'Z;  Player: al Game: Slash'EM Extended Server: $ATTR(14)em.slashem.me - https://em.slashem.me/$ATTR() Filename: 2017-12-05.21:03:49.ttyrec Time: (1512507829) Tue Dec 5 21:03:49 2017  'ZrH This is SuperLotsoAddedStuffHack-Extended Magic Extended 1997-2016 NetHack, Copyright 1985-2003 Stichting Mathematisch Centrum, M. Stephenson. Slash'EM Extended version by Amy (user Bluescreenofdeath at Nethackwiki). See license for details. Bug reports to Bluescreenofdeath's user talk page. Shall I pick a character's race, role, gender and alignment for you? [ynq] 'Zvy 'ZwĿ#@#u#Ŀ[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw Dlvl:1 $0 HP 21(21)  Pw 14(14)  AC-2 Exp1 T1  It is written in the Book of Talos:  After the Creation, the cruel god Moloch rebelled against the authority of Marduk the Creator. Moloch stole from Marduk the most powerful of all the artifacts of the gods, the Amulet of Yendor, and he hid it in the dark cavities of Gehennom, the Under World, where he now lurks, and bides his time.  Your god Talos 'Zwseeks to possess the Amulet, and with it to gain deserved ascendance over the other gods.  You, a newly trained Swordsman, have been heralded from birth as the instrument of Talos. You are destined to recover the Amulet for your deity, or die in the attempt. Your hour of destiny has come. For the sake of us all: Go bravely with Talos!--More-- 'Z(  'Z1 wHello al, welcome to SlashEMExtended! You are a lawful male destabilizer Warrior.--More-- 'Z"& 4You are playing SLASH'EM Extended on a public server. For game discussion, bug reports etc. join the #em.slashem.me IRC channel on Freenode. You should absolutely do that, unless you want to figure out this complex game on your own. Amy and other players will be glad to give you advice!--More-- 'Zx Message of the day: You can play in Game Master mode now, which allows me (Amy) to send you mail in-game to spawn monsters. Add OPTIONS=gmmode to your options file to enable it. You can turn off the gmmessages option if you want the identity of those monsters to be hidden until you run into them, otherwise the game will tell you directly what I spawned :-) --Amy--More-- 'Z> [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T1 You are lucky! Full moon tonight. 'Z]JThere is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T1  'Z4In what direction? [hykulnjb><]  'Z] cmdassist: Invalid direction key! Valid direction keys are:  y k u  \ | /  h- . -l  / | \  b j n  < up  > down  . direct at yourself (Suppress this message with !cmdassist in config file.) Hint: Shift-O opens the options. To change between vi-like keys and the number pad, use the number_pad option.--More-- 'ZcJ [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw Dlvl:1 $0 HP 21(21)  Pw 14(14)  AC-2 Exp1 T1 Ŀ#@#u#Ŀ 'ZZ Unknown command '!'.[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T1  'Z0 Main Menu  g - Game i - Inventory a - Action p - Player d - Discoveries ? - Help(end) 'Z [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T1  Armor a - an uncursed +1 set of orange dragon scales (being worn) {20} e - an uncursed +0 large shield (being worn) {40}(end) 'Z)f&[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T1  'ZG=  Main Menu  g - Game i - Inventory a - Action p - Player d - Discoveries ? - Help(end) 'Z[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T1  Armor a - an uncursed +1 set of orange dragon scales (being worn) {20} e - an uncursed +0 large shield (being worn) {40}(end) 'Zך &[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T1  'Z~]Count: 44 'ZCt [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T1  'ZϵCount: 46 'Z [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T1  'Z< Count: 74 'ZeCount: 745 'ZJm[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T2 @<The saddled green nightmare picks up 6 gold pieces {0}.[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T3 @uThe saddled green nightmare drops 6 gold pieces.