only unpaid objects (when in a shop).\\
786 {\tt Dm} --- use a menu to pick which object(s) to drop.\\
787 {\tt D\%u} --- drop only unpaid food.
788 %.ei
789 %.ed
790 %.lp
791 \item[\tb{\^{}D}]
792 Kick something (usually a door).
793 %.lp
794 \item[\tb{e}]
795 Eat food.\\
796 %.lp ""
797 Normally checks for edible item(s) on the floor, then if none are found
798 or none are chosen, checks for edible item(s) in inventory.
799 Precede `{\tt e}' with the `{\tt m}' prefix to bypass attempting to eat
800 anything off the floor.
801 %.lp
802 % Make sure Elbereth is not hyphenated below, the exact spelling matters.
803 % (Only specified here to parallel Guidebook.mn; use of \tt font implicity
804 % prevents automatic hyphenation in TeX and LaTeX.)
805 \hyphenation{Elbereth} %override the deduced syllable breaks
806 \item[\tb{E}]
807 Engrave a message on the floor.\\
808 %.sd
809 %.si
810 {\tt E-} --- write in the dust with your fingers.\\
811 %.ei
812 %.ed
813 %.lp ""
814 Engraving the word ``{\tt Elbereth}'' will cause most monsters to not attack
815 you hand-to-hand (but if you attack, you will rub it out); this is
816 often useful to give yourself a breather. (This feature may be compiled out
817 of the game, so your version might not have it.)
818 %.lp
819 \item[\tb{f}]
820 Fire one of the objects placed in your quiver (or quiver sack, or that you
821 have at the ready). You may select
822 ammunition with a previous `{\tt Q}' command, or let the computer pick
823 something appropriate if {\it autoquiver\/} is true.
824 %.lp
825 \item[\tb{i}]
826 List your inventory (everything you're carrying).
827 %.lp
828 \item[\tb{I}]
829 List selected parts of your inventory, usually be specifying the character
830 for a particular set of objects, like `{\tt [}' for armor or `{\tt !}'
831 for potions.\\
832 %.sd
833 %.si
834 {\tt I*} --- list all gems in inventory;\\
835 {\tt Iu} --- list all unpaid items;\\
836 {\tt Ix} --- list all used up items that are on your shopping bill;\\
837 {\tt IB} --- list all items known to be blessed;\\
838 {\tt IU} --- list all items known to be uncursed;\\
839 {\tt IC} --- list all items known to be cursed;\\
840 {\tt IX} --- list all items whose bless/curse status is unknown;\\
841 {\tt I\$} --- count your money.
842 %.ei
843 %.ed
844 %.lp
845 \item[\tb{o}]
846 Open a door.
847 %.lp
848 \item[\tb{O}]
849 Set options.\\
850 %.lp ""
851 A menu showing the current option values will be
852 displayed. You can change most values simply by selecting the menu
853 entry for the given option (ie, by typing its letter or clicking upon
854 it, depending on your user interface). For the non-boolean choices,
855 a further menu or prompt will appear once you've closed this menu.
856 The available options
857 are listed later in this Guidebook. Options are usually set before the
858 game rather than with the `{\tt O}' command; see the section on options below.
859 %.lp
860 \item[\tb{\^{}O}]
861 Show overview or show dungeon layout\\
862 %.lp ""
863 In normal play and in explore mode, a shortcut for the ``{\tt \#overview}''
864 extended command to list interesting dungeon levels visited.\\
865 %.lp ""
866 In debug mode, an extra command which lists the placement of all special
867 levels.
868 %.lp
869 \item[\tb{p}]
870 Pay your shopping bill.
871 %.lp
872 \item[\tb{P}]
873 Put on an accessory (ring, amulet, blindfold).\\
874 %.lp ""
875 This command may also be used to wear armor. The prompt for
876 which inventory item to use will only list accessories, but choosing
877 an unlisted item of armor will attempt to wear it.
878 (See the `{\tt W}' command below. It lists armor as the inventory
879 choices but will accept an accessory and attempt to put that on.)
880 %.lp
881 \item[\tb{\^{}P}]
882 Repeat previous message.\\
883 %.lp ""
884 Subsequent {\tt \^{}P}'s repeat earlier messages.
885 The behavior can be varied via the {\it msg\verb+_+window\/} option.
886 %.lp
887 \item[\tb{q}]
888 Quaff (drink) something (potion, water, etc).
889 %.lp
890 \item[\tb{Q}]
891 Select an object for your quiver, quiver sack, or just generally at
892 the ready (only one of these is available at a time). You can then throw
893 this (or one of these) using
894 the `f' command.\\
895 %.lp ""
896 (In versions prior to 3.3 this was the command to quit
897 the game, which has been moved to ``{\tt \#quit}''.)
898 %.lp
899 \item[\tb{r}]
900 Read a scroll or spellbook.
901 %.lp
902 \item[\tb{R}]
903 Remove a worn accessory (ring, amulet, or blindfold).\\
904 %.lp ""
905 If you're wearing more than one, you'll be prompted for which one to
906 remove. When you're only wearing one, then by default it will be removed
907 without asking, but you can set the
908 {\it paranoid\verb+_+confirmation\/}
909 option to require a prompt.\\
910 %.lp ""
911 This command may also be used to take off armor. The prompt for which
912 inventory item to remove only lists worn accessories, but an item of
913 worn armor can be chosen.
914 (See the `{\tt T}' command below. It lists armor as the inventory
915 choices but will accept an accessory and attempt to remove it.)
916 %.lp
917 \item[\tb{\^{}R}]
918 Redraw the screen.
919 %.lp
920 \item[\tb{s}]
921 Search for secret doors and traps around you. It usually takes several
922 tries to find something.
923 %.lp
924 \item[\tb{S}]
925 Save (and suspend) the game. The game will be restored automatically the
926 next time you play.
927 %.lp
928 \item[\tb{t}]
929 Throw an object or shoot a projectile.
930 %.lp
931 \item[\tb{T}]
932 Take off armor.\\
933 %.lp ""
934 If you're wearing more than one piece, you'll be prompted for which
935 one to take off. (Note that this treats a cloak covering a suit
936 and/or a shirt, or a suit covering a shirt, as if the underlying items
937 weren't there.)
938 When you're only wearing one, then by default it will
939 be taken off without asking, but you can set the
940 {\it paranoid\verb+_+confirmation\/}
941 option to require a prompt.\\
942 %.lp ""
943 This command may also be used to remove accessories. The prompt
944 for which inventory item to take off only lists worn armor, but a worn
945 accessory can be chosen.
946 (See the `{\tt R}' command above. It lists accessories as the inventory
947 choices but will accept an item of armor and attempt to take it off.)
948 %.lp
949 \item[\tb{\^{}T}]
950 Teleport, if you have the ability.
951 %.lp
952 \item[\tb{v}]
953 Display version number.
954 %.lp
955 \item[\tb{V}]
956 Display the game history.
957 %.lp
958 \item[\tb{w}]
959 Wield weapon.\\
960 %.sd
961 %.si
962 {\tt w-} --- wield nothing, use your bare hands.\\
963 %.ei
964 %.ed
965 Some characters can wield two weapons at once; use the `{\tt X}' command
966 (or the ``{\tt \#twoweapon}'' extended command) to do so.
967 %.lp
968 \item[\tb{W}]
969 Wear armor.\\
970 %.lp ""
971 This command may also be used to put on an accessory (ring, amulet, or
972 blindfold). The prompt for which inventory item to use will only list
973 armor, but choosing an unlisted accessory will attempt to put it on.
974 (See the `{\tt P}' command above. It lists accessories as the inventory
975 choices but will accept an item of armor and attempt to wear it.)
976 %.lp
977 \item[\tb{x}]
978 Exchange your wielded weapon with the item in your alternate weapon slot.\\
979 %.lp ""
980 The latter is used as your secondary weapon when engaging in
981 two-weapon combat. Note that if one of these slots is empty,
982 the exchange still takes place.
983 %.lp
984 \item[\tb{X}]
985 Toggle two-weapon combat, if your character can do it. Also available
986 via the ``{\tt \#twoweapon}'' extended command.\\
987 %.lp ""
989 (In versions prior to 3.6 this was the command to switch from normal
990 play to ``explore mode'', also known as ``discovery mode'', which has now
991 been moved to ``{\tt \#exploremode}''.)
992 %.lp
993 \item[\tb{\^{}X}]
994 Display basic information about your character.\\
995 %.lp ""
996 Displays name, role, race, gender (unless role name makes that
997 redundant, such as {\tt Caveman} or {\tt Priestess}), and alignment,
998 along with your patron deity and his or her opposition. It also
999 shows most of the various items of information from the status line(s)
1000 in a less terse form, including several additional things which don't
1001 appear in the normal status display due to space considerations.
1002 %.lp
1003 \item[\tb{z}]
1004 Zap a wand.\\
1005 %.sd
1006 %.si
1007 {\tt z.} --- to aim at yourself, use `{\tt .}' for the direction.
1008 %.ei
1009 %.ed
1010 %.lp
1011 \item[\tb{Z}]
1012 Zap (cast) a spell.\\
1013 %.sd
1014 %.si
1015 {\tt Z.} --- to aim at yourself, use `{\tt .}' for the direction.
1016 %.ei
1017 %.ed
1018 %.lp
1019 \item[\tb{\^{}Z}]
1020 Suspend the game (UNIX versions with job control only).
1021 %.lp
1022 \item[\tb{:}]
1023 Look at what is here.
1024 %.lp
1025 \item[\tb{;}]
1026 Show what type of thing a visible symbol corresponds to.
1027 %.lp
1028 \item[\tb{,}]
1029 Pick up some things.\\
1030 %.lp ""
1031 May be preceded by `{\tt m}' to force a selection menu.
1032 %.lp
1033 \item[\tb{@}]
1034 Toggle the {\it autopickup\/} option on and off.
1035 %.lp
1036 \item[\tb{\^{}}]
1037 Ask for the type of a trap you found earlier.
1038 %.lp
1039 \item[\tb{)}]
1040 Tell what weapon you are wielding.
1041 %.lp
1042 \item[\tb{[}]
1043 Tell what armor you are wearing.
1044 %.lp
1045 \item[\tb{=}]
1046 Tell what rings you are wearing.
1047 %.lp
1048 \item[\tb{"}]
1049 Tell what amulet you are wearing.
1050 %.lp
1051 \item[\tb{(}]
1052 Tell what tools you are using.
1053 %.lp
1054 \item[\tb{*}]
1055 Tell what equipment you are using.\\
1056 %.lp ""
1057 Combines the preceding five type-specific
1058 commands into one.
1059 %.lp
1060 \item[\tb{\$}]
1061 Count your gold pieces.
1062 %.lp
1063 \item[\tb{+}]
1064 List the spells you know.\\
1065 %.lp ""
1066 Using this command, you can also rearrange
1067 the order in which your spells are listed, either by sorting the entire
1068 list or by picking one spell from the menu then picking another to swap
1069 places with it. Swapping pairs of spells changes their casting letters,
1070 so the change lasts after the current `{\tt +}' command finishes. Sorting
1071 the whole list is temporary. To make the most recent sort order persist
1072 beyond the current `{\tt +}' command, choose the sort option again and then
1073 pick ``reassign casting letters''. (Any spells learned after that will
1074 be added to the end of the list rather than be inserted into the sorted
1075 ordering.)
1076 %.lp
1077 \item[\tb{$\backslash$}]
1078 Show what types of objects have been discovered.
1079 %.lp
1080 \item[\tb{\`}]
1081 Show discovered types for one class of objects.
1082 %.lp
1083 \item[\tb{!}]
1084 Escape to a shell.
1085 %.lp
1086 \item[\tb{\#}]
1087 Perform an extended command.\\
1088 %.lp ""
1089 As you can see, the authors of {\it aNetHack\/}
1090 used up all the letters, so this is a way to introduce the less frequently
1091 used commands.
1092 What extended commands are available depends on what features
1093 the game was compiled with.
1094 %.lp
1095 \item[\tb{\#adjust}]
1096 Adjust inventory letters (most useful when the
1097 {\it fixinv\/}
1098 option is ``on''). Autocompletes. Default key is '{\tt M-a}'.\\
1099 %.lp ""
1100 This command allows you to move an item from one particular inventory
1101 slot to another so that it has a letter which is more meaningful for you
1102 or that it will appear in a particular location when inventory listings
1103 are displayed.
1104 ``{\tt \#adjust}'' can also be used to split a stack of objects; when
1105 choosing the item to adjust, enter a count prior to its letter.
1106 %.lp
1107 \item[\tb{\#annotate}]
1108 Allows you to specify one line of text to associate with the current
1109 dungeon level. All levels with annotations are displayed by the
1110 ``{\tt \#overview}'' command. Autocompletes. Default key is '{\tt M-A}',
1111 and '{\tt \^{}N}' if {\it number\verb+_+pad\/} is on.
1112 %.lp
1113 \item[\tb{\#apply}]
1114 Apply (use) a tool such as a pick-axe, a key, or a lamp.
1115 Default key is '{\tt a}'.
1116 If the tool used acts on items on the floor, using the `{\tt m}' prefix
1117 skips those items.
1118 %.lp
1119 \item[\tb{\#attributes}]
1120 Show your attributes. Default key is '{\tt \^{}X}'.\\
1121 %.lp
1122 \item[\tb{\#autopickup}]
1123 Toggle the {\it autopickup\/} -option. Default key is '{\tt @}'.\\
1124 %.lp
1125 \item[\tb{\#call}]
1126 Call (name) a monster, or a object in inventory, on the floor,
1127 or in the discoveries list, or add an annotation for the
1128 current level (same as ``{\tt \#annotate}''). Default key is '{\tt C}'.
1129 %.lp
1130 \item[\tb{\#cast}]
1131 Cast a spell. Default key is '{\tt Z}'.\\
1132 %.lp
1133 \item[\tb{\#chat}]
1134 Talk to someone. Default key is '{\tt M-c}'.\\
1135 %.lp
1136 \item[\tb{\#close}]
1137 Close a door. Default key is '{\tt c}'.\\
1138 %.lp
1139 \item[\tb{\#conduct}]
1140 List voluntary challenges you have maintained. Autocompletes.
1141 Default key is '{\tt M-C}'.\\
1142 %.lp ""
1143 See the section below entitled ``Conduct'' for details.
1144 %.lp
1145 \item[\tb{\#dip}]
1146 Dip an object into something. Autocompletes. Default key is '{\tt M-d}'.
1147 %.lp
1148 \item[\tb{\#down}]
1149 Go down a staircase. Default key is '{\tt >}'.
1150 %.lp
1151 \item[\tb{\#drop}]
1152 Drop an item. Default key is '{\tt d}'.
1153 %.lp
1154 \item[\tb{\#droptype}]
1155 Drop specific item types. Default key is '{\tt D}'.
1156 %.lp
1157 \item[\tb{\#eat}]
1158 Eat something. Default key is '{\tt e}'.
1159 The `{\tt m}' prefix skips eating items on the floor.
1160 %.lp
1161 \item[\tb{\#engrave}]
1162 Engrave writing on the floor. Default key is '{\tt E}'.
1163 %.lp
1164 \item[\tb{\#enhance}]
1165 Advance or check weapon and spell skills. Autocompletes.
1166 Default key is '{\tt M-e}'.
1167 %.lp
1168 \item[\tb{\#exploremode}]
1169 Enter the explore mode.
1170 %.lp
1171 \item[\tb{\#fire}]
1172 Fire ammunition from quiver. Default key is '{\tt f}'.
1173 %.lp
1174 \item[\tb{\#force}]
1175 Force a lock. Autocompletes. Default key is '{\tt M-f}'.
1176 %.lp
1177 \item[\tb{\#glance}]
1178 Show what type of thing a map symbol corresponds to. Default key is '{\tt ;}'.
1179 %.lp
1180 \item[\tb{\#help}]
1181 Show the help menu. Default key is '{\tt ?}', and '{\tt h}' if {\it number\verb+_+pad\/} is on.
1182 %.lp
1183 \item[\tb{\#history}]
1184 Show long version and game history. Default key is '{\tt V}'.
1185 %.lp
1186 \item[\tb{\#inventory}]
1187 Show your inventory. Default key is '{\tt i}'.
1188 %.lp
1189 \item[\tb{\#inventtype}]
1190 Inventory specific item types. Default key is '{\tt I}'.
1191 %.lp
1192 \item[\tb{\#invoke}]
1193 Invoke an object's special powers. Autocompletes. Default key is '{\tt M-i}'.
1194 %.lp
1195 \item[\tb{\#jump}]
1196 Jump to another location. Autocompletes. Default key is '{\tt M-j}', and '{\tt j}' if {\it number\verb+_+pad\/} is on.
1197 %.lp
1198 \item[\tb{\#kick}]
1199 Kick something. Default key is '{\tt \^{}D}', and '{\tt k}' if {\it number\verb+_+pad\/} is on.
1200 %.lp
1201 \item[\tb{\#known}]
1202 Show what object types have been discovered. Default key is '{\tt $\backslash$}'.
1203 %.lp
1204 \item[\tb{\#knownclass}]
1205 Show discovered types for one class of objects. Default key is '{\tt `}'.
1206 %.lp
1207 \item[\tb{\#levelchange}]
1208 Change your experience level. Autocompletes. Wizard-mode only.
1209 %.lp
1210 \item[\tb{\#lightsources}]
1211 Show mobile light sources. Autocompletes. Wizard-mode only.
1212 %.lp
1213 \item[\tb{\#look}]
1214 Look at what is here, under you. Default key is '{\tt :}'.
1215 %.lp
1216 \item[\tb{\#loot}]
1217 Loot a box or bag on the floor beneath you, or the saddle
1218 from a steed standing next to you. Autocompletes.
1219 Default key is '{\tt M-l}', and '{\tt l}' if {\it number\verb+_+pad\/} is on.
1220 Precede with the `{\tt m}' prefix to skip containers at your location
1221 and go directly to removing a saddle.
1222 %.lp
1223 \item[\tb{\#monpolycontrol}]
1224 Control monster polymorphs. Autocompletes. Wizard-mode only.
1225 %.lp
1226 \item[\tb{\#monster}]
1227 Use a monster's special ability (when polymorphed into monster form).
1228 Autocompletes. Default key is '{\tt M-m}'.
1229 %.lp
1230 \item[\tb{\#name}]
1231 Name a monster, an individual object, or a type of object. Same as `{\tt \#call}'.
1232 Autocompletes. Default keys are '{\tt N}', '{\tt M-n}', and '{\tt M-N}'.
1233 %.lp
1234 \item[\tb{\#offer}]
1235 Offer a sacrifice to the gods. Autocompletes. Default key is '{\tt M-o}'.\\
1236 The `{\tt m}' prefix skips offering items on the altar.
1237 %.lp ""
1238 You'll need to find an altar to have any chance at success.
1239 Corpses of recently killed monsters are the fodder of choice.
1240 %.lp
1241 \item[\tb{\#open}]
1242 Open a door. Default key is '{\tt o}'.
1243 %.lp
1244 \item[\tb{\#options}]
1245 Show and change option settings. Default key is '{\tt O}'.
1246 %.lp
1247 \item[\tb{\#overview}]
1248 Display information you've discovered about the dungeon. Any visited
1249 level (unless forgotten due to amnesia) with an annotation is included,
1250 and many things (altars, thrones, fountains, and so on; extra stairs
1251 leading to another dungeon branch) trigger an automatic annotation.
1252 If dungeon overview is chosen during end-of-game disclosure, every visited
1253 level will be included regardless of annotations. Autocompletes.
1254 Default keys are '{\tt \^{}O}', and '{\tt M-O}'.
1255 %.lp
1256 \item[\tb{\#panic}]
1257 Test the panic routine. Autocompletes. Wizard-mode only.
1258 %.lp
1259 \item[\tb{\#pay}]
1260 Pay your shopping bill. Default key is '{\tt p}'.
1261 %.lp
1262 \item[\tb{\#pickup}]
1263 Pick up things at the current location. Default key is '{\tt ,}'.
1264 The `{\tt m}' prefix forces use of a menu.
1265 %.lp
1266 \item[\tb{\#polyself}]
1267 Polymorph self. Autocompletes. Wizard-mode only.
1268 %.lp
1269 \item[\tb{\#pray}]
1270 Pray to the gods for help. Autocompletes. Default key is '{\tt M-p}'.\\
1271 %.lp ""
1272 Praying too soon after receiving prior help is a bad idea.
1273 (Hint: entering the dungeon alive is treated as having received help.
1274 You probably shouldn't start off a new game by praying right away.)
1275 Since using this command by accident can cause trouble, there is an
1276 option to make you confirm your intent before praying. It is enabled
1277 by default, and you can reset the
1278 {\it paranoid\verb+_+confirmation\/}
1279 option to disable it.
1280 %.lp
1281 \item[\tb{\#prevmsg}]
1282 Show previously displayed game messages. Default key is '{\tt \^{}P}'.
1283 %.lp
1284 \item[\tb{\#puton}]
1285 Put on an accessory (ring, amulet, etc). Default key is '{\tt P}'.
1286 %.lp
1287 \item[\tb{\#quaff}]
1288 Quaff (drink) something. Default key is '{\tt q}'.
1289 %.lp
1290 \item[\tb{\#quit}]
1291 Quit the program without saving your game. Autocompletes.
1292 Default key is '{\tt M-q}'.
1293 %.lp ""
1294 Since using this command by accident would throw away the current game,
1295 you are asked to confirm your intent before quitting. By default a
1296 response of `{\tt y}' acknowledges that intent. You can set the
1297 {\it paranoid\verb+_+confirmation\/}
1298 option to require a response of ``{\tt yes}'' instead.
1299 %.lp
1300 \item[\tb{\#quiver}]
1301 Select ammunition for quiver. Default key is '{\tt Q}'.
1302 %.lp
1303 \item[\tb{\#read}]
1304 Read a scroll, a spellbook, or something else. Default key is '{\tt r}'.
1305 %.lp
1306 \item[\tb{\#redraw}]
1307 Redraw the screen. Default key is '{\tt \^{}R}', and '{\tt \^{}L}' if {\it number\verb+_+pad\/} is on.
1308 %.lp
1309 \item[\tb{\#remove}]
1310 Remove an accessory (ring, amulet, etc). Default key is '{\tt R}'.
1311 %.lp
1312 \item[\tb{\#ride}]
1313 Ride (or stop riding) a saddled creature. Autocompletes.
1314 Default key is '{\tt M-R}'.
1315 %.lp
1316 \item[\tb{\#rub}]
1317 Rub a lamp or a stone. Autocompletes. Default key is '{\tt M-r}'.
1318 %.lp
1319 \item[\tb{\#save}]
1320 Save the game. Default key is '{\tt S}'.
1321 %.lp
1322 \item[\tb{\#search}]
1323 Search for traps and secret doors around you. Default key is '{\tt s}'.
1324 %.lp
1325 \item[\tb{\#seeall}]
1326 Show all equipment in use. Default key is '{\tt *}'.
1327 %.lp
1328 \item[\tb{\#seeamulet}]
1329 Show the amulet currently worn. Default key is '{\tt "}'.
1330 %.lp
1331 \item[\tb{\#seearmor}]
1332 Show the armor currently worn. Default key is '{\tt [}'.
1333 %.lp
1334 \item[\tb{\#seegold}]
1335 Count your gold. Default key is '{\tt \$}'.
1336 %.lp
1337 \item[\tb{\#seenv}]
1338 Show seen vectors. Autocompletes. Wizard-mode only.
1339 %.lp
1340 \item[\tb{\#seerings}]
1341 Show the ring(s) currently worn. Default key is '{\tt =}'.
1342 %.lp
1343 \item[\tb{\#seespells}]
1344 List and reorder known spells. Default key is '{\tt +}'.
1345 %.lp
1346 \item[\tb{\#seetools}]
1347 Show the tools currently in use. Default key is '{\tt (}'.
1348 %.lp
1349 \item[\tb{\#seetrap}]
1350 Show the type of a trap near you. Default key is '{\tt \^{}}'.
1351 %.lp
1352 \item[\tb{\#seeweapon}]
1353 Show the weapon currently wielded. Default key is '{\tt )}'.
1354 %.lp
1355 \item[\tb{\#shell}]
1356 Do a shell escape. Default key is '{\tt !}'.
1357 %.lp
1358 \item[\tb{\#sit}]
1359 Sit down. Autocompletes. Default key is '{\tt M-s}'.
1360 %.lp
1361 \item[\tb{\#stats}]
1362 Show memory statistics. Autocompletes. Wizard-mode only.
1363 %.lp
1364 \item[\tb{\#suspend}]
1365 Suspend the game. Default key is '{\tt \^{}Z}'.
1366 %.lp
1367 \item[\tb{\#swap}]
1368 Swap wielded and secondary weapons. Default key is '{\tt x}'.
1369 %.lp
1370 \item[\tb{\#takeoff}]
1371 Take off one piece of armor. Default key is '{\tt T}'.
1372 %.lp
1373 \item[\tb{\#takeoffall}]
1374 Remove all armor. Default key is '{\tt A}'.
1375 %.lp
1376 \item[\tb{\#teleport}]
1377 Teleport around the level. Default key is '{\tt \^{}T}'.
1378 %.lp
1379 \item[\tb{\#terrain}]
1380 Show bare map without displaying monsters, objects, or traps.
1381 Autocompletes.
1382 %.lp
1383 \item[\tb{\#throw}]
1384 Throw something. Default key is '{\tt t}'.
1385 %.lp
1386 \item[\tb{\#timeout}]
1387 Look at the timeout queue. Autocompletes. Wizard-mode only.
1388 %.lp
1389 \item[\tb{\#tip}]
1390 Tip over a container (bag or box) to pour out its contents.
1391 Autocompletes. Default key is '{\tt M-T}'.
1392 The `{\tt m}' prefix makes the command use a menu.
1393 %.lp
1394 \item[\tb{\#travel}]
1395 Travel to a specific location on the map. Default key is '{\tt _}'.
1396 Using the ``request menu'' prefix shows a menu of interesting targets in sight
1397 without asking to move the cursor.
