- 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)
-
-Preface - Version 3.6
-
- This version of the game is special in a particular way.
-Near the end of the development of 3.6, one of the significant
-inspirations for many of the humorous and fun features found in
-the game, author Terry Pratchett, passed away. We have dedicated
-this version of the game in his memory.
-
-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.
-
- 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.
-
- 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:
-
- 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
-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.
-
---------------------------------------------------------------------
- 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
- 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
- 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).
+ A Guide to the Mazes of Menace
+ (Guidebook for NetHack)
- 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.
+ Original version - Eric S. Raymond
+ (Edited and expanded for 3.6 by Mike Stephenson and others)
-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
-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.
- To change how and what messages are shown on the message
-line, see ``Configuring Message Types`` and the verbose option.
+ 1. Introduction
-3.3. The map (rest of the screen)
+ 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?
- 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:
+ 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.
-- and |
- The walls of a room, or an open door. Or a grave (|).
-. 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.
+ NetHack Guidebook 1
-< 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).
+ NetHack Guidebook 2
-) A weapon.
-[ A suit or piece of armor.
-% Something edible (not necessarily healthy).
+ 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...
-? A scroll.
+ 2. What is going on here?
-/ A wand.
+ 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.
-= A ring.
+ Your abilities and strengths for dealing with the hazards of
+ adventure will vary with your background and training:
-! A potion.
+ 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.
-( A useful item (pick-axe, key, lamp...).
+ 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.
-" An amulet or a spider web.
+ Cavemen and Cavewomen start with exceptional strength but,
+ unfortunately, with neolithic weapons.
-* A gem or rock (possibly valuable, possibly worthless).
+ 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.
-` A boulder or statue.
+ Knights are distinguished from the common skirmisher by
+ their devotion to the ideals of chivalry and by the surpassing
+ excellence of their armor.
-0 An iron ball.
+ 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.
-_ An altar, or an iron chain.
+ 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.
-{ A fountain.
+ 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.
-} 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 April 20, 2018
-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
-possible choices. Typing `?' gives you an inventory list of
-these items, so you can see what each letter refers to. In this
-example, there is also a `*' indicating that you may choose an
-object not on the list, if you wanted to use something unexpect-
-ed. Typing a `*' 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.
+ NetHack Guidebook 3
- 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.
-Commands for which counts make no sense ignore them. In addi-
-tion, movement commands can be prefixed for greater control (see
-below). 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.
+ Rogues are agile and stealthy thieves, with knowledge of
+ locks, traps, and poisons. Their advantage lies in surprise,
+ which they employ to great advantage.
-/ 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 info?'' depending upon whether the help op-
- tion is on, and then you will be asked to pick another loca-
- tion; `,' 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 asking for confirmation. When picking
- a location, pressing the ESC key will terminate this com-
- mand, or pressing `?' will give a brief reminder about how
- it works.
+ 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.
- 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.
+ 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.
- Specifying a name rather than a location always gives any
- additional information available about that name.
+ 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.
- 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.
+ 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.
-& Tell what a command does.
+ You may also choose the race of your character:
-< Go up to the previous level (if you are on a staircase or
- ladder).
+ 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.
-> 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).
-
- 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
- ``#travel'' command show a menu of interesting targets in
- sight.
-
-F[yuhjklbn]
- Prefix: fight a monster (even if you only guess one is
- there).
+ 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.
-M[yuhjklbn]
- Prefix: move far, no pickup.
+ 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.
-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.
+ 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.
-_ Travel to a map location via a shortest-path algorithm.
+ 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.
- 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.
+ 3. What do all those things on the screen mean?
-a Apply (use) a tool (pick-axe, key, lamp...).
+ 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.
- 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.
+ NetHack 3.6 April 20, 2018
-^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.
+ NetHack Guidebook 4
-d Drop something.
- Ex. ``d7a'' means drop seven items of object a.
-D Drop several things.
+ 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.
- In answer to the question
+ 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.
- ``What kinds of things do you want to drop? [!%= BUCXaium]''
+ 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.
- 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.
+ 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.
- 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.
-^D Kick something (usually a door).
-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.
-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.
- (This feature may be compiled out of the game, so your ver-
- sion might not have it.)
-f Fire one of the objects placed in your quiver (or quiver
- sack, or that you have at the ready). You may select ammu-
- nition with a previous `Q' command, or let the computer pick
- something appropriate if autoquiver is true.
-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 known;
- 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
- 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 or show dungeon layout
- In normal play and in explore mode, a shortcut for the
- ``#overview'' extended command to list interesting dungeon
- levels visited.
- In debug mode, an extra command which lists the placement of
- all special levels.
-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.
+ NetHack 3.6 April 20, 2018
- Subsequent ^P's repeat earlier messages. 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.
+ NetHack Guidebook 5
-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.)
+ 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.
+ --------------------------------------------------------------------
+ The bat bites!
-^R Redraw the screen.
+ ------
+ |....| ----------
+ |.<..|####...@...$.|
+ |....-# |...B....+
+ |....| |.d......|
+ ------ -------|--
-s Search for secret doors and traps around you. It usually
- takes several tries to find something.
-S Save (and suspend) the game. The game will be restored au-
- tomatically the next time you play.
-t Throw an object or shoot a projectile.
+ 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
-T Take off armor.
+ --------------------------------------------------------------------
+ Figure 1
- 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
+ 3.1. The status lines (bottom)
- asking, but you can set the paranoid_confirmation option to
- require a prompt.
+ 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):
- 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.)
+ Rank
+ Your character's name and professional ranking (based on the
+ experience level, see below).
-^T Teleport, if you have the ability.
+ 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.
-v Display version number.
+ Dexterity
+ Dexterity affects your chances to hit in combat, to avoid
+ traps, and do other tasks requiring agility or manipulation
+ of objects.
-V Display the game history.
-w Wield weapon.
- w- - wield nothing, use your bare hands.
- Some characters can wield two weapons at once; use the `X'
- command (or the ``#twoweapon'' extended command) to do so.
+ NetHack 3.6 April 20, 2018
-W Wear armor.
- 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 acces-
- sory will attempt to put it on. (See the `P' command above.
- It lists accessories as the inventory choices but will ac-
- cept an item of armor and attempt to wear it.)
-x Exchange your wielded weapon with the item in your alternate
- weapon slot.
- The latter is used as your secondary weapon when engaging in
- two-weapon combat. Note that if one of these slots is emp-
- ty, the exchange still takes place.
-X Toggle two-weapon combat, if your character can do it. Also
- available via the ``#twoweapon'' extended command.
+ NetHack Guidebook 6
- (In versions prior to 3.6 this was the command to switch
- from normal play to "explore mode", also known as "discovery
- mode", which has now been moved to ``#exploremode''.)
-^X Display basic information about your character.
- Displays name, role, race, gender (unless role name makes
- that redundant, such as Caveman or Priestess), and align-
- ment, along with your patron deity and his or her opposi-
- tion. It also shows most of the various items of informa-
- tion from the status line(s) in a less terse form, including
- several additional things which don't appear in the normal
+ 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.
- status display due to space considerations.
+ Intelligence
+ Intelligence affects your ability to cast spells and read
+ spellbooks.
-z Zap a wand.
+ Wisdom
+ Wisdom comes from your practical experience (especially when
+ dealing with magic). It affects your magical energy.
- z. - to aim at yourself, use `.' for the direction.
+ Charisma
+ Charisma affects how certain creatures react toward you. In
+ particular, it can affect the prices shopkeepers offer you.
-Z Zap (cast) a spell.
+ 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.
- Z. - to cast at yourself, use `.' for the direction.
+ 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.
-^Z Suspend the game (UNIX(R) versions with job control only).
+ Gold
+ The number of gold pieces you are openly carrying. Gold
+ which you have concealed in containers is not counted.
-: Look at what is here.
+ 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.
-; Show what type of thing a visible symbol corresponds to.
+ Power
+ Spell points. This tells you how much mystic energy (mana)
+ you have available for spell casting. Again, resting will
+ regenerate the amount available.
-, Pick up some things from the floor beneath you.
+ Armor Class
+ A measure of how effectively your armor stops blows from un-
+ friendly creatures. The lower this number is, the more
- May be preceded by `m' to force a selection menu.
-@ Toggle the autopickup option on and off.
+ NetHack 3.6 April 20, 2018
-^ Ask for the type of a trap you found earlier.
-) Tell what weapon you are wielding.
-[ Tell what armor you are wearing.
-= Tell what rings you are wearing.
-" Tell what amulet you are wearing.
+ NetHack Guidebook 7
-( Tell what tools you are using.
-* Tell what equipment you are using.
- Combines the preceding five type-specific commands into one.
+ effective the armor; it is quite possible to have negative
+ armor class.
-$ Count your gold pieces.
+ 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
+ here.
-+ List the spells you know.
+ Time
+ The number of turns elapsed so far, displayed if you have
+ the time option set.
- Using this command, you can also rearrange the order in
- which your spells are listed, either by sorting the entire
- list or by picking one spell from the menu then picking an-
- other to swap places with it. Swapping pairs of spells
- changes their casting letters, so the change lasts after the
- current `+' command finishes. Sorting the whole list is
- temporary. To make the most recent sort order persist be-
- yond the current `+' command, choose the sort option again
- and then pick "reassign casting letters". (Any spells
+ Status
+ Hunger: your current hunger status. Values are Satiated,
+ Not Hungry (or Normal), Hungry, Weak, and Fainting. Not
+ shown when Normal.
-__________
-(R)UNIX is a registered trademark of AT&T.
+ 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.
- learned after that will be added to the end of the list
- rather than be inserted into the sorted ordering.)
+ 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).
-\ Show what types of objects have been discovered.
+ Non-fatal conditions: Blind (can't see), Deaf (can't hear),
+ Stun (stunned), Conf (confused), Hallu (hallucinating).
-` Show discovered types for one class of objects.
+ Movement modifiers: Lev (levitating), Fly (flying), Ride
+ (riding).
-! Escape to a shell.
+ 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.
-# Perform an extended command.
+ 3.2. The message line (top)
- As you can see, the authors of NetHack used up all the let-
-ters, so this is a way to introduce the less frequently used com-
-mands. What extended commands are available depends on what fea-
-tures the game was compiled with.
+ 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
+ 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.
-#adjust
- Adjust inventory letters (most useful when the fixinv option
- is ``on''). Autocompletes. Default key is 'M-a'.
+ To change how and what messages are shown on the message
+ line, see ``Configuring Message Types`` and the verbose option.
- This command allows you to move an item from one particular
- inventory slot to another so that it has a letter which is
- more meaningful for you or that it will appear in a particu-
- lar location when inventory listings are displayed. You can
- move to a currently empty slot, or if the destination is oc-
- cupied--and won't merge--the item there will swap slots with
- the one being moved. ``#adjust'' can also be used to split
- a stack of objects; when choosing the item to adjust, enter
- a count prior to its letter.
- Adjusting without a count used to collect all compatible
- stacks when moving to the destination. That behavior has
- been changed; to gather compatible stacks, ``#adjust'' a
- stack into its own inventory slot. If it has a name as-
- signed, other stacks with the same name or with no name will
- merge provided that all their other attributes match. If it
- does not have a name, only other stacks with no name are el-
- igible. In either case, otherwise compatible stacks with a
- different name will not be merged. This contrasts with us-
- ing ``#adjust'' to move from one slot to a different slot.
- In that situation, moving (no count given) a compatible
- stack will merge if either stack has a name when the other
- doesn't and give that name to the result, while splitting
- (count given) will ignore the source stack's name when de-
- ciding whether to merge with the destination stack.
-#annotate
- Allows you to specify one line of text to associate with the
- current dungeon level. All levels with annotations are dis-
- played by the ``#overview'' command. Autocompletes. Default
- key is 'M-A', and '^N' if number_pad is on.
-#apply
- Apply (use) a tool such as a pick-axe, a key, or a lamp. De-
- fault key is 'a'.
- If the tool used acts on items on the floor, using the `m'
- prefix skips those items.
+ NetHack 3.6 April 20, 2018
- If used on a wand, that wand will be broken, releasing its
- magic in the process. Confirmation is required.
-#attributes
- Show your attributes. Default key is '^X'.
-#autopickup
- Toggle the autopickup -option on/off. Default key is '@'.
-#call
- Call (name) a monster, or an object in inventory, on the
- floor, or in the discoveries list, or add an annotation for
- the current level (same as ``#annotate''). Default key is
- 'C'.
-#cast
- Cast a spell. Default key is 'Z'.
+ NetHack Guidebook 8
-#chat
- Talk to someone. Default key is 'M-c'.
-#close
- Close a door. Default key is 'c'.
-#conduct
- List voluntary challenges you have maintained. Autocom-
- pletes. Default key is 'M-C'.
+ 3.3. The map (rest of the screen)
- See the section below entitled ``Conduct'' for details.
+ 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:
-#dip
- Dip an object into something. Autocompletes. Default key is
- 'M-d'.
+ - and |
+ The walls of a room, or an open door. Or a grave (|).
-#down
- Go down a staircase. Default key is '>'.
+ . The floor of a room, ice, or a doorless doorway.
-#drop
- Drop an item. Default key is 'd'.
+ # A corridor, or iron bars, or a tree, or possibly a kitchen
+ sink (if your dungeon has sinks), or a drawbridge.
-#droptype
- Drop specific item types. Default key is 'D'.
+ > Stairs down: a way to the next level.
-#eat
- Eat something. Default key is 'e'. The `m' prefix skips
- eating items on the floor.
+ < Stairs up: a way to the previous level.
-#engrave
- Engrave writing on the floor. Default key is 'E'.
+ + A closed door, or a spellbook containing a spell you may be
+ able to learn.
-#enhance
- Advance or check weapon and spell skills. Autocompletes. De-
- fault key is 'M-e'.
-
-#exploremode
- Enter the explore mode.
+ @ Your character or a human.
-#fire
- Fire ammunition from quiver. Default key is 'f'.
+ $ A pile of gold.
-#force
- Force a lock. Autocompletes. Default key is 'M-f'.
+ ^ A trap (once you have detected it).
-#glance
- Show what type of thing a map symbol corresponds to. Default
- key is ';'.
+ ) A weapon.
-#help
- Show the help menu. Default key is '?', and 'h' if num-
- ber_pad is on.
+ [ A suit or piece of armor.
-#herecmdmenu
- Show a menu of possible actions in your current location.
+ % Something edible (not necessarily healthy).
-#history
- Show long version and game history. Default key is 'V'.
+ ? A scroll.
-#inventory
- Show your inventory. Default key is 'i'.
+ / A wand.
-#inventtype
- Inventory specific item types. Default key is 'I'.
+ = A ring.
-#invoke
- Invoke an object's special powers. Autocompletes. Default
- key is 'M-i'.
+ ! A potion.
-#jump
- Jump to another location. Autocompletes. Default key is 'M-
- j', and 'j' if number_pad is on.
+ ( A useful item (pick-axe, key, lamp...).
