forked from msearle5/SpliceHack
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Guidebook.mn
5893 lines (5887 loc) · 225 KB
/
Guidebook.mn
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
.\" $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.395 $ $NHDT-Date: 1596785362 2020/08/07 07:29:22 $
.\"
.\" This is an excerpt from the 'roff' man page from the 'groff' package.
.\" Guidebook.mn currently does *not* fully adhere to these guidelines.
.\"|||
.\"| o Never include empty or blank lines in a roff document. Instead, use
.\"| the empty request (a line consisting of a dot only) or a line comment
.\"| .\" if a structuring element is needed.
.\"| o Never start a line with whitespace because this can lead to unexpect-
.\"| ed behavior. Indented paragraphs can be constructed in a controlled
.\"| way by roff requests.
.\"| o Start each sentence on a line of its own, for the spacing after a dot
.\"| is handled differently depending on whether it terminates an abbrevi-
.\"| ation or a sentence. To distinguish both cases, do a line break af-
.\"| ter each sentence.
.\"|||
.\"
.
.\" Usage:
.\" to produce Guidebook.ps:
.\" cat Guidebook.mn |tbl tmac.n - |groff >Guidebook.ps
.\" to produce Guidebook.txt:
.\" cat Guidebook.mn |tbl tmac.n - |groff -c -Tascii |col -bx >Guidebook.txt
.\" with an optional filtering step between 'cat' and 'tbl':
.\" cat... |../util/makedefs --grep --input - --output - |tbl...
.
.so tmac.nh \" extra macros which aren't in tmac.n
.
.\" \n(fF=1: fixed-width font (Guidebook.txt), =0: proportional-width font
.nr fF (\w'f'p)=(\w'F'p) \" compare width of 'f' to that of 'F'
.
.ds h0 "NetHack Guidebook
.ds h1
.ds h2 %
.ds vr "NetHack 3.7
.ds f0 "\*(vr
.ds f1
.ds f2 "October 2, 2020
.
.\" A note on some special characters:
.\" \(lq = left double quote
.\" \(rq = right double quote \(dq = double quote character
.\" \(oq = left (open) single quote
.\" \(cq = right (close) single quote \(aq = apostrophe / single quote
.\" - = hyphen \- = minus sign
.\" \(em = M-sized dash
.\" ^ = small circumflex punctuation \(ha = larger circumflex character
.\" ~ = small tilde punctuation \(ti = larger tilde character
.
.
.\" finally, start the actual Guidebook...
.
.mt
A Guide to the Mazes of Menace
(Guidebook for NetHack)
.au
Original version - Eric S. Raymond
(Edited and expanded for 3.7 by Mike Stephenson and others)
.sp 1
\*(f2
.hn 1
Introduction
.pg
Recently, you have begun to find yourself unfulfilled and distant
in your daily occupation. Strange dreams of prospecting, stealing,
crusading, and combat have haunted you in your sleep for many months,
but you aren't sure of the reason. You wonder whether you have in
fact been having those dreams all your life, and somehow managed to
forget about them until now. Some nights you awaken suddenly
and cry out, terrified at the vivid recollection of the strange and
powerful creatures that seem to be lurking behind every corner of the
dungeon in your dream. Could these details haunting your dreams be real?
As each night passes, you feel the desire to enter the mysterious caverns
near the ruins grow stronger. Each morning, however, you quickly put
the idea out of your head as you recall the tales of those who entered
the caverns before you and did not return. Eventually you can resist
the yearning to seek out the fantastic place in your dreams no longer.
After all, when other adventurers came back this way after spending time
in the caverns, they usually seemed better off than when they passed
through the first time. And who was to say that all of those who did
not return had not just kept going?
.
.pg
Asking around, you hear about a bauble, called the Amulet of Yendor by some,
which, if you can find it, will bring you great wealth. One legend you were
told even mentioned that the one who finds the amulet will be granted
immortality by the gods. The amulet is rumored to be somewhere beyond the
Valley of Gehennom, deep within the Mazes of Menace. Upon hearing the
legends, you immediately realize that there is some profound and
undiscovered reason that you are to descend into the caverns and seek
out that amulet of which they spoke. Even if the rumors of the amulet's
powers are untrue, you decide that you should at least be able to sell the
tales of your adventures to the local minstrels for a tidy sum, especially
if you encounter any of the terrifying and magical creatures of
your dreams along the way. You spend one last night fortifying yourself
at the local inn, becoming more and more depressed as you watch the odds
of your success being posted on the inn's walls getting lower and lower.
.
.pg
In the morning you awake, collect your belongings, and
set off for the dungeon. After several days of uneventful
travel, you see the ancient ruins that mark the entrance to the
Mazes of Menace. It is late at night, so you make camp at the entrance
and spend the night sleeping under the open skies. In the morning, you
gather your gear, eat what may be your last meal outside, and enter the
dungeon...