[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21) [24;1 'Zml9H Pw 14(14)  AC-2 Exp1 T4 There is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  'ZGThere is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  'Z0There is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  'Zޑ There is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  'Z|[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  Armor a - an uncursed +1 set of orange dragon scales (being worn) {20} e - an uncursed +0 large shield (being worn) {40}(end) 'Zf [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  Armor a - an uncursed +1 set of orange dragon scales (being worn) {20} e - an uncursed +0 large shield (being worn) {40}(end) 'Z! &[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  'Z- Main Menu  g - Game i - Inventory a - Action p - Player d - Discoveries ? - Help(end) 'ZG^[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  'Z}  Main Menu  g - Game i - Inventory a - Action p - Player d - Discoveries ? - Help(end) 'Z3^[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  'Z Weapons b - an uncursed +1 mace (weapon in foreclaw) {12} c - an uncursed +1 crossbow {20} d - 50 blessed +0 crossbow bolts (in quiver) {1} Armor a - an uncursed +1 set of orange dragon scales (being worn) {20} e - an uncursed +0 large shield (being worn) {40} Comestibles f - 47 uncursed apples {0} g - 50 uncursed carrots {0} Scrolls h - 5 uncursed scrolls of healing {0} i - 4 uncursed scrolls of mana {0} j - 3 uncursed scrolls of phase door {0} k - 2 uncursed scrolls of standard id {0} l - an uncursed scroll of cure {0}(end) 'Z([Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  'ZThere is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4  'ZY4[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T4 [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T5 @ 'ZC[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T6 $u@ 'Zl [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T7 uĿ@# 'Z! [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T7 [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T8 u@ 'ZLU@[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T8 The saddled green nightmare picks up 6 gold pieces {0}.[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T9 u 'Z|L[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T10 @u 'Z There is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T10  'Z/!There is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T10  'Z',[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T10 [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T11 @u 'ZThere is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T11  'Z Weapons b - an uncursed +1 mace (weapon in foreclaw) {12} c - an uncursed +1 crossbow {20} d - 50 blessed +0 crossbow bolts (in quiver) {1} Armor a - an uncursed +1 set of orange dragon scales (being worn) {20} e - an uncursed +0 large shield (being worn) {40} Comestibles f - 47 uncursed apples {0} g - 50 uncursed carrots {0} Scrolls h - 5 uncursed scrolls of healing {0} i - 4 uncursed scrolls of mana {0} j - 3 uncursed scrolls of phase door {0} k - 2 uncursed scrolls of standard id {0} l - an uncursed scroll of cure {0}(end)  'Z [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T11  'Z Count: 88 'Z+4 [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T11  'Z Main Menu  g - Game i - Inventory a - Action p - Player d - Discoveries ? - Help(end) 'ZW[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T11  Armor a - an uncursed +1 set of orange dragon scales (being worn) {20} e - an uncursed +0 large shield (being worn) {40}(end) 'Z '[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T11  'Z Main Menu  g - Game i - Inventory a - Action p - Player d - Discoveries ? - Help(end) 'ZI_[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T11  'Z¹ Select one item:  a - Long description of the game and commands. b - List of game commands. c - Concise history of Slash'EM. d - Info on a character in the game display. e - Info on what a given key does. f - List of game options. g - Longer explanation of game options. h - Full list of keyboard commands. i - List of extended commands. j - The NetHack license. (end)  'Zj + Full Current Key Bindings List Directional keys:  y k u  \|/  h-.-l  /|\  b j n  < up  > down Shift- will move in specified direction until you hit  a wall or run into something. Ctrl- will run in specified direction until something  very interesting is seen. Miscellaneous keys: g rush until something interesting is seen G run until something extremely interesting is seen F fight even if you don't see a monster m move without picking up objects/fighting M run without picking up objects/fighting  escape from the current query/action ^a redo the previous command ^c break out of n 'Zj nethack (SIGINT) Command keys: ^d kick something ^p toggle through previously displayed game messages ^r redraw screen ^s save the game ^t teleport around level ^x show your attributes (intrinsic ones included in debug or explore mode) " show the amulet currently worn # perform an extended command $ count your gold & tell what a command does ( show the tools currently in use ) show the weapon currently wielded * show all equipment in use (generally, ),[,=,",( commands + list known spells --More--* 'Z"xp[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw Dlvl:1 $0 HP 21(21)  Pw 14(14)  AC-2 Exp1 T11 Ŀ#<#Ŀ@#Ŀu, 'Z5[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T12 @u, 'Z There is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T12 . 