-#kick
- Kick something. Default key is '^D', and 'k' if number_pad
- is on.
+ " An amulet or a spider web.
-#known
- Show what object types have been discovered. Default key is
- '\'.
+ * A gem or rock (possibly valuable, possibly worthless).
-#knownclass
- Show discovered types for one class of objects. Default key
+ ` A boulder or statue.
- is '`'.
+ 0 An iron ball.
-#levelchange
- Change your experience level. Autocompletes. Wizard-mode on-
- ly.
-#lightsources
- Show mobile light sources. Autocompletes. Wizard-mode only.
-#look
- Look at what is here, under you. Default key is ':'.
-#loot
- Loot a box or bag on the floor beneath you, or the saddle
- from a steed standing next to you. Autocompletes. Precede
- with the `m' prefix to skip containers at your location and
- go directly to removing a saddle. Default key is 'M-l', and
- 'l' if number_pad is on.
+ NetHack 3.6 April 20, 2018
-#monpolycontrol
- Control monster polymorphs. Autocompletes. Wizard-mode only.
-#monster
- Use a monster's special ability (when polymorphed into mon-
- ster form). Autocompletes. Default key is 'M-m'.
-#name
- Name a monster, an individual object, or a type of object.
- Same as #call. Autocompletes. Default keys are 'N', 'M-n',
- and 'M-N'.
-#offer
- Offer a sacrifice to the gods. Autocompletes. Default key is
- 'M-o'. The `m' prefix skips offering items on the altar.
- You'll need to find an altar to have any chance at success.
- Corpses of recently killed monsters are the fodder of
- choice.
+ NetHack Guidebook 9
-#open
- Open a door. Default key is 'o'.
-#options
- Show and change option settings. Default key is 'O'.
-#overview
- Display information you've discovered about the dungeon.
- Any visited level (unless forgotten due to amnesia) with an
- annotation is included, and many things (altars, thrones,
- fountains, and so on; extra stairs leading to another dun-
- geon branch) trigger an automatic annotation. If dungeon
- overview is chosen during end-of-game disclosure, every vis-
- ited level will be included regardless of annotations. Auto-
- completes. Default keys are '^O', and 'M-O'.
+ _ An altar, or an iron chain.
-#panic
- Test the panic routine. Autocompletes. Wizard-mode only.
+ { A fountain.
-#pay
- Pay your shopping bill. Default key is 'p'.
+ } A pool of water or moat or a pool of lava.
-#pickup
- Pick up things at the current location. Default key is ','.
- The `m' prefix forces use of a menu.
+ \ An opulent throne.
-#polyself
- Polymorph self. Autocompletes. Wizard-mode only.
+ 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.
-#pray
- Pray to the gods for help. Autocompletes. Default key is 'M-
- p'.
+ 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.
- Praying too soon after receiving prior help is a bad idea.
- (Hint: entering the dungeon alive is treated as having re-
- ceived help. You probably shouldn't start off a new game by
- praying right away.) Since using this command by accident
- can cause trouble, there is an option to make you confirm
- your intent before praying. It is enabled by default, and
- you can reset the paranoid_confirmation option to disable
- it.
+ 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).
-#prevmsg
- Show previously displayed game messages. Default key is
- '^P'.
+ 4. Commands
-#puton
- Put on an accessory (ring, amulet, etc). Default key is 'P'.
+ 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.
-#quaff
- Quaff (drink) something. Default key is 'q'.
+ 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
+ possible choices. Typing `?' gives you an inventory list of
+ these items, so you can see what each letter refers to. In this
+ example, there is also a `*' indicating that you may choose an
+ object not on the list, if you wanted to use something unexpect-
+ ed. Typing a `*' 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.
-#quit
- Quit the program without saving your game. Autocompletes.
- Default key is 'M-q'.
+ 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.
+ Commands for which counts make no sense ignore them. In addi-
+ tion, movement commands can be prefixed for greater control (see
+ below). To cancel a count or a prefix, press the ESC key.
- Since using this command by accident would throw away the
- current game, you are asked to confirm your intent before
- quitting. By default a response of 'y' acknowledges that
- intent. You can set the paranoid_confirmation option to re-
- quire a response of "yes" instead.
-#quiver
- Select ammunition for quiver. Default key is 'Q'.
-#read
- Read a scroll, a spellbook, or something else. Default key
- is 'r'.
+ NetHack 3.6 April 20, 2018
-#redraw
- Redraw the screen. Default key is '^R', and '^L' if num-
- ber_pad is on.
-#remove
- Remove an accessory (ring, amulet, etc). Default key is 'R'.
-#ride
- Ride (or stop riding) a saddled creature. Autocompletes. De-
- fault key is 'M-R'.
-#rub
- Rub a lamp or a stone. Autocompletes. Default key is 'M-r'.
-#save
- Save the game. Default key is 'S'.
+ NetHack Guidebook 10
-#search
- Search for traps and secret doors around you. Default key is
- 's'.
-#seeall
- Show all equipment in use. Default key is '*'.
-#seeamulet
- Show the amulet currently worn. Default key is '"'.
+ 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:
-#seearmor
- Show the armor currently worn. Default key is '['.
+ ? Help menu: display one of several help texts available.
-#seegold
- Count your gold. Default key is '$'.
+ / 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 info?'' depending upon whether the help op-
+ tion is on, and then you will be asked to pick another loca-
+ tion; `,' 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 asking for confirmation. When picking
+ a location, pressing the ESC key will terminate this com-
+ mand, or pressing `?' will give a brief reminder about how
+ it works.
-#seenv
- Show seen vectors. Autocompletes. Wizard-mode only.
+ 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.
-#seerings
- Show the ring(s) currently worn. Default key is '='.
+ Specifying a name rather than a location always gives any
+ additional information available about that name.
-#seespells
- List and reorder known spells. Default key is '+'.
+ 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.
-#seetools
- Show the tools currently in use. Default key is '('.
+ & Tell what a command does.
-#seetrap
- Show the type of a trap near you. Default key is '^'.
+ < Go up to the previous level (if you are on a staircase or
+ ladder).
-#seeweapon
- Show the weapon currently wielded. Default key is ')'.
+ > Go down to the next level (if you are on a staircase or lad-
+ der).
-#shell
- Do a shell escape. Default key is '!'.
+ [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.''
-#sit
- Sit down. Autocompletes. Default key is 'M-s'.
-#stats
- Show memory statistics. Autocompletes. Wizard-mode only.
-#suspend
- Suspend the game. Default key is '^Z'.
-#swap
- Swap wielded and secondary weapons. Default key is 'x'.
+ NetHack 3.6 April 20, 2018
-#takeoff
- Take off one piece of armor. Default key is 'T'.
-#takeoffall
- Remove all armor. Default key is 'A'.
-#teleport
- Teleport around the level. Default key is '^T'.
-#terrain
- Show bare map without displaying monsters, objects, or
- traps. Autocompletes.
-#therecmdmenu
- Show a menu of possible actions in a location next to you.
+ NetHack Guidebook 11
-#throw
- Throw something. Default key is 't'.
-#timeout
- Look at the timeout queue. Autocompletes. Wizard-mode only.
-#tip
- Tip over a container (bag or box) to pour out its contents.
- Autocompletes. Default key is 'M-T'. The `m' prefix makes
- the command use a menu.
+ y k u 7 8 9
+ \ | / \ | /
+ h- . -l 4- . -6
+ / | \ / | \
+ b j n 1 2 3
+ (if number_pad is set)
-#travel
- Travel to a specific location on the map. Default key is
- '_'. Using the ``request menu'' prefix shows a menu of in-
- teresting targets in sight without asking to move the cur-
- sor. When picking a target with cursor and the autodescribe
- -option is on, the top line will show "(no travel path)" if
- your character does not know of a path to that location.
+ Figure 2
-#turn
- Turn undead away. Autocompletes. Default key is 'M-t'.
+ [YUHJKLBN]
+ Go in that direction until you hit a wall or run into some-
+ thing.
-#twoweapon
- Toggle two-weapon combat on or off. Autocompletes. Default
- keys are 'X', and 'M-2'.
+ m[yuhjklbn]
+ Prefix: move without picking up objects or fighting (even
+ if you remember a monster there).
- Note that you must use suitable weapons for this type of
- combat, or it will be automatically turned off.
+ 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).
-#untrap
- Untrap something (trap, door, or chest). Default key is 'M-
- u', and 'u' if number_pad is on.
+ 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
+ ``#travel'' command show a menu of interesting targets in
+ sight.
- In some circumstances it can also be used to rescue trapped
- monsters.
+ F[yuhjklbn]
+ Prefix: fight a monster (even if you only guess one is
+ there).
-#up
- Go up a staircase. Default key is '<'.
+ M[yuhjklbn]
+ Prefix: move far, no pickup.
-#vanquished
- List vanquished monsters. Autocompletes. Wizard-mode only.
+ g[yuhjklbn]
+ Prefix: move until something interesting is found.
-#version
- Print compile time options for this version of NetHack. Au-
- tocompletes. Default key is 'M-v'.
+ G[yuhjklbn] or <CONTROL->[yuhjklbn]
+ Prefix: same as `g', but forking of corridors is not con-
+ sidered interesting.
-#versionshort
- Show version string. Default key is 'v'.
+ _ Travel to a map location via a shortest-path algorithm.
-#vision
- Show vision array. Autocompletes. Wizard-mode only.
+ 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-
-#wait
- Rest one move while doing nothing. Default key is '.', and '
- ' if rest_on_space is on.
-#wear
- Wear a piece of armor. Default key is 'W'.
+ NetHack 3.6 April 20, 2018
-#whatdoes
- Tell what a key does. Default key is '&'.
-#whatis
- Show what type of thing a symbol corresponds to. Default key
- is '/'.
-#wield
- Wield a weapon. Default key is 'w'.
-#wipe
- Wipe off your face. Autocompletes. Default key is 'M-w'.
-#wizdebug_bury
- Bury objects under and around you. Autocompletes. Wizard-
- mode only.
+ NetHack Guidebook 12
-#wizdebug_traveldisplay
- Toggle travel display. Autocompletes. Wizard-mode only.
-#wizdetect
- Search a room. Autocompletes. Wizard-mode only. Default key
- is '^E'.
-#wizgenesis
- Create a monster. Autocompletes. Wizard-mode only. Default
- key is '^G'.
+ click takes place on a location other than the current posi-
+ tion.
-#wizidentify
- Identify all items in inventory. Autocompletes. Wizard-mode
- only. Default key is '^I'.
+ . Wait or rest, do nothing for one turn.
-#wizintrinsic
- Set intrinsic. Autocompletes. Wizard-mode only.
+ a Apply (use) a tool (pick-axe, key, lamp...).
-#wizlevelport
- Teleport to another level. Autocompletes. Wizard-mode only.
- Default key is '^V'.
+ If used on a wand, that wand will be broken, releasing its
+ magic in the process. Confirmation is required.
-#wizmap
- Map the level. Autocompletes. Wizard-mode only. Default key
- is '^F'.
+ A Remove one or more worn items, such as armor.
-#wizrumorcheck
- Verify rumor boundaries. Autocompletes. Wizard-mode only.
+ Use `T' (take off) to take off only one piece of armor or
+ `R' (remove) to take off only one accessory.
-#wizsmell
- Smell monster. Autocompletes. Wizard-mode only.
+ ^A Redo the previous command.
-#wizwhere
- Show locations of special levels. Autocompletes. Wizard-mode
- only.
+ c Close a door.
-#wizwish
- Wish for something. Autocompletes. Wizard-mode only. Default
- key is '^W'.
+ C Call (name) a monster, an individual object, or a type of
+ object.
-#wmode
- Show wall modes. Autocompletes. Wizard-mode only.
+ Same as extended command ``#name''.
-#zap
- Zap a wand. Default key is 'z'.
+ ^C Panic button. Quit the game.
-#?
- Help menu: get the list of available extended commands.
+ d Drop something.
- If your keyboard has a meta key (which, when pressed in com-
-bination with another key, modifies it by setting the `meta'
-[8th, or `high'] bit), you can invoke many extended commands by
-meta-ing the first letter of the command. In NT, OS/2, PC and ST
-NetHack, the `Alt' key can be used in this fashion; on the Amiga,
-set the altmeta option to get this behavior. On other systems,
+ Ex. ``d7a'' means drop seven items of object a.
-if typing `Alt' plus another key transmits a two character se-
-quence consisting of an Escape followed by the other key, you may
-set the altmeta option to have NetHack combine them into
-meta+key.
+ D Drop several things.
-M-? #? (not supported by all platforms)
+ In answer to the question
-M-2 #twoweapon (unless the number_pad option is enabled)
+ ``What kinds of things do you want to drop? [!%= BUCXaium]''
-M-a #adjust
+ 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.
-M-A #annotate
+ 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.
-M-c #chat
+ 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
-M-C #conduct
-M-d #dip
+ NetHack 3.6 April 20, 2018
-M-e #enhance
-M-f #force
-M-i #invoke
-M-j #jump
-M-l #loot
+ NetHack Guidebook 13
-M-m #monster
-M-n #name
-M-o #offer
+ 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.)
-M-O #overview
+ ^D Kick something (usually a door).
-M-p #pray
+ e Eat food.
-M-q #quit
+ 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.
-M-r #rub
+ E Engrave a message on the floor.
-M-R #ride
+ E- - write in the dust with your fingers.
-M-s #sit
+ 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.
-M-t #turn
+ f Fire one of the objects placed in your quiver (or quiver
+ sack, or that you have at the ready). You may select ammu-
+ nition with a previous `Q' command, or let the computer pick
+ something appropriate if autoquiver is true.
-M-T #tip
+ i List your inventory (everything you're carrying).
-M-u #untrap
+ I List selected parts of your inventory, usually be specifying
+ the character for a particular set of objects, like `[' for
+ armor or `!' for potions.
-M-v #version
+ 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 known;
+ I$ - count your money.
-M-w #wipe
+ o Open a door.
- If the number_pad option is on, some additional letter com-
-mands are available:
+ O Set options.
-h #help
-j #jump
-k #kick
+ NetHack 3.6 April 20, 2018
-l #loot
-N #name
-u #untrap
-5. Rooms and corridors
- Rooms and corridors in the dungeon are either lit or dark.
-Any lit areas within your line of sight will be displayed; dark
-areas are only displayed if they are within one space of you.
-Walls and corridors remain on the map as you explore them.
+ NetHack Guidebook 14
- Secret corridors are hidden. You can find them with the `s'
-(search) command.
-5.1. Doorways
- Doorways connect rooms and corridors. Some doorways have no
-doors; you can walk right through. Others have doors in them,
-which may be open, closed, or locked. To open a closed door, use
-the `o' (open) command; to close it again, use the `c' (close)
-command.
+ 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
+ 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.
- You can get through a locked door by using a tool to pick
-the lock with the `a' (apply) command, or by kicking it open with
-the `^D' (kick) command.