.
.hn 1
What is going on here?
.pg
You have just begun a game of NetHack. Your goal is to grab as much
treasure as you can, retrieve the Amulet of Yendor, and escape the
Mazes of Menace alive.
.pg
Your abilities and strengths for dealing with the hazards of adventure
will vary with your background and training:
.pg
\fIArcheologists\fP understand dungeons pretty well; this enables them
to move quickly and sneak up on the local nasties. They start equipped
with the tools for a proper scientific expedition.
.pg
\fIBarbarians\fP are warriors out of the hinterland, hardened to battle.
They begin their quests with naught but uncommon strength, a trusty hauberk,
and a great two-handed sword.
.pg
\fICavemen\fP and \fICavewomen\fP start with exceptional strength but,
unfortunately, with neolithic weapons.
.pg
\fIHealers\fP are wise in medicine and apothecary. They know the
herbs and simples that can restore vitality, ease pain, anesthetize,
and neutralize poisons; and with their instruments, they can divine a
being's state of health or sickness. Their medical practice earns them
quite reasonable amounts of money, with which they enter the dungeon.
.pg
\fIKnights\fP are distinguished from the common skirmisher by their
devotion to the ideals of chivalry and by the surpassing excellence of
their armor.
.pg
\fIMonks\fP are ascetics, who by rigorous practice of physical and mental
disciplines have become capable of fighting as effectively without weapons
as with. They wear no armor but make up for it with increased mobility.
.pg
\fIPriests\fP and \fIPriestesses\fP are clerics militant, crusaders
advancing the cause of righteousness with arms, armor, and arts
thaumaturgic. Their ability to commune with deities via prayer
occasionally extricates them from peril, but can also put them in it.
.pg
\fIRangers\fP are most at home in the woods, and some say slightly out
of place in a dungeon. They are, however, experts in archery as well
as tracking and stealthy movement.
.pg
\fIRogues\fP are agile and stealthy thieves, with knowledge of locks,
traps, and poisons. Their advantage lies in surprise, which they employ
to great advantage.
.pg
\fISamurai\fP are the elite warriors of feudal Nippon. They are lightly
armored and quick, and wear the \fIdai-sho\fP, two swords of the deadliest
keenness.
.pg
\fITourists\fP start out with lots of gold (suitable for shopping with),
a credit card, lots of food, some maps, and an expensive camera. Most
monsters don't like being photographed.
.pg
\fIValkyries\fP are hardy warrior women. Their upbringing in the harsh
Northlands makes them strong, inures them to extremes of cold, and instills
in them stealth and cunning.
.pg
\fIWizards\fP start out with a knowledge of magic, a selection of magical
items, and a particular affinity for dweomercraft. Although seemingly weak
and easy to overcome at first sight, an experienced Wizard is a deadly foe.
.pg
You may also choose the race of your character (within limits; most
roles have restrictions on which races are eligible for them):
.pg
\fIDwarves\fP are smaller than humans or elves, but are stocky and solid
individuals. Dwarves' most notable trait is their great expertise in mining
and metalwork. Dwarvish armor is said to be second in quality not even to the
mithril armor of the Elves.
.pg
\fIElves\fP are agile, quick, and perceptive; very little of what goes
on will escape an Elf. The quality of Elven craftsmanship often gives
them an advantage in arms and armor.
.pg
\fIGnomes\fP are smaller than but generally similar to dwarves. Gnomes are
known to be expert miners, and it is known that a secret underground mine
complex built by this race exists within the Mazes of Menace, filled with
both riches and danger.
.pg
\fIHumans\fP are by far the most common race of the surface world, and
are thus the norm to which other races are often compared. Although
they have no special abilities, they can succeed in any role.
.pg
\fIOrcs\fP are a cruel and barbaric race that hate every living thing
(including other orcs). Above all others, Orcs hate Elves with a passion
unequalled, and will go out of their way to kill one at any opportunity.
The armor and weapons fashioned by the Orcs are typically of inferior quality.
.hn 1
What do all those things on the screen mean?
.pg
On the screen is kept a map of where you have
been and what you have seen on the current dungeon level; as you
explore more of the level, it appears on the screen in front of you.
.pg
When NetHack's ancestor \fIrogue\fP first appeared, its screen
orientation was almost unique among computer fantasy games. Since
then, screen orientation has become the norm rather than the
exception; NetHack continues this fine tradition. Unlike text
adventure games that accept commands in pseudo-English sentences and
explain the results in words, NetHack commands are all one or two
keystrokes and the results are displayed graphically on the screen. A
minimum screen size of 24 lines by 80 columns is recommended; if the
screen is larger, only a 21x80 section will be used for the map.