'Z) You displaced your saddled green nightmare.u@[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T12 The saddled green nightmare drops 6 gold pieces.[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T13 u$/ 'Z\![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T13 [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T14 u@/ 'Z2]([Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T15 u@/ 'Zn ![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T16 u@b 'Z[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T16 u@The saddled green nightmare picks up 6 gold pieces {0}.[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T17 ue 'ZB[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T18 u@g 'Z>: =[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T19 u@i 'Z=t[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T19 u@The saddled green nightmare drops 6 gold pieces.[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T20 $ui 'Z; ,[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T21 @uj 'Z_ There is a wall in the way![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T21 l 'Z* Weapons b - an uncursed +1 mace (weapon in foreclaw) {12} c - an uncursed +1 crossbow {20} d - 50 blessed +0 crossbow bolts (in quiver) {1} Armor a - an uncursed +1 set of orange dragon scales (being worn) {20} e - an uncursed +0 large shield (being worn) {40} Comestibles f - 47 uncursed apples {0} g - 50 uncursed carrots {0} Scrolls h - 5 uncursed scrolls of healing {0} i - 4 uncursed scrolls of mana {0} j - 3 uncursed scrolls of phase door {0} k - 2 uncursed scrolls of standard id {0} l - an uncursed scroll of cure {0}(end) m 'Z[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T21 m 'Z[ Select one item:  a - Long description of the game and commands. b - List of game commands. c - Concise history of Slash'EM. d - Info on a character in the game display. e - Info on what a given key does. f - List of game options. g - Longer explanation of game options. h - Full list of keyboard commands. i - List of extended commands. j - The NetHack license. (end) s 'Z![Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T21 s 'Z  Select one item:  a - Long description of the game and commands. b - List of game commands. c - Concise history of Slash'EM. d - Info on a character in the game display. e - Info on what a given key does. f - List of game options. g - Longer explanation of game options. h - Full list of keyboard commands. i - List of extended commands. j - The NetHack license. (end) u 'Z+SLASH'EM History file for release 0.0.7 Behold, mortal, the origins of SLASH'EM... Jay Fenlason wrote the original Hack with help from Kenny Woodland, Mike Thome, and Jon Payne. Andries Brouwer did a major re-write, transforming Hack into a very different game, and published (at least) three versions (1.0.1, 1.0.2, and 1.0.3) for UNIX(tm) machines to the Usenet. Don G. Kneller ported Hack 1.0.3 to Microsoft(tm) C and MS-DOS(tm), producing PC HACK 1.01e, added support for DEC Rainbow graphics in version 1.03g, and went on to produce at least four more versions (3.0, 3.2, 3.51, and 3.6). R. Black ported PC HACK 3.51 to Lattice(tm) C and the Atari 520/1040ST, producing ST Hack 1.03. Mike Stephenson meru 'ZJged these various versions back together, incorporating --More--z 'ZX many of the added features, and produced NetHack version 1.4. He then coordinated a cast of thousands in enhancing and debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.  Later, Mike coordinated a major rewrite of the game, heading a team which included Ken Arromdee, Jean-Christophe Collet, Steve Creps, Eric Hendrickson, Izchak Miller, Eric S. Raymond, John Rupley, Mike Threepoint, and Janet Walz, to produce NetHack 3.0c. The same group subsequently released ten patch- level revisions and updates of 3.0. NetHack 3.0 was ported to the Atari by Eric R. Smith, to OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three of them and Kevin Darcy later joined the main development team to produce subsequent revisions of 3.0. Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm Meluch, Stephen Spackman and Pierre Martineau designed overlay code for PC NetHack 3.0.  'ZX ;1HJohnny Lee ported NetHack 3.0 to the Macintosh. Along with various other Dungeoneers, they continued to enhance the PC, Macintosh, and Amiga ports --More--{ 'Z through the later revisions of 3.0. A scant one month before the next major version release of Nethack, two adventurous souls undertook their own modification to the sacred Nethack formula. Tom Proudfoot and Yuval released Nethack++, which was rapidly renamed Nethack--, containeing new monsters, items and other miscellaneous--More--| 'Z`!modifications.  Headed by Mike Stephenson and coordinated by Izchak Miller and Janet Walz, the development team which now included Ken Arromdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric Raymond, and Eric Smith undertook a radical revision of 3.0. They re-structured the game's design, and re-wrote major parts of the code. They added multiple dungeons, a new display, special individual character quests, a new endgame and many other new features, and produced NetHack 3.1. Ken Lorber, Gregg Wonderly and Greg Olson, with help from Richard Addison, Mike Passaretti, and Olaf Seibert, developed NetHack 3.1 for the Amiga. Norm Meluch and Kevin Smolkowski, with help from Carl Schelin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported NetHack 3.1 to the PC. Jon Watte and Hao-yang Wang, with help from Ro| 'Z~!ss Brown, Mike Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny Lee, Tim Lennan, Rob Menke, --More--| 'Zִ and Andy Swanson developed NetHack 3.1 for the Macintosh, porting it for MPW. Building on their development, Barton House added a Think C port. Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith ported NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua Delahunty, is responsible for the VMS version of NetHack 3.1. Michael Allison ported NetHack 3.1 to Windows NT. Dean Luick, with help from David Cohrs, developed NetHack 3.1 for X11. Warwick Allison added in the "tiled" version of the game and generated most of the individual tiles for NetHack 3.2. Time passed, and Nethack-- was ported to 3.11 by Chris. Stephen White then released his own modification known as Nethack Plus, which contained new character classes. Unbeknownst to the world at large, Tom Proudfoot took this source and combined it with his Nethack--. Stephen White went on to add weapon skills,| 'Z u which were eventually integrated into the next version of Nethack, and other features. --More--| 'ZYwIn February 1996, Tom Proudfoot released SLASH V1. Including part of Stephen White's Nethack Plus and his own Nethack--, leaving unmentioned his own slew of further modifications, this is perhaps the best known of the Nethack modifications. Six versions of this, ending with SLASH V6, are known to exist.--More--} 'Z#The 3.2 development team, comprised of: Michael Allison; Ken Arromdee; David Cohrs; Jessie Collet; Steve Creps; Kevin Darcy; Timo Hakulinen; Steve Linhart; Dean Luick; Pat Rankin; Eric Smith; Mike Stephenson; Janet Walz; and Paul Winner, released version 3.2 in April of 1996. Version 3.2 marks the tenth anniversary of the formation of the development team. In a testament to their dedication to the game, all thirteen members of the original development team remained on the team at the start of work on the current release. During the interval between the release of 3.1.3 and 3.2, one of the founding members of the development team, Dr. Izchak Miller, passed away. This release of the game is dedicated to him by the development and porting teams. Version 3.2 proved to be more stable than previous versions. Many bugs were fixed, abuses eliminated, and game features tuned for better game pla} 'Z$my. SLASH V6 was picked up by Enrico Horn managed to synchronize it with the --More--} 'Z3.2 source. The new SLASH 4.1.2 was released as far back as November 1996 went through at least 4 editlevels (E5, E6, E7) with the latest version being 4.1.2E8, synchronized with Nethack 3.2.2 and the Blackmarket option available, released in June 1997. Nathan La began the arduous task of drawing tiles for the SLASH monsters. Kentaro Shirakata ported SLASH 4.1.2E8 to Unix. Lief Clennon ported SLASH 4.1.2E8 to OS/2. Romain Dolbeau ported SLASH 4.1.2E8 to Macintosh. Warren Cheung combined SLASH 4.1.2 and Wizard Patch to create SLASH'EM 0.1 in November 1997. Several revisions including new spells and other minor additions have led to SLASH'EM 0.0.3. Steven Uy has generously made additional modifications. Dirk Schoenberger has continued updating the SLASH/SLASH'EM monster tiles. --More--} 'ZC He has also ported SLASH'EM to Linux. Lief Clennon ported SLASH'EM to OS/2 EMX. Kevin Hugo ported SLASH'EM to Macintosh, and has also contributed additional changes and improvements.