+ ^O Show overview or show dungeon layout
- Open doors cannot be entered diagonally; you must approach
-them straight on, horizontally or vertically. Doorways without
-doors are not restricted in this fashion.
+ In normal play and in explore mode, a shortcut for the
+ ``#overview'' extended command to list interesting dungeon
+ levels visited.
- Doors can be useful for shutting out monsters. Most mon-
-sters cannot open doors, although a few don't need to (ex. ghosts
-can walk through doors).
+ In debug mode, an extra command which lists the placement of
+ all special levels.
- Secret doors are hidden. You can find them with the `s'
-(search) command. Once found they are in all ways equivalent to
+ p Pay your shopping bill.
-normal doors.
+ P Put on an accessory (ring, amulet, or blindfold).
-5.2. Traps (`^')
+ 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.)
- There are traps throughout the dungeon to snare the unwary
-delver. For example, you may suddenly fall into a pit and be
-stuck for a few turns trying to climb out. Traps don't appear on
-your map until you see one triggered by moving onto it, see some-
-thing fall into it, or you discover it with the `s' (search) com-
-mand. Monsters can fall prey to traps, too, which can be a very
-useful defensive strategy.
+ ^P Repeat previous message.
- There is a special pre-mapped branch of the dungeon based on
-the classic computer game ``Sokoban.'' The goal is to push the
-boulders into the pits or holes. With careful foresight, it is
-possible to complete all of the levels according to the tradi-
-tional rules of Sokoban. Some allowances are permitted in case
-the player gets stuck; however, they will lower your luck.
+ Subsequent ^P's repeat earlier messages. The behavior can
+ be varied via the msg_window option.
-5.3. Stairs and ladders (`<', `>')
+ q Quaff (drink) something (potion, water, etc).
- In general, each level in the dungeon will have a staircase
-going up (`<') to the previous level and another going down (`>')
-to the next level. There are some exceptions though. For in-
-stance, fairly early in the dungeon you will find a level with
-two down staircases, one continuing into the dungeon and the oth-
-er branching into an area known as the Gnomish Mines. Those
-mines eventually hit a dead end, so after exploring them (if you
-choose to do so), you'll need to climb back up to the main dun-
-geon.
+ 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.
- When you traverse a set of stairs, or trigger a trap which
-sends you to another level, the level you're leaving will be de-
-activated and stored in a file on disk. If you're moving to a
-previously visited level, it will be loaded from its file on disk
-and reactivated. If you're moving to a level which has not yet
-been visited, it will be created (from scratch for most random
-levels, from a template for some ``special'' levels, or loaded
-from the remains of an earlier game for a ``bones'' level as
-briefly described below). Monsters are only active on the cur-
-rent level; those on other levels are essentially placed into
-stasis.
-
- Ordinarily when you climb a set of stairs, you will arrive
-on the corresponding staircase at your destination. However,
-pets (see below) and some other monsters will follow along if
-they're close enough when you travel up or down stairs, and occa-
-sionally one of these creatures will displace you during the
-climb. When that occurs, the pet or other monster will arrive on
-the staircase and you will end up nearby.
-
- Ladders serve the same purpose as staircases, and the two
-types of inter-level connections are nearly indistinguishable
-during game play.
-
-5.4. Shops and shopping
-
- Occasionally you will run across a room with a shopkeeper
-near the door and many items lying on the floor. You can buy
-items by picking them up and then using the `p' command. You can
-inquire about the price of an item prior to picking it up by us-
-ing the ``#chat'' command while standing on it. Using an item
-prior to paying for it will incur a charge, and the shopkeeper
-won't allow you to leave the shop until you have paid any debt
-you owe.
-
- You can sell items to a shopkeeper by dropping them to the
-floor while inside a shop. You will either be offered an amount
-of gold and asked whether you're willing to sell, or you'll be
-told that the shopkeeper isn't interested (generally, your item
-needs to be compatible with the type of merchandise carried by
-the shop).
-
- If you drop something in a shop by accident, the shopkeeper
-will usually claim ownership without offering any compensation.
-You'll have to buy it back if you want to reclaim it.
-
- Shopkeepers sometimes run out of money. When that happens,
-you'll be offered credit instead of gold when you try to sell
-something. Credit can be used to pay for purchases, but it is
-only good in the shop where it was obtained; other shopkeepers
-won't honor it. (If you happen to find a "credit card" in the
-dungeon, don't bother trying to use it in shops; shopkeepers will
-not accept it.)
-
- The `$' command, which reports the amount of gold you are
-carrying (in inventory, not inside bags or boxes), will also show
-current shop debt or credit, if any. The `Iu' command lists un-
-paid items (those which still belong to the shop) if you are car-
-rying any. The `Ix' command shows an inventory-like display of
-any unpaid items which have been used up, along with other shop
-fees, if any.
-
-5.4.1. Shop idiosyncracies
-
- Several aspects of shop behavior might be unexpected.
-
-* The price of a given item can vary due to a variety of factors.
-
-* A shopkeeper treats the spot immediately inside the door as if
- it were outside the shop.
-
-* While the shopkeeper watches you like a hawk, he will generally
- ignore any other customers.
-
-* If a shop is "closed for inventory", it will not open of its
- own accord.
-
-* Shops do not get restocked with new items, regardless of inven-
- tory depletion.
-
-6. Monsters
-
- Monsters you cannot see are not displayed on the screen.
-Beware! You may suddenly come upon one in a dark place. Some
-magic items can help you locate them before they locate you
-(which some monsters can do very well).
-
- The commands `/' and `;' may be used to obtain information
-about those monsters who are displayed on the screen. The com-
-mand ``#name'' (by default bound to `C'), allows you to assign a
-name to a monster, which may be useful to help distinguish one
-from another when multiple monsters are present. Assigning a
-name which is just a space will remove any prior name.
-
- The extended command ``#chat'' can be used to interact with
-an adjacent monster. There is no actual dialog (in other words,
-you don't get to choose what you'll say), but chatting with some
-monsters such as a shopkeeper or the Oracle of Delphi can produce
-useful results.
-
-6.1. Fighting
-
- If you see a monster and you wish to fight it, just attempt
-to walk into it. Many monsters you find will mind their own
-business unless you attack them. Some of them are very dangerous
-when angered. Remember: discretion is the better part of valor.
-
- In most circumstances, if you attempt to attack a peaceful
-monster by moving into its location, you'll be asked to confirm
-your intent. By default an answer of 'y' acknowledges that in-
-tent, which can be error prone if you're using 'y' to move. You
-can set the paranoid_confirmation option to require a response of
-"yes" instead.
-
- If you can't see a monster (if it is invisible, or if you
-are blinded), the symbol `I' will be shown when you learn of its
-presence. If you attempt to walk into it, you will try to fight
-it just like a monster that you can see; of course, if the mon-
-ster has moved, you will attack empty air. If you guess that the
-monster has moved and you don't wish to fight, you can use the
-`m' command to move without fighting; likewise, if you don't re-
-member a monster but want to try fighting anyway, you can use the
-`F' command.
-
-6.2. Your pet
-
- You start the game with a little dog (`d'), cat (`f'), or
-pony (`u'), which follows you about the dungeon and fights mon-
-sters with you. Like you, your pet needs food to survive. It
-usually feeds itself on fresh carrion and other meats. If you're
-
-worried about it or want to train it, you can feed it, too, by
-throwing it food. A properly trained pet can be very useful un-
-der certain circumstances.
-
- Your pet also gains experience from killing monsters, and
-can grow over time, gaining hit points and doing more damage.
-Initially, your pet may even be better at killing things than
-you, which makes pets useful for low-level characters.
-
- Your pet will follow you up and down staircases if it is
-next to you when you move. Otherwise your pet will be stranded
-and may become wild. Similarly, when you trigger certain types
-of traps which alter your location (for instance, a trap door
-which drops you to a lower dungeon level), any adjacent pet will
-accompany you and any non-adjacent pet will be left behind. Your
-pet may trigger such traps itself; you will not be carried along
-with it even if adjacent at the time.
-
-6.3. Steeds
-
- Some types of creatures in the dungeon can actually be rid-
-den if you have the right equipment and skill. Convincing a wild
-beast to let you saddle it up is difficult to say the least.
-Many a dungeoneer has had to resort to magic and wizardry in or-
-der to forge the alliance. Once you do have the beast under your
-control however, you can easily climb in and out of the saddle
-with the ``#ride'' command. Lead the beast around the dungeon
-when riding, in the same manner as you would move yourself. It
-is the beast that you will see displayed on the map.
-
- Riding skill is managed by the ``#enhance'' command. See
-the section on Weapon proficiency for more information about
-that.
-
- Use the `a' (apply) command and pick a saddle in your inven-
-tory to attempt to put that saddle on an adjacent creature. If
-successful, it will be transferred to that creature's inventory.
-
- Use the ``#loot'' command while adjacent to a saddled crea-
-ture to try to remove the saddle from that creature. If success-
-ful, it will be transferred to your inventory.
-
-6.4. Bones levels
-
- You may encounter the shades and corpses of other adventur-
-ers (or even former incarnations of yourself!) and their personal
-effects. Ghosts are hard to kill, but easy to avoid, since
-they're slow and do little damage. You can plunder the deceased
-adventurer's possessions; however, they are likely to be cursed.
-Beware of whatever killed the former player; it is probably still
-lurking around, gloating over its last victory.
-
-7. Objects
-
- When you find something in the dungeon, it is common to want
-to pick it up. In NetHack, this is accomplished automatically by
-walking over the object (unless you turn off the autopickup op-
-tion (see below), or move with the `m' prefix (see above)), or
-manually by using the `,' command.
-
- If you're carrying too many items, NetHack will tell you so
-and you won't be able to pick up anything more. Otherwise, it
-will add the object(s) to your pack and tell you what you just
-picked up.
-
- As you add items to your inventory, you also add the weight
-of that object to your load. The amount that you can carry de-
-pends on your strength and your constitution. The stronger and
-sturdier you are, the less the additional load will affect you.
-There comes a point, though, when the weight of all of that stuff
-you are carrying around with you through the dungeon will encum-
-ber you. Your reactions will get slower and you'll burn calories
-faster, requiring food more frequently to cope with it. Eventu-
-ally, you'll be so overloaded that you'll either have to discard
-some of what you're carrying or collapse under its weight.
-
- NetHack will tell you how badly you have loaded yourself.
-The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
-`Overloaded' are displayed on the bottom line display to indicate
-your condition.
-
- When you pick up an object, it is assigned an inventory let-
-ter. Many commands that operate on objects must ask you to find
-out which object you want to use. When NetHack asks you to
-choose a particular object you are carrying, you are usually pre-
-sented with a list of inventory letters to choose from (see Com-
-mands, above).
-
- Some objects, such as weapons, are easily differentiated.
-Others, like scrolls and potions, are given descriptions which
-vary according to type. During a game, any two objects with the
-same description are the same type. However, the descriptions
-will vary from game to game.
-
- When you use one of these objects, if its effect is obvious,
-NetHack will remember what it is for you. If its effect isn't
-extremely obvious, you will be asked what you want to call this
-type of object so you will recognize it later. You can also use
-the ``#name'' command, for the same purpose at any time, to name
-all objects of a particular type or just an individual object.
-When you use ``#name'' on an object which has already been named,
-specifying a space as the value will remove the prior name in-
-stead of assigning a new one.
-
-7.1. Curses and Blessings
-
- Any object that you find may be cursed, even if the object
-is otherwise helpful. The most common effect of a curse is being
-stuck with (and to) the item. Cursed weapons weld themselves to
-your hand when wielded, so you cannot unwield them. Any cursed
-item you wear is not removable by ordinary means. In addition,
-cursed arms and armor usually, but not always, bear negative en-
-chantments that make them less effective in combat. Other cursed
-objects may act poorly or detrimentally in other ways.
-
- Objects can also be blessed. Blessed items usually work
-better or more beneficially than normal uncursed items. For ex-
-ample, a blessed weapon will do more damage against demons.
-
- Objects which are neither cursed nor blessed are referred to
-as uncursed. They could just as easily have been described as
-unblessed, but the uncursed designation is what you will see
-within the game. A ``glass half full versus glass half empty''
-situation; make of that what you will.
-
- There are magical means of bestowing or removing curses upon
-objects, so even if you are stuck with one, you can still have
-the curse lifted and the item removed. Priests and Priestesses
-have an innate sensitivity to this property in any object, so
-they can more easily avoid cursed objects than other character
-roles.
-
- An item with unknown status will be reported in your inven-
-tory with no prefix. An item which you know the state of will be
-distinguished in your inventory by the presence of the word
-``cursed'', ``uncursed'' or ``blessed'' in the description of the
-item. In some cases ``uncursed'' will be omitted as being redun-
-dant when enough other information is displayed. The implic-
-it_uncursed option can be used to control this; toggle it off to
-have ``uncursed'' be displayed even when that can be deduced from
-other attributes.
-
-7.2. Weapons (`)')
-
- Given a chance, most monsters in the Mazes of Menace will
-gratuitously try to kill you. You need weapons for self-defense
-(killing them first). Without a weapon, you do only 1-2 hit
-points of damage (plus bonuses, if any). Monk characters are an
-exception; they normally do much more damage with bare hands than
-they do with weapons.
-
- There are wielded weapons, like maces and swords, and thrown
-weapons, like arrows and spears. To hit monsters with a weapon,
-you must wield it and attack them, or throw it at them. You can
-simply elect to throw a spear. To shoot an arrow, you should
-first wield a bow, then throw the arrow. Crossbows shoot cross-
-bow bolts. Slings hurl rocks and (other) stones (like gems).
-
- Enchanted weapons have a ``plus'' (or ``to hit enhancement''
-which can be either positive or negative) that adds to your
-chance to hit and the damage you do to a monster. The only way
-to determine a weapon's enchantment is to have it magically iden-
-tified somehow. Most weapons are subject to some type of damage
-like rust. Such ``erosion'' damage can be repaired.
-
- The chance that an attack will successfully hit a monster,
-and the amount of damage such a hit will do, depends upon many
-factors. Among them are: type of weapon, quality of weapon (en-
-chantment and/or erosion), experience level, strength, dexterity,
-encumbrance, and proficiency (see below). The monster's armor
-class - a general defense rating, not necessarily due to wearing
-of armor - is a factor too; also, some monsters are particularly
-vulnerable to certain types of weapons.
-
- Many weapons can be wielded in one hand; some require both
-hands. When wielding a two-handed weapon, you can not wear a
-shield, and vice versa. When wielding a one-handed weapon, you
-can have another weapon ready to use by setting things up with
-the `x' command, which exchanges your primary (the one being
-wielded) and alternate weapons. And if you have proficiency in
-the ``two weapon combat'' skill, you may wield both weapons si-
-multaneously as primary and secondary; use the `#twoweapon' ex-
-tended command to engage or disengage that. Only some types of
-characters (barbarians, for instance) have the necessary skill
-available. Even with that skill, using two weapons at once in-
-curs a penalty in the chance to hit your target compared to using
-just one weapon at a time.