.pg
NetHack can even be played by blind players, with the assistance of Braille
readers or speech synthesisers. Instructions for configuring NetHack for
the blind are included later in this document.
.pg
NetHack generates a new dungeon every time you play it; even the
authors still find it an entertaining and exciting game despite
having won several times.
.pg
NetHack offers a variety of display options. The options available to you
will vary from port to port, depending on the capabilities of your
hardware and software, and whether various compile-time options were
enabled when your executable was created. The three possible display
options are: a monochrome character interface, a color character interface,
and a graphical interface using small pictures called tiles. The two
character interfaces allow fonts with other characters to be substituted,
but the default assignments use standard ASCII characters to represent
everything. There is no difference between the various display options
with respect to game play. Because we cannot reproduce the tiles or
colors in the Guidebook, and because it is common to all ports, we will
use the default ASCII characters from the monochrome character display
when referring to things you might see on the screen during your game.
.pg
In order to understand what is going on in NetHack, first you must
understand what NetHack is doing with the screen.
The NetHack screen
replaces the \(lqYou see ...\(rq descriptions of text adventure games.
Figure 1 is a sample of what a NetHack screen might look like.
The way the screen looks for you depends on your platform.
.
.\" (Either generated by hand or else the composite of two different
.\" situations. Originally the character had only reached a second room
.\" (unchanged here) by turn 257 (now changed to 752) and was already
.\" Weak from hunger (now changed to just Hungry) and also lacked any of
\." Tourist's starting gold. Confusion is added to include a condition.)
.\"
.\" Width is constrained by the margins of plain text output (Guidebook.txt).
.\" Text output shows an extra space in front of the right hand boundary box
.\" which isn't present in this data nor in the Postscript output. It also
.\" overwrites the label on the bottom boundary box line so that ends ups as
.\" ------Figure-N------. Odd but acceptable.
.BR 2
.ft CR \" set font to constant-width Roman
.TS S
center box tab(~);
L.
The bat bites!
------
|....| ----------
|.<..|####...@...$.|
|....-# |...B....+
|....| |.d......|
------ -------|--
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral
Dlvl:1 $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:752 Hungry Conf
.TE
.ft \" revert to previous font
.ce 1
Figure 1
.
.\" Figure 2 uses trailing spaces to force the same width as Figure 1.
.BR 1
.ft CR
.TS S
center box tab(~);
L.
Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 \"
Neutral $:993 HP:9(12) Pw:3(3) AC:10 Exp:1/19 Hungry \"
Dlvl:1 T:752 Conf \"
.TE
.ft
.ce 1
Figure 2
.
.hn 2
The status lines (bottom)
.pg
The bottom two (or three) lines of the screen contain several cryptic
pieces of information describing your current status.
Figure 1 shows the traditional two-line status area below the map.
Figure 2 shows just the status area, when the
.op statuslines:3
option has been set (not all interfaces support this option).
If any status line becomes wider than the screen, you might not see all
of it due to truncation.
When the numbers grow bigger and multiple \fIconditions\fP are present,
the two-line format will run out of room on the second line, but
.op statuslines:2
is the default because a basic 24-line terminal isn't tall enough for
the third line.
.pg
Here are explanations of what the various status items mean:
.lp "Title "
Your character's name and professional ranking (based on role and
\fIexperience level\fP, see below).
.lp Strength
A measure of your character's strength; one of your six basic
attributes. A human character's attributes can range from 3 to 18 inclusive;
non-humans may exceed these limits
(occasionally you may get super-strengths of the form 18/xx, and magic can
also cause attributes to exceed the normal limits). The
higher your strength, the stronger you are. Strength affects how
successfully you perform physical tasks, how much damage you do in
combat, and how much loot you can carry.
.lp Dexterity
Dexterity affects your chances to hit in combat, to avoid traps, and
do other tasks requiring agility or manipulation of objects.
.lp Constitution
Constitution affects your ability to recover from injuries and other
strains on your stamina.
When strength is low or modest, constitution also affects how much you
can carry. With sufficiently high strength, the contribution to
carrying capacity from your constitution no longer matters.
.lp Intelligence
Intelligence affects your ability to cast spells and read spellbooks.
.lp "Wisdom "
Wisdom comes from your practical experience (especially when dealing with
magic). It affects your magical energy.
.lp Charisma
Charisma affects how certain creatures react toward you. In
particular, it can affect the prices shopkeepers offer you.
