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Guidebook.txt
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Guidebook.txt
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A Guide to the Mazes of Menace
(Guidebook for NetHack)
Original version - Eric S. Raymond
(Edited and expanded for 3.6 by Mike Stephenson and others)
March 8, 2020
1. Introduction
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 recollec-
tion of the strange and powerful creatures that seem to be lurk-
ing behind every corner of the dungeon in your dream. Could
these details haunting your dreams be real? As each night pass-
es, 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 en-
tered 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?
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.
NetHack Guidebook 1
NetHack Guidebook 2
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 morn-
ing, you gather your gear, eat what may be your last meal out-
side, and enter the dungeon...
2. What is going on here?
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.
Your abilities and strengths for dealing with the hazards of
adventure will vary with your background and training:
Archeologists understand dungeons pretty well; this enables
them to move quickly and sneak up on the local nasties. They
start equipped with the tools for a proper scientific expedition.
Barbarians are warriors out of the hinterland, hardened to
battle. They begin their quests with naught but uncommon
strength, a trusty hauberk, and a great two-handed sword.
Cavemen and Cavewomen start with exceptional strength but,
unfortunately, with neolithic weapons.
Healers are wise in medicine and apothecary. They know the
herbs and simples that can restore vitality, ease pain, anes-
thetize, and neutralize poisons; and with their instruments, they
can divine a being's state of health or sickness. Their medical
practice earns them quite reasonable amounts of money, with which
they enter the dungeon.
Knights are distinguished from the common skirmisher by
their devotion to the ideals of chivalry and by the surpassing
excellence of their armor.
Monks are ascetics, who by rigorous practice of physical and
mental disciplines have become capable of fighting as effectively
without weapons as with. They wear no armor but make up for it
with increased mobility.
Priests and Priestesses are clerics militant, crusaders ad-
vancing the cause of righteousness with arms, armor, and arts
thaumaturgic. Their ability to commune with deities via prayer
occasionally extricates them from peril, but can also put them in
it.
Rangers are most at home in the woods, and some say slightly
out of place in a dungeon. They are, however, experts in archery
as well as tracking and stealthy movement.
NetHack 3.6 March 8, 2020
NetHack Guidebook 3
Rogues are agile and stealthy thieves, with knowledge of
locks, traps, and poisons. Their advantage lies in surprise,
which they employ to great advantage.
Samurai are the elite warriors of feudal Nippon. They are
lightly armored and quick, and wear the dai-sho, two swords of
the deadliest keenness.
Tourists start out with lots of gold (suitable for shopping
with), a credit card, lots of food, some maps, and an expensive
camera. Most monsters don't like being photographed.
Valkyries are hardy warrior women. Their upbringing in the
harsh Northlands makes them strong, inures them to extremes of
cold, and instills in them stealth and cunning.
Wizards start out with a knowledge of magic, a selection of
magical items, and a particular affinity for dweomercraft. Al-
though seemingly weak and easy to overcome at first sight, an ex-
perienced Wizard is a deadly foe.
You may also choose the race of your character (within lim-
its; most roles have restrictions on which races are eligible for
them):
Dwarves are smaller than humans or elves, but are stocky and
solid individuals. Dwarves' most notable trait is their great
expertise in mining and metalwork. Dwarvish armor is said to be
second in quality not even to the mithril armor of the Elves.
Elves 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.
Gnomes are smaller than but generally similar to dwarves.
Gnomes are known to be expert miners, and it is known that a se-
cret underground mine complex built by this race exists within
the Mazes of Menace, filled with both riches and danger.
Humans 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.
Orcs are a cruel and barbaric race that hate every living
thing (including other orcs). Above all others, Orcs hate Elves
with a passion unequalled, and will go out of their way to kill
one at any opportunity. The armor and weapons fashioned by the
Orcs are typically of inferior quality.
3. What do all those things on the screen mean?
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
NetHack 3.6 March 8, 2020
NetHack Guidebook 4
of the level, it appears on the screen in front of you.
When NetHack's ancestor rogue first appeared, its screen
orientation was almost unique among computer fantasy games.
Since then, screen orientation has become the norm rather than
the exception; NetHack continues this fine tradition. Unlike
text adventure games that accept commands in pseudo-English sen-
tences 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.
NetHack can even be played by blind players, with the assis-
tance of Braille readers or speech synthesisers. Instructions
for configuring NetHack for the blind are included later in this
document.