1398 %.lp
1399 \item[\tb{\#turn}]
1400 Turn undead away. Autocompletes. Default key is '{\tt M-t}'.
1401 %.lp
1402 \item[\tb{\#twoweapon}]
1403 Toggle two-weapon combat on or off. Autocompletes. Default keys are '{\tt X}',
1404 and '{\tt M-2}'.
1405 %.lp ""
1406 Note that you must
1407 use suitable weapons for this type of combat, or it will
1408 be automatically turned off.
1409 %.lp
1410 \item[\tb{\#untrap}]
1411 Untrap something (trap, door, or chest). Default key is '{\tt M-u}', and '{\tt u}' if {\it number\verb+_+pad\/} is on.
1412 %.lp ""
1413 In some circumstancs it can also be used to rescue trapped monsters.
1414 %.lp
1415 \item[\tb{\#up}]
1416 Go up a staircase. Default key is '{\tt <}'.
1417 %.lp
1418 \item[\tb{\#vanquished}]
1419 List vanquished monsters. Autocompletes. Wizard-mode only.
1420 %.lp
1421 \item[\tb{\#version}]
1422 Print compile time options for this version of {\it aNetHack}.
1423 Autocompletes. Default key is '{\tt M-v}'.
1424 %.lp
1425 \item[\tb{\#versionshort}]
1426 Show version string. Default key is '{\tt v}'.
1427 %.lp
1428 \item[\tb{\#vision}]
1429 Show vision array. Autocompletes. Wizard-mode only.
1430 %.lp
1431 \item[\tb{\#wait}]
1432 Rest one move while doing nothing. Default key is '{\tt .}', and '{\tt{ }}' if {\it rest\verb+_+on\verb+_+space\/} is on.
1433 %.lp
1434 \item[\tb{\#wear}]
1435 Wear a piece of armor. Default key is '{\tt W}'.
1436 %.lp
1437 \item[\tb{\#whatdoes}]
1438 Tell what a key does. Default key is '{\tt \&}'.
1439 %.lp
1440 \item[\tb{\#whatis}]
1441 Show what type of thing a symbol corresponds to. Default key is '{\tt /}'.
1442 %.lp
1443 \item[\tb{\#wield}]
1444 Wield a weapon. Default key is '{\tt w}'.
1445 %.lp
1446 \item[\tb{\#wipe}]
1447 Wipe off your face. Autocompletes. Default key is '{\tt M-w}'.
1448 %.lp
1449 \item[\tb{\#wizdebug\verb+_+bury}]
1450 Bury objects under and around you. Autocompletes. Wizard-mode only.
1451 %.lp
1452 \item[\tb{\#wizdebug\verb+_+traveldisplay}]
1453 Toggle travel display. Autocompletes. Wizard-mode only.
1454 %.lp
1455 \item[\tb{\#wizdetect}]
1456 Search a room. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}E}'.
1457 %.lp
1458 \item[\tb{\#wizgenesis}]
1459 Create a monster. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}G}'.
1460 %.lp
1461 \item[\tb{\#wizidentify}]
1462 Identify all items in inventory. Autocompletes. Wizard-mode only.
1463 Default key is '{\tt \^{}I}'.
1464 %.lp
1465 \item[\tb{\#wizintrinsic}]
1466 Set intrinsic. Autocompletes. Wizard-mode only.
1467 %.lp
1468 \item[\tb{\#wizlevelport}]
1469 Teleport to another level. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}V}'.
1470 %.lp
1471 \item[\tb{\#wizmap}]
1472 Map the level. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}F}'.
1473 %.lp
1474 \item[\tb{\#wizrumorcheck}]
1475 Verify rumor boundaries. Autocompletes. Wizard-mode only.
1476 %.lp
1477 \item[\tb{\#wizsmell}]
1478 Smell monster. Autocompletes. Wizard-mode only.
1479 %.lp
1480 \item[\tb{\#wizwhere}]
1481 Show locations of special levels. Autocompletes. Wizard-mode only.
1482 %.lp
1483 \item[\tb{\#wizwish}]
1484 Wish for something. Autocompletes. Wizard-mode only. Default key is '{\tt \^{}W}'.
1485 %.lp
1486 \item[\tb{\#wmode}]
1487 Show wall modes. Autocompletes. Wizard-mode only.
1488 %.lp
1489 \item[\tb{\#zap}]
1490 Zap a wand. Default key is '{\tt z}'.
1491 %.lp
1492 \item[\tb{\#?}]
1493 Help menu: get the list of available extended commands.
1494 \elist
1496 %.pg
1497 \nd If your keyboard has a meta key (which, when pressed in combination
1498 with another key, modifies it by setting the `meta' [8th, or `high']
1499 bit), you can invoke many extended commands by meta-ing the first
1500 letter of the command.
1501 In {\it NT, OS/2, PC\/ {\rm and} ST aNetHack},
1502 the `Alt' key can be used in this fashion;
1503 on the {\it Amiga\/}, set the {\it altmeta\/} option to get this behavior.
1504 On other systems, if typing `Alt' plus another key transmits a
1505 two character sequence consisting of an {\tt Escape}
1506 followed by the other key, you may set the {\it altmeta\/}
1507 option to have anethack combine them into meta\+key.
1508 \blist{}
1509 %.lp
1510 \item[\tb{M-?}]
1511 {\tt\#?} (not supported by all platforms)
1512 %.lp
1513 \item[\tb{M-2}]
1514 {\tt\#twoweapon} (unless the {\it number\verb+_+pad\/} option is enabled)
1515 %.lp
1516 \item[\tb{M-a}]
1517 {\tt\#adjust}
1518 %.lp
1519 \item[\tb{M-A}]
1520 {\tt\#annotate}
1521 %.lp
1522 \item[\tb{M-c}]
1523 {\tt\#chat}
1524 %.lp
1525 \item[\tb{M-C}]
1526 {\tt\#conduct}
1527 %.lp
1528 \item[\tb{M-d}]
1529 {\tt\#dip}
1530 %.lp
1531 \item[\tb{M-e}]
1532 {\tt\#enhance}
1533 %.lp
1534 \item[\tb{M-f}]
1535 {\tt\#force}
1536 %.lp
1537 \item[\tb{M-i}]
1538 {\tt\#invoke}
1539 %.lp
1540 \item[\tb{M-j}]
1541 {\tt\#jump}
1542 %.lp
1543 \item[\tb{M-l}]
1544 {\tt\#loot}
1545 %.lp
1546 \item[\tb{M-m}]
1547 {\tt\#monster}
1548 %.lp
1549 \item[\tb{M-n}]
1550 {\tt\#name}
1551 %.lp
1552 \item[\tb{M-o}]
1553 {\tt\#offer}
1554 %.lp
1555 \item[\tb{M-O}]
1556 {\tt\#overview}
1557 %.lp
1558 \item[\tb{M-p}]
1559 {\tt\#pray}
1560 %.Ip
1561 \item[\tb{M-q}]
1562 {\tt\#quit}
1563 %.lp
1564 \item[\tb{M-r}]
1565 {\tt\#rub}
1566 %.lp
1567 \item[\tb{M-R}]
1568 {\tt\#ride}
1569 %.lp
1570 \item[\tb{M-s}]
1571 {\tt\#sit}
1572 %.lp
1573 \item[\tb{M-t}]
1574 {\tt\#turn}
1575 %.lp
1576 \item[\tb{M-T}]
1577 {\tt\#tip}
1578 %.lp
1579 \item[\tb{M-u}]
1580 {\tt\#untrap}
1581 %.lp
1582 \item[\tb{M-v}]
1583 {\tt\#version}
1584 %.lp
1585 \item[\tb{M-w}]
1586 {\tt\#wipe}
1587 \elist
1589 %.pg
1590 \nd If the {\it number\verb+_+pad\/} option is on, some additional letter commands
1591 are available:
1592 \blist{}
1593 %.lp
1594 \item[\tb{h}]
1595 Help menu: display one of several help texts available, like ``{\tt ?}''.
1596 %.lp
1597 \item[\tb{j}]
1598 Jump to another location. Same as ``{\tt \#jump}'' or ``{\tt M-j}''.
1599 %.lp
1600 \item[\tb{k}]
1601 Kick something (usually a door). Same as `{\tt \^{}D}'.
1602 %.lp
1603 \item[\tb{l}]
1604 Loot a box or bag on the floor beneath you, or the saddle
1605 from a steed standing next to you. Same as ``{\tt \#loot}'' or ``{\tt M-l}''.
1606 %.lp
1607 \item[\tb{N}]
1608 Name an object or type of object. Same as ``{\tt \#name}'' or ``{\tt M-n}''.
1609 Name a monster, an individual object, or a type of object. Same
1610 as ``{\tt \#name}'' (or ``{\tt M-n}'') which is the same as the `{\tt C}'
1611 command.
1612 %.lp
1613 \item[\tb{u}]
1614 Untrap a trap, door, or chest. Same as ``{\tt \#untrap}'' or ``{\tt M-u}''.
1615 \elist
1617 %.hn 1
1618 \section{Rooms and corridors}
1620 %.pg
1621 Rooms and corridors in the dungeon are either lit or dark.
1622 Any lit areas within your line of sight will be displayed;
1623 dark areas are only displayed if they are within one space of you.
1624 Walls and corridors remain on the map as you explore them.
1626 %.pg
1627 Secret corridors are hidden. You can find them with the `{\tt s}' (search)
1628 command.
1630 %.hn 2
1631 \subsection*{Doorways}
1633 %.pg
1634 Doorways connect rooms and corridors. Some doorways have no doors;
1635 you can walk right through. Others have doors in them, which may be
1636 open, closed, or locked. To open a closed door, use the `{\tt o}' (open)
1637 command; to close it again, use the `{\tt c}' (close) command.
1639 %.pg
1640 You can get through a locked door by using a tool to pick the lock
1641 with the `{\tt a}' (apply) command, or by kicking it open with the
1642 `{\tt \^{}D}' (kick) command.
1644 %.pg
1645 Open doors cannot be entered diagonally; you must approach them
1646 straight on, horizontally or vertically. Doorways without doors are
1647 not restricted in this fashion.
1649 %.pg
1650 Doors can be useful for shutting out monsters. Most monsters cannot
1651 open doors, although a few don't need to (ex.\ ghosts can walk through
1652 doors).
1654 %.pg
1655 Secret doors are hidden. You can find them with the `{\tt s}' (search)
1656 command. Once found they are in all ways equivalent to normal doors.
1658 %.hn 2
1659 \subsection*{Traps (`{\tt \^{}}')}
1661 %.pg
1662 There are traps throughout the dungeon to snare the unwary delver.
1663 For example, you may suddenly fall into a pit and be stuck for a few
1664 turns trying to climb out. Traps don't appear on your map until you
1665 see one triggered by moving onto it, see something fall into it, or you
1666 discover it with the `{\tt s}' (search) command. Monsters can fall prey to
1667 traps, too, which can be a very useful defensive strategy.
1669 %.pg
1670 There is a special pre-mapped branch of the dungeon based on the
1671 classic computer game ``{\tt Sokoban}.'' The goal is to push the boulders
1672 into the pits or holes. With careful foresight, it is possible to
1673 complete all of the levels according to the traditional rules of
1674 Sokoban. Some allowances are permitted in case the player gets stuck;
1675 however, they will lower your luck.
1677 \subsection*{Stairs (`{\tt <}', `{\tt >}')}
1679 %.pg
1680 In general, each level in the dungeon will have a staircase going up
1681 (`{\tt <}') to the previous level and another going down (`{\tt >}')
1682 to the next
1683 level. There are some exceptions though. For instance, fairly early
1684 in the dungeon you will find a level with two down staircases, one
1685 continuing into the dungeon and the other branching into an area
1686 known as the Gnomish Mines. Those mines eventually hit a dead end,
1687 so after exploring them (if you choose to do so), you'll need to
1688 climb back up to the main dungeon.
1690 %.pg
1691 When you traverse a set of stairs, or trigger a trap which sends you
1692 to another level, the level you're leaving will be deactivated and
1693 stored in a file on disk. If you're moving to a previously visited
1694 level, it will be loaded from its file on disk and reactivated. If
1695 you're moving to a level which has not yet been visited, it will be
1696 created (from scratch for most random levels, from a template for
1697 some ``special'' levels, or loaded from the remains of an earlier game
1698 for a ``bones'' level as briefly described below). Monsters are only
1699 active on the current level; those on other levels are essentially
1700 placed into stasis.
1702 %.pg
1703 Ordinarily when you climb a set of stairs, you will arrive on the
1704 corresponding staircase at your destination. However, pets (see below)
1705 and some other monsters will follow along if they're close enough when
1706 you travel up or down stairs, and occasionally one of these creatures
1707 will displace you during the climb. When that occurs, the pet or other
1708 monster will arrive on the staircase and you will end up nearby.
1710 \subsection*{Ladders (`{\tt <}', `{\tt >}')}
1712 %.pg
1713 Ladders serve the same purpose as staircases, and the two types of
1714 inter-level connections are nearly indistinguishable during game play.
1716 %.hn 2
1717 \subsection*{Shops and shopping}
1719 %.pg
1720 Occasionally you will run across a room with a shopkeeper near the door
1721 and many items lying on the floor. You can buy items by picking them
1722 up and then using the `{\tt p}' command. You can inquire about the price
1723 of an item prior to picking it up by using the ``{\tt \#chat}'' command
1724 while standing on it. Using an item prior to paying for it will incur a
1725 charge, and the shopkeeper won't allow you to leave the shop until you
1726 have paid any debt you owe.
1728 %.pg
1729 You can sell items to a shopkeeper by dropping them to the floor while
1730 inside a shop. You will either be offered an amount of gold and asked
1731 whether you're willing to sell, or you'll be told that the shopkeeper
1732 isn't interested (generally, your item needs to be compatible with the
1733 type of merchandise carried by the shop).
1735 %.pg
1736 If you drop something in a shop by accident, the shopkeeper will usually
1737 claim ownership without offering any compensation. You'll have to buy
1738 it back if you want to reclaim it.
1740 %.pg
1741 Shopkeepers sometimes run out of money. When that happens, you'll be
1742 offered credit instead of gold when you try to sell something. Credit
1743 can be used to pay for purchases, but it is only good in the shop where
1744 it was obtained; other shopkeepers won't honor it. (If you happen to
1745 find a ``credit card'' in the dungeon, don't bother trying to use it in
1746 shops; shopkeepers will not accept it.)
1748 %.pg
1749 The {\tt \$} command, which reports the amount of gold you are carrying
1750 (in inventory, not inside bags or boxes), will also show current shop
1751 debt or credit, if any. The {\tt Iu} command lists unpaid items
1752 (those which still belong to the shop) if you are carrying any.
1753 The {\tt Ix} command shows an inventory-like display of any unpaid
1754 items which have been used up, along with other shop fees, if any.
1756 %.hn 3
1757 \subsubsection*{Shop idiosyncracies}
1759 %.pg
1760 Several aspects of shop behavior might be unexpected.
1762 \begin{itemize}
1763 % note: a bullet is the default item label so we could omit [$\bullet$] here
1764 %.lp \(bu 2
1765 \item[$\bullet$]
1766 The price of a given item can vary due to a variety of factors.
1767 %.lp \(bu 2
1768 \item[$\bullet$]
1769 A shopkeeper treats the spot immediately inside the door as if it were
1770 outside the shop.
1771 %.lp \(bu 2
1772 \item[$\bullet$]
1773 While the shopkeeper watches you like a hawk, he will generally ignore
1774 any other customers.
1775 %.lp \(bu 2
1776 \item[$\bullet$]
1777 If a shop is ``closed for inventory'', it will not open of its own accord.
1778 %.lp \(bu 2
1779 \item[$\bullet$]
1780 Shops do not get restocked with new items, regardless of inventory depletion.
1781 \end{itemize}
1783 %.hn 1
1784 \section{Monsters}
1786 %.pg
1787 Monsters you cannot see are not displayed on the screen. Beware!
1788 You may suddenly come upon one in a dark place. Some magic items can
1789 help you locate them before they locate you (which some monsters can do
1790 very well).
1792 %.pg
1793 The commands `{\tt /}' and `{\tt ;}' may be used to obtain information
1794 about those
1795 monsters who are displayed on the screen. The command ``{\tt \#name}'', or
1796 its synonym `{\tt C}', allows you
1797 to assign a name to a monster, which may be useful to help distinguish
1798 one from another when multiple monsters are present. Assigning a name
1799 which is just a space will remove any prior name.
1801 %.pg
1802 The extended command ``{\tt \#chat}'' can be used to interact with an adjacent
1803 monster. There is no actual dialog (in other words, you don't get to
1804 choose what you'll say), but chatting with some monsters such as a
1805 shopkeeper or the Oracle of Delphi can produce useful results.
1807 %.hn 2
1808 \subsection*{Fighting}
1810 %.pg
1811 If you see a monster and you wish to fight it, just attempt to walk
1812 into it. Many monsters you find will mind their own business unless
1813 you attack them. Some of them are very dangerous when angered.
1814 Remember: discretion is the better part of valor.
1816 %.pg
1817 In most circumstances, if you attempt to attack a peaceful monster by
1818 moving into its location, you'll be asked to confirm your intent. By
1819 default an answer of `{\tt y}' acknowledges that intent,
1820 which can be error prone if you're using `{\tt y}' to move. You can set the
1821 {\it paranoid\verb+_+confirmation\/}
1822 option to require a response of ``{\tt yes}'' instead.
1823 %.pg
1825 If you can't see a monster (if it is invisible, or if you are blinded),
1826 the symbol `I' will be shown when you learn of its presence.
1827 If you attempt to walk into it, you will try to fight it just like
1828 a monster that you can see; of course,
1829 if the monster has moved, you will attack empty air. If you guess
1830 that the monster has moved and you don't wish to fight, you can use the `m'
1831 command to move without fighting; likewise, if you don't remember a monster
1832 but want to try fighting anyway, you can use the `F' command.
1834 %.hn 2
1835 \subsection*{Your pet}
1837 %.pg
1838 You start the game with a little dog (`{\tt d}'), cat (`{\tt f}'),
1839 or pony (`{\tt u}'), which follows
1840 you about the dungeon and fights monsters with you. Like you, your
1841 pet needs food to survive. It usually feeds itself on fresh carrion
1842 and other meats. If you're worried about it or want to train it, you
1843 can feed it, too, by throwing it food. A properly trained pet can be
1844 very useful under certain circumstances.
1846 %.pg
1847 Your pet also gains experience from killing monsters, and can grow
1848 over time, gaining hit points and doing more damage. Initially, your
1849 pet may even be better at killing things than you, which makes pets
1850 useful for low-level characters.
1852 %.pg
1853 Your pet will follow you up and down staircases if it is next to you
1854 when you move. Otherwise your pet will be stranded and may become
1855 wild. Similarly, when you trigger certain types of traps which alter
1856 your location (for instance, a trap door which drops you to a lower
1857 dungeon level), any adjacent pet will accompany you and any non-adjacent
1858 pet will be left behind. Your pet may trigger such traps itself; you
1859 will not be carried along with it even if adjacent at the time.
1861 %.hn 2
1862 \subsection*{Steeds}
1864 %.pg
1865 Some types of creatures in the dungeon can actually be ridden if you
1866 have the right equipment and skill. Convincing a wild beast to let
1867 you saddle it up is difficult to say the least. Many a dungeoneer
1868 has had to resort to magic and wizardry in order to forge the alliance.
1869 Once you do have the beast under your control however, you can
1870 easily climb in and out of the saddle with the ``{\tt \#ride}'' command. Lead
1871 the beast around the dungeon when riding, in the same manner as
1872 you would move yourself. It is the beast that you will see displayed
1873 on the map.
1875 %.pg
1876 Riding skill is managed by the ``{\tt \#enhance}'' command. See the section
1877 on Weapon proficiency for more information about that.
1879 %.pg
1880 Use the `{\tt a}' (apply) command and pick a saddle in your inventory to
1881 attempt to put that saddle on an adjacent creature. If successful,
1882 it will be transferred to that creature's inventory.
1884 %.pg
1885 Use the ``{\tt \#loot}'' command while adjacent to a saddled creature to
1886 try to remove the saddle from that creature. If successful, it will
1887 be transferred to your inventory.
1889 %.hn 2
1890 \subsection*{Bones levels}
1892 %.pg
1893 You may encounter the shades and corpses of other adventurers (or even
1894 former incarnations of yourself!) and their personal effects. Ghosts
1895 are hard to kill, but easy to avoid, since they're slow and do little
1896 damage. You can plunder the deceased adventurer's possessions;
1897 however, they are likely to be cursed. Beware of whatever killed the
1898 former player; it is probably still lurking around, gloating over its
1899 last victory.
1901 %.hn 1
1902 \section{Objects}
1904 %.pg
1905 When you find something in the dungeon, it is common to want to pick
1906 it up. In {\it aNetHack}, this is accomplished automatically by walking over
1907 the object (unless you turn off the {\it autopickup\/}
1908 option (see below), or move with the `{\tt m}' prefix (see above)), or
1909 manually by using the `{\tt ,}' command.
1910 %.pg
1911 If you're carrying too many items, {\it aNetHack\/} will tell you so and you
1912 won't be able to pick up anything more. Otherwise, it will add the object(s)
1913 to your pack and tell you what you just picked up.
1914 %.pg
1915 As you add items to your inventory, you also add the weight of that object
1916 to your load. The amount that you can carry depends on your strength and
1917 your constitution. The
1918 stronger and sturdier
1919 you are, the less the additional load will affect you. There comes
1920 a point, though, when the weight of all of that stuff you are carrying around
1921 with you through the dungeon will encumber you. Your reactions
1922 will get slower and you'll burn calories faster, requiring food more frequently
1923 to cope with it. Eventually, you'll be so overloaded that you'll either have
1924 to discard some of what you're carrying or collapse under its weight.
1925 %.pg
1926 aNetHack will tell you how badly you have loaded yourself. The symbols
1927 `Burdened', `Stressed', `Strained', `Overtaxed' and `Overloaded' are
1928 displayed on the bottom line display to indicate your condition.
1930 %.pg
1931 When you pick up an object, it is assigned an inventory letter. Many
1932 commands that operate on objects must ask you to find out which object
1933 you want to use. When {\it aNetHack\/} asks you to choose a particular object
1934 you are carrying, you are usually presented with a list of inventory
1935 letters to choose from (see Commands, above).
1937 %.pg
1938 Some objects, such as weapons, are easily differentiated. Others, like
1939 scrolls and potions, are given descriptions which vary according to
1940 type. During a game, any two objects with the same description are
1941 the same type. However, the descriptions will vary from game to game.