--More--} 'ZV Robin Johnson finished arduous task of drawing tiles for the SLASH'EM monsters. He has also contributed many more new tiles. Kevin later joined the DevTeam and incorporated the best of these ideas in NetHack 3.3. JNetHack (the Japanese version of NetHack) has been around since at least 1994, developed by Issei Numata and others. The GTK interface was written for this variant and released in 1999. Mitsuhiro Itakura headed a team which began the process of redrawing the NetHack tiles in 8-bit color at 32x32 pixels. The final update to 3.2 was the bug fix release 3.2.3, which was released simultaneously with 3.3.0 in December 1999 just in time for the Year 2000. The 3.3 development team, consisting of Michael Allison, Ken Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy, Timo Hakulinen, --More--~ 'ZKevin Hugo, Steve Linhart, Ken Lorber, Dean Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August of 2000. Version 3.3 offered many firsts. It was the first version to separate race and profession. The Elf class was removed in preference to an elf race, and the races of dwarves, gnomes, and orcs made their first appearance in the game alongside the familiar human race. Monk and Ranger roles joined Archeologists, Barbarians, Cavemen, Healers, Knights, Priests, Rogues, Samurai, Tourists, Valkyries and of course, Wizards. It was also the first version to allow you to ride a steed, and was the first version to have a publicly available web-site listing all the bugs that had been discovered. Despite that constantly growing bug list, 3.3 proved stable enough to last for more than a year and a half. Warren Cheung combined SLASH~ 'Z'EM 0.0.5E7F1 and NetHack 3.3 to create SLASH'EM 0.0.6 and maintained the DOS and Microsoft Windows ports. J. Ali Harlow incorporated the GTK interface and Mitsuhiro Itakura's 32x32 --More--~ 'ZF>tileset into SLASH'EM 0.0.6 and maintained the UNIX port of SLASH'EM 0.0.6. Peter Makholm maintained the Debian package. Paul Hurtley maintained the MAC port of SLASH'EM 0.0.6. The 3.4 development team initially consisted of Michael Allison, Ken Arromdee,--More--~ 'Z2cDavid Cohrs, Jessie Collet, Kevin Hugo, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and Paul Winner, with Warwick Allison joining just before the release of NetHack 3.4.0 in March 2002. As with version 3.3, various people contributed to the game as a whole as well as supporting ports on the different platforms that NetHack runs on: Pat Rankin maintained 3.4 for VMS. Michael Allison maintained NetHack 3.4 for the MS-DOS platform. Paul Winner and Yitzhak Sapir provided encouragement. Dean Luick, Mark Modrall, and Kevin Hugo maintained and enhanced the Macintosh port of 3.4. Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas, and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft Windows platform. Alex Kompel contributed a new graphical interface for the Windows port. Alex Kompel also contributed a Windows CE port for 3.4.1. --More--~ 'ZE ARon Van Iwaarden maintained 3.4 for OS/2. Janne Salmijarvi and Teemu Suikki maintained and enhanced the Amiga port of 3.4 after Janne Salmijarvi resurrected it for 3.3.1. Christian `Marvin' Bressler maintained 3.4 for the Atari after he resurrected it for 3.3.1. Warren Cheung, Christian Cooper, J. Ali Harlow, Paul Hurtley, Pekka Rousu and Darshan Shaligram combined SLASH'EM 0.0.6E5F2 and Nethack 3.4 to create SLASH'EM 0.0.7 The Slash'EM home page is at http://www.slashem.org/.  - - - - - - - - - - From time to time, some depraved individual out there in netland sends a particularly intriguing modification to help out with the game. The Gods of --More--~ 'Z the Dungeon sometimes make note of the names of the worst of these miscreants in this, the list of Dungeoneers:  Adam Aronow Izchak Miller Mike Stephenson  Alex Kompel J. Ali Harlow Norm Meluch  Andreas Dorn Janet Walz Olaf Seibert--More-- 'ZUv Andy Church Janne Salmijarvi Pasi Kallinen  Andy Swanson Jean-Christophe Collet Pat Rankin  Ari Huttunen Jochen Erwied Paul Winner  Barton House John Kallen Pierre Martineau  Benson I. Margulies John Rupley Ralf Brown  Bill Dyer John S. Bien Ray Chason  Boudewijn Waijers Johnny Lee Richard Addison  Bruce Cox Jon W{tte Richard Beigel  Bruce Holloway Jonathan Handler Richard