-
- There might be times when you'd rather not wield any weapon
-at all. To accomplish that, wield `-', or else use the `A' com-
-mand which allows you to unwield the current weapon in addition
-to taking off other worn items.
-
- Those of you in the audience who are AD&D players, be aware
-that each weapon which existed in AD&D does roughly the same dam-
-age to monsters in NetHack. Some of the more obscure weapons
-(such as the aklys, lucern hammer, and bec-de-corbin) are defined
-in an appendix to Unearthed Arcana, an AD&D supplement.
-
- The commands to use weapons are `w' (wield), `t' (throw),
-`f' (fire, an alternative way of throwing), `Q' (quiver), `x'
-(exchange), `#twoweapon', and `#enhance' (see below).
-
-7.2.1. Throwing and shooting
-
- You can throw just about anything via the `t' command. It
-will prompt for the item to throw; picking `?' will list things
-in your inventory which are considered likely to be thrown, or
-picking `*' will list your entire inventory. After you've chosen
-what to throw, you will be prompted for a direction rather than
-for a specific target. The distance something can be thrown de-
-pends mainly on the type of object and your strength. Arrows can
-
-be thrown by hand, but can be thrown much farther and will be
-more likely to hit when thrown while you are wielding a bow.
-
- You can simplify the throwing operation by using the `Q'
-command to select your preferred ``missile'', then using the `f'
-command to throw it. You'll be prompted for a direction as
-above, but you don't have to specify which item to throw each
-time you use `f'. There is also an option, autoquiver, which has
-NetHack choose another item to automatically fill your quiver (or
-quiver sack, or have at the ready) when the inventory slot used
-for `Q' runs out.
-
- Some characters have the ability to fire a volley of multi-
-ple items in a single turn. Knowing how to load several rounds
-of ammunition at once -- or hold several missiles in your hand --
-and still hit a target is not an easy task. Rangers are among
-those who are adept at this task, as are those with a high level
-of proficiency in the relevant weapon skill (in bow skill if
-you're wielding one to shoot arrows, in crossbow skill if you're
-wielding one to shoot bolts, or in sling skill if you're wielding
-one to shoot stones). The number of items that the character has
-a chance to fire varies from turn to turn. You can explicitly
-limit the number of shots by using a numeric prefix before the
-`t' or `f' command. For example, ``2f'' (or ``n2f'' if using
-number_pad mode) would ensure that at most 2 arrows are shot even
-if you could have fired 3. If you specify a larger number than
-would have been shot (``4f'' in this example), you'll just end up
-shooting the same number (3, here) as if no limit had been speci-
-fied. Once the volley is in motion, all of the items will travel
-in the same direction; if the first ones kill a monster, the oth-
-ers can still continue beyond that spot.
-
-7.2.2. Weapon proficiency
-
- You will have varying degrees of skill in the weapons avail-
-able. Weapon proficiency, or weapon skills, affect how well you
-can use particular types of weapons, and you'll be able to im-
-prove your skills as you progress through a game, depending on
-your role, your experience level, and use of the weapons.
-
- For the purposes of proficiency, weapons have been divided
-up into various groups such as daggers, broadswords, and
-polearms. Each role has a limit on what level of proficiency a
-character can achieve for each group. For instance, wizards can
-become highly skilled in daggers or staves but not in swords or
-bows.
-
- The `#enhance' extended command is used to review current
-weapons proficiency (also spell proficiency) and to choose which
-skill(s) to improve when you've used one or more skills enough to
-become eligible to do so. The skill rankings are ``none'' (some-
-times also referred to as ``restricted'', because you won't be
-able to advance), ``unskilled'', ``basic'', ``skilled'', and
-``expert''. Restricted skills simply will not appear in the list
-
-shown by `#enhance'. (Divine intervention might unrestrict a
-particular skill, in which case it will start at unskilled and be
-limited to basic.) Some characters can enhance their barehanded
-combat or martial arts skill beyond expert to ``master'' or
-``grand master''.
-
- Use of a weapon in which you're restricted or unskilled will
-incur a modest penalty in the chance to hit a monster and also in
-the amount of damage done when you do hit; at basic level, there
-is no penalty or bonus; at skilled level, you receive a modest
-bonus in the chance to hit and amount of damage done; at expert
-level, the bonus is higher. A successful hit has a chance to
-boost your training towards the next skill level (unless you've
-already reached the limit for this skill). Once such training
-reaches the threshold for that next level, you'll be told that
-you feel more confident in your skills. At that point you can
-use `#enhance' to increase one or more skills. Such skills are
-not increased automatically because there is a limit to your to-
-tal overall skills, so you need to actively choose which skills
-to enhance and which to ignore.
-
-7.2.3. Two-Weapon combat
-
- Some characters can use two weapons at once. Setting things
-up to do so can seem cumbersome but becomes second nature with
-use. To wield two weapons, you need to use the ``#twoweapon''
-command. But first you need to have a weapon in each hand.
-(Note that your two weapons are not fully equal; the one in the
-hand you normally wield with is considered primary and the other
-one is considered secondary. The most noticeable difference is
-after you stop--or before you begin, for that matter--wielding
-two weapons at once. The primary is your wielded weapon and the
-secondary is just an item in your inventory that's been designat-
-ed as alternate weapon.)
-
- If your primary weapon is wielded but your off hand is empty
-or has the wrong weapon, use the sequence 'x', 'w', 'x' to first
-swap your primary into your off hand, wield whatever you want as
-secondary weapon, then swap them both back into the intended
-hands. If your secondary or alternate weapon is correct but your
-primary one is not, simply use 'w' to wield the primary. Lastly,
-if neither hand holds the correct weapon, use 'w', 'x', 'w' to
-first wield the intended secondary, swap it to off hand, and then
-wield the primary.
-
- The whole process can be simplified via use of the push-
-weapon option. When it is enabled, then using 'w' to wield some-
-thing causes the currently wielded weapon to become your alter-
-nate weapon. So the sequence 'w', 'w' can be used to first wield
-the weapon you intend to be secondary, and then wield the one you
-want as primary which will push the first into secondary posi-
-tion.
-
- When in two-weapon combat mode, using the ``#twoweapon''
-command toggles back to single-weapon mode. Throwing or dropping
-either of the weapons or having one of them be stolen or de-
-stroyed will also make you revert to single-weapon combat.
-
-7.3. Armor (`[')
-
- Lots of unfriendly things lurk about; you need armor to pro-
-tect yourself from their blows. Some types of armor offer better
-protection than others. Your armor class is a measure of this
-protection. Armor class (AC) is measured as in AD&D, with 10 be-
-ing the equivalent of no armor, and lower numbers meaning better
-armor. Each suit of armor which exists in AD&D gives the same
-protection in NetHack. Here is an (incomplete) list of the armor
-classes provided by various suits of armor:
-
- dragon scale mail 1
- plate mail 3
- crystal plate mail 3
- bronze plate mail 4
- splint mail 4
- banded mail 4
- dwarvish mithril-coat 4
- elven mithril-coat 5
- chain mail 5
- orcish chain mail 6
- scale mail 6
- dragon scales 7
- studded leather armor 7
- ring mail 7
- orcish ring mail 8
- leather armor 8
- leather jacket 9
- no armor 10
-
- You can also wear other pieces of armor (ex. helmets, boots,
-shields, cloaks) to lower your armor class even further, but you
-can only wear one item of each category (one suit of armor, one
-cloak, one helmet, one shield, and so on) at a time.
-
- If a piece of armor is enchanted, its armor protection will
-be better (or worse) than normal, and its ``plus'' (or minus)
-will subtract from your armor class. For example, a +1 chain
-mail would give you better protection than normal chain mail,
-lowering your armor class one unit further to 4. When you put on
-a piece of armor, you immediately find out the armor class and
-any ``plusses'' it provides. Cursed pieces of armor usually have
-negative enchantments (minuses) in addition to being unremovable.
-
- Many types of armor are subject to some kind of damage like
-rust. Such damage can be repaired. Some types of armor may in-
-hibit spell casting.
-
- The commands to use armor are `W' (wear) and `T' (take off).
-The `A' command can also be used to take off armor as well as
-other worn items.
-
-7.4. Food (`%')
-
- Food is necessary to survive. If you go too long without
-eating you will faint, and eventually die of starvation. Some
-types of food will spoil, and become unhealthy to eat, if not
-protected. Food stored in ice boxes or tins (``cans'') will usu-
-ally stay fresh, but ice boxes are heavy, and tins take a while
-to open.
-
- When you kill monsters, they usually leave corpses which are
-also ``food.'' Many, but not all, of these are edible; some also
-give you special powers when you eat them. A good rule of thumb
-is ``you are what you eat.''
-
- Some character roles and some monsters are vegetarian. Veg-
-etarian monsters will typically never eat animal corpses, while
-vegetarian players can, but with some rather unpleasant side-ef-
-fects.
-
- You can name one food item after something you like to eat
-with the fruit option.
-
- The command to eat food is `e'.
-
-7.5. Scrolls (`?')
-
- Scrolls are labeled with various titles, probably chosen by
-ancient wizards for their amusement value (ex. ``READ ME,'' or
-``THANX MAUD'' backwards). Scrolls disappear after you read them
-(except for blank ones, without magic spells on them).
-
- One of the most useful of these is the scroll of identify,
-which can be used to determine what another object is, whether it
-is cursed or blessed, and how many uses it has left. Some ob-
-jects of subtle enchantment are difficult to identify without
-these.
-
- A mail daemon may run up and deliver mail to you as a scroll
-of mail (on versions compiled with this feature). To use this
-feature on versions where NetHack mail delivery is triggered by
-electronic mail appearing in your system mailbox, you must let
-NetHack know where to look for new mail by setting the ``MAIL''
-environment variable to the file name of your mailbox. You may
-also want to set the ``MAILREADER'' environment variable to the
-file name of your favorite reader, so NetHack can shell to it
-when you read the scroll. On versions of NetHack where mail is
-randomly generated internal to the game, these environment vari-
-ables are ignored. You can disable the mail daemon by turning
-off the mail option.
-
- The command to read a scroll is `r'.
-
-7.6. Potions (`!')
-
- Potions are distinguished by the color of the liquid inside
-the flask. They disappear after you quaff them.
-
- Clear potions are potions of water. Sometimes these are
-blessed or cursed, resulting in holy or unholy water. Holy water
-is the bane of the undead, so potions of holy water are good
-things to throw (`t') at them. It is also sometimes very useful
-to dip (``#dip'') an object into a potion.
-
- The command to drink a potion is `q' (quaff).
-
-7.7. Wands (`/')
-
- Wands usually have multiple magical charges. Some types of
-wands require a direction in which to zap them. You can also zap
-them at yourself (just give a `.' or `s' for the direction). Be
-warned, however, for this is often unwise. Other types of wands
-don't require a direction. The number of charges in a wand is
-random and decreases by one whenever you use it.
-
- When the number of charges left in a wand becomes zero, at-
-tempts to use the wand will usually result in nothing happening.
-Occasionally, however, it may be possible to squeeze the last few
-mana points from an otherwise spent wand, destroying it in the
-process. A wand may be recharged by using suitable magic, but
-doing so runs the risk of causing it to explode. The chance for
-such an explosion starts out very small and increases each time
-the wand is recharged.
-
- In a truly desperate situation, when your back is up against
-the wall, you might decide to go for broke and break your wand.
-This is not for the faint of heart. Doing so will almost cer-
-tainly cause a catastrophic release of magical energies.
-
- When you have fully identified a particular wand, inventory
-display will include additional information in parentheses: the
-number of times it has been recharged followed by a colon and
-then by its current number of charges. A current charge count of
--1 is a special case indicating that the wand has been cancelled.
-
- The command to use a wand is `z' (zap). To break one, use
-the `a' (apply) command.
-
-7.8. Rings (`=')
-
- Rings are very useful items, since they are relatively per-
-manent magic, unlike the usually fleeting effects of potions,
-scrolls, and wands.
-
- Putting on a ring activates its magic. You can wear only
-two rings, one on each ring finger.
-
- Most rings also cause you to grow hungry more rapidly, the
-rate varying with the type of ring.
-
- The commands to use rings are `P' (put on) and `R' (remove).
-
-7.9. Spellbooks (`+')
-
- Spellbooks are tomes of mighty magic. When studied with the
-`r' (read) command, they transfer to the reader the knowledge of
-a spell (and therefore eventually become unreadable) -- unless
-the attempt backfires. Reading a cursed spellbook or one with
-mystic runes beyond your ken can be harmful to your health!
-
- A spell (even when learned) can also backfire when you cast
-it. If you attempt to cast a spell well above your experience
-level, or if you have little skill with the appropriate spell
-type, or cast it at a time when your luck is particularly bad,
-you can end up wasting both the energy and the time required in
-casting.
-
- Casting a spell calls forth magical energies and focuses
-them with your naked mind. Some of the magical energy released
-comes from within you. Casting temporarily drains your magical
-power, which will slowly be recovered, and causes you to need ad-
-ditional food. Casting of spells also requires practice. With
-practice, your skill in each category of spell casting will im-
-prove. Over time, however, your memory of each spell will dim,
-and you will need to relearn it.
-
- Some spells require a direction in which to cast them, simi-
-lar to wands. To cast one at yourself, just give a `.' or `s'
-for the direction. A few spells require you to pick a target lo-
-cation rather than just specify a particular direction. Other
-spells don't require any direction or target.
-
- Just as weapons are divided into groups in which a character
-can become proficient (to varying degrees), spells are similarly
-grouped. Successfully casting a spell exercises its skill group;
-using the `#enhance' command to advance a sufficiently exercised
-skill will affect all spells within the group. Advanced skill
-may increase the potency of spells, reduce their risk of failure
-during casting attempts, and improve the accuracy of the estimate
-for how much longer they will be retained in your memory. Skill
-slots are shared with weapons skills. (See also the section on
-``Weapon proficiency''.)
-
- Casting a spell also requires flexible movement, and wearing
-various types of armor may interfere with that.
-
- The command to read a spellbook is the same as for scrolls,
-`r' (read). The `+' command lists each spell you know along with
-
-its level, skill category, chance of failure when casting, and an
-estimate of how strongly it is remembered. The `Z' (cast) com-
-mand casts a spell.
-
-7.10. Tools (`(')
-
- Tools are miscellaneous objects with various purposes. Some
-tools have a limited number of uses, akin to wand charges. For
-example, lamps burn out after a while. Other tools are contain-
-ers, which objects can be placed into or taken out of.
-
- The command to use tools is `a' (apply).
-
-7.10.1. Containers
-
- You may encounter bags, boxes, and chests in your travels.
-A tool of this sort can be opened with the ``#loot'' extended
-command when you are standing on top of it (that is, on the same
-floor spot), or with the `a' (apply) command when you are carry-
-ing it. However, chests are often locked, and are in any case
-unwieldy objects. You must set one down before unlocking it by
-using a key or lock-picking tool with the `a' (apply) command, by
-kicking it with the `^D' command, or by using a weapon to force
-the lock with the ``#force'' extended command.