1943 %.pg
1944 When you use one of these objects, if its effect is obvious, {\it aNetHack\/}
1945 will remember what it is for you. If its effect isn't extremely
1946 obvious, you will be asked what you want to call this type of object
1947 so you will recognize it later. You can also use the ``{\tt \#name}''
1948 command, or its synonym `{\tt C}', for the same purpose at any time, to name
1949 all objects of a particular type or just an individual object.
1950 When you use ``{\tt \#name}'' on an object which has already been named,
1951 specifying a space as the value will remove the prior name instead
1952 of assigning a new one.
1954 %.hn 2
1955 \subsection*{Curses and Blessings}
1957 %.pg
1958 Any object that you find may be cursed, even if the object is
1959 otherwise helpful. The most common effect of a curse is being stuck
1960 with (and to) the item. Cursed weapons weld themselves to your hand
1961 when wielded, so you cannot unwield them. Any cursed item you wear
1962 is not removable by ordinary means. In addition, cursed arms and armor
1963 usually, but not always, bear negative enchantments that make them
1964 less effective in combat. Other cursed objects may act poorly or
1965 detrimentally in other ways.
1967 %.pg
1968 Objects can also be blessed. Blessed items usually work better or
1969 more beneficially than normal uncursed items. For example, a blessed
1970 weapon will do more damage against demons.
1972 %.pg
1973 Objects which are neither cursed nor blessed are referred to as uncursed.
1974 They could just as easily have been described as unblessed, but the
1975 uncursed designation is what you will see within the game. A ``glass
1976 half full versus glass half empty'' situation; make of that what you will.
1978 %.pg
1979 There are magical means of bestowing or removing curses upon objects,
1980 so even if you are stuck with one, you can still have the curse
1981 lifted and the item removed. Priests and Priestesses have an innate
1982 sensitivity to this property in any object, so they can more easily avoid
1983 cursed objects than other character roles.
1985 %.pg
1986 An item with unknown status will be reported in your inventory with no prefix.
1987 An item which you know the state of will be distinguished in your inventory
1988 by the presence of the word ``cursed'', ``uncursed'' or ``blessed'' in the
1989 description of the item.
1990 In some cases ``uncursed'' will be omitted as being redundant when
1991 enough other information is displayed.
1993 {\it implicit\verb+_+uncursed\/}
1994 option can be used to control this; toggle it off to have ``uncursed''
1995 be displayed even when that can be deduced from other attributes.
1997 %.hn 2
1998 \subsection*{Weapons (`{\tt )}')}
2000 %.pg
2001 Given a chance, most monsters in the Mazes of Menace will gratuitously try to
2002 kill you. You need weapons for self-defense (killing them first). Without a
2003 weapon, you do only 1--2 hit points of damage (plus bonuses, if any).
2004 Monk characters are an exception; they normally do much more damage with
2005 bare hands than they do with weapons.
2007 %.pg
2008 There are wielded weapons, like maces and swords, and thrown weapons,
2009 like arrows and spears. To hit monsters with a weapon, you must wield it and
2010 attack them, or throw it at them. You can simply elect to throw a spear.
2011 To shoot an arrow, you should first wield a bow, then throw the arrow.
2012 Crossbows shoot crossbow bolts. Slings hurl rocks and (other) stones
2013 (like gems).
2015 %.pg
2016 Enchanted weapons have a ``plus'' (or ``to hit enhancement'' which can be
2017 either positive or negative) that adds to your chance to
2018 hit and the damage you do to a monster. The only way to determine a weapon's
2019 enchantment is to have it magically identified somehow.
2020 Most weapons are subject to some type of damage like rust. Such
2021 ``erosion'' damage can be repaired.
2023 %.pg
2024 The chance that an attack will successfully hit a monster, and the amount
2025 of damage such a hit will do, depends upon many factors. Among them are:
2026 type of weapon, quality of weapon (enchantment and/or erosion), experience
2027 level, strength, dexterity, encumbrance, and proficiency (see below). The
2028 monster's armor class---a general defense rating, not necessarily due to
2029 wearing of armor---is a factor too; also, some monsters are particularly
2030 vulnerable to certain types of weapons.
2032 %.pg
2033 Many weapons can be wielded in one hand; some require both hands.
2034 When wielding a two-handed weapon, you can not wear a shield, and
2035 vice versa. When wielding a one-handed weapon, you can have another
2036 weapon ready to use by setting things up with the `{\tt x}' command, which
2037 exchanges your primary (the one being wielded) and alternate weapons.
2038 And if you have proficiency in the ``two weapon combat'' skill, you
2039 may wield both weapons simultaneously as primary and secondary; use the
2040 `{\tt \#twoweapon}' extended command to engage or disengage that. Only
2041 some types of characters (barbarians, for instance) have the necessary
2042 skill available. Even with that skill, using two weapons at once incurs
2043 a penalty in the chance to hit your target compared to using just one
2044 weapon at a time.
2046 %.pg
2047 There might be times when you'd rather not wield any weapon at all.
2048 To accomplish that, wield `{\tt -}', or else use the `{\tt A}' command which
2049 allows you to unwield the current weapon in addition to taking off
2050 other worn items.
2052 %.pg
2053 Those of you in the audience who are AD\&D players, be aware that each
2054 weapon which existed in AD\&D does roughly the same damage to monsters in
2055 {\it aNetHack}. Some of the more obscure weapons (such as the %
2056 {\it aklys}, {\it lucern hammer}, and {\it bec-de-corbin\/}) are defined
2057 in an appendix to {\it Unearthed Arcana}, an AD\&D supplement.
2059 %.pg
2060 The commands to use weapons are `{\tt w}' (wield), `{\tt t}' (throw),
2061 `{\tt f}' (fire, an alternative way of throwing), `{\tt Q}' (quiver),
2062 `{\tt x}' (exchange), `{\tt \#twoweapon}', and `{\tt \#enhance}' (see below).
2064 %.hn 3
2065 \subsection*{Throwing and shooting}
2067 %.pg
2068 You can throw just about anything via the `{\tt t}' command. It will prompt
2069 for the item to throw; picking `{\tt ?}' will list things in your inventory
2070 which are considered likely to be thrown, or picking `{\tt *}' will list
2071 your entire inventory. After you've chosen what to throw, you will
2072 be prompted for a direction rather than for a specific target. The
2073 distance something can be thrown depends mainly on the type of object
2074 and your strength. Arrows can be thrown by hand, but can be thrown
2075 much farther and will be more likely to hit when thrown while you are
2076 wielding a bow.
2078 %.pg
2079 You can simplify the throwing operation by using the `{\tt Q}' command to
2080 select your preferred ``missile'', then using the `{\tt f}' command to
2081 throw it. You'll be prompted for a direction as above, but you don't
2082 have to specify which item to throw each time you use `{\tt f}'. There is
2083 also an option,
2084 {\it autoquiver},
2085 which has {\it aNetHack\/} choose another item to automatically fill your
2086 quiver (or quiver sack, or have at the ready) when the inventory slot used
2087 for `{\tt Q}' runs out.
2089 %.pg
2090 Some characters have the ability to fire a volley of multiple items in a
2091 single turn. Knowing how to load several rounds of ammunition at
2092 once---or hold several missiles in your hand---and still hit a
2093 target is not an easy task. Rangers are among those who are adept
2094 at this task, as are those with a high level of proficiency in the
2095 relevant weapon skill (in bow skill if you're wielding one to
2096 shoot arrows, in crossbow skill if you're wielding one to shoot bolts,
2097 or in sling skill if you're wielding one to shoot stones).
2098 The number of items that the character has a chance to fire varies from
2099 turn to turn. You can explicitly limit the number of shots by using a
2100 numeric prefix before the `{\tt t}' or `{\tt f}' command.
2101 For example, ``{\tt 2f}'' (or ``{\tt n2f}'' if using
2102 {\it number\verb+_+pad\/}
2103 mode) would ensure that at most 2 arrows are shot
2104 even if you could have fired 3. If you specify
2105 a larger number than would have been shot (``{\tt 4f}'' in this example),
2106 you'll just end up shooting the same number (3, here) as if no limit
2107 had been specified. Once the volley is in motion, all of the items
2108 will travel in the same direction; if the first ones kill a monster,
2109 the others can still continue beyond that spot.
2111 %.hn 3
2112 \subsection*{Weapon proficiency}
2114 %.pg
2115 You will have varying degrees of skill in the weapons available.
2116 Weapon proficiency, or weapon skills, affect how well you can use
2117 particular types of weapons, and you'll be able to improve your skills
2118 as you progress through a game, depending on your role, your experience
2119 level, and use of the weapons.
2121 %.pg
2122 For the purposes of proficiency, weapons have
2123 been divided up into various groups such as daggers, broadswords, and
2124 polearms. Each role has a limit on what level of proficiency a character
2125 can achieve for each group. For instance, wizards can become highly
2126 skilled in daggers or staves but not in swords or bows.
2128 %.pg
2129 The `{\tt \#enhance}' extended command is used to review current weapons proficiency
2130 (also spell proficiency) and to choose which skill(s) to improve when
2131 you've used one or more skills enough to become eligible to do so. The
2132 skill rankings are ``none'' (sometimes also referred to as ``restricted'',
2133 because you won't be able to advance), ``unskilled'', ``basic'', ``skilled'',
2134 and ``expert''. Restricted skills simply will not appear in the list
2135 shown by `{\tt \#enhance}'. (Divine intervention might unrestrict a particular
2136 skill, in which case it will start at unskilled and be limited to basic.)
2137 Some characters can enhance their barehanded combat or martial arts skill
2138 beyond expert to ``master'' or ``grand master''.
2140 %.pg
2141 Use of a weapon in which you're restricted or unskilled
2142 will incur a modest penalty in the chance to hit a monster and also in
2143 the amount of damage done when you do hit; at basic level, there is no
2144 penalty or bonus; at skilled level, you receive a modest bonus in the
2145 chance to hit and amount of damage done; at expert level, the bonus is
2146 higher. A successful hit has a chance to boost your training towards
2147 the next skill level (unless you've already reached the limit for this
2148 skill). Once such training reaches the threshold for that next level,
2149 you'll be told that you feel more confident in your skills. At that
2150 point you can use `{\tt \#enhance}' to increase one or more skills. Such skills
2151 are not increased automatically because there is a limit to your total
2152 overall skills, so you need to actively choose which skills to enhance
2153 and which to ignore.
2155 %.hn 3
2156 \subsection*{Two-Weapon combat}
2158 %.pg
2159 Some characters can use two weapons at once. Setting things up to
2160 do so can seem cumbersome but becomes second nature with use.
2161 To wield two weapons, you need to use the ``{\tt \#twoweapon}'' command.
2162 But first you need to have a weapon in each hand.
2163 (Note that your two weapons are not fully equal; the one in the
2164 hand you normally wield with is considered primary and the other
2165 one is considered secondary. The most noticeable difference is
2166 after you stop--or before you begin, for that matter--wielding
2167 two weapons at once. The primary is your wielded weapon and the
2168 secondary is just an item in your inventory that's been designated
2169 as alternate weapon.)
2171 %.pg
2172 If your primary weapon is wielded but your off hand is empty or has
2173 the wrong weapon, use the sequence `{\tt x}', `{\tt w}', `{\tt x}' to first swap your
2174 primary into your off hand, wield whatever you want as secondary
2175 weapon, then swap them both back into the intended hands.
2176 If your secondary or alternate weapon is correct but your primary
2177 one is not, simply use `{\tt w}' to wield the primary.
2178 Lastly, if neither hand holds the correct weapon, use `{\tt w}', `{\tt x}', `{\tt w}'
2179 to first wield the intended secondary, swap it to off hand, and then
2180 wield the primary.
2182 %.pg
2183 The whole process can be simplified via use of the
2184 {\it pushweapon\/}
2185 option. When it is enabled, then using `{\tt w}' to wield something
2186 causes the currently wielded weapon to become your alternate weapon.
2187 So the sequence `{\tt w}', `{\tt w}' can be used to first wield the weapon you
2188 intend to be secondary, and then wield the one you want as primary
2189 which will push the first into secondary position.
2191 %.pg
2192 When in two-weapon combat mode, using the ``{\tt \#twoweapon}'' command
2193 toggles back to single-weapon mode. Throwing or dropping either of the
2194 weapons or having one of them be stolen or destroyed will also make you
2195 revert to single-weapon combat.
2197 %.hn 2
2198 \subsection*{Armor (`{\tt [}')}
2200 %.pg
2201 Lots of unfriendly things lurk about; you need armor to protect
2202 yourself from their blows. Some types of armor offer better
2203 protection than others. Your armor class is a measure of this
2204 protection. Armor class (AC) is measured as in AD\&D, with 10 being
2205 the equivalent of no armor, and lower numbers meaning better armor.
2206 Each suit of armor which exists in AD\&D gives the same protection in
2207 {\it aNetHack}. Here is an (incomplete) list of the armor classes provided by
2208 various suits of armor:
2210 \begin{center}
2211 \begin{tabular}{lllll}
2212 dragon scale mail & 1 & \makebox[20mm]{} & plate mail & 3\\
2213 crystal plate mail & 3 & & bronze plate mail & 4\\
2214 splint mail & 4 & & banded mail & 4\\
2215 dwarvish mithril-coat & 4 & & elven mithril-coat & 5\\
2216 chain mail & 5 & & orcish chain mail & 6\\
2217 scale mail & 6 & & dragon scales & 7\\
2218 studded leather armor & 7 & & ring mail & 7\\
2219 orcish ring mail & 8 & & leather armor & 8\\
2220 leather jacket & 9 & & no armor & 10\\
2221 \end{tabular}
2222 \end{center}
2224 %.pg
2225 \nd You can also wear other pieces of armor (ex.\ helmets, boots,
2226 shields, cloaks)
2227 to lower your armor class even further, but you can only wear one item
2228 of each category (one suit of armor, one cloak, one helmet, one
2229 shield, and so on) at a time.
2231 %.pg
2232 If a piece of armor is enchanted, its armor protection will be better
2233 (or worse) than normal, and its ``plus'' (or minus) will subtract from
2234 your armor class. For example, a +1 chain mail would give you
2235 better protection than normal chain mail, lowering your armor class one
2236 unit further to 4. When you put on a piece of armor, you immediately
2237 find out the armor class and any ``plusses'' it provides. Cursed
2238 pieces of armor usually have negative enchantments (minuses) in
2239 addition to being unremovable.
2241 %.pg
2242 Many types of armor are subject to some kind of damage like rust. Such
2243 damage can be repaired. Some types of armor may inhibit spell casting.
2245 %.pg
2246 The commands to use armor are `{\tt W}' (wear) and `{\tt T}' (take off).
2247 The `{\tt A}' command can also be used to take off armor as well as other
2248 worn items.
2250 %.hn 2
2251 \subsection*{Food (`{\tt \%}')}
2253 %.pg
2254 Food is necessary to survive. If you go too long without eating you
2255 will faint, and eventually die of starvation.
2256 Some types of food will spoil, and become unhealthy to eat,
2257 if not protected.
2258 Food stored in ice boxes or tins (``cans'')
2259 will usually stay fresh, but ice boxes are heavy, and tins
2260 take a while to open.
2262 %.pg
2263 When you kill monsters, they usually leave corpses which are also
2264 ``food.'' Many, but not all, of these are edible; some also give you
2265 special powers when you eat them. A good rule of thumb is ``you are
2266 what you eat.''
2268 %.pg
2269 Some character roles and some monsters are vegetarian. Vegetarian monsters
2270 will typically never eat animal corpses, while vegetarian players can,
2271 but with some rather unpleasant side-effects.
2273 %.pg
2274 You can name one food item after something you like to eat with the
2275 {\it fruit\/} option.
2277 %.pg
2278 The command to eat food is `{\tt e}'.
2280 %.hn 2
2281 \subsection*{Scrolls (`{\tt ?}')}
2283 %.pg
2284 Scrolls are labeled with various titles, probably chosen by ancient wizards
2285 for their amusement value (ex.\ ``READ ME,'' or ``THANX MAUD'' backwards).
2286 Scrolls disappear after you read them (except for blank ones, without
2287 magic spells on them).
2289 %.pg
2290 One of the most useful of these is the %
2291 {\it scroll of identify}, which
2292 can be used to determine what another object is, whether it is cursed or
2293 blessed, and how many uses it has left. Some objects of subtle
2294 enchantment are difficult to identify without these.
2296 %.pg
2297 A mail daemon may run up and deliver mail to you as a %
2298 {\it scroll of mail} (on versions compiled with this feature).
2299 To use this feature on versions where {\it aNetHack\/}
2300 mail delivery is triggered by electronic mail appearing in your system mailbox,
2301 you must let {\it aNetHack\/} know where to look for new mail by setting the
2302 ``MAIL'' environment variable to the file name of your mailbox.
2303 You may also want to set the ``MAILREADER'' environment variable to the
2304 file name of your favorite reader, so {\it aNetHack\/} can shell to it when you
2305 read the scroll.
2306 On versions of {\it aNetHack\/} where mail is randomly
2307 generated internal to the game, these environment variables are ignored.
2308 You can disable the mail daemon by turning off the
2309 {\it mail\/} option.
2311 %.pg
2312 The command to read a scroll is `{\tt r}'.
2314 %.hn 2
2315 \subsection*{Potions (`{\tt !}')}
2317 %.pg
2318 Potions are distinguished by the color of the liquid inside the flask.
2319 They disappear after you quaff them.
2321 %.pg
2322 Clear potions are potions of water. Sometimes these are
2323 blessed or cursed, resulting in holy or unholy water. Holy water is
2324 the bane of the undead, so potions of holy water are good things to
2325 throw (`{\tt t}') at them. It is also sometimes very useful to dip
2326 (``{\tt \#dip}'') an object into a potion.
2328 %.pg
2329 The command to drink a potion is `{\tt q}' (quaff).
2331 %.hn 2
2332 \subsection*{Wands (`{\tt /}')}
2334 %.pg
2335 Wands usually have multiple magical charges.
2336 Some types of wands require a direction in which to zap them.
2337 You can also
2338 zap them at yourself (just give a `{\tt .}' or `{\tt s}' for the direction).
2339 Be warned, however, for this is often unwise.
2340 Other types of wands
2341 don't require a direction. The number of charges in a
2342 wand is random and decreases by one whenever you use it.
2344 %.pg
2345 When the number of charges left in a wand becomes zero, attempts to use the
2346 wand will usually result in nothing happening. Occasionally, however, it may
2347 be possible to squeeze the last few mana points from an otherwise spent wand,
2348 destroying it in the process. A wand may be recharged by using suitable
2349 magic, but doing so runs the risk of causing it to explode. The chance
2350 for such an explosion starts out very small and increases each time the
2351 wand is recharged.
2353 %.pg
2354 In a truly desperate situation, when your back is up against the wall, you
2355 might decide to go for broke and break your wand. This is not for the faint
2356 of heart. Doing so will almost certainly cause a catastrophic release of
2357 magical energies.
2359 %.pg
2360 When you have fully identified a particular wand, inventory display will
2361 include additional information in parentheses: the number of times it has
2362 been recharged followed by a colon and then by its current number of charges.
2363 A current charge count of {\tt -1} is a special case indicating that the wand
2364 has been cancelled.
2366 %.pg
2367 The command to use a wand is `{\tt z}' (zap). To break one, use the `{\tt a}'
2368 (apply) command.
2370 %.hn 2
2371 \subsection*{Rings (`{\tt =}')}
2373 %.pg
2374 Rings are very useful items, since they are relatively permanent
2375 magic, unlike the usually fleeting effects of potions, scrolls, and
2376 wands.
2378 %.pg
2379 Putting on a ring activates its magic. You can wear only two
2380 rings, one on each ring finger.
2382 %.pg
2383 Most rings also cause you to grow hungry more rapidly, the rate
2384 varying with the type of ring.
2386 %.pg
2387 The commands to use rings are `{\tt P}' (put on) and `{\tt R}' (remove).
2389 %.hn 2
2390 \subsection*{Spellbooks (`{\tt +}')}
2392 %.pg
2393 Spellbooks are tomes of mighty magic. When studied with the `{\tt r}' (read)
2394 command, they transfer to the reader the knowledge of a spell (and
2395 therefore eventually become unreadable) --- unless the attempt backfires.
2396 Reading a cursed spellbook or one with mystic runes beyond
2397 your ken can be harmful to your health!
2399 %.pg
2400 A spell (even when learned) can also backfire when you cast it. If you
2401 attempt to cast a spell well above your experience level, or if you have
2402 little skill with the appropriate spell type, or cast it at
2403 a time when your luck is particularly bad, you can end up wasting both the
2404 energy and the time required in casting.
2406 %.pg
2407 Casting a spell calls forth magical energies and focuses them with
2408 your naked mind. Some of the magical energy released comes from within
2409 you.
2410 Casting temporarily drains your magical power, which will slowly be
2411 recovered, and causes you to need additional food.
2412 Casting of spells also requires practice. With practice, your
2413 skill in each category of spell casting will improve. Over time, however,
2414 your memory of each spell will dim, and you will need to relearn it.
2416 %.pg
2417 Some spells require a direction in which to cast them, similar to wands.
2418 To cast one at yourself, just give a `{\tt .}' or `{\tt s}' for the direction.
2419 A few spells require you to pick a target location rather than just specify
2420 a particular direction.
2421 Other spells don't require any direction or target.
2423 %.pg
2424 Just as weapons are divided into groups in which a character can become
2425 proficient (to varying degrees), spells are similarly grouped.
2426 Successfully casting a spell exercises its skill group; using the
2427 `{\tt \#enhance}' command to advance a sufficiently exercised skill
2428 will affect all spells within the group. Advanced skill may increase the
2429 potency of spells, reduce their risk of failure during casting attempts,
2430 and improve the accuracy of the estimate for how much longer they will
2431 be retained in your memory.
2432 Skill slots are shared with weapons skills. (See also the section on
2433 ``Weapon proficiency''.)
2435 %.pg
2436 Casting a spell also requires flexible movement, and wearing various types
2437 of armor may interfere with that.
2439 %.pg
2440 The command to read a spellbook is the same as for scrolls, `{\tt r}' (read).
2441 The `{\tt +}' command lists each spell you know along with its level, skill
2442 category, chance of failure when casting, and an estimate of how strongly
2443 it is remembered.
2444 The `{\tt Z}' (cast) command casts a spell.
2446 %.hn 2
2447 \subsection*{Tools (`{\tt (}')}
2449 %.pg
2450 Tools are miscellaneous objects with various purposes. Some tools
2451 have a limited number of uses, akin to wand charges. For example, lamps burn
2452 out after a while. Other tools are containers, which objects can
2453 be placed into or taken out of.
2455 %.pg
2456 The command to use tools is `{\tt a}' (apply).
2458 %.hn 3
2459 \subsection*{Containers}
2461 %.pg
2462 You may encounter bags, boxes, and chests in your travels. A tool of
2463 this sort can be opened with the ``{\tt \#loot}'' extended command when
2464 you are standing on top of it (that is, on the same floor spot),
2465 or with the `{\tt a}' (apply) command when you are carrying it. However,
2466 chests are often locked, and are in any case unwieldy objects.
2467 You must set one down before unlocking it by
2468 using a key or lock-picking tool with the `{\tt a}' (apply) command,
2469 by kicking it with the `{\tt \^{}D}' command,
2470 or by using a weapon to force the lock with the ``{\tt \#force}''
2471 extended command.
2473 %.pg
2474 Some chests are trapped, causing nasty things to happen when you
2475 unlock or open them. You can check for and try to deactivate traps
2476 with the ``{\tt \#untrap}'' extended command.
2478 %.hn 2
2479 \subsection*{Amulets (`{\tt "}')}
2481 %.pg
2482 Amulets are very similar to rings, and often more powerful. Like
2483 rings, amulets have various magical properties, some beneficial,
2484 some harmful, which are activated by putting them on.
2486 %.pg
2487 Only one amulet may be worn at a time, around your neck.
2489 %.pg
2490 The commands to use amulets are the same as for rings, `{\tt P}' (put on)
2491 and `{\tt R}' (remove).
2493 %.hn 2
2494 \subsection*{Gems (`{\tt *}')}
2496 %.pg
2497 Some gems are valuable, and can be sold for a lot of gold. They are also
2498 a far more efficient way of carrying your riches. Valuable gems increase
2499 your score if you bring them with you when you exit.