NetHack generates a new dungeon every time you play it; even
the authors still find it an entertaining and exciting game de-
spite having won several times.
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 creat-
ed. The three possible display options are: a monochrome charac-
ter interface, a color character interface, and a graphical in-
terface using small pictures called tiles. The two character in-
terfaces allow fonts with other characters to be substituted, but
the default assignments use standard ASCII characters to repre-
sent everything. There is no difference between the various dis-
play options with respect to game play. Because we cannot repro-
duce the tiles or colors in the Guidebook, and because it is com-
mon to all ports, we will use the default ASCII characters from
the monochrome character display when referring to things you
might see on the screen during your game.
In order to understand what is going on in NetHack, first
you must understand what NetHack is doing with the screen. The
NetHack screen replaces the "You see ..." descriptions of text
adventure games. Figure 1 is a sample of what a NetHack screen
might look like. The way the screen looks for you depends on
your platform.
NetHack 3.6 March 8, 2020
NetHack Guidebook 5
+----------------------------------------------------------------+
|The bat bites! |
| |
| ------ |
| |....| ---------- |
| |.<..|####...@...$.| |
| |....-# |...B....+ |
| |....| |.d......| |
| ------ -------|-- |
| |
| |
| |
|Player the Rambler St:12 Dx:7 Co:18 In:11 Wi:9 Ch:15 Neutral |
|Dlvl:1 $:0 HP:9(12) Pw:3(3) AC:10 Exp:1/19 T:257 Weak |
+---------------------------Figure-1-----------------------------+
3.1. The status lines (bottom)
The bottom two lines of the screen contain several cryptic
pieces of information describing your current status. If either
status line becomes longer than the width of the screen, you
might not see all of it. Here are explanations of what the vari-
ous status items mean (though your configuration may not have all
the status items listed below):
Rank
Your character's name and professional ranking (based on the
experience level, see below).
Strength
A measure of your character's strength; one of your six ba-
sic 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.
Dexterity
Dexterity affects your chances to hit in combat, to avoid
traps, and do other tasks requiring agility or manipulation
of objects.
Constitution
Constitution affects your ability to recover from injuries
and other strains on your stamina. When strength is low or
modest, constitution also affects how much you can carry.
With sufficiently high strength, the contribution to carry-
ing capacity from your constitution no longer matters.
Intelligence
Intelligence affects your ability to cast spells and read
NetHack 3.6 March 8, 2020
NetHack Guidebook 6
spellbooks.
Wisdom
Wisdom comes from your practical experience (especially when
dealing with magic). It affects your magical energy.
Charisma
Charisma affects how certain creatures react toward you. In
particular, it can affect the prices shopkeepers offer you.
Alignment
Lawful, Neutral, or Chaotic. Often, Lawful is taken as good
and Chaotic as evil, but legal and ethical do not always co-
incide. Your alignment influences how other monsters react
toward you. Monsters of a like alignment are more likely to
be non-aggressive, while those of an opposing alignment are
more likely to be seriously offended at your presence.
Dungeon Level
How deep you are in the dungeon. You start at level one and
the number increases as you go deeper into the dungeon.
Some levels are special, and are identified by a name and
not a number. The Amulet of Yendor is reputed to be some-
where beneath the twentieth level.
Gold
The number of gold pieces you are openly carrying. Gold
which you have concealed in containers is not counted.
Hit Points
Your current and maximum hit points. Hit points indicate
how much damage you can take before you die. The more you
get hit in a fight, the lower they get. You can regain hit
points by resting, or by using certain magical items or
spells. The number in parentheses is the maximum number
your hit points can reach.
Power
Spell points. This tells you how much mystic energy (mana)
you have available for spell casting. Again, resting will
regenerate the amount available.
Armor Class
A measure of how effectively your armor stops blows from un-
friendly creatures. The lower this number is, the more ef-
fective the armor; it is quite possible to have negative ar-
mor class.
Experience
Your current experience level and experience points. As you
adventure, you gain experience points. At certain experi-
ence point totals, you gain an experience level. The more
experienced you are, the better you fight and withstand mag-
ical attacks. Many dungeons show only your experience level
NetHack 3.6 March 8, 2020
NetHack Guidebook 7
here.
Time
The number of turns elapsed so far, displayed if you have
the time option set.
