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 s
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资源分类:Python库 所属语言:Python 资源全名:nle-0.7.1.tar.gz 资源来源:官方 安装方法:https://lanzao.blog.csdn.net/article/details/101784059
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Python库 | nle-0.7.1.tar.gz (1002个子文件)
fixes36.0 76KB
fixes34.0 35KB
fixes33.0 21KB
fixes32.0 21KB
fixes22.0 14KB
fixes30.0 9KB
fixes10.0 3KB
fixes35.0 135B
fixes36.1 55KB
fixes34.1 29KB
fixes33.1 25KB
fixes32.1 7KB
fixes31.1 6KB
macosx10.10 13KB
macosx10.10-qt 13KB
macosx10.14 15KB
fixes36.2 46KB
fixes34.2 10KB
fixes32.2 7KB
fixes31.2 6KB
fixes36.3 31KB
fixes34.3 8KB
fixes32.3 2KB
fixes31.3 1KB
fixes36.4 2KB
macosx10.5 11KB
fixes36.5 1KB
lev_comp.6 11KB
nethack.6 11KB
dgn_comp.6 7KB
makedefs.6 5KB
recover.6 4KB
dlb.6 2KB
fixes36.6 1KB
macosx10.7 11KB
mn.7 9KB
mnh.7 2KB
macosx10.8 12KB
Makefile.agc 37KB
Makefile.ami 47KB
Install.ami 9KB
Build.ami 7KB
applypatch-msg 911B
ontop_x86_64_ms_pe_gas.asm 6KB
jump_x86_64_ms_pe_gas.asm 6KB
make_x86_64_ms_pe_gas.asm 6KB
ontop_x86_64_ms_pe_masm.asm 6KB
make_x86_64_ms_pe_masm.asm 5KB
jump_x86_64_ms_pe_masm.asm 5KB
make_i386_ms_pe_gas.asm 5KB
make_i386_ms_pe_masm.asm 5KB
ontop_i386_ms_pe_gas.asm 4KB
jump_i386_ms_pe_gas.asm 3KB
ontop_i386_ms_pe_masm.asm 3KB
jump_i386_ms_pe_masm.asm 3KB
make_arm_aapcs_pe_armasm.asm 3KB
ontop_arm_aapcs_pe_armasm.asm 2KB
jump_arm_aapcs_pe_armasm.asm 2KB
depend.awk 6KB
data.base 260KB
setup.bat 5KB
nhsetup.bat 4KB
cesetup.bat 1KB
make.bat 764B
Makefile.BC 63KB
schema2.BC 7KB
schema1.BC 7KB
options.c 238KB
cmd.c 207KB
trap.c 185KB
lev_yacc.c 183KB
zap.c 181KB
sp_lev.c 170KB
monst.c 168KB
shk.c 160KB
wintty.c 151KB
invent.c 151KB
objnam.c 147KB
mon.c 144KB
files.c 127KB
apply.c 123KB
botl.c 120KB
uhitm.c 120KB
eat.c 113KB
pickup.c 112KB
hack.c 109KB
mhitu.c 105KB
lev_lex.c 101KB
dungeon.c 97KB
vision.c 95KB
mkobj.c 94KB
makedefs.c 93KB
read.c 92KB
do_wear.c 91KB
muse.c 90KB
macwin.c 88KB
display.c 82KB
potion.c 80KB
pray.c 80KB
makemon.c 78KB
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