2501 %.pg
2502 Other small rocks are also categorized as gems, but they are much less
2503 valuable. All rocks, however, can be used as projectile weapons (if you
2504 have a sling). In the most desperate of cases, you can still throw them
2505 by hand.
2507 %.hn 2
2508 \subsection*{Large rocks (`{\tt `}')}
2509 %.pg
2510 Statues and boulders are not particularly useful, and are generally
2511 heavy. It is rumored that some statues are not what they seem.
2513 %.pg
2514 Very large humanoids (giants and their ilk) have been known to use boulders
2515 as weapons.
2517 %.pg
2518 For some configurations of the program, statues are no longer shown
2519 as `{\tt `}'
2520 but by the letter representing the monster they depict instead.
2522 %.hn 2
2523 \subsection*{Gold (`{\tt \$}')}
2525 %.pg
2526 Gold adds to your score, and you can buy things in shops with it.
2527 There are a number
2528 of monsters in the dungeon that may be influenced by the amount of gold
2529 you are carrying (shopkeepers aside).
2531 %.hn 1
2532 \section{Conduct}
2534 %.pg
2535 As if winning {\it aNetHack\/} were not difficult enough, certain players
2536 seek to challenge themselves by imposing restrictions on the
2537 way they play the game. The game automatically tracks some of
2538 these challenges, which can be checked at any time with the {\tt \#conduct}
2539 command or at the end of the game. When you perform an action which
2540 breaks a challenge, it will no longer be listed. This gives
2541 players extra ``bragging rights'' for winning the game with these
2542 challenges. Note that it is perfectly acceptable to win the game
2543 without resorting to these restrictions and that it is unusual for
2544 players to adhere to challenges the first time they win the game.
2546 %.pg
2547 Several of the challenges are related to eating behavior. The most
2548 difficult of these is the foodless challenge. Although creatures
2549 can survive long periods of time without food, there is a physiological
2550 need for water; thus there is no restriction on drinking beverages,
2551 even if they provide some minor food benefits.
2552 Calling upon your god for help with starvation does
2553 not violate any food challenges either.
2555 %.pg
2556 A strict vegan diet is one which avoids any food derived from animals.
2557 The primary source of nutrition is fruits and vegetables. The
2558 corpses and tins of blobs (`b'), jellies (`j'), and fungi (`F') are
2559 also considered to be vegetable matter. Certain human
2560 food is prepared without animal products; namely, lembas wafers, cram
2561 rations, food rations (gunyoki), K-rations, and C-rations.
2562 Metal or another normally indigestible material eaten while polymorphed
2563 into a creature that can digest it is also considered vegan food.
2564 Note however that eating such items still counts against foodless conduct.
2566 %.pg
2567 Vegetarians do not eat animals;
2568 however, they are less selective about eating animal byproducts than vegans.
2569 In addition to the vegan items listed above, they may eat any kind
2570 of pudding (`P') other than the black puddings,
2571 eggs and food made from eggs (fortune cookies and pancakes),
2572 food made with milk (cream pies and candy bars), and lumps of
2573 royal jelly. Monks are expected to observe a vegetarian diet.
2575 %.pg
2576 Eating any kind of meat violates the vegetarian, vegan, and foodless
2577 conducts. This includes tripe rations, the corpses or tins of any
2578 monsters not mentioned above, and the various other chunks of meat
2579 found in the dungeon. Swallowing and digesting a monster while polymorphed
2580 is treated as if you ate the creature's corpse.
2581 Eating leather, dragon hide, or bone items while
2582 polymorphed into a creature that can digest it, or eating monster brains
2583 while polymorphed into a mind flayer, is considered eating
2584 an animal, although wax is only an animal byproduct.
2586 %.pg
2587 Regardless of conduct, there will be some items which are indigestible,
2588 and others which are hazardous to eat. Using a swallow-and-digest
2589 attack against a monster is equivalent to eating the monster's corpse.
2590 Please note that the term ``vegan'' is used here only in the context of
2591 diet. You are still free to choose not to use or wear items derived
2592 from animals (e.g. leather, dragon hide, bone, horns, coral), but the
2593 game will not keep track of this for you. Also note that ``milky''
2594 potions may be a translucent white, but they do not contain milk,
2595 so they are compatible with a vegan diet. Slime molds or
2596 player-defined ``fruits'', although they could be anything
2597 from ``cherries'' to ``pork chops'', are also assumed to be vegan.
2599 %.pg
2600 An atheist is one who rejects religion. This means that you cannot
2601 {\tt \#pray}, {\tt \#offer} sacrifices to any god,
2602 {\tt \#turn} undead, or {\tt \#chat} with a priest.
2603 Particularly selective readers may argue that playing Monk or Priest
2604 characters should violate this conduct; that is a choice left to the
2605 player. Offering the Amulet of Yendor to your god is necessary to
2606 win the game and is not counted against this conduct. You are also
2607 not penalized for being spoken to by an angry god, priest(ess), or
2608 other religious figure; a true atheist would hear the words but
2609 attach no special meaning to them.
2611 %.pg
2612 Most players fight with a wielded weapon (or tool intended to be
2613 wielded as a weapon). Another challenge is to win the game without
2614 using such a wielded weapon. You are still permitted to throw,
2615 fire, and kick weapons; use a wand, spell, or other type of item;
2616 or fight with your hands and feet.
2618 %.pg
2619 In {\it aNetHack\/}, a pacifist refuses to cause the death of any other monster
2620 (i.e. if you would get experience for the death). This is a particularly
2621 difficult challenge, although it is still possible to gain experience
2622 by other means.
2624 %.pg
2625 An illiterate character cannot read or write. This includes reading
2626 a scroll, spellbook, fortune cookie message, or t-shirt; writing a
2627 scroll; or making an engraving of anything other than a single ``x'' (the
2628 traditional signature of an illiterate person). Reading an engraving,
2629 or any item that is absolutely necessary to win the game, is not counted
2630 against this conduct. The identity of scrolls and spellbooks (and
2631 knowledge of spells) in your starting inventory is assumed to be
2632 learned from your teachers prior to the start of the game and isn't
2633 counted.
2635 %.pg
2636 There are several other challenges tracked by the game. It is possible
2637 to eliminate one or more species of monsters by genocide; playing without
2638 this feature is considered a challenge. When the game offers you an
2639 opportunity to genocide monsters, you may respond with the monster type
2640 ``none'' if you want to decline. You can change the form of an item into
2641 another item of the same type (``polypiling'') or the form of your own
2642 body into another creature (``polyself'') by wand, spell, or potion of
2643 polymorph; avoiding these effects are each considered challenges.
2644 Polymorphing monsters, including pets, does not break either of these
2645 challenges.
2646 Finally, you may sometimes receive wishes; a game without an attempt to
2647 wish for any items is a challenge, as is a game without wishing for
2648 an artifact (even if the artifact immediately disappears). When the
2649 game offers you an opportunity to make a wish for an item, you may
2650 choose ``nothing'' if you want to decline.
2652 %.hn 1
2653 \section{Options}
2655 %.pg
2656 Due to variations in personal tastes and conceptions of how {\it aNetHack\/}
2657 should do things, there are options you can set to change how {\it aNetHack\/}
2658 behaves.
2660 %.hn 2
2661 \subsection*{Setting the options}
2663 %.pg
2664 Options may be set in a number of ways. Within the game, the `{\tt O}'
2665 command allows you to view all options and change most of them.
2666 You can also set options automatically by placing them in a configuration
2667 file, or in the ``ANETHACKOPTIONS'' environment variable.
2668 Some versions of {\it aNetHack\/} also have front-end programs that allow
2669 you to set options before starting the game or a global configuration
2670 for system administrators.
2672 %.hn 2
2673 \subsection*{Using a configuration file}
2675 %.pg
2676 The default name of the configuration file varies on different
2677 operating systems. On DOS and Windows, it is ``defaults.nh''
2678 in the same folder as anethack.exe or anethackW.exe. On Unix, Linux
2679 and Mac OS X it is ``.anethackrc'' in the user's home directory.
2680 The file may not exist, but it is a normal ASCII text file and
2681 can be created with any text editor.
2683 %.pg
2684 Any line in the configuration file starting with `{\tt \#}' is treated as a comment.
2685 Empty lines are ignore.
2687 %.pg
2688 You can use different configuration statements in the file, some
2689 of which can be used multiple times. In general, the statements are
2690 written in capital letters, followed by an equals sign, followed by
2691 settings particular to that statement. Here is a list of allowed statements:
2693 %.lp
2694 \blist{}
2695 \item[\bb{OPTIONS}]
2696 There are two types of options, boolean and compound options.
2697 Boolean options toggle a setting on or off, while compound options
2698 take more diverse values.
2699 Prefix a boolean option with `no' or `!' to turn it off.
2700 For compound options, the option name and value are separated by a colon.
2701 Some options are persistent, and apply only to new games.
2702 You can specify multiple OPTIONS statements, and multiple options
2703 in a single OPTIONS statement.
2705 %.pg
2706 Example:
2707 %.sd
2708 \begin{verbatim}
2709 OPTIONS=dogname:Fido
2710 OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
2711 \end{verbatim}
2712 %.ed
2714 %.lp
2715 \item[\bb{HACKDIR}]
2716 Default location of files aNetHack needs. On Windows HACKDIR
2717 defaults to the location of the aNetHack.exe or aNetHackw.exe file
2718 so setting HACKDIR to override that is not usually necessary or recommended.
2719 %.lp
2720 \item[\bb{LEVELDIR}]
2721 The location that in-progress level files are stored. Defaults to HACKDIR,
2722 must be writeable.
2723 %.lp
2724 \item[\bb{SAVEDIR}]
2725 The location where saved games are kept. Defaults to HACKDIR, must be
2726 writeable.
2727 %.lp
2728 \item[\bb{BONESDIR}]
2729 The location that bones files are kept. Defaults to HACKDIR, must be
2730 writeable.
2731 %.lp
2732 \item[\bb{LOCKDIR}]
2733 The location that file synchronization locks are stored. Defaults to
2734 HACKDIR, must be writeable.
2735 %.lp
2736 \item[\bb{TROUBLEDIR}]
2737 The location that a record of game aborts and self-diagnosed game problems
2738 is kept. Defaults to HACKDIR, must be writeable.
2739 %.lp
2740 \item[\bb{AUTOCOMPLETE}]
2741 Enable or disable an extended command autocompletion.
2742 Autocompletion has no effect for the X11 windowport.
2743 You can specify multiple autocompletions. To enable
2744 autocompletion, list the extended command. Prefix the
2745 command with ``{{\tt !}}'' to disable the autocompletion
2746 for that command.
2748 %.pg
2749 Example:
2750 %.sd
2751 \begin{verbatim}
2752 AUTOCOMPLETE=zap,!annotate
2753 \end{verbatim}
2754 %.ed
2756 %.lp
2757 \item[\bb{AUTOPICKUP\_EXCEPTION}]
2758 Set exceptions to the {{\it pickup\_types\/}}
2759 option. See the ``Configuring Autopickup Exceptions'' section.
2760 %.lp
2761 \item[\bb{BINDINGS}]
2762 Change the key bindings of some special keys, menu accelerators, or
2763 extended commands. You can specify multiple bindings. Format is key
2764 followed by the command, separated by a colon.
2765 See the ``Changing Key Bindings`` section for more information.
2767 %.pg
2768 Example:
2769 %.sd
2770 \begin{verbatim}
2771 BIND=^X:getpos.autodescribe
2772 \end{verbatim}
2773 %.ed
2775 %.lp
2776 \item[\bb{MSGTYPE}]
2777 Change the way messages are shown in the top status line.
2778 See the ``Configuring Message Types`` section.
2779 %.lp
2780 \item[\bb{MENUCOLOR}]
2781 Highlight menu lines with different colors.
2782 See the ``Configuring Menu Colors`` section.
2783 %.lp
2784 \item[\bb{SYMBOLS}]
2785 Override one or more symbols in the symbols files.
2786 See the ``Modifying aNetHack Symbols'' section.
2787 %.pg
2788 Example:
2789 %.sd
2790 \begin{verbatim}
2791 SYMBOLS=S_boulder:0
2792 \end{verbatim}
2793 %.ed
2795 %.lp
2796 \item[\bb{WIZKIT}]
2797 Wizard-mode extra items, in a text file containing item names,
2798 one per line, up to a maximum of 128 lines. Each line is processed
2799 by the function that handles wishing.
2800 %.pg
2801 Example:
2802 %.sd
2803 \begin{verbatim}
2804 WIZKIT=~/wizkit.txt
2805 \end{verbatim}
2806 %.ed
2807 %.lp
2808 \item[\bb{SOUNDDIR}]
2809 Define the directory that contains the sound files.
2810 See the ``Configuring User Sounds'' section.
2811 %.lp
2812 \item[\bb{SOUND}]
2813 Define a sound mapping. See the ``Configuring User Sounds'' section.
2814 \elist
2816 %.pg
2817 Here is a short example of config file contents:
2818 %.sd
2819 \begin{verbatim}
2820 # Set your character's role, race, gender, and alignment.
2821 OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
2823 # Turn on autopickup, and set automatically picked up object types
2824 OPTIONS=autopickup,pickup_types:$"=/!?+
2825 # Show colored text if possible
2826 OPTIONS=color
2827 # Show lit corridors differently
2828 OPTIONS=lit_corridor
2830 # No startup splash screen. Windows GUI only.
2831 OPTIONS=!splash_screen
2832 \end{verbatim}
2833 %.ed
2835 %.hn 2
2836 \subsection*{Using the ANETHACKOPTIONS environment variable}
2838 %.pg
2839 The ANETHACKOPTIONS variable is a comma-separated list of initial
2840 values for the various options. Some can only be turned on or off.
2841 You turn one of these on by adding the name of the option to the list,
2842 and turn it off by typing a `{\tt !}' or ``{\tt no}'' before the name.
2843 Others take a
2844 character string as a value. You can set string options by typing
2845 the option name, a colon or equals sign, and then the value of the string.
2846 The value is terminated by the next comma or the end of string.
2848 %.pg
2849 For example, to set up an environment variable so that {\it autoquiver\/}
2850 is on, {\it autopickup\/} is off, the {\it name\/} is set to ``Blue Meanie'',
2851 and the {\it fruit\/} is set to ``papaya'', you would enter the command
2852 %.sd
2853 \begin{verbatim}
2854 setenv ANETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
2855 \end{verbatim}
2856 %.ed
2858 \nd in {\it csh}
2859 (note the need to escape the ! since it's special to the shell), or
2860 %.sd
2861 \begin{verbatim}
2862 ANETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
2863 export ANETHACKOPTIONS
2864 \end{verbatim}
2865 %.ed
2867 \nd in {\it sh\/} or {\it ksh}.
2869 %.pg
2870 ANETHACKOPTIONS can also be set to the full name of a configuration file you
2871 want to use (possibly preceded by an `{\tt @}').
2873 %.hn 2
2874 \subsection*{Customization options}
2876 %.pg
2877 Here are explanations of what the various options do.
2878 Character strings that are too long may be truncated.
2879 Some of the options listed may be inactive in your dungeon.
2881 %.pg
2882 Some options are persistent, and are saved and reloaded along with
2883 the game. Changing a persistent option in the configuration file
2884 applies only to new games.
2886 \blist{}
2887 %.lp
2888 \item[\ib{acoustics}]
2889 Enable messages about what your character hears (default on).
2890 Note that this has nothing to do with your computer's audio capabilities.
2891 Persistent.
2892 %.lp
2893 \item[\ib{align}]
2894 Your starting alignment ({\tt align:lawful}, {\tt align:neutral},
2895 or {\tt align:chaotic}). You may specify just the first letter.
2896 The default is to randomly pick an appropriate alignment.
2897 If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
2898 exclude that alignment from being picked randomly.
2899 Cannot be set with the `{\tt O}' command. Persistent.
2900 %.lp
2901 \item[\ib{autodescribe}]
2902 Automatically describe the terrain under cursor when asked to get a location
2903 on the map. The
2904 {\it whatis\verb+_+coord\/}
2905 option controls whether the description includes map coordinates.
2906 %.lp
2907 \item[\ib{autodig}]
2908 Automatically dig if you are wielding a digging tool and moving into a place
2909 that can be dug (default false). Persistent.
2910 %.lp
2911 \item[\ib{autoopen}]
2912 Walking into a door attempts to open it (default true). Persistent.
2913 %.lp
2914 \item[\ib{autopickup}]
2915 Automatically pick up things onto which you move (default on). Persistent.
2916 See ``{\it pickup\verb+_+types\/}'' to refine the behavior.
2917 %.lp
2918 \item[\ib{autoquiver}]
2919 This option controls what happens when you attempt the `f' (fire)
2920 command with an empty quiver (or quiver sack or have nothing at the ready).
2921 When true, the computer will fill
2922 your quiver or quiver sack or make ready some suitable weapon. Note that it
2923 will not take
2924 into account the blessed/cursed status, enchantment, damage, or
2925 quality of the weapon; you are free to manually fill your quiver or quiver sack
2926 or make ready
2927 with the `Q' command instead. If no weapon is found or the option is
2928 false, the `t' (throw) command is executed instead. Persistent. (default false)
2929 %.lp
2930 \item[\ib{blind}]
2931 Start the character permanently blind. Persistent. (default false)
2932 %.lp
2933 \item[\ib{bones}]
2934 Allow saving and loading bones files. Persistent. (default true)
2935 %.lp
2936 \item[\ib{boulder}]
2937 Set the character used to display boulders (default is the ``large rock''
2938 class symbol, `{\tt `}').
2939 %.lp
2940 \item[\ib{catname}]
2941 Name your starting cat (ex.\ ``{\tt catname:Morris}'').
2942 Cannot be set with the `{\tt O}' command.
2943 %.lp character
2944 \item[\ib{character}]
2945 Pick your type of character (ex.\ ``{\tt character:Monk}'');
2946 synonym for ``{\it role\/}''. See {\it role\/} for more details.
2947 %.lp
2948 \item[\ib{checkpoint}]
2949 Save game state after each level change, for possible recovery after
2950 program crash (default on). Persistent.
2951 %.lp
2952 \item[\ib{checkspace}]
2953 Check free disk space before writing files to disk (default on).
2954 You may have to turn this off if you have more than 2 GB free space
2955 on the partition used for your save and level files
2956 (because too much space might overflow the calculation and end up
2957 looking like insufficient space).
2958 Only applies when MFLOPPY was defined during compilation.
2959 %.lp
2960 \item[\ib{clicklook}]
2961 Allows looking at things on the screen by navigating the mouse
2962 over them and clicking the right mouse button (default off).
2963 %.lp
2964 \item[\ib{cmdassist}]
2965 Have the game provide some additional command assistance for new
2966 players if it detects some anticipated mistakes (default on).
2967 %.lp
2968 \item[\ib{confirm}]
2969 Have user confirm attacks on pets, shopkeepers, and other
2970 peaceable creatures (default on). Persistent.
2971 %.lp
2972 %.lp
2973 \item[\ib{dark\verb+_+room}]
2974 Show out-of-sight areas of lit rooms (default off). Persistent.
2975 \item[\ib{disclose}]
2976 Controls what information the program reveals when the game ends.
2977 Value is a space separated list of prompting/category pairs
2978 (default is `{\tt ni na nv ng nc no}',
2979 prompt with default response of `{\tt n}' for each candidate).
2980 Persistent.
2981 The possibilities are:
2983 %.sd
2984 %.si
2985 {\tt i} --- disclose your inventory;\\
2986 {\tt a} --- disclose your attributes;\\
2987 {\tt v} --- summarize monsters that have been vanquished;\\
2988 {\tt g} --- list monster species that have been genocided;\\
2989 {\tt c} --- display your conduct;\\
2990 {\tt o} --- display dungeon overview.
2991 %.ei
2992 %.ed
2994 Each disclosure possibility can optionally be preceded by a prefix which
2995 lets you refine how it behaves. Here are the valid prefixes:
2997 %.sd
2998 %.si
2999 {\tt y} --- prompt you and default to yes on the prompt;\\
3000 {\tt n} --- prompt you and default to no on the prompt;\\
3001 {\tt +} --- disclose it without prompting;\\
3002 {\tt -} --- do not disclose it and do not prompt.
3003 %.ei
3004 %.ed
3006 The listing of vanquished monsters can be sorted,
3007 so there are two additional choices for `{\tt v}':
3008 %.sd
3009 %.si
3010 {\tt ?} --- prompt you and default to ask on the prompt;\\
3011 {\tt\#} --- disclose it without prompting, ask for sort order.
3012 %.ei
3013 %.ed
3015 Asking refers to picking one of the orderings from a menu.
3016 The `{\tt +}' disclose without prompting choice,
3017 or being prompted and answering `{\tt y}' rather than `{\tt a}',
3018 will default to showing monsters in the traditional order,
3019 from high level to low level.
3020 .lp ""
3022 %.lp ""
3023 (ex.\ ``{\tt disclose:yi na +v -g o}'')
3024 The example sets
3025 {\tt inventory} to {\it prompt\/} and default to {\it yes\/},
3026 {\tt attributes} to {\it prompt\/} and default to {\it no\/},
3027 {\tt vanquished} to {\it disclose without prompting\/},
3028 {\tt genocided} to {\it not disclose\/} and {\it not prompt\/},
3029 {\tt conduct} to implicitly {\it prompt\/} and default to {\it no\/},
3030 {\tt overview} to {\it disclose without prompting\/}.
3032 %.lp ""
3033 Note that the vanquished monsters list includes all monsters killed by
3034 traps and each other as well as by you.
3035 And the dungeon overview shows all levels you had visited but does not
3036 reveal things about them that you hadn't discovered.
3037 %.lp
3038 \item[\ib{dogname}]
3039 Name your starting dog (ex.\ ``{\tt dogname:Fang}'').
3040 Cannot be set with the `{\tt O}' command.
3041 %.lp
3042 \item[\ib{extmenu}]
3043 Changes the extended commands interface to pop-up a menu of available commands.
3044 It is keystroke compatible with the traditional interface except that it does
3045 not require that you hit Enter. It is implemented only by the tty port
3046 (default off), when the game has been compiled to support tty graphics.
3047 %.lp
3048 \item[\ib{female}]
3049 An obsolete synonym for ``{\tt gender:female}''. Cannot be set with the
3050 `{\tt O}' command.
3051 %.lp
3052 \item[\ib{fixinv}]
3053 An object's inventory letter sticks to it when it's dropped (default on).
3054 If this is off, dropping an object shifts all the remaining inventory letters.
3055 Persistent.
3056 %.lp
3057 \item[\ib{fruit}]
3058 Name a fruit after something you enjoy eating (ex.\ ``{\tt fruit:mango}'')
3059 (default ``{\tt slime mold}''). Basically a nostalgic whimsy that
3060 {\it aNetHack\/} uses from time to time. You should set this to something you
3061 find more appetizing than slime mold. Apples, oranges, pears, bananas, and
3062 melons already exist in {\it aNetHack}, so don't use those.
3063 %.lp
3064 \item[\ib{gender}]
3065 Your starting gender ({\tt gender:male} or {\tt gender:female}).
3066 You may specify just the first letter. Although you can
3067 still denote your gender using the ``{\tt male}'' and ``{\tt female}''
3068 options, the ``{\tt gender}'' option will take precedence.
3069 The default is to randomly pick an appropriate gender.
3070 If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
3071 exclude that gender from being picked randomly.
3072 Cannot be set with the `{\tt O}' command. Persistent.
3073 %.lp
3074 \item[\ib{help}]
3075 If more information is available for an object looked at
3076 with the `{\tt /}' command, ask if you want to see it (default on).
3077 Turning help off makes just looking at things faster, since you aren't
3078 interrupted with the ``{\tt More info?}'' prompt, but it also means that you
3079 might miss some interesting and/or important information. Persistent.
3080 %.lp
3081 \item[\ib{hilite\verb+_+pet}]
3082 Visually distinguish pets from similar animals (default off).
3083 The behavior of this option depends on the type of windowing you use.
3084 In text windowing, text highlighting or inverse video is often used;
3085 with tiles, generally displays a heart symbol near pets.