Status
Hunger: your current hunger status. Values are Satiated,
Not Hungry (or Normal), Hungry, Weak, and Fainting. Not
shown when Normal.
Encumbrance: an indication of how what you are carrying af-
fects your ability to move. Values are Unencumbered, Encum-
bered, Stressed, Strained, Overtaxed, and Overloaded. Not
shown when Unencumbered.
Fatal conditions: Stone (aka Petrifying, turning to stone),
Slime (turning into green slime), Strngl (being strangled),
FoodPois (suffering from acute food poisoning), TermIll
(suffering from a terminal illness).
Non-fatal conditions: Blind (can't see), Deaf (can't hear),
Stun (stunned), Conf (confused), Hallu (hallucinating).
Movement modifiers: Lev (levitating), Fly (flying), Ride
(riding).
Other conditions and modifiers exist, but there isn't enough
room to display them with the other status fields. The `^X'
command shows all relevant status conditions.
3.2. The message line (top)
The top line of the screen is reserved for messages that de-
scribe things that are impossible to represent visually. If you
see a "--More--" on the top line, this means that NetHack has an-
other message to display on the screen, but it wants to make cer-
tain that you've read the one that is there first. To read the
next message, just press the space bar.
To change how and what messages are shown on the message
line, see "Configuring Message Types" and the verbose option.
3.3. The map (rest of the screen)
The rest of the screen is the map of the level as you have
explored it so far. Each symbol on the screen represents some-
thing. You can set various graphics options to change some of
the symbols the game uses; otherwise, the game will use default
symbols. Here is a list of what the default symbols mean:
- and |
The walls of a room, or an open door. Or a grave (|).
NetHack 3.6 March 8, 2020
NetHack Guidebook 8
. The floor of a room, ice, or a doorless doorway.
# A corridor, or iron bars, or a tree, or possibly a kitchen
sink (if your dungeon has sinks), or a drawbridge.
> Stairs down: a way to the next level.
< Stairs up: a way to the previous level.
+ A closed door, or a spellbook containing a spell you may be
able to learn.
@ Your character or a human.
$ A pile of gold.
^ A trap (once you have detected it).
) A weapon.
[ A suit or piece of armor.
% Something edible (not necessarily healthy).
? A scroll.
/ A wand.
= A ring.
! A potion.
( A useful item (pick-axe, key, lamp...).
" An amulet or a spider web.
* A gem or rock (possibly valuable, possibly worthless).
` A boulder or statue.
0 An iron ball.
_ An altar, or an iron chain.
{ A fountain.
} A pool of water or moat or a pool of lava.
\ An opulent throne.
a-zA-Z and other symbols
Letters and certain other symbols represent the various in-
habitants of the Mazes of Menace. Watch out, they can be
nasty and vicious. Sometimes, however, they can be helpful.
NetHack 3.6 March 8, 2020
NetHack Guidebook 9
I This marks the last known location of an invisible or other-
wise unseen monster. Note that the monster could have
moved. The `F' and `m' commands may be useful here.
You need not memorize all these symbols; you can ask the
game what any symbol represents with the `/' command (see the
next section for more info).
4. Commands
Commands 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 "search", do not
require that any more information be collected by NetHack. Other
commands might require additional information, for example a di-
rection, or an object to be used. For those commands that re-
quire additional information, NetHack will present you with ei-
ther 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 menustyle option.
For example, a common question, in the form "What do you
want to use? [a-zA-Z ?*]", asks you to choose an object you are
carrying. Here, "a-zA-Z" are the inventory letters of your pos-
sible choices. Typing `?' gives you an inventory list of these
items, so you can see what each letter refers to. In this exam-
ple, there is also a `*' indicating that you may choose an object
not on the list, if you wanted to use something unexpected. Typ-
ing a `*' lists your entire inventory, so you can see the inven-
tory letters of every object you're carrying. Finally, if you
change your mind and decide you don't want to do this command af-
ter all, you can press the ESC key to abort the command.
You can put a number before some commands to repeat them
that many times; for example, "10s" will search ten times. If
you have the number_pad option set, you must type `n' to prefix a
count, so the example above would be typed "n10s" instead. Com-
mands for which counts make no sense ignore them. In addition,
movement commands can be prefixed for greater control (see be-
low). To cancel a count or a prefix, press the ESC key.