P. Hughey  Bruce Mewborne Joshua Delahunty Rob Menke  Carl Schelin Keizo Yamamoto Robin Johnson  Chris Russo Ken Arnold Roderick Schertler  David Cohrs Ken Arromdee Roland McGrath  David Da 'Zvmerell Ken Lorber Ron Van Iwaarden  David Gentzel Ken Washikita Ronnen Miller  David Hairston Kevin Darcy Ross Brown  Dean Luick Kevin Hugo Sascha Wostmann  Del Lamb Kevin Sitze Scott Bigham  Deron Meranda Kevin Smolkowski Scott R. Turner --More-- 'ZY Dion Nicolaas Kevin Sweet Stephen Spackman  Dylan O'Donnell Lars Huttar Stephen White  Eric Backus Malcolm Ryan Steve Creps  Eric Hendrickson Mark Gooderum Steve Linhart  Eric R. Smith Mark Modrall Steve VanDevender  Eric S. Raymond Marvin Bressler Teemu Suikki  Erik Andersen Matthew Day Tim Lennan  Frederick Roeber Merlyn LeRoy Timo Hakulinen  Gil Neiger Michael Allison Tom Almy  Greg Laskin Michael Feir Tom West  Greg Olson Michael Hamel Warren Cheung  Gregg Wonderly Michael Sokolov Warwick Allison  Hao-yang Wang Mike Engber Yitzhak Sapir  Helge Hafting  'Z Mike Gallop  Irina Rempt-Drijfhout Mike Passaretti --More-- 'Z4 [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T21  'Z? Unknown command ' '.[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T21  'ZE Select one item:  a - Long description of the game and commands. b - List of game commands. c - Concise history of Slash'EM. d - Info on a character in the game display. e - Info on what a given key does. f - List of game options. g - Longer explanation of game options. h - Full list of keyboard commands. i - List of extended commands. j - The NetHack license. (end) 'Z@{+ Full Current Key Bindings List Directional keys:  y k u  \|/  h-.-l  /|\  b j n  < up  > down Shift- will move in specified direction until you hit  a wall or run into something. Ctrl- will run in specified direction until something  very interesting is seen. Miscellaneous keys: g rush until something interesting is seen G run until something extremely interesting is seen F fight even if you don't see a monster m move without picking up objects/fighting M run without picking up objects/fighting  escape from the current query/action ^a redo the previous command ^c break out of n 'Z[{nethack (SIGINT) Command keys: ^d kick something ^p toggle through previously displayed game messages ^r redraw screen ^s save the game ^t teleport around level ^x show your attributes (intrinsic ones included in debug or explore mode) " show the amulet currently worn # perform an extended command $ count your gold & tell what a command does ( show the tools currently in use ) show the weapon currently wielded * show all equipment in use (generally, ),[,=,",( commands + list known spells --More-- 'Z\[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw Dlvl:1 $0 HP 21(21)  Pw 14(14)  AC-2 Exp1 T21 Ŀ#<#Ŀ@$#uĿ 'Z8[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T22 @u 'Z2[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T22 [Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T23 @<u 'Z "[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw  21(21)  Pw 14(14)  AC-2 Exp1 T24 @ 'Zi=Beware, there will be no return! Still climb? [yn] (n)  'Z?y[Al the Swordsman  21(21)  Pw 14(14) Ŀ#@#Ŀ$#Ŀ[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw Dlvl:1 $0 HP 21(21)  Pw 14(14)  AC-2 Exp1 T24 Do you want your possessions identified? DYWYPI? [ynq] (n)  'Z3 n Weapons b - an uncursed +1 mace (weapon in foreclaw) {12} c - an uncursed +1 crossbow {20} d - 50 blessed +0 crossbow bolts (in quiver) {1} Armor a - an uncursed +1 set of orange dragon scales (being worn) {20} e - an uncursed +0 large shield (being worn) {40} Comestibles f - 47 uncursed apples {0} g - 50 uncursed carrots {0} Scrolls h - 5 uncursed scrolls of healing {0} i - 4 uncursed scrolls of mana {0} j - 3 uncursed scrolls of phase door {0} k - 2 uncursed scrolls of standard id {0} l - an uncursed scroll of cure {0}(end) 'ZE Do you want to see your attributes? [ynq] (n)  'Z,nFinal Attributes: You were fervently aligned. Your alignment was 10. Your max alignment was 10. You carried 0 sins. You could not have this property at all: infravision. You could not have this property extrinsically: the Force. You could not have this property intrinsically: fear factor. Scroll identification only worked 100 times out of 106. Potion identification only worked 3 times out of 4. Amulet identification only worked 15 times out of 24. Wand identification only worked 3 times out of 9. Spellbook identification only worked 2 times out of 18. Monsters only dropped their musable