3086 %.lp
3087 \item[\ib{hilite\verb+_+pile}]
3088 Visually distinguish piles of objects from individual objects (default off).
3089 The behavior of this option depends on the type of windowing you use.
3090 In text windowing, text highlighting or inverse video is often used;
3091 with tiles, generally displays a small plus-symbol beside the object
3092 on the top of the pile.
3093 %.lp
3094 \item[\ib{horsename}]
3095 Name your starting horse (ex.\ ``{\tt horsename:Trigger}'').
3096 Cannot be set with the `{\tt O}' command.
3097 %.lp
3098 \item[\ib{ignintr}]
3099 Ignore interrupt signals, including breaks (default off). Persistent.
3100 %.lp
3101 \item[\ib{implicit\verb+_+uncursed}]
3102 Omit ``uncursed'' from inventory lists, if possible (default on).
3103 %.lp
3104 \item[\ib{legacy}]
3105 Display an introductory message when starting the game (default on).
3106 Persistent.
3107 %.lp
3108 \item[\ib{lit\verb+_+corridor}]
3109 Show corridor squares seen by night vision or a light source held by your
3110 character as lit (default off). Persistent.
3111 %.lp
3112 \item[\ib{lootabc}]
3113 Use the old `{\tt a}', `{\tt b}', and `{\tt c}' keyboard shortcuts when
3114 looting, rather than the mnemonics `{\tt o}', `{\tt i}', and `{\tt b}' (default off).
3115 Persistent.
3116 %.lp
3117 \item[\ib{mail}]
3118 Enable mail delivery during the game (default on). Persistent.
3119 %.lp
3120 \item[\ib{male}]
3121 An obsolete synonym for ``{\tt gender:male}''. Cannot be set with the
3122 `{\tt O}' command.
3123 %.lp
3124 \item[\ib{mention\verb+_+walls}]
3125 Give feedback when walking against a wall (default off).
3126 %.lp
3127 \item[\ib{menucolors}]
3128 Enable coloring menu lines (default off).
3129 See ``{\it Configuring Menu Colors\/}'' on how to configure the colors.
3130 %.lp
3131 \item[\ib{menustyle}]
3132 Controls the interface used when you need to choose various objects (in
3133 response to the Drop command, for instance). The value specified should
3134 be the first letter of one of the following: traditional, combination,
3135 full, or partial.
3136 Traditional was the only interface available for
3137 early versions; it consists of a prompt for object class characters,
3138 followed by an object-by-object prompt for all items matching the selected
3139 object class(es).
3140 Combination starts with a prompt for object class(es)
3141 of interest, but then displays a menu of matching objects rather than
3142 prompting one-by-one.
3143 Full displays a menu of
3144 object classes rather than a character prompt, and then a menu of matching
3145 objects for selection.
3146 Partial skips the object class filtering and
3147 immediately displays a menu of all objects.
3148 Persistent.
3149 \item[\ib{menu\verb+_+deselect\verb+_+all}]
3150 Menu character accelerator to deselect all items in a menu.
3151 Implemented by the Amiga, Gem, X11 and tty ports.
3152 Default `-'.
3153 \item[\ib{menu\verb+_+deselect\verb+_+page}]
3154 Menu character accelerator to deselect all items on this page of a menu.
3155 Implemented by the Amiga, Gem and tty ports.
3156 Default `\verb+\+'.
3157 \item[\ib{menu\verb+_+first\verb+_+page}]
3158 Menu character accelerator to jump to the first page in a menu.
3159 Implemented by the Amiga, Gem and tty ports.
3160 Default `\verb+^+'.
3161 \item[\ib{menu\verb+_+headings}]
3162 Controls how the headings in a menu are highlighted.
3163 Values are ``{\tt none}'', ``{\tt bold}'', ``{\tt dim}'',
3164 ``{\tt underline}'', ``{\tt blink}'', or ``{\tt inverse}''.
3165 Not all ports can actually display all types.
3166 \item[\ib{menu\verb+_+invert\verb+_+all}]
3167 Menu character accelerator to invert all items in a menu.
3168 Implemented by the Amiga, Gem, X11 and tty ports.
3169 Default `@'.
3170 \item[\ib{menu\verb+_+invert\verb+_+page}]
3171 Menu character accelerator to invert all items on this page of a menu.
3172 Implemented by the Amiga, Gem and tty ports.
3173 Default `\verb+~+'.
3174 \item[\ib{menu\verb+_+last\verb+_+page}]
3175 Menu character accelerator to jump to the last page in a menu.
3176 Implemented by the Amiga, Gem and tty ports.
3177 Default `\verb+|+'.
3178 \item[\ib{menu\verb+_+next\verb+_+page}]
3179 Menu character accelerator to goto the next menu page.
3180 Implemented by the Amiga, Gem and tty ports.
3181 Default `\verb+>+'.
3182 \item[\ib{menu\verb+_+objsyms}]
3183 Show object symbols in menu headings in menus where
3184 the object symbols act as menu accelerators (default off).
3185 \item[\ib{menu\verb+_+overlay}]
3186 Do not clear the screen before drawing menus, and align
3187 menus to the right edge of the screen. Only for the tty port.
3188 (default on)
3189 \item[\ib{menu\verb+_+previous\verb+_+page}]
3190 Menu character accelerator to goto the previous menu page.
3191 Implemented by the Amiga, Gem and tty ports.
3192 Default `\verb+<+'.
3193 \item[\ib{menu\verb+_+search}]
3194 Menu character accelerator to search for a menu item.
3195 Implemented by the Amiga, Gem, X11 and tty ports.
3196 Default `:'.
3197 \item[\ib{menu\verb+_+select\verb+_+all}]
3198 Menu character accelerator to select all items in a menu.
3199 Implemented by the Amiga, Gem, X11 and tty ports.
3200 Default `.'.
3201 \item[\ib{menu\verb+_+select\verb+_+page}]
3202 Menu character accelerator to select all items on this page of a menu.
3203 Implemented by the Amiga, Gem and tty ports.
3204 Default `,'.
3205 %.lp
3206 \item[\ib{msghistory}]
3207 The number of top line messages to save (and recall with `{\tt \^{}P}')
3208 (default 20). Cannot be set with the `{\tt O}' command.
3209 %.lp
3210 \item[\ib{msg\verb+_+window}]
3211 Allows you to change the way recalled messages are displayed.
3212 (It is currently implemented for tty only.) The possible values are:
3214 %.sd
3215 %.si
3216 {\tt s} --- single message (default; only choice prior to 3.4.0);\\
3217 {\tt c} --- combination, two messages as {\it single\/}, then as {\it full\/};\\
3218 {\tt f} --- full window, oldest message first;\\
3219 {\tt r} --- full window reversed, newest message first.
3220 %.ei
3221 %.ed
3223 For backward compatibility, no value needs to be specified (which
3224 defaults to {\it full\/}), or it can be negated (which defaults
3225 to {\it single\/}).
3226 %.lp
3227 \item[\ib{name}]
3228 Set your character's name (defaults to your user name). You can also
3229 set your character's role by appending a dash and one or more letters of
3230 the role (that is, by suffixing one of
3231 ``{\tt -A -B -C -H -K -M -P -Ra -Ro -S -T -V -W}'').
3232 If ``{\tt -@}'' is used for the role, then a random one will be
3233 automatically chosen.
3234 Cannot be set with the `{\tt O}' command.
3235 %.lp
3236 \item[\ib{news}]
3237 Read the {\it aNetHack\/} news file, if present (default on).
3238 Since the news is shown at the beginning of the game, there's no point
3239 in setting this with the `{\tt O}' command.
3240 %.lp
3241 \item[\ib{nudist}]
3242 Start the character with no armor (default false). Persistent.
3243 %.lp
3244 \item[\ib{null}]
3245 Send padding nulls to the terminal (default on). Persistent.
3246 %.lp
3247 \item[\ib{number\verb+_+pad}]
3248 Use digit keys instead of letters to move (default 0 or off).\\
3249 Valid settings are:
3251 %.sd
3252 %.si
3253 \newlength{\mwidth}
3254 \settowidth{\mwidth}{\tt -0}
3255 \newcommand{\numbox}[1]{\makebox[\mwidth][r]{{\tt #1}}}
3256 \numbox{0} --- move by letters; `{\tt yuhjklbn}'\\
3257 \numbox{1} --- move by numbers; digit `{\tt 5}' acts as `{\tt G}' movement prefix\\
3258 \numbox{2} --- like {\tt 1} but `{\tt 5}' works as `{\tt g}' prefix instead of as `{\tt G}'\\
3259 \numbox{3} --- by numbers using phone key layout; {\tt 123} above, {\tt 789} below\\
3260 \numbox{4} --- combines {\tt 3} with {\tt 2}; phone layout plus MSDOS compatibility\\
3261 \numbox{-1} --- by letters but use `{\tt z}' to go northwest, `{\tt y}' to zap wands
3262 %.ei
3263 %.ed
3265 For backward compatibility, omitting a value is the same as specifying {\tt 1}
3266 and negating
3267 {\it number\verb+_+pad\/}
3268 is the same as specifying {\tt 0}.
3269 (Settings {\tt 2} and {\tt 4} are for compatibility with MSDOS or old PC Hack;
3270 in addition to the different behavior for `{\tt 5}', `{\tt Alt-5}' acts as `{\tt G}'
3271 and `{\tt Alt-0}' acts as `{\tt I}'.
3272 Setting {\tt -1} is to accommodate some QWERTZ keyboards which have the
3273 location of the `{\tt y}' and `{\tt z}' keys swapped.)
3274 When moving by numbers, to enter a count prefix for those commands
3275 which accept one (such as ``{\tt 12s}'' to search twelve times), precede it
3276 with the letter `{\tt n}' (``{\tt n12s}'').
3277 %.lp
3278 \item[\ib{packorder}]
3279 Specify the order to list object types in (default
3280 ``\verb&")[%?+!=/(*`0_&''). The value of this option should be a string
3281 containing the symbols for the various object types. Any omitted types
3282 are filled in at the end from the previous order.
3283 %.lp
3284 \item[\ib{paranoid\verb+_+confirmation}]
3285 A space separated list of specific situations where alternate
3286 prompting is desired. The default is ``{\it paranoid\verb+_+confirmation:pray}''.
3287 %.sd
3288 %.si
3289 \newlength{\pcwidth}
3290 \settowidth{\pcwidth}{\tt Confirm}
3291 \addtolength{\pcwidth}{\labelsep}
3292 \blist{\leftmargin \pcwidth \topsep 1mm \itemsep 0mm}
3293 \item[{\tt Confirm}]
3294 for any prompts which are set to require ``yes''
3295 rather than `y', also require ``no'' to reject instead
3296 of accepting any non-yes response as no;
3297 \item[{\tt quit~~~}]
3298 require ``{\tt yes}'' rather than `{\tt y}' to confirm quitting
3299 the game or switching into non-scoring explore mode;
3300 \item[{\tt die~~~~}]
3301 require ``{\tt yes}'' rather than `{\tt y}' to confirm dying (not
3302 useful in normal play; applies to explore mode);
3303 \item[{\tt bones~~}]
3304 require ``{\tt yes}'' rather than `{\tt y}' to confirm saving
3305 bones data when dying in debug mode
3306 \item[{\tt attack~}]
3307 require ``{\tt yes}'' rather than `{\tt y}' to confirm attacking
3308 a peaceful monster;
3309 \item[{\tt pray~~~}]
3310 require `{\tt y}' to confirm an attempt to pray rather
3311 than immediately praying; on by default;
3312 \item[{\tt wand}]
3313 require ``{\tt yes}'' rather than `{\tt y}' to confirm breaking
3314 a wand;
3315 \item[{\tt Remove~}] require selection from inventory for `{\tt R}' and `{\tt T}'
3316 commands even when wearing just one applicable item.
3317 \item[{\tt all~~~~}]
3318 turn on all of the above.
3319 \elist
3320 %.ei
3321 %.ed
3322 By default, the pray choice is enabled, the others disabled.
3323 To disable it without setting
3324 any of the other choices, use ``{\it paranoid\verb+_+confirmation:none}''. To keep
3325 it enabled while setting others, include it in the list,
3326 such as ``{\it par\-a\-noid\verb+_+con\-fir\-ma\-tion:attack~pray~Remove}''.
3327 %.lp
3328 \item[\ib{perm\verb+_+invent}]
3329 If true, always display your current inventory in a window. This only
3330 makes sense for windowing system interfaces that implement this feature.
3331 Persistent.
3332 %.lp
3333 \item[\ib{pettype}]
3334 Specify the type of your initial pet, if you are playing a character class
3335 that uses multiple types of pets; or choose to have no initial pet at all.
3336 Possible values are ``{\tt cat}'', ``{\tt dog}'', ``{\tt horse}''
3337 and ``{\tt none}''.
3338 If the choice is not allowed for the role you are currently playing,
3339 it will be silently ignored. For example, ``{\tt horse}'' will only be
3340 honored when playing a knight.
3341 Cannot be set with the `{\tt O}' command.
3342 %.lp
3343 \item[\ib{pickup\verb+_+burden}]
3344 When you pick up an item that would exceed this encumbrance
3345 level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
3346 or overLoaded), you will be asked if you want to continue.
3347 (Default `S'). Persistent.
3348 %.lp
3349 \item[\ib{pickup\verb+_+thrown}]
3350 If this option is on and ``{\it autopickup\/}'' is also on, try to pick up
3351 things that you threw, even if they aren't in ``{\it pickup\verb+_+types\/}'' or
3352 match an autopickup exception. Default is on. Persistent.
3353 %.lp
3354 \item[\ib{pickup\verb+_+types}]
3355 Specify the object types to be picked up when ``{\it autopickup\/}''
3356 is on. Default is all types. You can use ``{\it autopickup\verb+_+exception\/}''
3357 configuration file lines to further refine ``{\it autopickup\/}'' behavior.
3358 Persistent.
3359 %.lp
3360 \item[\ib{pile\verb+_+limit}]
3361 When walking across a pile of objects on the floor, threshold at which
3362 the message ``there are few/several/many objects here'' is given instead
3363 of showing a popup list of those objects. A value of 0 means ``no limit''
3364 (always list the objects); a value of 1 effectively means ``never show
3365 the objects'' since the pile size will always be at least that big;
3366 default value is 5. Persistent.
3367 %.lp
3368 \item[\ib{playmode}]
3369 Values are {\it normal\/}, {\it explore\/}, or {\it debug\/}.
3370 Allows selection of explore mode (also known as discovery mode) or debug
3371 mode (also known as wizard mode) instead of normal play.
3372 Debug mode might only be allowed for someone logged in under a particular
3373 user name (on multi-user systems) or specifying a particular character
3374 name (on single-user systems) or it might be disabled entirely. Requesting
3375 it when not allowed or not possible results in explore mode instead.
3376 Default is normal play.
3377 %.lp
3378 \item[\ib{pushweapon}]
3379 Using the `w' (wield) command when already wielding
3380 something pushes the old item into your alternate weapon slot (default off).
3381 Likewise for the `a' (apply) command if it causes the applied item to
3382 become wielded. Persistent.
3383 %.Ip
3384 \item[\ib{race}]
3385 Selects your race (for example, ``{\tt race:human}''). Default is random.
3386 If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
3387 exclude that race from being picked randomly.
3388 Cannot be set with the `{\tt O}' command. Persistent.
3389 %.lp
3390 \item[\ib{rest\verb+_+on\verb+_+space}]
3391 Make the space bar a synonym for the `{\tt .}' (rest) command (default off).
3392 Persistent.
3393 %.lp
3394 \item[\ib{role}]
3395 Pick your type of character (ex.\ ``{\tt role:Samurai}'');
3396 synonym for ``{\it character\/}''. See ``{\it name\/}'' for an alternate method
3397 of specifying your role. Normally only the first letter of the
3398 value is examined; `r' is an exception with ``{\tt Rogue}'', {\tt Ranger}'',
3399 and ``{\tt random}'' values.
3400 If you prefix the value with `{\tt !}' or ``{\tt no}'', you will
3401 exclude that role from being picked randomly.
3402 Cannot be set with the `{\tt O}' command. Persistent.
3403 %.lp
3404 \item[\ib{roguesymset}]
3405 This option may be used to select one of the named symbol sets found within
3406 {\tt symbols} to alter the symbols displayed on the screen on the
3407 rogue level.
3408 %.lp
3409 \item[\ib{rlecomp}]
3410 When writing out a save file, perform run length compression of the map.
3411 Not all ports support run length compression. It has no
3412 effect on reading an existing save file.
3413 %.lp
3414 \item[\ib{runmode}]
3415 Controls the amount of screen updating for the map window when engaged
3416 in multi-turn movement (running via {\tt shift}+direction
3417 or {\tt control}+direction
3418 and so forth, or via the travel command or mouse click).
3419 The possible values are:
3421 %.sd
3422 %.si
3423 {\tt teleport} --- update the map after movement has finished;\\
3424 {\tt run} --- update the map after every seven or so steps;\\
3425 {\tt walk} --- update the map after each step;\\
3426 {\tt crawl} --- like {\it walk\/}, but pause briefly after each step.
3427 %.ei
3428 %.ed
3430 This option only affects the game's screen display, not the actual
3431 results of moving. The default is {\it run\/}; versions prior to 3.4.1
3432 used {\it teleport\/} only. Whether or not the effect is noticeable will
3433 depend upon the window port used or on the type of terminal. Persistent.
3434 %.lp
3435 \item[\ib{safe\verb+_+pet}]
3436 Prevent you from (knowingly) attacking your pets (default on). Persistent.
3437 %.lp
3438 \item[\ib{scores}]
3439 Control what parts of the score list you are shown at the end (ex.\
3440 ``{\tt scores:5top scores/4around my score/own scores}''). Only the first
3441 letter of each category (`{\tt t}', `{\tt a}' or `{\tt o}') is necessary.
3442 Persistent.
3443 %.lp
3444 \item[\ib{showexp}]
3445 Show your accumulated experience points on bottom line (default off).
3446 Persistent.
3447 %.lp
3448 \item[\ib{showrace}]
3449 Display yourself as the glyph for your race, rather than the glyph
3450 for your role (default off). Note that this setting affects only
3451 the appearance of the display, not the way the game treats you.
3452 Persistent.
3453 %.lp
3454 \item[\ib{showscore}]
3455 Show your approximate accumulated score on bottom line (default off).
3456 Persistent.
3457 %.lp
3458 \item[\ib{silent}]
3459 Suppress terminal beeps (default on). Persistent.
3460 %.lp
3461 \item[\ib{sortloot}]
3462 Controls the sorting behavior of pickup lists for inventory
3463 and \#loot commands and some others. Persistent.
3465 The possible values are:
3466 %.sd
3467 %.si
3468 {\tt full} --- always sort the lists;\\
3469 {\tt loot} --- only sort the lists that don't use inventory
3470 letters, like with the \#loot and pickup commands;\\
3471 {\tt none} --- show lists the traditional way without sorting.
3472 %.ei
3473 %.ed
3474 %.lp
3475 \item[\ib{sortpack}]
3476 Sort the pack contents by type when displaying inventory (default on).
3477 Persistent.
3478 %.lp
3479 \item[\ib{sparkle}]
3480 Display a sparkly effect when a monster (including yourself) is hit by an
3481 attack to which it is resistant (default on). Persistent.
3482 %.lp
3483 \item[\ib{standout}]
3484 Boldface monsters and ``{\tt --More--}'' (default off). Persistent.
3485 %.lp
3486 \item[\ib{statushilites}]
3487 Enable coloring of status fields (default off).
3488 See ``{\it Configuring Status Hilites\/}'' for further information.
3489 %.lp
3490 \item[\ib{status\verb+_+updates}]
3491 Allow updates to the status lines at the bottom of the screen (default true).
3492 %.lp
3493 \item[\ib{suppress\verb+_+alert}]
3494 This option may be set to a aNetHack version level to suppress
3495 alert notification messages about feature changes for that
3496 and prior versions (ex.\ ``{\tt suppress\verb+_+alert:3.3.1}'')
3497 %.lp
3498 \item[\ib{symset}]
3499 This option may be used to select one of the named symbol sets found within
3500 {\tt symbols} to alter the symbols displayed on the screen.
3501 Use ``{\tt symset:default}'' to explicitly select the default symbols.
3502 %.lp
3503 \item[\ib{time}]
3504 Show the elapsed game time in turns on bottom line (default off). Persistent.
3505 %.lp
3506 \item[\ib{timed\verb+_+delay}]
3507 When pausing momentarily for display effect, such as with explosions and
3508 moving objects, use a timer rather than sending extra characters to the
3509 screen. (Applies to ``tty'' interface only; ``X11'' interface always
3510 uses a timer based delay. The default is on if configured into the
3511 program.) Persistent.
3512 %.lp
3513 \item[\ib{tombstone}]
3514 Draw a tombstone graphic upon your death (default on). Persistent.
3515 %.lp
3516 \item[\ib{toptenwin}]
3517 Put the ending display in a aNetHack window instead of on stdout (default off).
3518 Setting this option makes the score list visible when a windowing version
3519 of aNetHack is started without a parent window, but it no longer leaves
3520 the score list around after game end on a terminal or emulating window.
3521 %.lp
3522 \item[\ib{travel}]
3523 Allow the travel command (default on). Turning this option off will
3524 prevent the game from attempting unintended moves if you make inadvertent
3525 mouse clicks on the map window. Persistent.
3526 %.lp
3527 \item[\ib{verbose}]
3528 Provide more commentary during the game (default on). Persistent.
3529 %.lp
3530 \item[\ib{whatis\verb+_+coord}]
3531 When using the `{\tt /}' or `{\tt ;}' commands to look around on the map with
3532 ``{\tt autodescribe}''
3533 on, display coordinates after the description.
3534 Also works in other situations where you are asked to pick a location.
3536 %.lp ""
3537 The possible settings are:
3539 %.sd
3540 %.si
3541 {\tt c} --- \verb#compass ('east' or '3s' or '2n,4w')#;\\
3542 {\tt f} --- \verb#full compass ('east' or '3south' or '2north,4west')#;\\
3543 {\tt m} --- \verb#map <x,y> (map column x=0 is not used)#;\\
3544 {\tt s} --- \verb#screen [row,column] (row is offset to match tty usage)#;\\
3545 {\tt n} --- \verb#none (no coordinates shown) [default]#.
3546 %.ei
3547 %.ed
3549 %.lp ""
3551 {\it whatis\verb+_+coord\/}
3552 option is also used with
3553 the `{\tt /m}', `{\tt /M}', `{\tt /o}', and `{\tt /O}' sub-commands
3554 of `{\tt /}',
3555 where the `{\it none\/}' setting is overridden with `{\it map}'.
3556 %.lp
3557 \item[\ib{whatis\verb+_+inview}]
3558 When getting a location on the map, and using the keys to cycle through
3559 next and previous targets, limit the possible targets to those in view.
3560 (default off)
3561 \item[\ib{whatis\verb+_+menu}]
3562 When getting a location on the map, and using a key to cycle through
3563 next and previous targets, use a menu instead to pick a target.
3564 (default off)
3565 %.lp
3566 \item[\ib{windowtype}]
3567 Select which windowing system to use, such as ``{\tt tty}'' or ``{\tt X11}''
3568 (default depends on version).
3569 Cannot be set with the `{\tt O}' command.
3570 %.lp
3571 \item[\ib{zerocomp}]
3572 When writing out a save file, perform zero-comp compression of the
3573 contents. Not all ports support zero-comp compression. It has no effect
3574 on reading an existing save file.
3575 \elist
3577 %.hn 2
3578 \subsection*{Window Port Customization options}
3580 %.pg
3581 Here are explanations of the various options that are
3582 used to customize and change the characteristics of the
3583 windowtype that you have chosen.
3584 Character strings that are too long may be truncated.
3585 Not all window ports will adjust for all settings listed
3586 here. You can safely add any of these options to your
3587 config file, and if the window port is capable of adjusting
3588 to suit your preferences, it will attempt to do so. If it
3589 can't it will silently ignore it. You can find out if an
3590 option is supported by the window port that you are currently
3591 using by checking to see if it shows up in the Options list.
3592 Some options are dynamic and can be specified during the game
3593 with the `{\tt O}' command.
3595 \blist{}
3596 %.lp
3597 \item[\ib{align\verb+_+message}]
3598 Where to align or place the message window (top, bottom, left, or right)
3599 %.lp
3600 \item[\ib{align\verb+_+status}]
3601 Where to align or place the status window (top, bottom, left, or right).
3602 %.lp
3603 \item[\ib{ascii\verb+_+map}]
3604 aNetHack should display an ascii map if it can.