-
- Some chests are trapped, causing nasty things to happen when
-you unlock or open them. You can check for and try to deactivate
-traps with the ``#untrap'' extended command.
-
-7.11. Amulets (`"')
-
- Amulets are very similar to rings, and often more powerful.
-Like rings, amulets have various magical properties, some benefi-
-cial, some harmful, which are activated by putting them on.
-
- Only one amulet may be worn at a time, around your neck.
-
- The commands to use amulets are the same as for rings, `P'
-(put on) and `R' (remove).
-
-7.12. Gems (`*')
-
- Some gems are valuable, and can be sold for a lot of gold.
-They are also a far more efficient way of carrying your riches.
-Valuable gems increase your score if you bring them with you when
-you exit.
-
- Other small rocks are also categorized as gems, but they are
-much less valuable. All rocks, however, can be used as projec-
-tile weapons (if you have a sling). In the most desperate of
-cases, you can still throw them by hand.
-
-7.13. Large rocks (``')
-
- Statues and boulders are not particularly useful, and are
-generally heavy. It is rumored that some statues are not what
-they seem.
-
- Very large humanoids (giants and their ilk) have been known
-to use boulders as weapons.
-
- For some configurations of the program, statues are no
-longer shown as ``' but by the letter representing the monster
-they depict instead.
-
-7.14. Gold (`$')
-
- Gold adds to your score, and you can buy things in shops
-with it. There are a number of monsters in the dungeon that may
-be influenced by the amount of gold you are carrying (shopkeepers
-aside).
-
-8. Conduct
-
- As if winning NetHack were not difficult enough, certain
-players seek to challenge themselves by imposing restrictions on
-the way they play the game. The game automatically tracks some
-of these challenges, which can be checked at any time with the
-#conduct command or at the end of the game. When you perform an
-action which breaks a challenge, it will no longer be listed.
-This gives players extra ``bragging rights'' for winning the game
-with these challenges. Note that it is perfectly acceptable to
-win the game without resorting to these restrictions and that it
-is unusual for players to adhere to challenges the first time
-they win the game.
-
- Several of the challenges are related to eating behavior.
-The most difficult of these is the foodless challenge. Although
-creatures can survive long periods of time without food, there is
-a physiological need for water; thus there is no restriction on
-drinking beverages, even if they provide some minor food bene-
-fits. Calling upon your god for help with starvation does not
-violate any food challenges either.
-
- A strict vegan diet is one which avoids any food derived
-from animals. The primary source of nutrition is fruits and veg-
-etables. The corpses and tins of blobs (`b'), jellies (`j'), and
-fungi (`F') are also considered to be vegetable matter. Certain
-human food is prepared without animal products; namely, lembas
-wafers, cram rations, food rations (gunyoki), K-rations, and C-
-rations. Metal or another normally indigestible material eaten
-while polymorphed into a creature that can digest it is also con-
-sidered vegan food. Note however that eating such items still
-counts against foodless conduct.
-
- Vegetarians do not eat animals; however, they are less se-
-lective about eating animal byproducts than vegans. In addition
-to the vegan items listed above, they may eat any kind of pudding
-(`P') other than the black puddings, eggs and food made from eggs
-(fortune cookies and pancakes), food made with milk (cream pies
-and candy bars), and lumps of royal jelly. Monks are expected to
-observe a vegetarian diet.
-
- Eating any kind of meat violates the vegetarian, vegan, and
-foodless conducts. This includes tripe rations, the corpses or
-tins of any monsters not mentioned above, and the various other
-chunks of meat found in the dungeon. Swallowing and digesting a
-monster while polymorphed is treated as if you ate the creature's
-corpse. Eating leather, dragon hide, or bone items while poly-
-morphed into a creature that can digest it, or eating monster
-brains while polymorphed into a mind flayer, is considered eating
-an animal, although wax is only an animal byproduct.
-
- Regardless of conduct, there will be some items which are
-indigestible, and others which are hazardous to eat. Using a
-swallow-and-digest attack against a monster is equivalent to eat-
-ing the monster's corpse. Please note that the term ``vegan'' is
-used here only in the context of diet. You are still free to
-choose not to use or wear items derived from animals (e.g.
-leather, dragon hide, bone, horns, coral), but the game will not
-keep track of this for you. Also note that ``milky'' potions may
-be a translucent white, but they do not contain milk, so they are
-compatible with a vegan diet. Slime molds or player-defined
-``fruits'', although they could be anything from ``cherries'' to
-``pork chops'', are also assumed to be vegan.
-
- An atheist is one who rejects religion. This means that you
-cannot #pray, #offer sacrifices to any god, #turn undead, or
-#chat with a priest. Particularly selective readers may argue
-that playing Monk or Priest characters should violate this con-
-duct; that is a choice left to the player. Offering the Amulet
-of Yendor to your god is necessary to win the game and is not
-counted against this conduct. You are also not penalized for be-
-ing spoken to by an angry god, priest(ess), or other religious
-figure; a true atheist would hear the words but attach no special
-meaning to them.
-
- Most players fight with a wielded weapon (or tool intended
-to be wielded as a weapon). Another challenge is to win the game
-without using such a wielded weapon. You are still permitted to
-throw, fire, and kick weapons; use a wand, spell, or other type
-of item; or fight with your hands and feet.
-
- In NetHack, a pacifist refuses to cause the death of any
-other monster (i.e. if you would get experience for the death).
-This is a particularly difficult challenge, although it is still
-possible to gain experience by other means.
-
- An illiterate character cannot read or write. This includes
-reading a scroll, spellbook, fortune cookie message, or t-shirt;
-writing a scroll; or making an engraving of anything other than a
-single ``x'' (the traditional signature of an illiterate person).
-Reading an engraving, or any item that is absolutely necessary to
-win the game, is not counted against this conduct. The identity
-of scrolls and spellbooks (and knowledge of spells) in your
-starting inventory is assumed to be learned from your teachers
-prior to the start of the game and isn't counted.
-
- There are several other challenges tracked by the game. It
-is possible to eliminate one or more species of monsters by geno-
-cide; playing without this feature is considered a challenge.
-When the game offers you an opportunity to genocide monsters, you
-may respond with the monster type ``none'' if you want to de-
-cline. You can change the form of an item into another item of
-the same type (``polypiling'') or the form of your own body into
-another creature (``polyself'') by wand, spell, or potion of
-polymorph; avoiding these effects are each considered challenges.
-Polymorphing monsters, including pets, does not break either of
-these challenges. Finally, you may sometimes receive wishes; a
-game without an attempt to wish for any items is a challenge, as
-is a game without wishing for an artifact (even if the artifact
-immediately disappears). When the game offers you an opportunity
-to make a wish for an item, you may choose ``nothing'' if you
-want to decline.
-
-9. Options
-
- Due to variations in personal tastes and conceptions of how
-NetHack should do things, there are options you can set to change
-how NetHack behaves.
-
-9.1. Setting the options
-
- Options may be set in a number of ways. Within the game,
-the `O' command allows you to view all options and change most of
-them. You can also set options automatically by placing them in
-a configuration file, or in the NETHACKOPTIONS environment vari-
-able. Some versions of NetHack also have front-end programs that
-allow you to set options before starting the game or a global
-configuration for system administrators.
-
-9.2. Using a configuration file
-
- The default name of the configuration file varies on differ-
-ent operating systems. On DOS and Windows, it is ``defaults.nh''
-in the same folder as nethack.exe or nethackW.exe. On Unix, Linux
-and Mac OS X it is ``.nethackrc'' in the user's home directory.
-The file may not exist, but it is a normal ASCII text file and
-can be created with any text editor.
-
- Any line in the configuration file starting with `#' is
-treated as a comment. Empty lines are ignored.
-
- Any line beginning with `[' and ending in `]' is considered
-a section marker. The text between the square brackets is the
-section name. Lines after a section marker belong to that sec-
-tion, and are ignored unless a CHOOSE -statement was used to se-
-lect that section. Section names are case insensitive.
-
- You can use different configuration statements in the file,
-some of which can be used multiple times. In general, the state-
-ments are written in capital letters, followed by an equals sign,
-followed by settings particular to that statement. Here is a list
-of allowed statements:
-
-OPTIONS
- There are two types of options, boolean and compound options.
- Boolean options toggle a setting on or off, while compound op-
- tions take more diverse values. Prefix a boolean option with
- `no' or `!' to turn it off. For compound options, the option
- name and value are separated by a colon. Some options are per-
- sistent, and apply only to new games. You can specify multiple
- OPTIONS statements, and multiple options in a single OPTIONS
- statement.
-
- Example:
-
- OPTIONS=dogname:Fido
- OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
-
-HACKDIR
- Default location of files NetHack needs. On Windows HACKDIR de-
- faults to the location of the NetHack.exe or NetHackw.exe file
- so setting HACKDIR to override that is not usually necessary or
- recommended.
-
-LEVELDIR
- The location that in-progress level files are stored. Defaults
- to HACKDIR, must be writeable.
-
-SAVEDIR
- The location where saved games are kept. Defaults to HACKDIR,
- must be writeable.
-
-BONESDIR
- The location that bones files are kept. Defaults to HACKDIR,
- must be writeable.
-
-LOCKDIR
- The location that file synchronization locks are stored. De-
- faults to HACKDIR, must be writeable.
-
-TROUBLEDIR
- The location that a record of game aborts and self-diagnosed
-
- game problems is kept. Defaults to HACKDIR, must be writeable.
-
-AUTOCOMPLETE
- Enable or disable an extended command autocompletion. Autocom-
- pletion has no effect for the X11 windowport. You can specify
- multiple autocompletions. To enable autocompletion, list the
- extended command. Prefix the command with ``!'' to disable the
- autocompletion for that command.
-
- Example:
-
- AUTOCOMPLETE=zap,!annotate
+ (In versions prior to 3.3 this was the command to quit the
+ game, which has been moved to ``#quit''.)
-AUTOPICKUP_EXCEPTION
- Set exceptions to the pickup_types option. See the ``Configur-
- ing Autopickup Exceptions'' section.
+ r Read a scroll or spellbook.
-BINDINGS
- Change the key bindings of some special keys, menu accelera-
- tors, or extended commands. You can specify multiple bindings.
- Format is key followed by the command, separated by a colon.
- See the ``Changing Key Bindings`` section for more information.
+ R Remove a worn accessory (ring, amulet, or blindfold).
- Example:
+ 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.
- BIND=^X:getpos.autodescribe
-CHOOSE
- Chooses at random one of the comma-separated parameters as an
- active section name. Lines in other sections are ignored.
- Example:
+ NetHack 3.6 April 20, 2018
- OPTIONS=color
- CHOOSE=char A,char B
- [char A]
- OPTIONS=role:arc,race:dwa,align:law,gender:fem
- [char B]
- OPTIONS=role:wiz,race:elf,align:cha,gender:mal
-MSGTYPE
- Change the way messages are shown in the top status line. See
- the ``Configuring Message Types`` section.
-MENUCOLOR
- Highlight menu lines with different colors. See the ``Config-
- uring Menu Colors`` section.
-SYMBOLS
- Override one or more symbols in the symbols files. See the
- ``Modifying NetHack Symbols'' section.
- Example:
+ NetHack Guidebook 15
- SYMBOLS=S_boulder:0
-WIZKIT
- Wizard-mode extra items, in a text file containing item names,
- one per line, up to a maximum of 128 lines. Each line is pro-
- cessed by the function that handles wishing.
- Example:
+ 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.)
- WIZKIT=~/wizkit.txt
+ ^R Redraw the screen.
-SOUNDDIR
- Define the directory that contains the sound files. See the
- ``Configuring User Sounds'' section.
+ s Search for secret doors and traps around you. It usually
+ takes several tries to find something.
-SOUND
- Define a sound mapping. See the ``Configuring User Sounds''
- section.
+ S Save (and suspend) the game. The game will be restored au-
+ tomatically the next time you play.
- Here is a short example of config file contents:
+ t Throw an object or shoot a projectile.
- # Set your character's role, race, gender, and alignment.
- OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
+ T Take off armor.
- # Turn on autopickup, and set automatically picked up object types
- OPTIONS=autopickup,pickup_types:$"=/!?+
- # Show colored text if possible
- OPTIONS=color
- # Show lit corridors differently
- OPTIONS=lit_corridor
+ 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.
- # No startup splash screen. Windows GUI only.
- OPTIONS=!splash_screen
+ 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.)
-9.3. Using the NETHACKOPTIONS environment variable
+ ^T Teleport, if you have the ability.
- The NETHACKOPTIONS variable is a comma-separated list of
-initial values for the various options. Some can only be turned
-on or off. You turn one of these on by adding the name of the
-option to the list, and turn it off by typing a `!' or ``no'' be-
-fore the name. Others take a character string as a value. You
-can set string options by typing the option name, a colon or
-equals sign, and then the value of the string. The value is ter-
-minated by the next comma or the end of string.
+ v Display version number.
- For example, to set up an environment variable so that ``au-
-toquiver'' is on, ``autopickup'' is off, the name is set to
-``Blue Meanie'', and the fruit is set to ``papaya'', you would
-enter the command
+ V Display the game history.
- % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
+ w Wield weapon.
-in csh (note the need to escape the ! since it's special to the
-shell), or
+ w- - wield nothing, use your bare hands.
- $ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
- $ export NETHACKOPTIONS
+ Some characters can wield two weapons at once; use the `X'
+ command (or the ``#twoweapon'' extended command) to do so.
-in sh or ksh.
-
- NETHACKOPTIONS can also be set to the full name of a config-
-uration file you want to use (possibly preceded by an `@').
+ W Wear armor.
-9.4. Customization options
+ 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 acces-
+ sory will attempt to put it on. (See the `P' command above.
+ It lists accessories as the inventory choices but will ac-
+ cept an item of armor and attempt to wear it.)
- Here are explanations of what the various options do. Char-
-acter strings that are too long may be truncated. Some of the
-options listed may be inactive in your dungeon.
- Some options are persistent, and are saved and reloaded
-along with the game. Changing a persistent option in the config-
-uration file applies only to new games.
-
-acoustics
- Enable messages about what your character hears (default on).
- Note that this has nothing to do with your computer's audio ca-
- pabilities. Persistent.
-
-align
- Your starting alignment (align:lawful, align:neutral, or
- align:chaotic). You may specify just the first letter. The
- default is to randomly pick an appropriate alignment. If you
- prefix the value with `!' or ``no'', you will exclude that
- alignment from being picked randomly. Cannot be set with the
- `O' command. Persistent.
-
-autodescribe
- Automatically describe the terrain under cursor when asked to
- get a location on the map. The whatis_coord option controls
- whether the description includes map coordinates.
-
-autodig
- Automatically dig if you are wielding a digging tool and moving
- into a place that can be dug (default false). Persistent.