.lp Alignment
\fBLawful\fP, \fBNeutral\fP, or \fBChaotic\fP. Often, Lawful is
taken as good and Chaotic as evil, but legal and ethical do not always
coincide. Your alignment influences how other
monsters react toward you. Monsters of a like alignment are more likely
to be non-aggressive, while those of an opposing alignment are more likely
to be seriously offended at your presence.
.lp "Dungeon Level"
How deep you are in the dungeon. You start at level one and the number
increases as you go deeper into the dungeon. Some levels are special,
and are identified by a name and not a number. The Amulet of Yendor is
reputed to be somewhere beneath the twentieth level.
.lp "Gold "
The number of gold pieces you are openly carrying. Gold which you have
concealed in containers is not counted.
.lp "Hit Points"
Your current and maximum hit points. Hit points indicate how much
damage you can take before you die. The more you get hit in a fight,
the lower they get. You can regain hit points by resting, or by using
certain magical items or spells. The number in parentheses is the maximum
number your hit points can reach.
.lp "Power "
Spell points. This tells you how much mystic energy (\fImana\fP)
you have available for spell casting. Again, resting will regenerate the
amount available.
.lp "Armor Class"
A measure of how effectively your armor stops blows from unfriendly
creatures.
The lower this number is, the more effective the armor; it
is quite possible to have negative armor class.
See the \fIArmor\fP subsection of \fIObjects\fP for more information.
.lp Experience
Your current experience level.
If the
.op showexp
option is set, it will be followed by a slash and experience points.
As you adventure, you gain experience points.
At certain experience point totals, you gain an experience level.
The more experienced you are, the better you fight and withstand magical
attacks.
(By the time your level reaches double digits, the usefulness of showing
the points with it has dropped significantly.
You can use the \(oq\f(CRO\fP\(cq command to turn
.op showexp
off to avoid using up the limited status line space.)
.lp "Time "
The number of turns elapsed so far, displayed if you have the
.op time
option set.
.lp "Status "
Hunger:
your current hunger status.
Values are \fBSatiated\fP, \fBNot Hungry\fP (or \fBNormal\fP),
\fBHungry\fP, \fBWeak\fP, and \fBFainting\fP.
.\" not mentioned: Fainted
Not shown when \fBNormal\fP.
.lp ""
Encumbrance:
an indication of how what you are carrying affects your ability to move.
Values are \fBUnencumbered\fP, \fBEncumbered\fP, \fBStressed\fP,
\fBStrained\fP, \fBOvertaxed\fP, and \fBOverloaded\fP.
Not shown when \fBUnencumbered\fP.
.lp ""
Fatal conditions:
\fBStone\fP (aka \fBPetrifying\fP, turning to stone),
\fBSlime\fP (turning into green slime),
\fBStrngl\fP (being strangled),
\fBFoodPois\fP (suffering from acute food poisoning),
\fBTermIll\fP (suffering from a terminal illness).
.lp ""
Non-fatal conditions:
\fBBlind\fP (can't see), \fBDeaf\fP (can't hear),
\fBStun\fP (stunned), \fBConf\fP (confused), \fBHallu\fP (hallucinating).
.lp ""
Movement modifiers:
\fBLev\fP (levitating), \fBFly\fP (flying), \fBRide\fP (riding).
.lp ""
Other conditions and modifiers exist, but there isn't enough room to
display them with the other status fields.
The \(oq\(haX\(cq command shows all relevant status conditions.
.hn 2
The message line (top)
.pg
The top line of the screen is reserved for messages that describe
things that are impossible to represent visually.
If you see a
\(lq\fB\-\-More\-\-\fP\(rq on the top line, this means that NetHack has
another message to display on the screen, but it wants to make certain
that you've read the one that is there first.
To read the next message, just press the space bar.
.pg
To change how and what messages are shown on the message line,
see \(lqConfiguring Message Types\(rq and the
.op verbose
option.
.hn 2
The map (rest of the screen)
.pg
The rest of the screen is the map of the level as you have explored it
so far. Each symbol on the screen represents something. You can set
various graphics options to change some of the symbols the game uses;
otherwise, the game will use default symbols. Here is a list of what the
default symbols mean:
.lp "\\- and | "
The walls of a room, or an open door. Or a grave (|).
.lp .
The floor of a room, ice, or a doorless doorway.
.lp #
A corridor, or iron bars, or a tree, or possibly a kitchen sink (if
your dungeon has sinks), or a drawbridge.
.lp >
Stairs down: a way to the next level.
.lp <
Stairs up: a way to the previous level.
.lp +
A closed door, or a spellbook containing a spell you may be able to learn.
.lp @
Your character or a human.
.lp $
A pile of gold.
.lp \(ha \" ^
A trap (once you have detected it).
.lp )
A weapon.
.lp [
A suit or piece of armor.
.lp %
Something edible (not necessarily healthy).