3605 %.lp
3606 \item[\ib{color}]
3607 aNetHack should display color if it can for different monsters,
3608 objects, and dungeon features
3609 %.lp
3610 \item[\ib{eight\verb+_+bit\verb+_+tty}]
3611 Pass eight-bit character values (for example, specified with the {\it
3612 traps \/} option) straight through to your terminal (default off).
3613 %.lp
3614 \item[\ib{font\verb+_+map}]
3615 aNetHack should use a font by the chosen name for the map window.
3616 %.lp
3617 \item[\ib{font\verb+_+menu}]
3618 aNetHack should use a font by the chosen name for menu windows.
3619 %.lp
3620 \item[\ib{font\verb+_+message}]
3621 aNetHack should use a font by the chosen name for the message window.
3622 %.lp
3623 \item[\ib{font\verb+_+status}]
3624 aNetHack should use a font by the chosen name for the status window.
3625 %.lp
3626 \item[\ib{font\verb+_+text}]
3627 aNetHack should use a font by the chosen name for text windows.
3628 %.lp
3629 \item[\ib{font\verb+_+size\verb+_+map}]
3630 aNetHack should use this size font for the map window.
3631 %.lp
3632 \item[\ib{font\verb+_+size\verb+_+menu}]
3633 aNetHack should use this size font for menu windows.
3634 %.lp
3635 \item[\ib{font\verb+_+size\verb+_+message}]
3636 aNetHack should use this size font for the message window.
3637 %.lp
3638 \item[\ib{font\verb+_+size\verb+_+status}]
3639 aNetHack should use this size font for the status window.
3640 %.lp
3641 \item[\ib{font\verb+_+size\verb+_+text}]
3642 aNetHack should use this size font for text windows.
3643 %.lp
3644 \item[\ib{fullscreen}]
3645 aNetHack should try and display on the entire screen rather than in a window.
3646 %.lp
3647 \item[\ib{large\verb+_+font}]
3648 aNetHack should use a large font.
3649 %.lp
3650 \item[\ib{map\verb+_+mode}]
3651 aNetHack should display the map in the manner specified.
3652 %.lp
3653 \item[\ib{mouse\verb+_+support}]
3654 Allow use of the mouse for input and travel.
3655 %.lp
3656 \item[\ib{player\verb+_+selection}]
3657 aNetHack should pop up dialog boxes or use prompts for character selection.
3658 %.lp
3659 \item[\ib{popup\verb+_+dialog}]
3660 aNetHack should pop up dialog boxes for input.
3661 %.lp
3662 \item[\ib{preload\verb+_+tiles}]
3663 aNetHack should preload tiles into memory.
3664 For example, in the protected mode MSDOS version, control whether tiles
3665 get pre-loaded into RAM at the start of the game. Doing so
3666 enhances performance of the tile graphics, but uses more memory. (default on).
3667 Cannot be set with the `{\tt O}' command.
3668 %.lp
3669 \item[\ib{scroll\verb+_+amount}]
3670 aNetHack should scroll the display by this number of cells
3671 when the hero reaches the scroll\verb+_+margin.
3672 %.lp
3673 \item[\ib{scroll\verb+_+margin}]
3674 aNetHack should scroll the display when the hero or cursor
3675 is this number of cells away from the edge of the window.
3676 %.lp
3677 \item[\ib{selectsaved}]
3678 aNetHack should display a menu of existing saved games for the player to
3679 choose from at game startup, if it can. Not all ports support this option.
3680 %.lp
3681 \item[\ib{softkeyboard}]
3682 Display an onscreen keyboard. Handhelds are most likely to support this option.
3683 %.lp
3684 \item[\ib{splash\verb+_+screen}]
3685 aNetHack should display an opening splash screen when it starts up (default yes).
3686 %.lp
3687 \item[\ib{tiled\verb+_+map}]
3688 aNetHack should display a tiled map if it can.
3689 %.lp
3690 \item[\ib{tile\verb+_+file}]
3691 Specify the name of an alternative tile file to override the default.
3692 %.lp
3693 \item[\ib{tile\verb+_+height}]
3694 Specify the preferred height of each tile in a tile capable port.
3695 %.lp
3696 \item[\ib{tile\verb+_+width}]
3697 Specify the preferred width of each tile in a tile capable port
3698 %.lp
3699 \item[\ib{use\verb+_+darkgray}]
3700 Use bold black instead of blue for black glyphs (TTY only).
3701 %.lp
3702 \item[\ib{use\verb+_+inverse}]
3703 aNetHack should display inverse when the game specifies it.
3704 %.lp
3705 \item[\ib{vary\verb+_+msgcount}]
3706 aNetHack should display this number of messages at a time in the message window.
3707 %.lp
3708 \item[\ib{windowcolors}]
3709 aNetHack should display windows with the specified foreground/background
3710 colors if it can.
3711 %.lp
3712 \item[\ib{wraptext}]
3713 aNetHack port should wrap long lines of text if they don't fit in
3714 the visible area of the window.
3715 \elist
3717 %.hn 2
3718 \subsection*{Platform-specific Customization options}
3720 %.pg
3721 Here are explanations of options that are used by specific platforms
3722 or ports to customize and change the port behavior.
3724 \blist{}
3725 %.lp
3726 \item[\ib{altkeyhandler}]
3727 Select an alternate keystroke handler dll to load ({\it Win32 tty\/ aNetHack\/} only).
3728 The name of the handler is specified without the .dll extension and without any
3729 path information.
3730 Cannot be set with the `{\tt O}' command.
3731 %.lp
3732 \item[\ib{altmeta}]
3733 On Amiga, this option controls whether typing ``Alt'' plus another key
3734 functions as a meta-shift for that key (default on).
3735 %.lp
3736 \item[\ib{altmeta}]
3737 On other (non-Amiga) systems where this option is available, it can be
3738 set to tell anethack to convert a two character sequence beginning with
3739 ESC into a meta-shifted version of the second character (default off).
3741 %.lp ""
3742 This conversion is only done for commands, not for other input prompts.
3743 Note that typing one or more digits as a count prefix prior to a
3744 command---preceded by {\tt n} if the {\it number\verb+_+pad\/}
3745 option is set---is also subject to this conversion, so attempting to
3746 abort the count by typing ESC will leave anethack waiting for another
3747 character to complete the two character sequence. Type a second ESC to
3748 finish cancelling such a count. At other prompts a single ESC suffices.
3749 %.lp
3750 \item[\ib{BIOS}]
3751 Use BIOS calls to update the screen display quickly and to read the keyboard
3752 (allowing the use of arrow keys to move) on machines with an IBM PC
3753 compatible BIOS ROM (default off, {\it OS/2, PC\/ {\rm and} ST aNetHack\/} only).
3754 %.lp
3755 \item[\ib{flush}]
3756 (default off, {\it Amiga aNetHack \/} only).
3757 %.lp
3758 \item[\ib{Macgraphics}]
3759 (default on, {\it Mac aNetHack \/} only).
3760 %.lp
3761 \item[\ib{page\verb+_+wait}]
3762 (default off, {\it Mac aNetHack \/} only).
3763 %.lp
3764 \item[\ib{rawio}]
3765 Force raw (non-cbreak) mode for faster output and more
3766 bulletproof input (MS-DOS sometimes treats `{\tt \^{}P}' as a printer toggle
3767 without it) (default off, {\it OS/2, PC\/ {\rm and} ST aNetHack\/} only).
3768 Note: DEC Rainbows hang if this is turned on.
3769 Cannot be set with the `{\tt O}' command.
3770 %.lp
3771 \item[\ib{soundcard}]
3772 (default off, {\it PC aNetHack \/} only).
3773 Cannot be set with the `{\tt O}' command.
3774 %.lp
3775 \item[\ib{subkeyvalue}]
3776 ({\it Win32 tty aNetHack \/} only).
3777 May be used to alter the value of keystrokes that the operating system
3778 returns to aNetHack to help compensate for international keyboard issues.
3779 OPTIONS=subkeyvalue:171/92
3780 will return 92 to aNetHack, if 171 was originally going to be returned.
3781 You can use multiple subkeyvalue statements in the config file if needed.
3782 Cannot be set with the `{\tt O}' command.
3783 %.lp
3784 \item[\ib{video}]
3785 Set the video mode used ({\it PC\/ aNetHack\/} only).
3786 Values are {\it autodetect\/}, {\it default\/}, or {\it vga\/}.
3787 Setting {\it vga\/} (or {\it autodetect\/} with vga hardware present) will cause
3788 the game to display tiles.
3789 Cannot be set with the `{\tt O}' command.
3790 %.lp
3791 \item[\ib{videocolors}]
3792 \begin{sloppypar}
3793 Set the color palette for PC systems using NO\verb+_+TERMS
3794 (default 4-2-6-1-5-3-15-12-10-14-9-13-11, {\it PC\/ aNetHack\/} only).
3795 The order of colors is red, green, brown, blue, magenta, cyan,
3796 bright.white, bright.red, bright.green, yellow, bright.blue,
3797 bright.magenta, and bright.cyan.
3798 Cannot be set with the `{\tt O}' command.
3799 \end{sloppypar}
3800 %.lp
3801 \item[\ib{videoshades}]
3802 Set the intensity level of the three gray scales available
3803 (default dark normal light, {\it PC\/ aNetHack\/} only).
3804 If the game display is difficult to read, try adjusting these scales;
3805 if this does not correct the problem, try {\tt !color}.
3806 Cannot be set with the `{\tt O}' command.
3807 \elist
3809 %.nh 2
3810 \subsection*{Regular Expressions}
3812 %.pg
3813 Regular expressions are normally POSIX extended regular expressions. It is
3814 possible to compile aNetHack without regular expression support on a platform where
3815 there is no regular expression library. While this is not true of any modern
3816 platform, if your aNetHack was built this way, patterns are instead glob
3817 patterns. This applies to Autopickup exceptions, Message types, Menu colors,
3818 and User sounds.
3820 %.hn 2
3821 \subsection*{Configuring Autopickup Exceptions}
3823 %.pg
3824 You can further refine the behavior of the ``{\tt autopickup}'' option
3825 beyond what is available through the ``{\tt pickup\verb+_+types}'' option.
3827 %.pg
3828 By placing ``{\tt autopickup\verb+_+exception}'' lines in your configuration
3829 file, you can define patterns to be checked when the game is about to
3830 autopickup something.
3832 \blist{}
3833 %.lp
3834 \item[\ib{autopickup\verb+_+exception}]
3835 Sets an exception to the `{\it pickup\verb+_+types}' option.
3836 The {\it autopickup\verb+_+exception\/} option should be followed by a regular
3837 expression to be used as a pattern to match against the singular form of the
3838 description of an object at your location.
3840 In addition, some characters are treated specially if they occur as the first
3841 character in the pattern, specifically:
3843 %.sd
3844 %.si
3845 {\tt <} --- always pickup an object that matches rest of pattern;\\
3846 {\tt >} --- never pickup an object that matches rest of pattern.
3847 %.ei
3848 %.ed
3850 A `never pickup' rule takes precedence over an `always pickup' rule if
3851 both match.
3853 %.lp ""
3854 Exceptions can be set with the `{\tt O}' command, but ones set that way will
3855 not be preserved across saves and restores.
3856 \elist
3858 %.lp "Here are some examples:"
3859 Here are some examples:
3860 \begin{verbatim}
3861 autopickup_exception="<*arrow"
3862 autopickup_exception=">*corpse"
3863 autopickup_exception=">* cursed*"
3864 \end{verbatim}
3866 %.pg
3867 The first example above will result in autopickup of any type of arrow.
3868 The second example results in the exclusion of any corpse from autopickup.
3869 The last example results in the exclusion of items known to be cursed from
3870 autopickup.
3872 %.lp
3874 %.hn 2
3875 \subsection*{Changing Key Bindings}
3877 %.pg
3878 It is possible to change the default key bindings of some special commands,
3879 menu accelerator keys, and extended commands, by using BIND stanzas in the
3880 configuration file. Format is key, followed by the command to bind to, separated
3881 by a colon. The key can be a single character (``{\tt x}''),
3882 a control key (``{\tt \^{}X}'', ``{\tt C-x}''), a meta key (``{\tt M-x}''),
3883 or a three-digit decimal ASCII code.
3885 %.pg
3886 For example:
3888 \begin{verbatim}
3889 BIND=^X:getpos.autodescribe
3890 BIND={:menu_first_page
3891 BIND=v:loot
3892 \end{verbatim}
3894 \blist{}
3895 %.lp "Extended command keys"
3896 \item[\tb{Extended command keys}]
3897 You can bind multiple keys to the same extended command. Unbind a key by
3898 using ``{\tt nothing}'' as the extended command to bind to. You can also bind
3899 the ``{\tt <esc>}'', ``{\tt <enter>}'', and ``{\tt <space>}'' keys.
3901 %.lp "Menu accelerator keys"
3902 \item[\tb{Menu accelerator keys}]
3903 The menu control or accelerator keys can also be rebound via OPTIONS-lines
3904 in the config file. You cannot bind object symbols into menu accelerators.
3906 %.lp "Special command keys"
3907 \item[\tb{Special command keys}]
3908 Below are the special commands you can rebind. Some of them can be bound to
3909 same keys with no problems, others are in the same "context", and if bound
3910 to same keys, only one of those commands will be available. Special command
3911 can only be bound to a single key.
3913 %.pg
3914 \blist{}
3915 %.lp
3916 \item{\bb{count}}
3917 Prefix key to start a count, to repeat a command this many times. With {\it number\verb+_+pad\/} only. Default is ``{\tt n}''.
3918 %.lp
3919 \item{\bb{doinv}}
3920 Show inventory. With {\it number\verb+_+pad\/} only. Default is ``{\tt 0}''.
3921 %.lp
3922 \item{\bb{fight}}
3923 Prefix key to force fight a direction. Default is ``{\tt F}''.
3924 %.lp
3925 \item{\bb{fight.numpad}}
3926 Prefix key to force fight a direction. With {\it number\verb+_+pad\/} only. Default is ``{\tt -}''.
3927 %.lp
3928 \item{\bb{getdir.help}}
3929 When asked for a direction, the key to show the help. Default is ``{\tt ?}''.
3930 %.lp
3931 \item{\bb{getdir.self}}
3932 When asked for a direction, the key to target yourself. Default is ``{\tt .}''.
3933 %.lp
3934 \item{\bb{getdir.self2}}
3935 When asked for a direction, the key to target yourself. Default is ``{\tt s}''.
3936 %.lp
3937 \item{\bb{getpos.autodescribe}}
3938 When asked for a location, the key to toggle {\it autodescribe\/}. Default is ``{\tt \#}''.
3939 %.lp
3940 \item{\bb{getpos.all.next}}
3941 When asked for a location, the key to go to next closest interesting thing. Default is ``{\tt a}''.
3942 %.lp
3943 \item{\bb{getpos.all.prev}}
3944 When asked for a location, the key to go to previous closest interesting thing. Default is ``{\tt A}''.
3945 %.lp
3946 \item{\bb{getpos.door.next}}
3947 When asked for a location, the key to go to next closest door or doorway. Default is ``{\tt d}''.
3948 %.lp
3949 \item{\bb{getpos.door.prev}}
3950 When asked for a location, the key to go to previous closest door or doorway. Default is ``{\tt D}''.
3951 %.lp
3952 \item{\bb{getpos.help}}
3953 When asked for a location, the key to show help. Default is ``{\tt ?}''.
3954 %.lp
3955 \item{\bb{getpos.mon.next}}
3956 When asked for a location, the key to go to next closest monster. Default is ``{\tt m}''.
3957 %.lp
3958 \item{\bb{getpos.mon.prev}}
3959 When asked for a location, the key to go to previous closest monster. Default is ``{\tt M}''.
3960 %.lp
3961 \item{\bb{getpos.obj.next}}
3962 When asked for a location, the key to go to next closest object. Default is ``{\tt o}''.
3963 %.lp
3964 \item{\bb{getpos.obj.prev}}
3965 When asked for a location, the key to go to previous closest object. Default is ``{\tt O}''.
3966 %.lp
3967 \item{\bb{getpos.menu}}
3968 When asked for a location, and using one of the next or previous keys to cycle through targets, toggle showing a menu instead. Default is '{\tt !}'.
3969 %.lp
3970 \item{\bb{getpos.inview}}
3971 When asked for a location, and using one of the next or previous keys to cycle through targets, toggle limiting possible targets to those in view only. Default is '{\tt "}'.
3972 %.lp
3973 \item{\bb{getpos.pick}}
3974 When asked for a location, the key to choose the location, and possibly ask for more info. Default is ``{\tt .}''.
3975 %.lp
3976 \item{\bb{getpos.pick.once}}
3977 When asked for a location, the key to choose the location, and skip asking for more info. Default is ``{\tt ,}''.
3978 %.lp
3979 \item{\bb{getpos.pick.quick}}
3980 When asked for a location, the key to choose the location, skip asking for more info, and exit the location asking loop. Default is ``{\tt ;}''.
3981 %.lp
3982 \item{\bb{getpos.pick.verbose}}
3983 When asked for a location, the key to choose the location, and show more info without asking. Default is ``{\tt :}''.
3984 %.lp
3985 \item{\bb{getpos.self}}
3986 When asked for a location, the key to go to your location. Default is ``{\tt @}''.
3987 %.lp
3988 \item{\bb{getpos.unexplored.next}}
3989 When asked for a location, the key to go to next closest unexplored location. Default is ``{\tt x}''.
3990 %.lp
3991 \item{\bb{getpos.unexplored.prev}}
3992 When asked for a location, the key to go to previous closest unexplored location. Default is ``{\tt X}''.
3993 %.lp
3994 \item{\bb{getpos.valid}}
3995 When asked for a location, the key to go to show valid target locations. Default is ``{\tt \$}''.
3996 %.lp
3997 \item{\bb{nopickup}}
3998 Prefix key to move without picking up items. Default is ``{\tt m}''.
3999 %.lp
4000 \item{\bb{redraw}}
4001 Key to redraw the screen. Default is ``{\tt \^{}R}''.
4002 %.lp
4003 \item{\bb{redraw.numpad}}
4004 Key to redraw the screen. With {\it number\verb+_+pad\/} only. Default is ``{\tt \^{}L}''.
4005 %.lp
4006 \item{\bb{repeat}}
4007 Key to repeat previous command. Default is ``{\tt \^{}A}''.
4008 %.lp
4009 \item{\bb{reqmenu}}
4010 Prefix key to request menu from some commands. Default is ``{\tt m}''.
4011 %.lp
4012 \item{\bb{run}}
4013 Prefix key to run towards a direction. Default is ``{\tt G}''.
4014 %.lp
4015 \item{\bb{run.nopickup}}
4016 Prefix key to run towards a direction without picking up items on the way. Default is ``{\tt M}''.
4017 %.lp
4018 \item{\bb{run.numpad}}
4019 Prefix key to run towards a direction. With {\it number\verb+_+pad\/} only. Default is ``{\tt 5}''.
4020 %.lp
4021 \item{\bb{rush}}
4022 Prefix key to rush towards a direction. Default is ``{\tt g}''.
4023 \elist
4024 \elist
4027 %.hn 2
4028 \subsection*{Configuring Message Types}
4030 %.pg
4031 You can change the way the messages are shown in the message area, when
4032 the message matches a user-defined pattern.
4034 %.pg
4035 In general, the config file entries to configure the message types
4036 look like this:
4037 \begin{verbatim}
4038 MSGTYPE=type "pattern"
4039 \end{verbatim}
4040 \blist{}
4041 %.lp
4042 \item[\ib{type}]
4043 how the message should be shown:
4044 %.sd
4045 %.si
4047 {\tt show} --- show message normally.\\
4048 {\tt hide} --- never show the message.\\
4049 {\tt stop} --- wait for user with more-prompt.\\
4050 {\tt norep} --- show the message once, but not again if no other message is shown in between.
4051 %.ei
4052 %.ed
4053 %.lp
4054 \item[\ib{pattern}]
4055 the pattern to match. The pattern should be a regular expression.
4056 \elist
4058 %.lp ""
4059 Here's an example of message types using aNetHack's internal
4060 pattern matching facility:
4062 \begin{verbatim}
4063 MSGTYPE=stop "You feel hungry."
4064 MSGTYPE=hide "You displaced *."
4065 \end{verbatim}
4067 specifies that whenever a message ``You feel hungry'' is shown,
4068 the user is prompted with more-prompt, and a message matching
4069 ``You displaced \verb+<+something\verb+>+'' is not shown at all.
4071 %.lp
4072 The order of the defined MSGTYPE-lines is important; the last matching
4073 rule is used. Put the general case first, exceptions below them.
4075 %.pg
4077 %.lp
4078 %.hn 2
4079 \subsection*{Configuring Menu Colors}
4081 %.pg
4082 Some platforms allow you to define colors used in menu lines when the
4083 line matches a user-defined pattern. At this time the tty, win32tty and
4084 win32gui support this.
4086 %.pg
4087 In general, the config file entries to configure the menu color mappings
4088 look like this:
4089 \begin{verbatim}
4090 MENUCOLOR="pattern"=color&attribute
4091 \end{verbatim}
4093 \blist{}
4094 %.lp
4095 \item[\ib{pattern}]
4096 the pattern to match;
4097 %.lp
4098 \item[\ib{color}]
4099 the color to use for lines matching the pattern;
4100 %.lp
4101 \item[\ib{attribute}]
4102 the attribute to use for lines matching the pattern. The attribute is
4103 optional, and if left out, you must also leave out the preceding ampersand.
4104 If no attribute is defined, no attribute is used.
4105 \elist
4107 %.lp ""
4108 The pattern should be a regular expression.
4110 %.lp ""
4111 Allowed colors are {\it black}, {\it red}, {\it green}, {\it brown},
4112 {\it blue}, {\it magenta}, {\it cyan}, {\it gray}, {\it orange},
4113 {\it lightgreen}, {\it yellow}, {\it lightblue}, {\it lightmagenta},
4114 {\it lightcyan}, and {\it white}.
4116 %.lp ""
4117 Allowed attributes are {\it none}, {\it bold}, {\it dim}, {\it underline},
4118 {\it blink}, and {\it inverse}.
4119 Note that the platform used may interpret the attributes any way it
4120 wants.
4122 %.lp ""
4123 Here's an example of menu colors using aNetHack's internal
4124 pattern matching facility:
4126 \begin{verbatim}
4127 MENUCOLOR="* blessed *"=green
4128 MENUCOLOR="* cursed *"=red
4129 MENUCOLOR="* cursed *(being worn)"=red&underline
4130 \end{verbatim}
4132 specifies that any menu line with " blessed " contained
4133 in it will be shown in green color, lines with " cursed " will be
4134 shown in red, and lines with " cursed " followed by "(being worn)"
4135 on the same line will be shown in red color and underlined.
4136 You can have multiple MENUCOLOR entries in your config file,
4137 and the last MENUCOLOR-line in your config file that matches
4138 a menu line will be used for the line.
4140 %.pg
4141 Note that if you intend to have one or more color specifications match
4142 " uncursed ", you will probably want to turn the
4143 {\it implicit\verb+_+uncursed\/}
4144 option off so that all items known to be uncursed are actually
4145 displayed with the ``uncursed'' description.
4147 %.lp
4148 %.hn 2
4149 \subsection*{Configuring User Sounds}
4151 %.pg
4152 Some platforms allow you to define sound files to be played when a message
4153 that matches a user-defined pattern is delivered to the message window.
4154 At this time the Qt port and the win32tty and win32gui ports support the
4155 use of user sounds.
4157 %.pg
4158 The following config file entries are relevant to mapping user sounds
4159 to messages:
4161 \blist{}
4162 %.lp
4163 \item[\ib{SOUNDDIR}]
4164 The directory that houses the sound files to be played.
4165 %.lp
4166 \item[\ib{SOUND}]
4167 An entry that maps a sound file to a user-specified message pattern.
4168 Each SOUND entry is broken down into the following parts:
4170 %.sd
4171 %.si
4172 {\tt MESG } --- message window mapping (the only one supported in 3.6);\\
4173 {\tt pattern } --- the pattern to match;\\
4174 {\tt sound file} --- the sound file to play;\\
4175 {\tt volume } --- the volume to be set while playing the sound file.