The list of commands is rather long, but it can be read at
any time during the game through the `?' command, which accesses
a menu of helpful texts. Here are the default key bindings for
your reference:
? Help menu: display one of several help texts available.
/ The "whatis" 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 `.', `,', `;', or `:'. `.' will explain the
symbol at the chosen location, conditionally check for "More
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NetHack Guidebook 10
info?" depending upon whether the help option is on, and
then you will be asked to pick another location; `,' will
explain the symbol but skip any additional information, then
let you pick another location; `;' will skip additional info
and also not bother asking you to choose another location to
examine; `:' will show additional info, if any, without ask-
ing for confirmation. When picking a location, pressing the
ESC key will terminate this command, or pressing `?' will
give a brief reminder about how it works.
If the autodescribe option is on, a short description of
what you see at each location is shown as you move the cur-
sor. Typing `#' while picking a location will toggle that
option on or off. The whatis_coord option controls whether
the short description includes map coordinates.
Specifying a name rather than a location always gives any
additional information available about that name.
You may also request a description of nearby monsters, all
monsters currently displayed, nearby objects, or all ob-
jects. The whatis_coord option controls which format of map
coordinate is included with their descriptions.
& Tell what a command does.
< Go up to the previous level (if you are on a staircase or
ladder).
> Go down to the next level (if you are on a staircase or lad-
der).
[yuhjklbn]
Go one step in the direction indicated (see Figure 2). 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 "safe."
y k u 7 8 9
\ | / \ | /
h- . -l 4- . -6
/ | \ / | \
b j n 1 2 3
(if number_pad is set)
Figure 2
[YUHJKLBN]
Go in that direction until you hit a wall or run into some-
thing.
m[yuhjklbn]
Prefix: move without picking up objects or fighting (even
if you remember a monster there).
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A few non-movement commands use the `m' prefix to request
operating via menu (to temporarily override the
menustyle:Traditional option). Primarily useful for `,'
(pickup) when there is only one class of objects present
(where there won't be any "what kinds of objects?" prompt,
so no opportunity to answer `m' at that prompt).
A few other commands (eat food, offer sacrifice, apply tin-
ning-kit) use the `m' prefix to skip checking for applicable
objects on the floor and go straight to checking inventory,
or (for "#loot" to remove a saddle), skip containers and go
straight to adjacent monsters. The prefix will make "#trav-
el" command show a menu of interesting targets in sight. In
debug mode (aka "wizard mode"), the `m' prefix may also be
used with the "#teleport" and "#wizlevelport" commands.
F[yuhjklbn]
Prefix: fight a monster (even if you only guess one is
there).
M[yuhjklbn]
Prefix: move far, no pickup.
g[yuhjklbn]
Prefix: move until something interesting is found.
G[yuhjklbn] or <CONTROL->[yuhjklbn]
Prefix: same as `g', but forking of corridors is not con-
sidered interesting.
_ Travel to a map location via a shortest-path algorithm.
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 `G' command, but without picking
up objects, similar to the `M' command. For ports with
mouse support, the command is also invoked when a mouse-
click takes place on a location other than the current posi-
tion.
. Wait or rest, do nothing for one turn.
a Apply (use) a tool (pick-axe, key, lamp...).
If used on a wand, that wand will be broken, releasing its
magic in the process. Confirmation is required.
A Remove one or more worn items, such as armor.
Use `T' (take off) to take off only one piece of armor or
`R' (remove) to take off only one accessory.
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NetHack Guidebook 12
^A Redo the previous command.
c Close a door.
C Call (name) a monster, an individual object, or a type of
object.
Same as extended command "#name".
^C Panic button. Quit the game.
d Drop something.
For example "d7a" means drop seven items of object a.
D Drop several things.
In answer to the question
"What kinds of things do you want to drop? [!%= BUCXaium]"
you should type zero or more object symbols possibly fol-
lowed by `a' and/or `i' and/or `u' and/or `m'. In addition,
one or more of the blessed/uncursed/cursed groups may be
typed.
DB - drop all objects known to be blessed.
DU - drop all objects known to be uncursed.
DC - drop all objects known to be cursed.
DX - drop all objects of unknown B/U/C status.
Da - drop all objects, without asking for confirmation.
Di - examine your inventory before dropping anything.
Du - drop only unpaid objects (when in a shop).
Dm - use a menu to pick which object(s) to drop.