.lp ?
A scroll.
.lp /
A wand.
.lp =
A ring.
.lp !
A potion.
.lp (
A useful item (pick-axe, key, lamp...).
.lp \(dq \" \(dq == double quote
An amulet or a spider web.
.lp *
A gem or rock (possibly valuable, possibly worthless).
.lp \`
A boulder or statue.
.lp 0
An iron ball.
.lp _
An altar, or an iron chain.
.lp {
A fountain.
.lp }
A pool of water or moat or a pool of lava.
.lp \\\\
An opulent throne.
.lp "a-zA-Z and other symbols"
Letters and certain other symbols represent the various inhabitants
of the Mazes of Menace. Watch out, they can be nasty and vicious.
Sometimes, however, they can be helpful.
.lp I
This marks the last known location of an invisible or otherwise unseen
monster. Note that the monster could have moved.
The \(oqF\(cq and \(oqm\(cq commands may be useful here.
.pg
You need not memorize all these symbols; you can ask the game what any
symbol represents with the \(oq/\(cq command (see the next section for
more info).
.
.hn 1
Commands
.pg
Commands can be initiated by typing one or two characters to which
the command is bound to, or typing the command name in the extended
commands entry.
Some commands, like \(lqsearch\(rq, do not require that any more
information be collected by NetHack.
Other commands might require additional information, for
example a direction, or an object to be used.
For those commands that
require additional information, NetHack will present you with either a
menu of choices or with a command line prompt requesting information.
Which you are presented with will depend chiefly on how you have set the
.op menustyle
option.
.pg
For example, a common question, in the form \(lqWhat do you want to
use?\ [a\-zA\-Z\ ?*]\(rq, asks you to choose an object you are carrying.
Here, \(lqa\-zA\-Z\(rq are the inventory letters of your possible choices.
Typing \(oq?\(cq gives you an inventory list of these items, so you can see
what each letter refers to.
In this example, there is also a \(oq*\(cq
indicating that you may choose an object not on the list, if you
wanted to use something unexpected.
Typing a \(oq*\(cq lists your entire
inventory, so you can see the inventory letters of every object you're
carrying.
Finally, if you change your mind and decide you don't want
to do this command after all, you can press the ESC key to abort the
command.
.pg
You can put a number before some commands to repeat them that many
times; for example, \(lq10s\(rq will search ten times.
If you have the
.op number_pad
option set, you must type \(oqn\(cq to prefix a count, so the example above
would be typed \(lqn10s\(rq instead.
Commands for which counts make no sense ignore them.
In addition, movement commands can be prefixed for
greater control (see below).
To cancel a count or a prefix, press the ESC key.
.pg
The list of commands is rather long, but it can be read at any time
during the game through the \(oq?\(cq command, which accesses a menu of
helpful texts.
Here are the default key bindings for your reference:
.lp ?
Help menu: display one of several help texts available.
.lp /
The \(lqwhatis\(rq command, to tell what a symbol represents.
You may choose to specify a location
or type a symbol (or even a whole word) to explain.
Specifying a location is done by moving the cursor to a particular spot
on the map and then pressing one of \(oq.\(cq, \(oq,\(cq, \(oq;\(cq,
or \(oq:\(cq.
\(oq.\(cq will explain the symbol at the chosen location,
conditionally check for \(lqMore info?\(rq depending upon whether the
.op help
option is on, and then you will be asked to pick another location;
\(oq,\(cq will explain the symbol but skip any additional
information, then let you pick another location;
\(oq;\(cq will skip additional info and also not bother asking
you to choose another location to examine; \(oq:\(cq will show additional
info, if any, without asking for confirmation.
When picking a location,
pressing the ESC key will terminate this command, or pressing \(oq?\(cq will
give a brief reminder about how it works.
.lp ""
If the
.op autodescribe
option is on, a short description of what you see at each location is
shown as you move the cursor.
Typing \(oq#\(cq while picking a location will
toggle that option on or off.
The
.op whatis_coord
option controls whether the short description includes map coordinates.
.lp ""
Specifying a name rather than a location
always gives any additional information available about that name.
.lp ""
You may also request a description of nearby monsters,
all monsters currently displayed, nearby objects, or all objects.
The
.op whatis_coord
option controls which format of map coordinate is included with their
descriptions.
.lp &
Tell what a command does.
.lp <
Go up to the previous level (if you are on a staircase or ladder).
.lp >
Go down to the next level (if you are on a staircase or ladder).
.lp [yuhjklbn]
Go one step in the direction indicated (see Figure 3).
If you sense or remember a monster there, you will fight the monster
instead.