items with 91% chance. Amulet drop chance was reduced to 35%. Potion drop chance was reduced to 80%. Concealing monsters were spawned underneath items 93% of the time only. The following skill could not be trained at all: petkeeping. The following skill was trained at half the usual rate: m 'Zeorning star. The following skill was trained at one fifth the usual rate: devices. The following skill was limited to basic proficiency: searching. The following skill was limited to skilled proficiency: shield. The following skill was limited to expert proficiency: martial arts. The following skill became untrainable if you tried to train it too early: protection spells (turn 73). Number of artifacts generated was 0. Number of fake artifacts generated was 0. Monster spawn increase would have started at turn 28389. Monster spawn increase had reached its maximum at turn 47516. In this game, Eevee's evolution was jolteon. Your limit for ascension was at turn 629850. The monster class that cannot be genocided was sea monster. The monster class that was spawned more often: xorn (freq bonus 1). The monster color that was spawned more often: bright magenta (freq bonus 6). The monster species that was spawned mor 'ZLe often: epidote warp patch (freq bonus 24). The monster species that was spawned more often: turkish lady (freq bonus 12). The monster species that was spawned more often: slut (freq bonus 10). The monster species that was spawned more often: animated beautiful sandal (freq bonus 12). The monster species that was spawned more often: animated roller blade (freq bonus 8). The monster species that was spawned more often: tubbable leafhopper (freq bonus 18). The monster species that was spawned more often: Roganza (freq bonus 42). The monster species that was spawned more often: chevalier (freq bonus 8). The monster species that was spawned more often: navi (freq bonus 20). The monster species that was spawned more often: these crayfish (freq bonus 3). --More-- 'ZEThe monster species that was spawned more often: greedy Scottish barkeeper (freq bonus 6). The monster species that was spawned more often: Doctor Maex (freq bonus 18). The monster species that was spawned more often: blue-green force fungus (freq bonus 18). The monster species that was spawned more often: smirking sneak thief (freq bonus 4). The monster species that was spawned more often: animated armor (freq bonus 16). The monster species that was spawned more often: small group kobold (freq bonus 18). The monster species that was spawned more often: gisau (freq bonus 8). The monster species that was spawned more often: Mina Majikina (freq bonus 4). The monster species that was spawned more often: unox (freq bonus 6). The monster species that was spawned more often: sue lich (freq bonus 10). The monster trait that was more common: monsters whose attacks drain your luck (freq bonus 1). The monster trait that was more common: mons 'ZEters of medium size (freq bonus 1). The monster trait that was more common: monsters that originate from Dungeon Lords (freq bonus 48). The monster trait that was more common: monsters that can control teleport (freq bonus 2). The monster trait that was more common: monsters whose attacks cause gravity to warp around you (freq bonus 1). The monster trait that was more common: monsters that eat meat (freq bonus 4). The monster trait that was more common: monsters whose attacks do random things (freq bonus 1). The monster trait that was more common: monsters whose attacks can disintegrate you (freq bonus 2). The monster trait that was more common: monsters that were generated by jonadab's perlscript (nope, slex is not being taken over by robots) (freq bonus 2). The monster species that was never randomly spawned: hidden rutterkin. The monster species that was never randomly spawned: domestic nymph. The monster species that was never randomly 'ZEspawned: korean woman. The monster species that was never randomly spawned: wallpapering cooky. The monster species that was never randomly spawned: blubbering idiot. The monster species that was never randomly spawned: flyer statue. The monster species that was never randomly spawned: wind colony. The monster species that was never randomly spawned: mana stealer. The monster species that was never randomly spawned: crystal gargoyle. The monster species that was never randomly spawned: teller of secrets. The RNG hath decreed that this item was never generated: cloak of dimness (viva cloak). The RNG hath decreed that this item was never