D%u - drop only unpaid food.
The last example shows a combination. There are three cate-
gories of object filtering: class (`!' for potions, `?' for
scrolls, and so on), shop status (`u' for unpaid, in other
words, owned by the shop), and bless/curse state (`B', `U',
`C', and `X' as shown above). If you specify more than one
value in a category (such as "!?" for potions and scrolls or
"BU" for blessed and uncursed), an inventory object will
meet the criteria if it matches any of the specified values
(so "!?" means `!' or `?'). If you specify more than one
category, an inventory object must meet each of the category
criteria (so "%u" means class `%' and unpaid `u'). Lastly,
you may specify multiple values within multiple categories:
"!?BU" will select all potions and scrolls which are known
to be blessed or uncursed. (In versions prior to 3.6, fil-
ter combinations behaved differently.)
^D Kick something (usually a door).
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e Eat food.
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 `e' with the `m' prefix to bypass at-
tempting to eat anything off the floor.
If you attempt to eat while already satiated, you might
choke to death. If you risk it, you will be asked whether
to "continue eating?" if you survive the first bite. You
can set the paranoid_confirmation:eating option to require a
response of yes instead of just y.
E Engrave a message on the floor.
E- - write in the dust with your fingers.
Engraving the word "Elbereth" will cause most monsters to
not attack you hand-to-hand (but if you attack, you will rub
it out); this is often useful to give yourself a breather.
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 `Q' command, or let
the computer pick something appropriate if autoquiver is
true.
See also `t' (throw) for more general throwing and shooting.
i List your inventory (everything you're carrying).
I List selected parts of your inventory, usually be specifying
the character for a particular set of objects, like `[' for
armor or `!' for potions.
I* - list all gems in inventory;
Iu - list all unpaid items;
Ix - list all used up items that are on your shopping bill;
IB - list all items known to be blessed;
IU - list all items known to be uncursed;
IC - list all items known to be cursed;
IX - list all items whose bless/curse status is unknown;
I$ - count your money.
o Open a door.
O Set options.
A menu showing the current option values will be displayed.
You can change most values simply by selecting the menu en-
try for the given option (ie, by typing its letter or click-
ing 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
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NetHack Guidebook 14
listed later in this Guidebook. Options are usually set be-
fore the game rather than with the `O' command; see the sec-
tion on options below.
^O Show overview.
Shortcut for "#overview": list interesting dungeon levels
visited.
(Prior to 3.6.0, `^O' was a debug mode command which listed
the placement of all special levels. Use "#wizwhere" to run
that command.)
p Pay your shopping bill.
P Put on an accessory (ring, amulet, or blindfold).
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 `W' command below. It lists armor as the inventory
choices but will accept an accessory and attempt to put that
on.)
^P Repeat previous message.
Subsequent `^P's repeat earlier messages. For some inter-
faces, the behavior can be varied via the msg_window option.
q Quaff (drink) something (potion, water, etc).
Q Select an object for your quiver, quiver sack, or just gen-
erally at the ready (only one of these is available at a
time). You can then throw this (or one of these) using the
`f' command.
(In versions prior to 3.3 this was the command to quit the
game, which has been moved to "#quit".)
r Read a scroll or spellbook.
R Remove a worn accessory (ring, amulet, or blindfold).
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 paranoid_confirmation option to require a prompt.
This command may also be used to take off armor. The prompt
for which inventory item to remove only lists worn acces-
sories, but an item of worn armor can be chosen. (See the
`T' command below. It lists armor as the inventory choices
but will accept an accessory and attempt to remove it.)
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^R Redraw the screen.
s Search for secret doors and traps around you. It usually
takes several tries to find something.
Can also be used to figure out whether there is still a mon-
ster at an adjacent "remembered, unseen monster" marker.
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.
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.
There is no "save current game state and keep playing" com-
mand, not even in explore mode where saved game files can be
kept and re-used.
t Throw an object or shoot a projectile.
There's no separate "shoot" 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.
See also `f' (fire) for throwing or shooting an item pre-se-
lected via the `Q' (quiver) command.
T Take off armor.
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 paranoid_confirmation option to
require a prompt.
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 `R'
command above. It lists accessories as the inventory choic-
es but will accept an item of armor and attempt to take it
off.)
^T Teleport, if you have the ability.
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v Display version number.
V Display the game history.