-
-autoopen
- Walking into a door attempts to open it (default true). Persis-
- tent.
-
-autopickup
- Automatically pick up things onto which you move (default on).
- Persistent. See pickup_types to refine the behavior.
-
-autoquiver
- This option controls what happens when you attempt the `f'
- (fire) command with an empty quiver (or quiver sack or have
- nothing at the ready). When true, the computer will fill your
- quiver or quiver sack or make ready some suitable weapon. Note
- that it will not take into account the blessed/cursed status,
-
- enchantment, damage, or quality of the weapon; you are free to
- manually fill your quiver or quiver sack or make ready with the
- `Q' command instead. If no weapon is found or the option is
- false, the `t' (throw) command is executed instead. Persis-
- tent. (default false)
-
-blind
- Start the character permanently blind. Persistent. (default
- false)
-
-bones
- Allow saving and loading bones files. Persistent. (default
- true)
-
-boulder
- Set the character used to display boulders (default is the
- ``large rock'' class symbol, ``').
-
-catname
- Name your starting cat (ex. ``catname:Morris''). Cannot be set
- with the `O' command.
-
-character
- Synonym for ``role'' to pick the type of your character (ex.
- ``character:Monk''). See role for more details.
-
-checkpoint
- Save game state after each level change, for possible recovery
- after program crash (default on). Persistent.
-
-checkspace
- Check free disk space before writing files to disk (default
- on). You may have to turn this off if you have more than 2 GB
- free space on the partition used for your save and level files
- (because too much space might overflow the calculation and end
- up looking like insufficient space). Only applies when MFLOPPY
- was defined during compilation.
-
-clicklook
- Allows looking at things on the screen by navigating the mouse
- over them and clicking the right mouse button (default off).
-
-cmdassist
- Have the game provide some additional command assistance for
- new players if it detects some anticipated mistakes (default
- on).
-
-confirm
- Have user confirm attacks on pets, shopkeepers, and other
- peaceable creatures (default on). Persistent.
-
-dark_room
- Show out-of-sight areas of lit rooms (default off). Persis-
- tent.
-
-disclose
- Controls what information the program reveals when the game
- ends. Value is a space separated list of prompting/category
- pairs (default is `ni na nv ng nc no', prompt with default re-
- sponse of `n' for each candidate). Persistent. The possibili-
- ties are:
-
- i - disclose your inventory;
- a - disclose your attributes;
- v - summarize monsters that have been vanquished;
- g - list monster species that have been genocided;
- c - display your conduct;
- o - display dungeon overview.
-
- Each disclosure possibility can optionally be preceded by a
- prefix which lets you refine how it behaves. Here are the
- valid prefixes:
-
- y - prompt you and default to yes on the prompt;
- n - prompt you and default to no on the prompt;
- + - disclose it without prompting;
- - - do not disclose it and do not prompt.
-
- The listing of vanquished monsters can be sorted, so there are
- two additional choices for `v':
-
- ? - prompt you and default to ask on the prompt;
- # - disclose it without prompting, ask for sort order.
-
- Asking refers to picking one of the orderings from a menu. The
- `+' disclose without prompting choice, or being prompted and
- answering `y' rather than `a', will default to showing monsters
- in the traditional order, from high level to low level.
-
- Omitted categories are implicitly added with `n' prefix. Spec-
- ified categories with omitted prefix implicitly use `+' prefix.
- Order of the disclosure categories does not matter, program
- display for end-of-game disclosure follows a set sequence.
-
- (ex. ``disclose:yi na +v -g o'') The example sets inventory to
- prompt and default to yes, attributes to prompt and default to
- no, vanquished to disclose without prompting, genocided to not
- disclose and not prompt, conduct to implicitly prompt and de-
- fault to no, and overview to disclose without prompting.
-
- Note that the vanquished monsters list includes all monsters
- killed by traps and each other as well as by you. And the dun-
- geon overview shows all levels you had visited but does not re-
- veal things about them that you hadn't discovered.
-
-dogname
- Name your starting dog (ex. ``dogname:Fang''). Cannot be set
- with the `O' command.
-
-extmenu
- Changes the extended commands interface to pop-up a menu of
- available commands. It is keystroke compatible with the tradi-
- tional interface except that it does not require that you hit
- Enter. It is implemented only by the tty port (default off),
- when the game has been compiled to support tty graphics.
-
-female
- An obsolete synonym for ``gender:female''. Cannot be set with
- the `O' command.
-
-fixinv
- An object's inventory letter sticks to it when it's dropped
- (default on). If this is off, dropping an object shifts all
- the remaining inventory letters. Persistent.
-
-force_invmenu
- Commands asking for an inventory item show a menu instead of a
- text query with possible menu letters. Default is off.
-
-fruit
- Name a fruit after something you enjoy eating (ex. ``fruit:man-
- go'') (default ``slime mold''). Basically a nostalgic whimsy
- that NetHack uses from time to time. You should set this to
- something you find more appetizing than slime mold. Apples,
- oranges, pears, bananas, and melons already exist in NetHack,
- so don't use those.
-
-gender
- Your starting gender (gender:male or gender:female). You may
- specify just the first letter. Although you can still denote
- your gender using the ``male'' and ``female'' options, the
- ``gender'' option will take precedence. The default is to ran-
- domly pick an appropriate gender. If you prefix the value with
- `!' or ``no'', you will exclude that gender from being picked
- randomly. Cannot be set with the `O' command. Persistent.
-
-goldX
- When filtering objects based on bless/curse state (BUCX),
- whether to treat gold pieces as X (unknown bless/curse state,
- when `on') or U (known to be uncursed, when `off', the de-
- fault). Gold is never blessed or cursed, but it is not de-
- scribed as ``uncursed'' even when the implicit_uncursed option
- is `off'.
-
-help
- If more information is available for an object looked at with
- the `/' command, ask if you want to see it (default on). Turn-
- ing help off makes just looking at things faster, since you
- aren't interrupted with the ``More info?'' prompt, but it also
- means that you might miss some interesting and/or important in-
- formation. Persistent.
-
-herecmd_menu
- When using a windowport that supports mouse and clicking on
- yourself or next to you, show a menu of possible actions for
- the location. Same as herecmdmenu and therecmdmenu commands.
-
-hilite_pet
- Visually distinguish pets from similar animals (default off).
- The behavior of this option depends on the type of windowing
- you use. In text windowing, text highlighting or inverse video
- is often used; with tiles, generally displays a heart symbol
- near pets.
-
-hilite_pile
- Visually distinguish piles of objects from individual objects
- (default off). The behavior of this option depends on the type
- of windowing you use. In text windowing, text highlighting or
- inverse video is often used; with tiles, generally displays a
- small plus-symbol beside the object on the top of the pile.
-
-hitpointbar
- Show a hit point bar graph behind your name and title. Only
- available for TTY and Windows GUI, and only when statushilites
- is on.
-
-horsename
- Name your starting horse (ex. ``horsename:Trigger''). Cannot
- be set with the `O' command.
-
-ignintr
- Ignore interrupt signals, including breaks (default off). Per-
- sistent.
-
-implicit_uncursed
- Omit "uncursed" from inventory lists, if possible (default on).
-
-legacy
- Display an introductory message when starting the game (default
- on). Persistent.
-
-lit_corridor
- Show corridor squares seen by night vision or a light source
- held by your character as lit (default off). Persistent.
-
-lootabc
- Use the old `a', `b', and `c' keyboard shortcuts when looting,
- rather than the mnemonics `o', `i', and `b' (default off).
- Persistent.
-
-mail
- Enable mail delivery during the game (default on). Persistent.
-
-male
- An obsolete synonym for ``gender:male''. Cannot be set with
- the `O' command.
-
-mention_walls
- Give feedback when walking against a wall (default off).
-
-menucolors
- Enable coloring menu lines (default off). See ``Configuring
- Menu Colors'' on how to configure the colors.
-
-menustyle
- Controls the interface used when you need to choose various ob-
- jects (in response to the Drop command, for instance). The
- value specified should be the first letter of one of the fol-
- lowing: traditional, combination, full, or partial. Tradi-
- tional was the only interface available for early versions; it
- consists of a prompt for object class characters, followed by
- an object-by-object prompt for all items matching the selected
- object class(es). Combination starts with a prompt for object
- class(es) of interest, but then displays a menu of matching ob-
- jects rather than prompting one-by-one. Full displays a menu
- of object classes rather than a character prompt, and then a
- menu of matching objects for selection. Partial skips the ob-
- ject class filtering and immediately displays a menu of all ob-
- jects. Persistent.
-
-menu_deselect_all
- Menu character accelerator to deselect all items in a menu.
- Implemented by the Amiga, Gem, X11 and tty ports. Default '-'.
-
-menu_deselect_page
- Menu character accelerator to deselect all items on this page
- of a menu. Implemented by the Amiga, Gem and tty ports. De-
- fault '\'.
-
-menu_first_page
- Menu character accelerator to jump to the first page in a menu.
- Implemented by the Amiga, Gem and tty ports. Default '^'.
-
-menu_headings
- Controls how the headings in a menu are highlighted. Values
- are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
- Not all ports can actually display all types.
-
-menu_invert_all
- Menu character accelerator to invert all items in a menu. Im-
- plemented by the Amiga, Gem, X11 and tty ports. Default '@'.
-
-menu_invert_page
- Menu character accelerator to invert all items on this page of
- a menu. Implemented by the Amiga, Gem and tty ports. Default
- '~'.
-
-menu_last_page
- Menu character accelerator to jump to the last page in a menu.
- Implemented by the Amiga, Gem and tty ports. Default '|'.
-
-menu_next_page
- Menu character accelerator to goto the next menu page. Imple-
- mented by the Amiga, Gem and tty ports. Default '>'.
-
-menu_objsyms
- Show object symbols in menu headings in menus where the object
- symbols act as menu accelerators (default off).
-
-menu_overlay
- Do not clear the screen before drawing menus, and align menus
- to the right edge of the screen. Only for the tty port. (de-
- fault on)
-
-menu_previous_page
- Menu character accelerator to goto the previous menu page. Im-
- plemented by the Amiga, Gem and tty ports. Default '<'.
-
-menu_search
- Menu character accelerator to search for a menu item. Imple-
- mented by the Amiga, Gem, X11 and tty ports. Default ':'.
-
-menu_select_all
- Menu character accelerator to select all items in a menu. Im-
- plemented by the Amiga, Gem, X11 and tty ports. Default '.'.
-
-menu_select_page
- Menu character accelerator to select all items on this page of
- a menu. Implemented by the Amiga, Gem and tty ports. Default
- ','.
-
-msghistory
- The number of top line messages to save (and recall with ^P)
- (default 20). Cannot be set with the `O' command.
-
-msg_window
- Allows you to change the way recalled messages are displayed.
- (It is currently implemented for tty only.) The possible val-
- ues are:
-
- s - single message (default; only choice prior to 3.4.0);
- c - combination, two messages as `single', then as `full';
- f - full window, oldest message first;
- r - full window reversed, newest message first.
-
- For backward compatibility, no value needs to be specified
- (which defaults to `full'), or it can be negated (which de-
- faults to `single').
-
-name
- Set your character's name (defaults to your user name). You
- can also set your character's role by appending a dash and one
- or more letters of the role (that is, by suffixing one of -A -B
- -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the
- role, then a random one will be automatically chosen. Cannot
-
- be set with the `O' command.
-
-news
- Read the NetHack news file, if present (default on). Since the
- news is shown at the beginning of the game, there's no point in
- setting this with the `O' command.
-
-nudist
- Start the character with no armor (default false). Persistent.
-
-null
- Send padding nulls to the terminal (default on). Persistent.
-
-number_pad
- Use digit keys instead of letters to move (default 0 or off).
- Valid settings are:
-
- 0 - move by letters; `yuhjklbn'
- 1 - move by numbers; digit `5' acts as `G' movement prefix
- 2 - like 1 but `5' works as `g' prefix instead of as `G'
- 3 - by numbers using phone key layout; 123 above, 789 below
- 4 - combines 3 with 2; phone layout plus MSDOS compatibility
- -1 - by letters but use `z' to go northwest, `y' to zap wands
-
- For backward compatibility, omitting a value is the same as
- specifying 1 and negating number_pad is the same as specifying
- 0. (Settings 2 and 4 are for compatibility with MSDOS or old
- PC Hack; in addition to the different behavior for `5', `Alt-5'
- acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
- date some QWERTZ keyboards which have the location of the `y'
- and `z' keys swapped.) When moving by numbers, to enter a
- count prefix for those commands which accept one (such as
- ``12s'' to search twelve times), precede it with the letter `n'
- (``n12s'').
-
-packorder
- Specify the order to list object types in (default
- ``")[%?+!=/(*`0_''). The value of this option should be a
- string containing the symbols for the various object types.
- Any omitted types are filled in at the end from the previous
- order.
-
-paranoid_confirmation
- A space separated list of specific situations where alternate
- prompting is desired. The default is paranoid_confirma-
- tion:pray.
-
- Confirm - for any prompts which are set to require "yes"
- rather than 'y', also require "no" to reject in-
- stead of accepting any non-yes response as no
- quit - require "yes" rather than 'y' to confirm quitting
- the game or switching into non-scoring explore
- mode;
- die - require "yes" rather than 'y' to confirm dying
-
- (not useful in normal play; applies to explore
- mode);
- bones - require "yes" rather than 'y' to confirm saving
- bones data when dying in debug mode;
- attack - require "yes" rather than 'y' to confirm attack-
- ing a peaceful monster;
- wand-break - require "yes" rather than 'y' to confirm breaking
- a wand;
- Were-change - require "yes" rather than 'y' to confirm changing
- form due to lycanthropy when hero has polymorph
- control;
- pray - require 'y' to confirm an attempt to pray rather
- than immediately praying; on by default;
- Remove - require selection from inventory for 'R' and 'T'
- commands even when wearing just one applicable
- item.
- all - turn on all of the above.
-
- By default, the pray choice is enabled, the others disabled.
- To disable it without setting any of the other choices, use
- ``paranoid_confirmation:none''. To keep it enabled while set-
- ting any of the others, include it in the list, such as ``para-
- noid_confirmation:attack pray Remove''.
-
-perm_invent
- If true, always display your current inventory in a window.
- This only makes sense for windowing system interfaces that im-
- plement this feature. Persistent.
-
-pettype
- Specify the type of your initial pet, if you are playing a
- character class that uses multiple types of pets; or choose to
- have no initial pet at all. Possible values are ``cat'',
- ``dog'', ``horse'', and ``none''. If the choice is not allowed
- for the role you are currently playing, it will be silently ig-
- nored. For example, ``horse'' will only be honored when play-
- ing a knight. Cannot be set with the `O' command.
-
-pickup_burden
- When you pick up an item that would exceed this encumbrance
- level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
- or overLoaded), you will be asked if you want to continue.
- (Default `S'). Persistent.
-
-pickup_thrown
- If this option is on and autopickup is also on, try to pick up
- things that you threw, even if they aren't in pickup_types or
- match an autopickup exception. Default is on. Persistent.