Only these one-step movement commands cause you to fight monsters; the
others (below) are \(lqsafe.\(rq
.SD n
.\" note: the two number pad layouts are separated by a tab on each line;
.\" [that's out of date; it's now tab,backslash,space,tab]
.\" converting those tabs to spaces will screw up the formatting;
.\" the '(if ... set)' line starts with <backslash><space><tab>
.\" and is intended to line up with the right hand layout rather
.\" than be centered. Second column forces the label to be evenly
.\" spaced between first and third; Phantom fourth column forces
.\" the whole to shift left since fully centered doesn't look good.
.\" "Figure 3 " includes a trailing space to shift left a little.
.ft CR
.TS S
center;
ce c ce ce.
y k u \ 7 8 9\ \"
\\ | / \ \\ | /\ \"
h\- . \-l \ 4\- . \-6\ \"
/ | \\ \ / | \\\ \"
b j n \ 1 2 3\ \"
\fR\ \ (if \fBnumber_pad\fP is set)\ \fP\"
\fR\ Figure 3\ \ \fP\"
.TE
.ft
.ED
.
.lp [YUHJKLBN]
Go in that direction until you hit a wall or run into something.
.lp m[yuhjklbn]
Prefix: move without picking up objects or fighting (even if you remember
a monster there).
.lp ""
A few non-movement commands use the \(oqm\(cq prefix to request operating
via menu (to temporarily override the
.op menustyle:Traditional
option).
Primarily useful for \(oq,\(cq (pickup) when there is only one class of
objects present (where there won't be any \(lqwhat kinds of objects?\(rq
prompt,
so no opportunity to answer \(oqm\(cq at that prompt).
.lp ""
A few other commands (eat food, offer sacrifice, apply tinning-kit) use
the \(oqm\(cq prefix to skip checking for applicable objects on the floor
and go straight to checking inventory,
or (for \(lq#loot\(rq to remove a saddle),
skip containers and go straight to adjacent monsters.
The prefix will
make \(lq#travel\(rq command show a menu of interesting targets in sight.
In debug mode (aka \(lqwizard mode\(rq), the \(oqm\(cq prefix may also be
used with the \(lq#teleport\(rq and \(lq#wizlevelport\(rq commands.
.lp F[yuhjklbn]
Prefix: fight a monster (even if you only guess one is there).
.lp M[yuhjklbn]
Prefix: move far, no pickup.
.lp "g[yuhjklbn]"
Prefix: move until something interesting is found.
.lp "G[yuhjklbn] or <CONTROL->[yuhjklbn]"
Prefix: same as \(oqg\(cq, but forking of corridors is not considered
interesting.
.lp _
Travel to a map location via a shortest-path algorithm.
.lp ""
The shortest path
is computed over map locations the hero knows about (e.g. seen or
previously traversed).
If there is no known path, a guess is made instead.
Stops on most of
the same conditions as the \(oqG\(cq command, but without picking up
objects, similar to the \(oqM\(cq command.
For ports with mouse
support, the command is also invoked when a mouse-click takes place on a
location other than the current position.
.lp .
Wait or rest, do nothing for one turn. Precede with the \(oqm\(cq prefix
to wait for a turn even next to a hostile monster, if
.op safe_wait
is on.
.lp a
Apply (use) a tool (pick-axe, key, lamp...).
.lp ""
If used on a wand, that wand will be broken, releasing its magic in the
process. Confirmation is required.
.lp A
Remove one or more worn items, such as armor.
.lp ""
Use \(oqT\(cq (take off) to take off only one piece of armor
or \(oqR\(cq (remove) to take off only one accessory.
.lp \(haA
Redo the previous command.
.lp c
Close a door.
.lp C
Call (name) a monster, an individual object, or a type of object.
.lp ""
Same as extended command \(lq#name\(rq.
.lp \(haC
Panic button. Quit the game.
.lp d
Drop something.
.lp ""
For example \(lqd7a\(rq means drop seven items of object \fIa\fP.
.lp D
Drop several things.
.lp ""
In answer to the question
.lp ""
\(lqWhat kinds of things do you want to drop? [!%= BUCXaium]\(rq
.lp ""
you should type zero or more object symbols possibly followed by
\(oqa\(cq and/or \(oqi\(cq and/or \(oqu\(cq and/or \(oqm\(cq.
In addition, one or more of
the blessed/uncursed/cursed groups may be typed.
.PS D%u
.PL DB
drop all objects known to be blessed.
.PL DU
drop all objects known to be uncursed.
.PL DC
drop all objects known to be cursed.
.PL DX
drop all objects of unknown B/U/C status.
.PL Da
drop all objects, without asking for confirmation.
.PL Di
examine your inventory before dropping anything.
.PL Du
drop only unpaid objects (when in a shop).
.PL Dm
use a menu to pick which object(s) to drop.