generated: granite impaler ((null)). The RNG hath decreed that this item was never generated: good night (nightly). The RNG hath decreed that this item was never generated: inertia (grass green). The RNG hath decreed that this item was never generated: reflection (withered). The RNG hath 'ZEdecreed that this item was never generated: chromatic beam (chromatic). The RNG hath decreed that this item was never generated: chocoegg ((null)). The RNG hath decreed that this item was never generated: cartridge of having a horror (dream helmet). The RNG hath decreed that this item was never generated: worthless piece of yellow glass (yellow). The RNG hath decreed that this item was never generated: avalanche (twisting). The RNG hath decreed that this item was generated more often: darkness (obscure, freq bonus 60). The RNG hath decreed that this item was generated more often: hyper beam (shrill, freq bonus 4). The RNG hath decreed that this item was generated more often: orcish short sword (crude short sword, freq bonus 6). The RNG hath decreed that this item was generated more often: extra healing (plaid, freq bonus 8). The RNG hath decreed that this item was generated more often: enthronization (XUS MODA, freq bonus 6). --More-- 'ZBi The RNG hath decreed that this item was generated more often: ruffled shirt ((null), freq bonus 12). The RNG hath decreed that this item was generated more often: red dragon scale shield (red dragonhide shield, freq bonus 6). The RNG hath decreed that this item was generated more often: fear (bewitched, freq bonus 16). The RNG hath decreed that this item was generated more often: Hawaiian shorts (flowery shorts and lei, freq bonus 18). The RNG hath decreed that this item was generated more often: bec de corbin (beaked polearm, freq bonus 57). The RNG hath decreed that this item was generated more often: extra healing (plaid, freq bonus 4). The RNG hath decreed that this item was generated more often: booze (brown, freq bonus 9). The RNG hath decreed that this item was generated more often: wedged little-girl sandal ((null), freq bonus 6). The RNG hath decreed that this item was generated more often: elven bow (runed bow, freq bonus 5). The RNG h 'Zi ath decreed that this item was generated more often: greyout cloak (colorfade cloak, freq bonus 10). The RNG hath decreed that this item was generated more often: ensnaring (cryptolocker, freq bonus 14). The RNG hath decreed that this item was generated more often: arm blaster ((null), freq bonus 8). The RNG hath decreed that this item was generated more often: inka shackle ((null), freq bonus 9). The RNG hath decreed that this item was generated more often: confusing gloves (warped gloves, freq bonus 16). The RNG hath decreed that this item was generated more often: flicker strip stone (gray, freq bonus 7). The RNG hath decreed that this item was always generated cursed: charging (stellar). The RNG hath decreed that this item was always generated cursed: chaos terrain (chaos-inducing). The RNG hath decreed that this item was always generated cursed: cure blindness (yellow). The RNG hath decreed that this item was always generated cursed: special 'Zi shield ((null)). The RNG hath decreed that this item was always generated cursed: mineral hostage chain ((null)). The RNG hath decreed that this item was always generated cursed: chrysocolla (cyan). The RNG hath decreed that this item was always generated cursed: stone of intrinsic loss (gray). The RNG hath decreed that this item was always generated cursed: bronze arrow ((null)). The RNG hath decreed that this item was always generated cursed: speed monster (brass). The RNG hath decreed that this item was always generated cursed: soft star ((null)). The RNG hath decreed that this trap was always invisible: glyph of animation. The RNG hath decreed that this trap was generated more often: dark mode trap (freq bonus 15). Next attribute increase check would have come at turn 2968. Strength training was 0. Dexterity training was 0. Wisdom training was 0. Constitution training was 0. You were sleep resistant. Y 'Zi Wou were prevented from having infravision (0). You were prevented from using the force like a real jedi (0). Your chance to block was 27%. You had 1476 points of nutrition remaining. You could fly. You were lucky (1). You could not have safely prayed (1391). You survived. --More-- 'ZĿ#@#Ŀ$#Ŀ[Al the Swordsman ] St18 Dx8 Co15 In5 Wi10 Ch6 WarDesMalLaw Dlvl:1 $0 HP 21(21)  Pw 14(14)  AC-2 Exp1 T24 Do you want to see your discoveries? [ynq] (n)  'Z%q