-
-pickup_types
- Specify the object types to be picked up when autopickup is on.
- Default is all types. You can use autopickup_exception config-
- uration file lines to further refine autopickup behavior. Per-
- sistent.
-
-pile_limit
- When walking across a pile of objects on the floor, threshold
- at which the message "there are few/several/many objects here"
- is given instead of showing a popup list of those objects. A
- value of 0 means "no limit" (always list the objects); a value
- of 1 effectively means "never show the objects" since the pile
- size will always be at least that big; default value is 5.
- Persistent.
-
-playmode
- Values are `normal', `explore', or `debug'. Allows selection
- of explore mode (also known as discovery mode) or debug mode
- (also known as wizard mode) instead of normal play. Debug mode
- might only be allowed for someone logged in under a particular
- user name (on multi-user systems) or specifying a particular
- character name (on single-user systems) or it might be disabled
- entirely. Requesting it when not allowed or not possible re-
- sults in explore mode instead. Default is normal play.
-
-pushweapon
- Using the `w' (wield) command when already wielding something
- pushes the old item into your alternate weapon slot (default
- off). Likewise for the `a' (apply) command if it causes the
- applied item to become wielded. Persistent.
-
-race
- Selects your race (for example, ``race:human''). Default is
- random. If you prefix the value with `!' or ``no'', you will
- exclude that race from being picked randomly. Cannot be set
- with the `O' command. Persistent.
-
-rest_on_space
- Make the space bar a synonym for the `.' (#wait) command (de-
- fault off). Persistent.
-
-role
- Pick your type of character (ex. ``role:Samurai''); synonym for
- ``character''. See ``name'' for an alternate method of speci-
- fying your role. Normally only the first letter of the value
- is examined; `r' is an exception with ``Rogue'', ``Ranger'',
- and ``random'' values. If you prefix the value with `!' or
- ``no'', you will exclude that role from being picked randomly.
- Cannot be set with the `O' command. Persistent.
-
-roguesymset
- This option may be used to select one of the named symbol sets
- found within ``symbols'' to alter the symbols displayed on the
- screen on the rogue level.
-
-rlecomp
- When writing out a save file, perform run length compression of
- the map. Not all ports support run length compression. It has
- no effect on reading an existing save file.
-
-runmode
- Controls the amount of screen updating for the map window when
- engaged in multi-turn movement (running via shift+direction or
- control+direction and so forth, or via the travel command or
- mouse click). The possible values are:
-
- teleport - update the map after movement has finished;
- run - update the map after every seven or so steps;
- walk - update the map after each step;
- crawl - like walk, but pause briefly after each step.
-
- This option only affects the game's screen display, not the ac-
- tual results of moving. The default is `run'; versions prior
- to 3.4.1 used `teleport' only. Whether or not the effect is
- noticeable will depend upon the window port used or on the type
- of terminal. Persistent.
-
-safe_pet
- Prevent you from (knowingly) attacking your pets (default on).
- Persistent.
-
-scores
- Control what parts of the score list you are shown at the end
- (ex. ``scores:5 top scores/4 around my score/own scores'').
- Only the first letter of each category (`t', `a', or `o') is
- necessary. Persistent.
-
-showexp
- Show your accumulated experience points on bottom line (default
- off). Persistent.
-
-showrace
- Display yourself as the glyph for your race, rather than the
- glyph for your role (default off). Note that this setting af-
- fects only the appearance of the display, not the way the game
- treats you. Persistent.
-
-showscore
- Show your approximate accumulated score on bottom line (default
- off). Persistent.
-
-silent
- Suppress terminal beeps (default on). Persistent.
-
-sortloot
- Controls the sorting behavior of the pickup lists for inventory
- and #loot commands and some others. Persistent. The possible
- values are:
-
- full - always sort the lists;
- loot - only sort the lists that don't use inventory letters,
- like with the #loot and pickup commands;
- none - show lists the traditional way without sorting.
-
-sortpack
- Sort the pack contents by type when displaying inventory (de-
- fault on). Persistent.
-
-sparkle
- Display a sparkly effect when a monster (including yourself) is
- hit by an attack to which it is resistant (default on). Per-
- sistent.
-
-standout
- Boldface monsters and ``--More--'' (default off). Persistent.
-
-statushilites
- Controls how many turns status hilite behaviors highlight the
- field. If negated or set to zero, disables status hiliting.
- See ``Configuring Status Hilites'' for further information.
-
-status_updates
- Allow updates to the status lines at the bottom of the screen
- (default true).
-
-suppress_alert
- This option may be set to a NetHack version level to suppress
- alert notification messages about feature changes for that and
- prior versions (ex. ``suppress_alert:3.3.1'').
-
-symset
- This option may be used to select one of the named symbol sets
- found within ``symbols'' to alter the symbols displayed on the
- screen. Use ``symset:default'' to explicitly select the de-
- fault symbols.
-
-time
- Show the elapsed game time in turns on bottom line (default
- off). Persistent.
-
-timed_delay
- When pausing momentarily for display effect, such as with ex-
- plosions and moving objects, use a timer rather than sending
- extra characters to the screen. (Applies to ``tty'' interface
- only; ``X11'' interface always uses a timer based delay. The
- default is on if configured into the program.) Persistent.
-
-tombstone
- Draw a tombstone graphic upon your death (default on). Persis-
- tent.
-
-toptenwin
- Put the ending display in a NetHack window instead of on stdout
- (default off). Setting this option makes the score list visi-
- ble when a windowing version of NetHack is started without a
- parent window, but it no longer leaves the score list around
- after game end on a terminal or emulating window.
-
-travel
- Allow the travel command (default on). Turning this option off
- will prevent the game from attempting unintended moves if you
- make inadvertent mouse clicks on the map window. Persistent.
-
-verbose
- Provide more commentary during the game (default on). Persis-
- tent.
-
-whatis_coord
- When using the `/' or `;' commands to look around on the map
- with autodescribe on, display coordinates after the descrip-
- tion. Also works in other situations where you are asked to
- pick a location.
-
- The possible settings are:
-
- c - compass ('east' or '3s' or '2n,4w');
- f - full compass ('east' or '3south' or '2north,4west');
- m - map <x,y> (map column x=0 is not used);
- s - screen [row,column] (row is offset to match tty usage);
- n - none (no coordinates shown) [default].
-
- The whatis_coord option is also used with the `/m', `/M', `/o',
- and `/O' sub-commands of `/', where the `none' setting is over-
- ridden with `map'.
-
-whatis_filter
- When getting a location on the map, and using the keys to cycle
- through next and previous targets, allows filtering the possi-
- ble targets.
-
- n - no filtering [default]
- v - in view only
- a - in same area only
-
- The area-filter tries to be slightly predictive - if you're
- standing on a doorway, it will consider the area on the side of
- the door you were last moving towards.
-
- Filtering can also be changed when getting a location with the
- ``getpos.filter'' key.
-
-whatis_menu
- When getting a location on the map, and using a key to cycle
- through next and previous targets, use a menu instead to pick a
- target. (default off)
-
-whatis_moveskip
- When getting a location on the map, and using shifted movement
- keys or meta-digit keys to fast-move, instead of moving 8 units
- at a time, move by skipping the same glyphs. (default off)
-
-windowtype
- Select which windowing system to use, such as ``tty'' or
- ``X11'' (default depends on version). Cannot be set with the
- `O' command.
-
-zerocomp
- When writing out a save file, perform zero-comp compression of
- the contents. Not all ports support zero-comp compression. It
- has no effect on reading an existing save file.
-
-9.5. Window Port Customization options
-
- Here are explanations of the various options that are used
-to customize and change the characteristics of the windowtype
-that you have chosen. Character strings that are too long may be
-truncated. Not all window ports will adjust for all settings
-listed here. You can safely add any of these options to your
-config file, and if the window port is capable of adjusting to
-suit your preferences, it will attempt to do so. If it can't it
-will silently ignore it. You can find out if an option is sup-
-ported by the window port that you are currently using by check-
-ing to see if it shows up in the Options list. Some options are
-dynamic and can be specified during the game with the `O' com-
-mand.
-
-align_message
- Where to align or place the message window (top, bottom, left,
- or right)
-
-align_status
- Where to align or place the status window (top, bottom, left,
- or right).
-
-ascii_map
- If NetHack can, it should display an ascii character map if it
- can.
-
-color
- If NetHack can, it should display color if it can for different
- monsters, objects, and dungeon features
-
-eight_bit_tty
- If NetHack can, it should pass eight-bit character values (for
- example, specified with the traps option) straight through to
- your terminal (default off).
-
-font_map
- if NetHack can, it should use a font by the chosen name for the
- map window.
-
-font_menu
- If NetHack can, it should use a font by the chosen name for
- menu windows.
-
-font_message
- If NetHack can, it should use a font by the chosen name for the
- message window.
-
-font_status
- If NetHack can, it should use a font by the chosen name for the
- status window.
-
-font_text
- If NetHack can, it should use a font by the chosen name for
- text windows.
-
-font_size_map
- If NetHack can, it should use this size font for the map win-
- dow.
+ NetHack 3.6 April 20, 2018
-font_size_menu
- If NetHack can, it should use this size font for menu windows.
-font_size_message
- If NetHack can, it should use this size font for the message
- window.
-
-font_size_status
- If NetHack can, it should use this size font for the status
- window.
-
-font_size_text
- If NetHack can, it should use this size font for text windows.
-
-fullscreen
- If NetHack can, it should try and display on the entire screen
- rather than in a window.
-
-large_font
- If NetHack can, it should use a large font.
-
-map_mode
- If NetHack can, it should display the map in the manner speci-
- fied.
-
-mouse_support
- Allow use of the mouse for input and travel.
-
-player_selection
- If NetHack can, it should pop up dialog boxes, or use prompts
- for character selection.
-
-popup_dialog
- If NetHack can, it should pop up dialog boxes for input.
-
-preload_tiles
- If NetHack can, it should preload tiles into memory. For exam-
- ple, in the protected mode MSDOS version, control whether tiles
-
- get pre-loaded into RAM at the start of the game. Doing so en-
- hances performance of the tile graphics, but uses more memory.
- (default on). Cannot be set with the `O' command.
-
-scroll_amount
- If NetHack can, it should scroll the display by this number of
- cells when the hero reaches the scroll_margin.
-
-scroll_margin
- If NetHack can, it should scroll the display when the hero or
- cursor is this number of cells away from the edge of the win-
- dow.
-selectsaved
- If NetHack can, it should display a menu of existing saved
- games for the player to choose from at game startup, if it can.
- Not all ports support this option.
-softkeyboard
- Display an onscreen keyboard. Handhelds are most likely to
- support this option.
-
-splash_screen
- If NetHack can, it should display an opening splash screen when
- it starts up (default yes).
-
-tiled_map
- If NetHack can, it should display a tiled map if it can.
-
-tile_file
- Specify the name of an alternative tile file to override the
- default.
-
-tile_height
- Specify the preferred height of each tile in a tile capable
- port.
-
-tile_width
- Specify the preferred width of each tile in a tile capable port
-
-use_darkgray
- Use bold black instead of blue for black glyphs (TTY only).
-
-use_inverse
- If NetHack can, it should display inverse when the game speci-
- fies it.
-
-vary_msgcount
- If NetHack can, it should display this number of messages at a
- time in the message window.
-
-windowcolors
- If NetHack can, it should display windows with the specified
- foreground/background colors if it can.
-
-wraptext
- If NetHack can, it should wrap long lines of text if they don't
- fit in the visible area of the window.
-
-9.6. Platform-specific Customization options
-
- Here are explanations of options that are used by specific
-platforms or ports to customize and change the port behavior.
-
-altkeyhandler
- Select an alternate keystroke handler dll to load (Win32 tty
- NetHack only). The name of the handler is specified without
- the .dll extension and without any path information. Cannot be
- set with the `O' command.
-
-altmeta
- On Amiga, this option controls whether typing `Alt' plus anoth-
- er key functions as a meta-shift for that key (default on).
-
-altmeta
- On other (non-Amiga) systems where this option is available, it
- can be set to tell NetHack to convert a two character sequence
- beginning with ESC into a meta-shifted version of the second
- character (default off).
-
- This conversion is only done for commands, not for other input
- prompts. Note that typing one or more digits as a count prefix
- prior to a command--preceded by n if the number_pad option is
- set--is also subject to this conversion, so attempting to abort
- the count by typing ESC will leave NetHack waiting for another
- character to complete the two character sequence. Type a sec-
- ond ESC to finish cancelling such a count. At other prompts a
- single ESC suffices.
-
-BIOS
- Use BIOS calls to update the screen display quickly and to read
- the keyboard (allowing the use of arrow keys to move) on ma-
- chines with an IBM PC compatible BIOS ROM (default off, OS/2,
- PC, and ST NetHack only).
-
-flush
- (default off, AMIGA NetHack only).
-
-MACgraphics
- (default on, Mac NetHack only).
-
-page_wait
- (default on, Mac NetHack only).
-
-rawio
- Force raw (non-cbreak) mode for faster output and more bullet-
- proof input (MS-DOS sometimes treats `^P' as a printer toggle
- without it) (default off, OS/2, PC, and ST NetHack only).
- Note: DEC Rainbows hang if this is turned on. Cannot be set
-
- with the `O' command.
-
-soundcard
- (default on, PC NetHack only). Cannot be set with the `O' com-
- mand.
-
-subkeyvalue
- (Win32 tty NetHack only). May be used to alter the value of
- keystrokes that the operating system returns to NetHack to help
- compensate for international keyboard issues. OPTIONS=subkey-
- value:171/92 will return 92 to NetHack, if 171 was originally
- going to be returned. You can use multiple subkeyvalue state-
- ments in the config file if needed. Cannot be set with the `O'
- command.
-
-video
- Set the video mode used (PC NetHack only). Values are `autode-
- tect', `default', or `vga'. Setting `vga' (or `autodetect'
- with vga hardware present) will cause the game to display
- tiles. Cannot be set with the `O' command.
-
-videocolors
- Set the color palette for PC systems using NO_TERMS (default
- 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
- of colors is red, green, brown, blue, magenta, cyan,
- bright.white, bright.red, bright.green, yellow, bright.blue,
- bright.magenta, and bright.cyan. Cannot be set with the `O'
- command.
-
-videoshades
- Set the intensity level of the three gray scales available (de-
- fault dark normal light, PC NetHack only). If the game display
- is difficult to read, try adjusting these scales; if this does
- not correct the problem, try !color. Cannot be set with the
- `O' command.
-
-9.7. Regular Expressions
-
- Regular expressions are normally POSIX extended regular ex-
-pressions. It is possible to compile NetHack without regular ex-
-pression support on a platform where there is no regular expres-
-sion library. While this is not true of any modern platform, if
-your NetHack was built this way, patterns are instead glob pat-
-terns. This applies to Autopickup exceptions, Message types, Menu
-colors, and User sounds.