4176 %.ei
4177 %.ed
4178 \elist
4180 %.lp ""
4181 The pattern should be a regular expression.
4183 %.lp
4184 %.hn 2
4185 \subsection*{Configuring Status Hilites}
4187 %.pg
4188 Your copy of aNetHack may have been compiled with support for {\it Status Hilites}.
4189 If so, you can customize your game display by setting thresholds to
4190 change the color or appearance of fields in the status display.
4192 For example, the following line in your config file will cause
4193 the hitpoints field to display in the color red if your hitpoints
4194 drop to or below a threshold of 30%:
4195 \begin{verbatim}
4196 OPTION=hilite_status: hitpoints/30%/red/normal
4197 \end{verbatim}
4198 %.pg
4199 For another example, the following line in your config file will cause
4200 wisdom to be displayed red if it drops and green if it rises.
4201 \begin{verbatim}
4202 OPTION=hilite_status: wisdom/updown/red/green
4203 \end{verbatim}
4204 You can adjust the display of the following status fields:
4205 %.sd
4206 \begin{center}
4207 \begin{tabular}{lll}
4208 %TABLE_START
4209 title & strength & dexterity\\
4210 constitution & intelligence & wisdom\\
4211 charisma & alignment & score\\
4212 carrying-capacity & gold & power\\
4213 power-max & experience-level & armor-class\\
4214 HD & time & hunger\\
4215 hitpoints & hitpoints-max & dungeon-level\\
4216 experience & condition\\
4217 %TABLE_END Do not delete this line.
4218 \end{tabular}
4219 \end{center}
4220 %.ed
4222 %.lp ""
4223 Allowed colors are {\it black}, {\it red}, {\it green}, {\it brown},
4224 {\it blue}, {\it magenta}, {\it cyan}, {\it gray}, {\it orange},
4225 {\it lightgreen}, {\it yellow}, {\it lightblue}, {\it lightmagenta},
4226 {\it lightcyan}, and {\it white}.
4228 %.lp ""
4229 Behaviours can occur based on percentage thresholds, updown, or absolute values.
4230 The in-game options menu can help you determine the correct syntax for a
4231 config file.
4233 %.lp ""
4234 The whole feature can be disable by setting option {\it statushilites} off.
4236 %.lp
4237 %.hn 2
4238 \subsection*{Modifying aNetHack Symbols}
4240 %.pg
4241 aNetHack can load entire symbol sets from the symbol file.
4243 %.pg
4244 The options that are used to select a particular symbol set from the
4245 symbol file are:
4247 \blist{}
4248 %.lp
4249 \item[\ib{symset}]
4250 Set the name of the symbol set that you want to load.
4251 {\it symbols\/}.
4253 %.lp
4254 \item[\ib{roguesymset}]
4255 Set the name of the symbol set that you want to load for display
4256 on the rogue level.
4257 \elist
4259 You can also override one or more symbols using the {\it SYMBOLS\/} config
4260 file option. Symbols are specified as {\it name:value\/} pairs. Note that
4261 {\it aNetHack\/} escape-processes the {\it value\/} string in conventional C
4262 fashion. This means that `\verb+\+' is a prefix to take the following
4263 character literally. Thus `\verb+\+' needs to be represented as `\verb+\\+'.
4264 The special escape form
4265 `\verb+\m+' switches on the meta bit in the symbol value, and the
4266 `{\tt \^{}}' prefix causes the following character to be treated as a control
4267 character.
4270 \small
4271 \begin{longtable}{lll}
4272 \caption[]{aNetHack Symbols}\\
4273 Default & Symbol Name & Description\\
4274 \hline \hline
4275 \endhead
4276 \verb@ @ & S\verb+_+air & (air)\\
4277 \verb@_@ & S\verb+_+altar & (altar)\\
4278 \verb@"@ & S\verb+_+amulet & (amulet)\\
4279 \verb@A@ & S\verb+_+angel & (angelic being)\\
4280 \verb@a@ & S\verb+_+ant & (ant or other insect)\\
4281 \verb@^@ & S\verb+_+anti\verb+_+magic\verb+_+trap & (anti-magic field)\\
4282 \verb@[@ & S\verb+_+armor & (suit or piece of armor)\\
4283 \verb@[@ & S\verb+_+armour & (suit or piece of armor)\\
4284 \verb@^@ & S\verb+_+arrow\verb+_+trap & (arrow trap)\\
4285 \verb@0@ & S\verb+_+ball & (iron ball)\\
4286 \verb@#@ & S\verb+_+bars & (iron bars)\\
4287 \verb@B@ & S\verb+_+bat & (bat or bird)\\
4288 \verb@^@ & S\verb+_+bear\verb+_+trap & (bear trap)\\
4289 \verb@-@ & S\verb+_+blcorn & (bottom left corner)\\
4290 \verb@b@ & S\verb+_+blob & (blob)\\
4291 \verb@+@ & S\verb+_+book & (spellbook)\\
4292 \verb@)@ & S\verb+_+boomleft & (boomerang open left)\\
4293 \verb@(@ & S\verb+_+boomright & (boomerang open right)\\
4294 \verb@`@ & S\verb+_+boulder & (boulder)\\
4295 \verb@-@ & S\verb+_+brcorn & (bottom right corner)\\
4296 \verb@C@ & S\verb+_+centaur & (centaur)\\
4297 \verb@_@ & S\verb+_+chain & (iron chain)\\
4298 \verb@#@ & S\verb+_+cloud & (cloud)\\
4299 \verb@c@ & S\verb+_+cockatrice & (cockatrice)\\
4300 \verb@$@ & S\verb+_+coin & (pile of coins)\\
4301 \verb@#@ & S\verb+_+corr & (corridor)\\
4302 \verb@-@ & S\verb+_+crwall & (wall)\\
4303 \verb@-@ & S\verb+_+darkroom & (dark room)\\
4304 \verb@^@ & S\verb+_+dart\verb+_+trap & (dart trap)\\
4305 \verb@&@ & S\verb+_+demon & (major demon)\\
4306 \verb@*@ & S\verb+_+digbeam & (dig beam)\\
4307 \verb@>@ & S\verb+_+dnladder & (ladder down)\\
4308 \verb@>@ & S\verb+_+dnstair & (staircase down)\\
4309 \verb@d@ & S\verb+_+dog & (dog or other canine)\\
4310 \verb@D@ & S\verb+_+dragon & (dragon)\\
4311 \verb@;@ & S\verb+_+eel & (sea monster)\\
4312 \verb@E@ & S\verb+_+elemental & (elemental)\\
4313 \verb@/@ & S\verb+_+explode1 & (explosion top left)\\
4314 \verb@-@ & S\verb+_+explode2 & (explosion top center)\\
4315 \verb@\@ & S\verb+_+explode3 & (explosion top right)\\
4316 \verb@|@ & S\verb+_+explode4 & (explosion middle left)\\
4317 \verb@ @ & S\verb+_+explode5 & (explosion middle center)\\
4318 \verb@|@ & S\verb+_+explode6 & (explosion middle right)\\
4319 \verb@\@ & S\verb+_+explode7 & (explosion bottom left)\\
4320 \verb@-@ & S\verb+_+explode8 & (explosion bottom center)\\
4321 \verb@/@ & S\verb+_+explode9 & (explosion bottom right)\\
4322 \verb@e@ & S\verb+_+eye & (eye or sphere)\\
4323 \verb@^@ & S\verb+_+falling\verb+_+rock\verb+_+trap & (falling rock trap)\\
4324 \verb@f@ & S\verb+_+feline & (cat or other feline)\\
4325 \verb@^@ & S\verb+_+fire\verb+_+trap & (fire trap)\\
4326 \verb@!@ & S\verb+_+flashbeam & (flash beam)\\
4327 \verb@%@ & S\verb+_+food & (piece of food)\\
4328 \verb@{@ & S\verb+_+fountain & (fountain)\\
4329 \verb@F@ & S\verb+_+fungus & (fungus or mold)\\
4330 \verb@*@ & S\verb+_+gem & (gem or rock)\\
4331 \verb@ @ & S\verb+_+ghost & (ghost)\\
4332 \verb@H@ & S\verb+_+giant & (giant humanoid)\\
4333 \verb@G@ & S\verb+_+gnome & (gnome)\\
4334 \verb@'@ & S\verb+_+golem & (golem)\\
4335 \verb@|@ & S\verb+_+grave & (grave)\\
4336 \verb@g@ & S\verb+_+gremlin & (gremlin)\\
4337 \verb@-@ & S\verb+_+hbeam & (wall)\\
4338 \verb@#@ & S\verb+_+hcdbridge & (horizontal raised drawbridge)\\
4339 \verb@+@ & S\verb+_+hcdoor & (closed door)\\
4340 \verb@.@ & S\verb+_+hodbridge & (horizontal lowered drawbridge)\\
4341 \verb@|@ & S\verb+_+hodoor & (open door)\\
4342 \verb@^@ & S\verb+_+hole & (hole)\\
4343 \verb~@~ & S\verb+_+human & (human or elf)\\
4344 \verb@h@ & S\verb+_+humanoid & (humanoid)\\
4345 \verb@-@ & S\verb+_+hwall & (horizontal wall)\\
4346 \verb@.@ & S\verb+_+ice & (ice)\\
4347 \verb@i@ & S\verb+_+imp & (imp or minor demon)\\
4348 \verb@I@ & S\verb+_+invisible & (invisible monster)\\
4349 \verb@J@ & S\verb+_+jabberwock & (jabberwock)\\
4350 \verb@j@ & S\verb+_+jelly & (jelly)\\
4351 \verb@k@ & S\verb+_+kobold & (kobold)\\
4352 \verb@K@ & S\verb+_+kop & (Keystone Kop)\\
4353 \verb@^@ & S\verb+_+land\verb+_+mine & (land mine)\\
4354 \verb@}@ & S\verb+_+lava & (molten lava)\\
4355 \verb@l@ & S\verb+_+leprechaun & (leprechaun)\\
4356 \verb@^@ & S\verb+_+level\verb+_+teleporter & (level teleporter)\\
4357 \verb@L@ & S\verb+_+lich & (lich)\\
4358 \verb@y@ & S\verb+_+light & (light)\\
4359 \verb@#@ & S\verb+_+litcorr & (lit corridor)\\
4360 \verb@:@ & S\verb+_+lizard & (lizard)\\
4361 \verb@\@ & S\verb+_+lslant & (wall)\\
4362 \verb@^@ & S\verb+_+magic\verb+_+portal & (magic portal)\\
4363 \verb@^@ & S\verb+_+magic\verb+_+trap & (magic trap)\\
4364 \verb@m@ & S\verb+_+mimic & (mimic)\\
4365 \verb@]@ & S\verb+_+mimic\verb+_+def & (mimic)\\
4366 \verb@M@ & S\verb+_+mummy & (mummy)\\
4367 \verb@N@ & S\verb+_+naga & (naga)\\
4368 \verb@.@ & S\verb+_+ndoor & (doorway)\\
4369 \verb@n@ & S\verb+_+nymph & (nymph)\\
4370 \verb@O@ & S\verb+_+ogre & (ogre)\\
4371 \verb@o@ & S\verb+_+orc & (orc)\\
4372 \verb@p@ & S\verb+_+piercer & (piercer)\\
4373 \verb@^@ & S\verb+_+pit & (pit)\\
4374 \verb@#@ & S\verb+_+poisoncloud & (poison cloud)\\
4375 \verb@^@ & S\verb+_+polymorph\verb+_+trap & (polymorph trap)\\
4376 \verb@}@ & S\verb+_+pool & (water)\\
4377 \verb@!@ & S\verb+_+potion & (potion)\\
4378 \verb@P@ & S\verb+_+pudding & (pudding or ooze)\\
4379 \verb@q@ & S\verb+_+quadruped & (quadruped)\\
4380 \verb@Q@ & S\verb+_+quantmech & (quantum mechanic)\\
4381 \verb@=@ & S\verb+_+ring & (ring)\\
4382 \verb@`@ & S\verb+_+rock & (boulder or statue)\\
4383 \verb@r@ & S\verb+_+rodent & (rodent)\\
4384 \verb@^@ & S\verb+_+rolling\verb+_+boulder\verb+_+trap & (rolling boulder trap)\\
4385 \verb@.@ & S\verb+_+room & (floor of a room)\\
4386 \verb@/@ & S\verb+_+rslant & (wall)\\
4387 \verb@^@ & S\verb+_+rust\verb+_+trap & (rust trap)\\
4388 \verb@R@ & S\verb+_+rustmonst & (rust monster or disenchanter)\\
4389 \verb@?@ & S\verb+_+scroll & (scroll)\\
4390 \verb@#@ & S\verb+_+sink & (sink)\\
4391 \verb@^@ & S\verb+_+sleeping\verb+_+gas\verb+_+trap & (sleeping gas trap)\\
4392 \verb@S@ & S\verb+_+snake & (snake)\\
4393 \verb@s@ & S\verb+_+spider & (arachnid or centipede)\\
4394 \verb@^@ & S\verb+_+spiked\verb+_+pit & (spiked pit)\\
4395 \verb@^@ & S\verb+_+squeaky\verb+_+board & (squeaky board)\\
4396 \verb@0@ & S\verb+_+ss1 & (magic shield 1 of 4)\\
4397 \verb@#@ & S\verb+_+ss2 & (magic shield 2 of 4)\\
4398 \verb+@+ & S\verb+_+ss3 & (magic shield 3 of 4)\\
4399 \verb@*@ & S\verb+_+ss4 & (magic shield 4 of 4)\\
4400 \verb@^@ & S\verb+_+statue\verb+_+trap & (statue trap)\\
4401 \verb@ @ & S\verb+_+stone & (dark part of a room)\\
4402 \verb@]@ & S\verb+_+strange\verb+_+obj & (strange object)\\
4403 \verb@-@ & S\verb+_+sw\verb+_+bc & (swallow bottom center)\\
4404 \verb@\@ & S\verb+_+sw\verb+_+bl & (swallow bottom left)\\
4405 \verb@/@ & S\verb+_+sw\verb+_+br & (swallow bottom right )\\
4406 \verb@|@ & S\verb+_+sw\verb+_+ml & (swallow middle left)\\
4407 \verb@|@ & S\verb+_+sw\verb+_+mr & (swallow middle right)\\
4408 \verb@-@ & S\verb+_+sw\verb+_+tc & (swallow top center)\\
4409 \verb@/@ & S\verb+_+sw\verb+_+tl & (swallow top left)\\
4410 \verb@\@ & S\verb+_+sw\verb+_+tr & (swallow top right)\\
4411 \verb@-@ & S\verb+_+tdwall & (wall)\\
4412 \verb@^@ & S\verb+_+teleportation\verb+_+trap & (teleportation trap)\\
4413 \verb@\@ & S\verb+_+throne & (opulent throne)\\
4414 \verb@-@ & S\verb+_+tlcorn & (top left corner)\\
4415 \verb@|@ & S\verb+_+tlwall & (wall)\\
4416 \verb@(@ & S\verb+_+tool & (useful item (pick-axe\, key\, lamp...))\\
4417 \verb@^@ & S\verb+_+trap\verb+_+door & (trap door)\\
4418 \verb@t@ & S\verb+_+trapper & (trapper or lurker above)\\
4419 \verb@-@ & S\verb+_+trcorn & (top right corner)\\
4420 \verb@#@ & S\verb+_+tree & (tree)\\
4421 \verb@T@ & S\verb+_+troll & (troll)\\
4422 \verb@|@ & S\verb+_+trwall & (wall)\\
4423 \verb@-@ & S\verb+_+tuwall & (wall)\\
4424 \verb@U@ & S\verb+_+umber & (umber hulk)\\
4425 \verb@u@ & S\verb+_+unicorn & (unicorn or horse)\\
4426 \verb@<@ & S\verb+_+upladder & (ladder up)\\
4427 \verb@<@ & S\verb+_+upstair & (staircase up)\\
4428 \verb@V@ & S\verb+_+vampire & (vampire)\\
4429 \verb@|@ & S\verb+_+vbeam & (wall)\\
4430 \verb@#@ & S\verb+_+vcdbridge & (vertical raised drawbridge)\\
4431 \verb@+@ & S\verb+_+vcdoor & (closed door)\\
4432 \verb@.@ & S\verb+_+venom & (splash of venom)\\
4433 \verb@^@ & S\verb+_+vibrating\verb+_+square & (vibrating square)\\
4434 \verb@.@ & S\verb+_+vodbridge & (vertical lowered drawbridge)\\
4435 \verb@-@ & S\verb+_+vodoor & (open door)\\
4436 \verb@v@ & S\verb+_+vortex & (vortex)\\
4437 \verb@|@ & S\verb+_+vwall & (vertical wall)\\
4438 \verb@/@ & S\verb+_+wand & (wand)\\
4439 \verb@}@ & S\verb+_+water & (water)\\
4440 \verb@)@ & S\verb+_+weapon & (weapon)\\
4441 \verb@"@ & S\verb+_+web & (web)\\
4442 \verb@w@ & S\verb+_+worm & (worm)\\
4443 \verb@~@ & S\verb+_+worm\verb+_+tail & (long worm tail)\\
4444 \verb@W@ & S\verb+_+wraith & (wraith)\\
4445 \verb@x@ & S\verb+_+xan & (xan or other mythical/fantastic insect)\\
4446 \verb@X@ & S\verb+_+xorn & (xorn)\\
4447 \verb@Y@ & S\verb+_+yeti & (apelike creature)\\
4448 \verb@Z@ & S\verb+_+zombie & (zombie)\\
4449 \verb@z@ & S\verb+_+zruty & (zruty)
4450 \end{longtable}%
4453 %.lp
4454 %.hn 2
4455 \subsection*{Configuring aNetHack for Play by the Blind}
4457 %.pg
4458 aNetHack can be set up to use only standard ASCII characters for making
4459 maps of the dungeons. This makes the MS-DOS versions of aNetHack completely
4460 accessible to the blind who use speech and/or Braille access technologies.
4461 Players will require a good working knowledge of their screen-reader's
4462 review features, and will have to know how to navigate horizontally and
4463 vertically character by character. They will also find the search
4464 capabilities of their screen-readers to be quite valuable. Be certain to
4465 examine this Guidebook before playing so you have an idea what the screen
4466 layout is like. You'll also need to be able to locate the PC cursor. It is
4467 always where your character is located. Merely searching for an @-sign will
4468 not always find your character since there are other humanoids represented
4469 by the same sign. Your screen-reader should also have a function which
4470 gives you the row and column of your review cursor and the PC cursor.
4471 These co-ordinates are often useful in giving players a better sense of the
4472 overall location of items on the screen.
4473 %.pg
4474 aNetHack can also be compiled with support for sending the game messages
4475 to an external program, such as a text-to-speech synthesizer. If the \#version
4476 extended command shows "external program as a message handler", your aNetHack
4477 has been compiled with the capability. When compiling aNetHack from source
4478 on Linux and other POSIX systems, define {\it MSGHANDLER\/} to enable it. To use
4479 the capability, set the environment variable {\it ANETHACK\_MSGHANDLER\/} to an
4480 executable, which will be executed with the game message as the program's
4481 only parameter.
4482 %.pg
4483 While it is not difficult for experienced users to edit the {\it defaults.nh\/}
4484 file to accomplish this, novices may find this task somewhat daunting.
4485 Included within the symbol file of all official distributions of aNetHack
4486 is a symset called {\it NHAccess\/}. Selecting that symset in your
4487 configuration file will cause the game to run in a manner accessible
4488 to the blind. After you have gained some experience with the game
4489 and with editing files, you may want to alter settings via {\it SYMBOLS=\/}
4490 in your configuration file to better suit your preferences.
4491 The most crucial settings to make the game accessible are:
4492 %.pg
4493 \blist{}
4494 %.lp
4495 \item[\ib{symset:NHAccess}]
4496 Load a symbol set appropriate for use by blind players.
4497 %.lp
4498 \item[\ib{roguesymset:NHAccess}]
4499 Load a symbol set for the rogue level that is appropriate for
4500 use by blind players.
4501 %.lp
4502 \item[\ib{menustyle:traditional}]
4503 This will assist in the interface to speech synthesizers.
4504 %.lp
4505 \item[\ib{nomenu\verb+_+overlay}]
4506 Show menus on a cleared screen and aligned to the left edge.
4507 %.lp
4508 \item[\ib{number\verb+_+pad}]
4509 A lot of speech access programs use the number-pad to review the screen.
4510 If this is the case, disable the number\verb+_+pad option and use the traditional
4511 Rogue-like commands.
4512 %.lp
4513 \item[\ib{autodescribe}]
4514 Automatically describe the terrain under the cursor when targeting.
4515 %.lp
4516 \item[\ib{mention\verb+_+walls}]
4517 Give feedback messages when walking towards a wall or when travel command
4518 was interrupted.
4519 %.lp
4520 \item[\ib{whatis\verb+_+coord:compass}]
4521 When targeting with cursor, describe the cursor position with coordinates
4522 relative to your character.
4523 %.lp
4524 \item[\ib{nostatus\verb+_+updates}]
4525 Prevent updates to the status lines at the bottom of the screen, if
4526 your screen-reader reads those lines. The same information can be
4527 seen via the #attributes command.
4528 \elist
4530 %.hn2
4531 \subsection*{Global Configuration for System Administrators}
4533 %.pg
4534 If aNetHack is compiled with the SYSCF option, a system administrator
4535 should set up a global configuration; this is a file in the
4536 same format as the traditional per-user configuration file (see above).
4538 This file should be named sysconf and placed in the same directory as
4539 the other aNetHack support files.
4540 The options recognized in this file are listed below. Any option not
4541 set uses a compiled-in default (which may not be appropriate for your
4542 system).
4544 %.pg
4545 \blist{}
4546 %.lp
4547 \item[\ib{WIZARDS}]
4548 A space-separated list of user name who are allowed to play in wizard
4549 mode (the debugging mode, not the magic-useing role). A value of a single
4550 asterisk (*) allows anyone to start a game in wizard mode.
4551 %.lp
4552 \item[\ib{SHELLERS}]
4553 A list of users who are allowed to use the shell escape command (`{\tt !}').
4554 The syntax is the same as WIZARDS.
4555 %.lp
4556 \item[\ib{EXPLORERS}]
4557 A list of users who are allowed to use the explore mode.
4558 The syntax is the same as WIZARDS.
4559 %.lp
4560 \item[\ib{MAXPLAYERS}]
4561 Limit the maximum number of games that can be running at the same time.
4562 %.lp
4563 \item[\ib{SUPPORT}]
4564 A string explainign how to get local support (no default value).
4565 %.lp
4566 \item[\ib{RECOVER}]
4567 A string explaining how to recover a game on this system (no default value).
4568 %.lp
4569 \item[\ib{SEDUCE}]
4570 0 or 1 to disable or enable, respectively, the SEDUCE option (see the source)
4571 for details on this function.
4572 %.lp
4573 \item[\ib{CHECK\verb+_+PLNAME}]
4574 Setting this to 1 will make the EXPLORERS, WIZARDS, and SHELLERS check
4575 for the player name instead of the user's login name.
4576 %.lp
4577 \item[\ib{CHECK\verb+_+SAVE\verb+_+UID}]
4578 0 or 1 to disable or enable, respectively, the UID checking for savefiles.