.PL D%u
drop only unpaid food.
.PE
The last example shows a combination.
There are three categories of object filtering: class (\(oq!\(cq for
potions, \(oq?\(cq for scrolls, and so on), shop status (\(oqu\(cq for
unpaid, in other words, owned by the shop), and bless/curse state
(\(oqB\(cq, \(oqU\(cq, \(oqC\(cq, and \(oqX\(cq as shown above).
If you specify more than one value in a category (such as \(lq!?\(rq for
potions and scrolls or \(lqBU\(rq for blessed and uncursed), an inventory
object will meet the criteria if it matches any of the specified
values (so \(lq!?\(rq means \(oq!\(cq or \(oq?\(cq).
If you specify more than one category, an inventory object must meet
each of the category criteria (so \(lq%u\(rq means class \(oq%\(cq and
unpaid \(oqu\(cq).
Lastly, you may specify multiple values within multiple categories:
\(lq!?BU\(rq will select all potions and scrolls which are known to be
blessed or uncursed.
(In versions prior to 3.6, filter combinations behaved differently.)
.lp \(haD
Kick something (usually a door).
.lp e
Eat food.
.lp ""
Normally checks for edible item(s) on the floor, then if none are found
or none are chosen, checks for edible item(s) in inventory.
Precede \(oqe\(cq with the \(oqm\(cq prefix to bypass attempting to eat
anything off the floor.
.lp ""
If you attempt to eat while already satiated, you might choke to death.
If you risk it, you will be asked whether
to \(lqcontinue eating?\(rq \fIif you survive the first bite\fP.
You can set the
.op paranoid_confirmation:eating
option to require a response of \f(CRyes\fP instead of just \f(CRy\fP.
.
.\" Make sure Elbereth is not hyphenated below, the exact spelling matters
.hw Elbereth
.lp E
Engrave a message on the floor.
.sd
.si
E\- - write in the dust with your fingers.
.ei
.ed
.lp ""
Engraving the word \(lqElbereth\(rq will cause most monsters to not attack
you hand-to-hand (but if you attack, you will rub it out); this is
often useful to give yourself a breather.
.lp f
Fire (shoot or throw) one of the objects placed in your quiver (or
quiver sack, or that you have at the ready).
You may select ammunition with a previous \(oqQ\(cq command, or let the
computer pick something appropriate if
.op autoquiver
is true.
.lp ""
See also \(oqt\(cq (throw) for more general throwing and shooting.
.lp i
List your inventory (everything you're carrying).
.lp I
List selected parts of your inventory, usually be specifying the character
for a particular set of objects, like \(oq[\(cq for armor or \(oq!\(cq for
potions.
.PS IX
.PL I*
list all gems in inventory;
.PL Iu
list all unpaid items;
.PL Ix
list all used up items that are on your shopping bill;
.PL IB
list all items known to be blessed;
.PL IU
list all items known to be uncursed;
.PL IC
list all items known to be cursed;
.PL IX
list all items whose bless/curse status is unknown;
.PL I$
count your money.
.PE
.lp o
Open a door.
.lp O
Set options.
.lp ""
A menu showing the current option values will be displayed.
You can change most values simply by selecting the menu
entry for the given option (ie, by typing its letter or clicking upon
it, depending on your user interface).
For the non-boolean choices,
a further menu or prompt will appear once you've closed this menu.
The available options
are listed later in this Guidebook.
Options are usually set before the game rather than with the \(oqO\(cq
command; see the section on options below.
.lp \(haO
Show overview.
.lp ""
Shortcut for \(lq#overview\(rq: list interesting dungeon levels visited.
.lp ""
(Prior to 3.6.0, \(oq\(haO\(cq was a debug mode command which listed
the placement of all special levels.
Use \(lq#wizwhere\(rq to run that command.)
.lp p
Pay your shopping bill.
.lp P
Put on an accessory (ring, amulet, or blindfold).
.lp ""
This command may also be used to wear armor.
The prompt for which inventory item to use will only list accessories,
but choosing an unlisted item of armor will attempt to wear it.
(See the \(oqW\(cq command below.
It lists armor as the inventory
choices but will accept an accessory and attempt to put that on.)
.lp \(haP
Repeat previous message.
.lp ""
Subsequent \(oq\(haP\(cqs repeat earlier messages.
For some interfaces, the behavior can be varied via the
.op msg_window
option.
.lp q
Quaff (drink) something (potion, water, etc).
.lp Q
Select an object for your quiver, quiver sack, or just generally at
the ready (only one of these is available at a time).
You can then throw this (or one of these) using the \(oqf\(cq command.
.lp ""
(In versions prior to 3.3 this was the command to quit
the game, which has been moved to \(lq#quit\(rq.)
.lp r
Read a scroll or spellbook.
.lp R
Remove a worn accessory (ring, amulet, or blindfold).
.lp ""
If you're wearing more than one, you'll be prompted for which one to
remove.
When you're only wearing one, then by default it will be removed
without asking, but you can set the
.op paranoid_confirmation
option to require a prompt.
.lp ""
This command may also be used to take off armor.
The prompt for which inventory item to remove only lists worn
accessories, but an item of worn armor can be chosen.
(See the \(oqT\(cq command below.
It lists armor as the inventory
choices but will accept an accessory and attempt to remove it.)
.lp \(haR
Redraw the screen.
.lp s
Search for secret doors and traps around you.
It usually takes several tries to find something.
Precede with the \(oqm\(cq prefix to search for a turn
even next to a hostile monster, if
.op safe_wait
is on.
.lp ""
Can also be used to figure out whether there is still a monster at
an adjacent \(lqremembered, unseen monster\(rq marker.
.lp S
Save the game (which suspends play and exits the program).
The saved game will be restored automatically the next time you play
using the same character name.
.lp ""
In normal play, once a saved game is restored the file used to hold
the saved data is deleted.
In explore mode, once restoration is accomplished you are asked whether
to keep or delete the file.
Keeping the file makes it feasible to play for a while then quit
without saving and later restore again.
.lp ""
There is no \(lqsave current game state and keep playing\(rq command, not
even in explore mode where saved game files can be kept and re-used.
.lp t
Throw an object or shoot a projectile.
.lp ""
There's no separate \(lqshoot\(rq command.
If you throw an arrow while wielding a bow, you are shooting
that arrow and any weapon skill bonus or penalty for bow applies.
If you throw an arrow while not wielding a bow, you are throwing
it by hand and it will generally be less effective than when shot.
.lp ""
See also \(oqf\(cq (fire) for throwing or shooting an item pre-selected
via the \(oqQ\(cq (quiver) command.
.lp T
Take off armor.
.lp ""
If you're wearing more than one piece, you'll be prompted for which
one to take off. (Note that this treats a cloak covering a suit
and/or a shirt, or a suit covering a shirt, as if the underlying items
weren't there.)
When you're only wearing one, then by default it will
be taken off without asking, but you can set the
.op paranoid_confirmation
option to require a prompt.
.lp ""
This command may also be used to remove accessories.
The prompt for which inventory item to take off only lists worn armor,
but a worn accessory can be chosen.
(See the \(oqR\(cq command above.
It lists accessories as the inventory
choices but will accept an item of armor and attempt to take it off.)
.lp \(haT
Teleport, if you have the ability.
.lp v
Display version number.
.lp V
Display the game history.
.lp w
Wield weapon.
.sd
.si
w\- - wield nothing, use your bare (or gloved) hands.
.ei
.ed
Some characters can wield two weapons at once; use the \(oqX\(cq command
(or the \(lq#twoweapon\(rq extended command) to do so.
.lp W
Wear armor.
.lp ""
This command may also be used to put on an accessory (ring, amulet, or
blindfold). The prompt for which inventory item to use will only list
armor, but choosing an unlisted accessory will attempt to put it on.
(See the \(oqP\(cq command above.
It lists accessories as the inventory
choices but will accept an item of armor and attempt to wear it.)
.lp x
Exchange your wielded weapon with the item in your alternate weapon slot.
.lp ""
The latter is used as your secondary weapon when engaging in
two-weapon combat. Note that if one of these slots is empty,
the exchange still takes place.
.lp X
Toggle two-weapon combat, if your character can do it. Also available
via the \(lq#twoweapon\(rq extended command.
.lp ""
(In versions prior to 3.6 this was the command to switch from normal
play to \(lqexplore mode\(rq, also known as \(lqdiscovery mode\(rq,
which has now been moved to \(lq#exploremode\(rq.)
.lp \(haX
Display basic information about your character.
.lp ""
Displays name, role, race, gender (unless role name makes that
redundant, such as \fICaveman\fP or \fIPriestess\fP), and alignment,
along with your patron deity and his or her opposition.
It also
shows most of the various items of information from the status line(s)
in a less terse form, including several additional things which don't
appear in the normal status display due to space considerations.
.lp ""
In normal play, that's all that \(oq\(haX\(cq displays.
In explore mode, the role and status feedback is augmented by the
information provided by \fIenlightenment\fP magic.
.lp z
Zap a wand.
.sd
.si
z. - to aim at yourself, use \(oq\.\(cq for the direction.
.ei
.ed
.lp Z
Zap (cast) a spell.
.sd
.si
Z. - to cast at yourself, use \(oq\.\(cq for the direction.