4579 \elist
4581 %.pg
4582 The following options affect the score file:
4583 \blist {}
4584 %.pg
4585 %.lp
4586 \item[\ib{PERSMAX}]
4587 Maximum number of entries for one person
4588 %.lp
4589 \item[\ib{ENTRYMAX}]
4590 Maximum number of entries in the score file
4591 %.lp
4592 \item[\ib{POINTSMIN}]
4593 Minimum number of points to get an entry in the score file.
4594 %.lp
4595 \item[\ib{PERS\verb+_+IS\verb+_+UID}]
4596 0 or 1 to use user names or numeric userids, respectively, to identify
4597 unique people for the score file
4598 %.lp
4599 \item[\ib{DUMPLOGFILE}]
4600 A filename where the end-of-game dumplog is saved.
4601 Not defining this will prevent dumplog from being created. Only available
4602 if your game is compiled with DUMPLOG. Allows the following placeholders:
4603 %.sd
4604 %.si
4605 {\tt \%\%} --- literal `{\tt \%}'\\
4606 {\tt \%v} --- version (eg. "3.6.1-0")\\
4607 {\tt \%u} --- game UID\\
4608 {\tt \%t} --- game start time, UNIX timestamp format\\
4609 {\tt \%T} --- current time, UNIX timestamp format\\
4610 {\tt \%d} --- game start time, YYYYMMDDhhmmss format\\
4611 {\tt \%D} --- current time, YYYYMMDDhhmmss format\\
4612 {\tt \%n} --- player name\\
4613 {\tt \%N} --- first character of player name
4614 %.ei
4615 %.ed
4616 \elist
4618 %.hn 1
4619 \section{Scoring}
4621 %.pg
4622 {\it aNetHack\/} maintains a list of the top scores or scorers on your machine,
4623 depending on how it is set up. In the latter case, each account on
4624 the machine can post only one non-winning score on this list. If
4625 you score higher than someone else on this list, or better your
4626 previous score, you will be inserted in the proper place under your
4627 current name. How many scores are kept can also be set up when
4628 {\it aNetHack\/} is compiled.
4630 %.pg
4631 Your score is chiefly based upon how much experience you gained, how
4632 much loot you accumulated, how deep you explored, and how the game
4633 ended. If you quit the game, you escape with all of your gold intact.
4634 If, however, you get killed in the Mazes of Menace, the guild will
4635 only hear about 90\,\% of your gold when your corpse is discovered
4636 (adventurers have been known to collect finder's fees). So, consider
4637 whether you want to take one last hit at that monster and possibly
4638 live, or quit and stop with whatever you have. If you quit, you keep
4639 all your gold, but if you swing and live, you might find more.
4641 %.pg
4642 If you just want to see what the current top players/games list is, you
4643 can type
4644 \begin{verbatim}
4645 anethack -s all
4646 \end{verbatim}
4647 on most versions.
4649 %.hn 1
4650 \section{Explore mode}
4652 %.pg
4653 {\it aNetHack\/} is an intricate and difficult game. Novices might falter
4654 in fear, aware of their ignorance of the means to survive. Well, fear
4655 not. Your dungeon comes equipped with an ``explore'' or ``discovery''
4656 mode that enables you to keep old save files and cheat death, at the
4657 paltry cost of not getting on the high score list.
4659 %.pg
4660 There are two ways of enabling explore mode. One is to start the game
4661 with the {\tt -X}
4662 command-line switch or with the
4663 {\it playmode:explore\/}
4664 option. The other is to issue the `{\tt \#exploremode}' extended command while
4665 already playing the game. Starting a new game in explore mode provides your
4666 character with a wand of wishing in initial inventory; switching
4667 during play does not. The other benefits of explore mode are left for
4668 the trepid reader to discover.
4670 %.pg
4671 %.hn 2
4672 \subsection*{Debug mode}
4674 %.pg
4675 Debug mode, also known as wizard mode, is undocumented aside from this
4676 brief description. It is intended for tracking down problems within the
4677 program rather than to provide god-like powers to your character, and
4678 players who attempt debugging are expected to figure out how to use it
4679 themselves. It is initiated by starting the game with the
4680 {\tt -D}
4681 command-line switch or with the
4682 {\it playmode:debug\/}
4683 option.
4685 %.pg
4686 For some systems, the player must be logged in
4687 under a particular user name to be allowed to use debug mode; for others,
4688 the hero must be given a particular character name (but may be any role;
4689 there's no connection between ``wizard mode'' and the {\it Wizard\/} role).
4690 And on any system, the program might have been configured to omit debug
4691 mode entirely. Attempting to start a game in debug mode when not allowed
4692 or not available will result in falling back to explore mode instead.
4694 %.hn
4695 \section{Credits}
4696 %.pg
4697 The original %
4698 {\it hack\/} game was modeled on the Berkeley
4699 %.ux
4700 UNIX
4701 {\it rogue\/} game. Large portions of this paper were shamelessly
4702 cribbed from %
4703 {\it A Guide to the Dungeons of Doom}, by Michael C. Toy
4704 and Kenneth C. R. C. Arnold. Small portions were adapted from
4705 {\it Further Exploration of the Dungeons of Doom}, by Ken Arromdee.
4707 %.pg
4708 {\it aNetHack\/} is the product of literally dozens of people's work.
4709 Main events in the course of the game development are described below:
4711 %.pg
4712 \bigskip
4713 \nd {\it Jay Fenlason\/} wrote the original {\it Hack\/} with help from {\it
4714 Kenny Woodland}, {\it Mike Thome}, and {\it Jon Payne}.
4716 %.pg
4717 \medskip
4718 \nd {\it Andries Brouwer\/} did a major re-write, transforming {\it Hack\/}
4719 into a very different game, and published (at least) three versions (1.0.1,
4720 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
4722 %.pg
4723 \medskip
4724 \nd {\it Don G. Kneller\/} ported {\it Hack\/} 1.0.3 to Microsoft C and MS-DOS,
4725 producing {\it PC Hack\/} 1.01e, added support for DEC Rainbow graphics in
4726 version 1.03g, and went on to produce at least four more versions (3.0, 3.2,
4727 3.51, and 3.6).
4729 %.pg
4730 \medskip
4731 \nd {\it R. Black\/} ported {\it PC Hack\/} 3.51 to Lattice C and the Atari
4732 520/1040ST, producing {\it ST Hack\/} 1.03.
4734 %.pg
4735 \medskip
4736 \nd {\it Mike Stephenson\/} merged these various versions back together,
4737 incorporating many of the added features, and produced {\it aNetHack\/} version
4738 1.4. He then coordinated a cast of thousands in enhancing and debugging
4739 {\it aNetHack\/} 1.4 and released {\it aNetHack\/} versions 2.2 and 2.3.
4741 %.pg
4742 \medskip
4743 \nd Later, Mike coordinated a major rewrite of the game, heading a team which
4744 included {\it Ken Arromdee}, {\it Jean-Christophe Collet}, {\it Steve Creps},
4745 {\it Eric Hendrickson}, {\it Izchak Miller}, {\it Eric S. Raymond}, {\it John
4746 Rupley}, {\it Mike Threepoint}, and {\it Janet Walz}, to produce {\it
4747 aNetHack\/} 3.0c.
4749 %.pg
4750 \medskip
4751 \nd {\it aNetHack\/} 3.0 was ported to the Atari by {\it Eric R. Smith}, to OS/2 by
4752 {\it Timo Hakulinen}, and to VMS by {\it David Gentzel}. The three of them
4753 and {\it Kevin Darcy\/} later joined the main development team to produce
4754 subsequent revisions of 3.0.
4756 %.pg
4757 \medskip
4758 \nd {\it Olaf Seibert\/} ported {\it aNetHack\/} 2.3 and 3.0 to the Amiga. {\it
4759 Norm Meluch}, {\it Stephen Spackman\/} and {\it Pierre Martineau\/} designed
4760 overlay code for {\it PC aNetHack\/} 3.0. {\it Johnny Lee\/} ported {\it
4761 aNetHack\/} 3.0 to the Macintosh. Along with various other Dungeoneers, they
4762 continued to enhance the PC, Macintosh, and Amiga ports through the later
4763 revisions of 3.0.
4765 %.pg
4766 \medskip
4767 \nd Headed by {\it Mike Stephenson\/} and coordinated by {\it Izchak Miller\/} and
4768 {\it Janet Walz}, the development team which now included {\it Ken Arromdee},
4769 {\it David Cohrs}, {\it Jean-Christophe Collet}, {\it Kevin Darcy},
4770 {\it Matt Day}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
4771 {\it Pat Rankin}, {\it Eric Raymond}, and {\it Eric Smith\/} undertook a radical
4772 revision of 3.0. They re-structured the game's design, and re-wrote major
4773 parts of the code. They added multiple dungeons, a new display, special
4774 individual character quests, a new endgame and many other new features, and
4775 produced {\it aNetHack\/} 3.1.
4777 %.pg
4778 \medskip
4779 \nd {\it Ken Lorber}, {\it Gregg Wonderly\/} and {\it Greg Olson}, with help
4780 from {\it Richard Addison}, {\it Mike Passaretti}, and {\it Olaf Seibert},
4781 developed {\it aNetHack\/} 3.1 for the Amiga.
4783 %.pg
4784 \medskip
4785 \nd {\it Norm Meluch\/} and {\it Kevin Smolkowski}, with help from
4786 {\it Carl Schelin}, {\it Stephen Spackman}, {\it Steve VanDevender},
4787 and {\it Paul Winner}, ported {\it aNetHack\/} 3.1 to the PC.
4789 %.pg
4790 \medskip
4791 \nd {\it Jon W\{tte} and {\it Hao-yang Wang},
4792 with help from {\it Ross Brown}, {\it Mike Engber}, {\it David Hairston},
4793 {\it Michael Hamel}, {\it Jonathan Handler}, {\it Johnny Lee},
4794 {\it Tim Lennan}, {\it Rob Menke}, and {\it Andy Swanson},
4795 developed {\it aNetHack\/} 3.1 for the Macintosh, porting it for MPW.
4796 Building on their development, {\it Barton House} added a Think C port.
4798 %.pg
4799 \medskip
4800 \nd {\it Timo Hakulinen\/} ported {\it aNetHack\/} 3.1 to OS/2.
4801 {\it Eric Smith\/} ported {\it aNetHack\/} 3.1 to the Atari.
4802 {\it Pat Rankin}, with help from {\it Joshua Delahunty},
4803 was responsible for the VMS version of {\it aNetHack\/} 3.1.
4804 {\it Michael Allison} ported {\it aNetHack\/} 3.1 to Windows NT.
4806 %.pg
4807 \medskip
4808 \nd {\it Dean Luick}, with help from {\it David Cohrs}, developed {\it aNetHack\/}
4809 3.1 for X11.
4810 {\it Warwick Allison} wrote a tiled version of aNetHack for the Atari;
4811 he later contributed the tiles to the DevTeam and tile support was
4812 then added to other platforms.
4814 %.pg
4815 \medskip
4816 \nd The 3.2 development team, comprised of {\it Michael Allison}, {\it Ken
4817 Arromdee}, {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it
4818 Kevin Darcy}, {\it Timo Hakulinen}, {\it Steve Linhart}, {\it Dean Luick},
4819 {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson}, {\it Janet Walz},
4820 and {\it Paul Winner}, released version 3.2 in April of 1996.
4822 %.pg
4823 \medskip
4824 \nd Version 3.2 marked the tenth anniversary of the formation of the development
4825 team. In a testament to their dedication to the game, all thirteen members
4826 of the original development team remained on the team at the start of work on
4827 that release. During the interval between the release of 3.1.3 and 3.2,
4828 one of the founding members of the development team, {\it Dr. Izchak Miller},
4829 was diagnosed with cancer and passed away. That release of the game was
4830 dedicated to him by the development and porting teams.
4832 %.pg
4833 \medskip
4834 During the lifespan of {\it aNetHack\/} 3.1 and 3.2, several enthusiasts
4835 of the game added
4836 their own modifications to the game and made these ``variants'' publicly
4837 available:
4839 %.pg
4840 \medskip
4841 {\it Tom Proudfoot} and {\it Yuval Oren} created {\it aNetHack++},
4842 which was quickly renamed {\it aNetHack$--$}.
4843 Working independently, {\it Stephen White} wrote {\it aNetHack Plus}.
4844 {\it Tom Proudfoot} later merged {\it aNetHack Plus}
4845 and his own {\it aNetHack$--$} to produce {\it SLASH}.
4846 {\it Larry Stewart-Zerba} and {\it Warwick Allison} improved the spell
4847 casting system with the Wizard Patch.
4848 {\it Warwick Allison} also ported aNetHack to use the Qt interface.
4850 %.pg
4851 \medskip
4852 {\it Warren Cheung} combined {\it SLASH} with the Wizard Patch
4853 to produce {\it Slash'em\/}, and
4854 with the help of {\it Kevin Hugo}, added more features.
4855 Kevin later joined the
4856 DevTeam and incorporated the best of these ideas into aNetHack 3.3.
4858 %.pg
4859 \medskip
4860 The final update to 3.2 was the bug fix release 3.2.3, which was released
4861 simultaneously with 3.3.0 in December 1999 just in time for the Year 2000.
4863 %.pg
4864 \medskip
4865 The 3.3 development team, consisting of {\it Michael Allison}, {\it Ken Arromdee},
4866 {\it David Cohrs}, {\it Jessie Collet}, {\it Steve Creps}, {\it Kevin Darcy},
4867 {\it Timo Hakulinen}, {\it Kevin Hugo}, {\it Steve Linhart}, {\it Ken Lorber},
4868 {\it Dean Luick}, {\it Pat Rankin}, {\it Eric Smith}, {\it Mike Stephenson},
4869 {\it Janet Walz}, and {\it Paul Winner}, released 3.3.0 in
4870 December 1999 and 3.3.1 in August of 2000.
4872 %.pg
4873 \medskip
4874 Version 3.3 offered many firsts. It was the first version to separate race
4875 and profession. The Elf class was removed in preference to an elf race,
4876 and the races of dwarves, gnomes, and orcs made their first appearance in
4877 the game alongside the familiar human race. Monk and Ranger roles joined
4878 Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
4879 Tourists, Valkyries and of course, Wizards. It was also the first version
4880 to allow you to ride a steed, and was the first version to have a publicly
4881 available web-site listing all the bugs that had been discovered. Despite
4882 that constantly growing bug list, 3.3 proved stable enough to last for
4883 more than a year and a half.
4885 %.pg
4886 \medskip
4887 The 3.4 development team initially consisted of
4888 {\it Michael Allison}, {\it Ken Arromdee},
4889 {\it David Cohrs}, {\it Jessie Collet}, {\it Kevin Hugo}, {\it Ken Lorber},
4890 {\it Dean Luick}, {\it Pat Rankin}, {\it Mike Stephenson},
4891 {\it Janet Walz}, and {\it Paul Winner}, with {\it Warwick Allison} joining
4892 just before the release of aNetHack 3.4.0 in March 2002.
4894 %.pg
4895 \medskip
4896 As with version 3.3, various people contributed to the game as a whole as
4897 well as supporting ports on the different platforms that {\it aNetHack\/}
4898 runs on:
4900 %.pg
4901 \medskip
4902 \nd{\it Pat Rankin} maintained 3.4 for VMS.
4904 %.pg
4905 \medskip
4906 \nd {\it Michael Allison} maintained aNetHack 3.4 for the MS-DOS platform.
4907 {\it Paul Winner} and {\it Yitzhak Sapir} provided encouragement.
4909 %.pg
4910 \medskip
4911 \nd {\it Dean Luick}, {\it Mark Modrall}, and {\it Kevin Hugo} maintained and
4912 enhanced the Macintosh port of 3.4.
4914 %.pg
4915 \medskip
4916 \nd {\it Michael Allison}, {\it David Cohrs}, {\it Alex Kompel}, {\it Dion Nicolaas}, and
4917 {\it Yitzhak Sapir} maintained and enhanced 3.4 for the Microsoft Windows platform.
4918 {\it Alex Kompel} contributed a new graphical interface for the Windows port.
4919 {\it Alex Kompel} also contributed a Windows CE port for 3.4.1.
4921 %.pg
4922 \medskip
4923 \nd {\it Ron Van Iwaarden} was the sole maintainer of aNetHack for OS/2 the past
4924 several releases. Unfortunately Ron's last OS/2 machine stopped working in
4925 early 2006. A great many thanks to Ron for keeping aNetHack alive on OS/2
4926 all these years.
4928 %.pg
4929 \medskip
4930 \nd {\it Janne Salmij\"{a}rvi} and {\it Teemu Suikki} maintained
4931 and enhanced the Amiga port of 3.4 after {\it Janne Salmij\"{a}rvi} resurrected
4932 it for 3.3.1.
4934 %.pg
4935 \medskip
4936 \nd {\it Christian ``Marvin'' Bressler} maintained 3.4 for the Atari after he
4937 resurrected it for 3.3.1.
4939 %.pg
4940 \medskip
4941 The release of aNetHack 3.4.3 in December 2003 marked the beginning of a
4942 long release hiatus. 3.4.3 proved to be a remarkably stable version that
4943 provided continued enjoyment by the community for more than a decade. The
4944 devteam slowly and quietly continued to work on the game behind the scenes
4945 during the tenure of 3.4.3. It was during that same period that several new
4946 variants emerged within the aNetHack community. Notably sporkhack by
4947 Derek S. Ray, unanethack by Patric Mueller, nitrohack and its successors
4948 originally by Daniel Thaler and then by Alex Smith, and
4949 Dynahack by Tung Nguyen. Some of those variants continue to be developed,
4950 maintained, and enjoyed by the community to this day.
4952 %.pg
4953 \medskip
4954 At the beginning of development for what would eventually get released
4955 as 3.6.0, the development team consisted of {\it Warwick Allison},
4956 {\it Michael Allison}, {\it Ken Arromdee},
4957 {\it David Cohrs}, {\it Jessie Collet},
4958 {\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin},
4959 {\it Mike Stephenson}, {\it Janet Walz}, and {\it Paul Winner}.
4960 Leading up to the release of 3.6.0 in early 2015, new members
4961 {\it Sean Hunt}, {\it Pasi Kallinen}, and {\it Derek S. Ray}
4962 joined the aNetHack development team.
4964 %.pg
4965 \medskip
4966 In September 2014, an interim snapshot of the code under development was
4967 released publicly by other parties. Since that code was a work-in-progress
4968 and had not gone through the process of debugging it as a suitable release,
4969 it was decided that the version numbers present on that code snapshot would
4970 be retired and never used in an official aNetHack release. An announcement
4971 was posted on the devteam's official anethack.org website to that effect,
4972 stating that there would never be a 3.4.4, 3.5, or 3.5.0 official release
4973 version.
4975 %.pg
4976 \medskip
4977 In November 2014, preparation began for the release of aNetHack 0.0.1. The 3.6
4978 version merges work done by the development team since the previous release
4979 with some of the beloved community patches. Many bugs were fixed and a
4980 large amount of code was restructured.
4982 %.pg
4983 \medskip
4984 The development team, as well as {\it Steve VanDevender} and
4985 {\it Kevin Smolkowski} ensured that aNetHack 0.0.1 continued to operate on
4986 various Unix flavors and maintained the X11 interface.
4988 %.pg
4989 {\it Ken Lorber}, {\it Haoyang Wang}, {\it Pat Rankin}, and {\it Dean Luick}
4990 maintained the port of aNetHack 0.0.1 for Mac.
4992 %.pg
4993 \medskip
4994 {\it Michael Allison}, {\it Derek S. Ray}, {\it Yitzhak Sapir},
4995 {\it Alex Kompel}, and {\it Dion Nicolaas} maintained the port of
4996 aNetHack 0.0.1 for Microsoft Windows.
4998 %.pg
4999 \medskip
5000 The 3.6 development team consisting of
5001 {\it Michael Allison}, {\it Warwick Allison}, {\it Ken Arromdee},
5002 {\it David Cohrs}, {\it Jessie Collet}, {\it Sean Hunt},
5003 {\it Pasi Kallinen}, {\it Ken Lorber}, {\it Dean Luick}, {\it Pat Rankin},
5004 {\it Mike Stephenson}, {\it Derek S. Ray}, {\it Janet Walz}, and {\it Paul Winner}
5005 released 3.6.1 as a bug fix release in January 2016.
5007 %.pg
5008 \medskip
5009 \nd The official aNetHack web site is maintained by {\it Ken Lorber} at
5010 {\catcode`\#=11
5011 \special{html:<a href="http://www.anethack.org/">}}
5012 http:{\tt /}{\tt /}www.anethack.org{\tt /}.
5013 {\catcode`\#=11
5014 \special{html:</a>}}
5016 %.pg
5017 %.hn 2
5019 \subsection*{Shout Outs}
5020 \nd The devteam would like to give a special "shout-out" to thank the generous
5021 people primarily responsible for the public aNetHack servers available for
5022 playing the game at anethack.alt.org and devnull.net. In addition to providing
5023 a way for the public to play a game of aNetHack from almost anywhere, they
5024 have hosted annual aNetHack tournaments for many, many years.
5025 %.pg
5026 \nd On behalf of the aNetHack community, thank you very much to
5027 {\it M. Drew Streib}, {\it Pasi Kallinen} and {\it Robin Bandy}.
5028 \clearpage
5029 %.hn
5030 \section*{Dungeoneers}
5031 %.pg
5032 \nd From time to time, some depraved individual out there in netland sends a
5033 particularly intriguing modification to help out with the game. The Gods of
5034 the Dungeon sometimes make note of the names of the worst of these miscreants
5035 in this, the list of Dungeoneers:
5036 %.sd
5037 \begin{center}
5038 \begin{tabular}{llll}
5039 %TABLE_START
5040 Adam Aronow & Frederick Roeber & Kevin Smolkowski & Richard Beigel\\
5041 Alex Kompel & Gil Neiger & Kevin Sweet & Richard P. Hughey\\
5042 Andreas Dorn & Greg Laskin & Lars Huttar & Rob Menke\\
5043 Andy Church & Greg Olson & Leon Arnott & Robin Bandy\\
5044 Andy Swanson & Gregg Wonderly & M. Drew Streib & Robin Johnson\\
5045 Ari Huttunen & Hao-yang Wang & Malcolm Ryan & Roderick Schertler\\
5046 Barton House & Helge Hafting & Mark Gooderum & Roland McGrath\\
5047 Benson I. Margulies & Irina Rempt-Drijfhout & Mark Modrall & Ron Van Iwaarden\\
5048 Bill Dyer & Izchak Miller & Marvin Bressler & Ronnen Miller\\
5049 Boudewijn Waijers & J. Ali Harlow & Matthew Day & Ross Brown\\
5050 Bruce Cox & Janet Walz & Merlyn LeRoy & Sascha Wostmann\\
5051 Bruce Holloway & Janne Salmij\"{a}rvi & Michael Allison & Scott Bigham\\
5052 Bruce Mewborne & Jean-Christophe Collet & Michael Feir & Scott R. Turner\\
5053 Carl Schelin & Jeff Bailey & Michael Hamel & Sean Hunt\\
5054 Chris Russo & Jochen Erwied & Michael Sokolov & Stephen Spackman\\
5055 David Cohrs & John Kallen & Mike Engber & Stefan Thielscher\\
5056 David Damerell & John Rupley & Mike Gallop & Stephen White\\
5057 David Gentzel & John S. Bien & Mike Passaretti & Steve Creps\\
5058 David Hairston & Johnny Lee & Mike Stephenson & Steve Linhart\\
5059 Dean Luick & Jon W\{tte & Mikko Juola & Steve VanDevender\\
5060 Del Lamb & Jonathan Handler & Nathan Eady & Teemu Suikki\\
5061 Derek S. Ray & Joshua Delahunty & Norm Meluch & Tim Lennan\\
5062 Deron Meranda & Keizo Yamamoto & Olaf Seibert & Timo Hakulinen\\
5063 Dion Nicolaas & Ken Arnold & Pasi Kallinen & Tom Almy\\
5064 Dylan O'Donnell & Ken Arromdee & Pat Rankin & Tom West\\
5065 Eric Backus & Ken Lorber & Paul Winner & Warren Cheung\\
5066 Eric Hendrickson & Ken Washikita & Pierre Martineau & Warwick Allison\\
5067 Eric R. Smith & Kevin Darcy & Ralf Brown & Yitzhak Sapir\\
5068 Eric S. Raymond & Kevin Hugo & Ray Chason\\
5069 Erik Andersen & Kevin Sitze & Richard Addison
5070 %TABLE_END Do not delete this line.
5071 \end{tabular}
5072 \end{center}
5073 %.ed
5074 \clearpage
5075 %\vfill
5076 %\begin{flushleft}
5077 %\small
5078 %Microsoft and MS-DOS are registered trademarks of Microsoft Corporation.\\
5079 %%%Don't need next line if a UNIX macro automatically inserts footnotes.
5080 %UNIX is a registered trademark of AT\&T.\\
5081 %Lattice is a trademark of Lattice, Inc.\\
5082 %Atari and 1040ST are trademarks of Atari, Inc.\\
5083 %AMIGA is a trademark of Commodore-Amiga, Inc.\\
5084 %%.sm
5085 %Brand and product names are trademarks or registered trademarks
5086 %of their respective holders.
5087 %\end{flushleft}
5089 \end{document}