-
-9.8. Configuring Autopickup Exceptions
-
- You can further refine the behavior of the autopickup option
-beyond what is available through the pickup_types option.
-
- By placing autopickup_exception lines in your configuration
-file, you can define patterns to be checked when the game is
-about to autopickup something.
-
-autopickup_exception
- Sets an exception to the pickup_types option. The autopick-
- up_exception option should be followed by a regular expression
- to be used as a pattern to match against the singular form of
- the description of an object at your location.
-
- In addition, some characters are treated specially if they oc-
- cur as the first character in the pattern, specifically:
-
- < - always pickup an object that matches rest of pattern;
- > - never pickup an object that matches rest of pattern.
-
- A `never pickup' rule takes precedence over an `always pickup'
- rule if both match.
-
- Exceptions can be set with the `O' command, but ones set that
- way will not be preserved across saves and restores.
-
-Here are some examples:
-
- autopickup_exception="<*arrow"
- autopickup_exception=">*corpse"
- autopickup_exception=">* cursed*"
-
- The first example above will result in autopickup of any
-type of arrow. The second example results in the exclusion of
-any corpse from autopickup. The last example results in the ex-
-clusion of items known to be cursed from autopickup.
-
-9.9. Changing Key Bindings
-
- It is possible to change the default key bindings of some
-special commands, menu accelerator keys, and extended commands,
-by using BIND stanzas in the configuration file. Format is key,
-followed by the command to bind to, separated by a colon. The key
-can be a single character (``x''), a control key (``^X'', ``C-
-x''), a meta key (``M-x''), or a three-digit decimal ASCII code.
-
- For example:
-
- BIND=^X:getpos.autodescribe
- BIND={:menu_first_page
- BIND=v:loot
-
-Extended command keys
- You can bind multiple keys to the same extended command. Unbind
- a key by using ``nothing'' as the extended command to bind to.
- You can also bind the ``<esc>'', ``<enter>'', and ``<space>''
- keys.
-
-Menu accelerator keys
- The menu control or accelerator keys can also be rebound via
- OPTIONS-lines in the config file. You cannot bind object sym-
- bols into menu accelerators.
-
-Special command keys
- Below are the special commands you can rebind. Some of them can
- be bound to same keys with no problems, others are in the same
- "context", and if bound to same keys, only one of those com-
- mands will be available. Special command can only be bound to a
- single key.
-
-count
- Prefix key to start a count, to repeat a command this many
- times. With number_pad only. Default is 'n'.
-
-doinv
- Show inventory. With number_pad only. Default is '0'.
-
-fight
- Prefix key to force fight a direction. Default is 'F'.
-
-fight.numpad
- Prefix key to force fight a direction. With number_pad only.
- Default is '-'.
-
-getdir.help
- When asked for a direction, the key to show the help. Default
- is '?'.
-
-getdir.self
- When asked for a direction, the key to target yourself. Default
- is '.'.
-
-getdir.self2
- When asked for a direction, the key to target yourself. Default
- is 's'.
-getpos.autodescribe
- When asked for a location, the key to toggle autodescribe. De-
- fault is '#'.
+ NetHack Guidebook 16
-getpos.all.next
- When asked for a location, the key to go to next closest inter-
- esting thing. Default is 'a'.
-getpos.all.prev
- When asked for a location, the key to go to previous closest
- interesting thing. Default is 'A'.
-getpos.door.next
- When asked for a location, the key to go to next closest door
- or doorway. Default is 'd'.
+ x Exchange your wielded weapon with the item in your alternate
+ weapon slot.
-getpos.door.prev
- When asked for a location, the key to go to previous closest
- door or doorway. Default is 'D'.
+ The latter is used as your secondary weapon when engaging in
+ two-weapon combat. Note that if one of these slots is emp-
+ ty, the exchange still takes place.
-getpos.help
- When asked for a location, the key to show help. Default is
- '?'.
+ X Toggle two-weapon combat, if your character can do it. Also
+ available via the ``#twoweapon'' extended command.
-getpos.mon.next
- When asked for a location, the key to go to next closest mon-
- ster. Default is 'm'.
+ (In versions prior to 3.6 this was the command to switch
+ from normal play to "explore mode", also known as "discovery
+ mode", which has now been moved to ``#exploremode''.)
-getpos.mon.prev
- When asked for a location, the key to go to previous closest
- monster. Default is 'M'.
+ ^X Display basic information about your character.
-getpos.obj.next
- When asked for a location, the key to go to next closest ob-
- ject. Default is 'o'.
+ Displays name, role, race, gender (unless role name makes
+ that redundant, such as Caveman or Priestess), and align-
+ ment, along with your patron deity and his or her opposi-
+ tion. It also shows most of the various items of informa-
+ tion 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.
-getpos.obj.prev
- When asked for a location, the key to go to previous closest
- object. Default is 'O'.
+ z Zap a wand.
-getpos.menu
- When asked for a location, and using one of the next or previ-
- ous keys to cycle through targets, toggle showing a menu in-
- stead. Default is '!'.
+ z. - to aim at yourself, use `.' for the direction.
-getpos.moveskip
- When asked for a location, and using the shifted movement keys
- or meta-digit keys to fast-move around, move by skipping the
- same glyphs instead of by 8 units. Default is '*'.
+ Z Zap (cast) a spell.
-getpos.filter
- When asked for a location, change the filtering mode when using
- one of the next or previous keys to cycle through targets. Tog-
- gles between no filtering, in view only, and in the same area
- only. Default is '"'.
+ Z. - to cast at yourself, use `.' for the direction.
-getpos.pick
- When asked for a location, the key to choose the location, and
- possibly ask for more info. Default is '.'.
+ ^Z Suspend the game (UNIX(R) versions with job control only).
-getpos.pick.once
- When asked for a location, the key to choose the location, and
- skip asking for more info. Default is ','.
+ : Look at what is here.
-getpos.pick.quick
- When asked for a location, the key to choose the location, skip
- asking for more info, and exit the location asking loop. De-
- fault is ';'.
+ ; Show what type of thing a visible symbol corresponds to.
-getpos.pick.verbose
- When asked for a location, the key to choose the location, and
- show more info without asking. Default is ':'.
+ , Pick up some things from the floor beneath you.
-getpos.self
- When asked for a location, the key to go to your location. De-
- fault is '@'.
+ May be preceded by `m' to force a selection menu.
-getpos.unexplored.next
- When asked for a location, the key to go to next closest unex-
- plored location. Default is 'x'.
+ @ Toggle the autopickup option on and off.
-getpos.unexplored.prev
- When asked for a location, the key to go to previous closest
- unexplored location. Default is 'X'.
+ ^ Ask for the type of an adjacent trap you found earlier.
-getpos.valid
- When asked for a location, the key to go to show valid target
- locations. Default is '$'.
+ ) Tell what weapon you are wielding.
-getpos.valid.next
- When asked for a location, the key to go to next closest valid
- location. Default is 'z'.
+ [ Tell what armor you are wearing.
-getpos.valid.prev
- When asked for a location, the key to go to previous closest
- valid location. Default is 'Z'.
-nopickup
- Prefix key to move without picking up items. Default is 'm'.
-redraw
- Key to redraw the screen. Default is '^R'.
+ __________
+ (R)UNIX is a registered trademark of The Open Group.
-redraw.numpad
- Key to redraw the screen. With number_pad only. Default is
- '^L'.
-repeat
- Key to repeat previous command. Default is '^A'.
+ NetHack 3.6 April 20, 2018
-reqmenu
- Prefix key to request menu from some commands. Default is 'm'.
-run
- Prefix key to run towards a direction. Default is 'G'.
-run.nopickup
- Prefix key to run towards a direction without picking up items
- on the way. Default is 'M'.
-run.numpad
- Prefix key to run towards a direction. With number_pad only.
- Default is '5'.
-rush
- Prefix key to rush towards a direction. Default is 'g'.
+ NetHack Guidebook 17
-9.10. Configuring Message Types
- You can change the way the messages are shown in the message
-area, when the message matches a user-defined pattern.
- In general, the config file entries to configure the message
-types look like this: MSGTYPE=type "pattern"
+ = Tell what rings you are wearing.
-type - how the message should be shown;
-pattern - the pattern to match.
+ " Tell what amulet you are wearing.
- The pattern should be a regular expression.
+ ( Tell what tools you are using.
- Allowed types are:
+ * Tell what equipment you are using.
- show - show message normally.
- hide - never show the message.
- stop - wait for user with more-prompt.
- norep - show the message once, but not again if no other message is shown in between.
+ Combines the preceding five type-specific commands into one.
- Here's an example of message types using NetHack's internal
- pattern matching facility:
+ $ Count your gold pieces.
- MSGTYPE=stop "You feel hungry."
- MSGTYPE=hide "You displaced *."
+ + List the spells you know.
- specifies that whenever a message "You feel hungry" is shown,
- the user is prompted with more-prompt, and a message matching
- "You displaced <something>." is not shown at all.
+ Using this command, you can also rearrange the order in
+ which your spells are listed, either by sorting the entire
+ list or by picking one spell from the menu then picking an-
+ other to swap places with it. Swapping pairs of spells
+ changes their casting letters, so the change lasts after the
+ current `+' command finishes. Sorting the whole list is
+ temporary. To make the most recent sort order persist be-
+ yond the current `+' command, choose the sort option again
+ and then pick ``reassign casting letters''. (Any spells
+ learned after that will be added to the end of the list
+ rather than be inserted into the sorted ordering.)
- The order of the defined MSGTYPE-lines is important; the last
- matching rule is used. Put the general case first, exceptions
- below them.
+ \ Show what types of objects have been discovered.
-9.11. Configuring Menu Colors
+ ` Show discovered types for one class of objects.
- Some platforms allow you to define colors used in menu lines
-when the line matches a user-defined pattern. At this time the
-tty, win32tty and win32gui support this.
+ ! Escape to a shell.
- In general, the config file entries to configure the menu
-color mappings look like this:
+ # Perform an extended command.
- MENUCOLOR="pattern"=color&attribute
- pattern - the pattern to match;
- color - the color to use for lines matching the pat-
- tern;
- attribute - the attribute to use for lines matching the
- pattern. The attribute is optional, and if
- left out, you must also leave out the preced-
- ing ampersand. If no attribute is defined,
- no attribute is used.
- The pattern should be a regular expression.
+ As you can see, the authors of NetHack used up all the let-
+ ters, so this is a way to introduce the less frequently used com-
+ mands. What extended commands are available depends on what fea-
+ tures the game was compiled with.
- Allowed colors are black, red, green, brown, blue, magenta,
- cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
- ta, lightcyan, and white.
+ #adjust
+ Adjust inventory letters (most useful when the fixinv option
+ is ``on''). Autocompletes. Default key is 'M-a'.
- Allowed attributes are none, bold, dim, underline, blink, and
- inverse. Note that the platform used may interpret the at-
- tributes any way it wants.
+ This command allows you to move an item from one particular
+ inventory slot to another so that it has a letter which is
+ more meaningful for you or that it will appear in a particu-
+ lar location when inventory listings are displayed. You can
+ move to a currently empty slot, or if the destination is oc-
+ cupied -- and won't merge -- the item there will swap slots
+ with the one being moved. ``#adjust'' can also be used to
+ split a stack of objects; when choosing the item to adjust,
+ enter a count prior to its letter.
- Here's an example of menu colors using NetHack's internal pat-
- tern matching facility:
- MENUCOLOR="* blessed *"=green
- MENUCOLOR="* cursed *"=red
- MENUCOLOR="* cursed *(being worn)"=red&underline
+ NetHack 3.6 April 20, 2018
- specifies that any menu line with " blessed " contained in it
- will be shown in green color, lines with " cursed " will be
- shown in red, and lines with " cursed " followed by "(being
- worn)" on the same line will be shown in red color and under-
- lined. You can have multiple MENUCOLOR entries in your config
- file, and the last MENUCOLOR-line in your config file that
- matches a menu line will be used for the line.
- Note that if you intend to have one or more color specifica-
-tions match " uncursed ", you will probably want to turn the im-
-plicit_uncursed option off so that all items known to be uncursed
-are actually displayed with the ``uncursed'' description.
-9.12. Configuring User Sounds
- Some platforms allow you to define sound files to be played
-when a message that matches a user-defined pattern is delivered
-to the message window. At this time the Qt port and the win32tty
-and win32gui ports support the use of user sounds.
- The following config file entries are relevant to mapping
-user sounds to messages:
+ NetHack Guidebook 18
-SOUNDDIR
- The directory that houses the sound files to be played.
-SOUND
- An entry that maps a sound file to a user-specified message
- pattern. Each SOUND entry is broken down into the following
- parts:
- MESG - message window mapping (the only one supported in
- 3.6);
- pattern - the pattern to match;
- sound file - the sound file to play;
- volume - the volume to be set while playing the sound file.
+ Adjusting without a count used to collect all compatible
+ stacks when moving to the destination. That behavior has
+ been changed; to gather compatible stacks, ``#adjust'' a
+ stack into its own inventory slot. If it has a name as-
+ signed, other stacks with the same name or with no name will
+ merge provided that all their other attributes match. If it
+ does not have a name, only other stacks with no name are el-
+ igible. In either case, otherwise compatible stacks with a
+ different name will not be merged. This contrasts with us-
+ ing ``#adjust'' to move from one slot to a different slot.
+ In that situation, moving (no count given) a compatible
+ stack will merge if either stack has a name when the other
+ doesn't and give that name to the result, while splitting
+ (count given) will ignore the source stack's name when de-
+ ciding whether to merge with the destination stack.
- The pattern should be a POSIX extended regular expression.
+ #annotate
+ Allows you to specify one line of text to associate with the
+ current dungeon level. All levels with annotations are dis-
+ played by the ``#overview'' command. Autocompletes. De-
+ fault key is 'M-A', and '^N' if number_pad is on.
-9.13. Configuring Status Hilites
+ #apply
+ Apply (use) a tool such as a pick-axe, a key, or a lamp. De-
+ fault key is 'a'.
- Your copy of NetHack may have been compiled with support for
-``Status Hilites''. If so, you can customize your game display
-by setting thresholds to change the color or appearance of fields
-in the status display.
+ If the tool used acts on items on the floor, using the `m'
+ prefix skips those items.
- The format for defining status colors is:
+ If used on a wand, that wand will be broken, releasing its
+ magic in the process. Confirmation is required.
- OPTION=hilite_status: field-name/behavior/color&attributes
+ #attributes
+ Show your attributes. Default key is '^X'.
- For example, the following line in your config file will
-cause the hitpoints field to display in the color red if your
-hitpoints drop to or below a threshold of 30%:
+ #autopickup
+ Toggle the autopickup -option on/off. Default key is '@'.
- OPTION=hilite_status: hitpoints/<30%/red/normal
+ #call
+ Call (name) a monster, or an object in inventory, on the
+ floor, or in the discoveries list, or add an annotation for
+ the current level (same as ``#annotate''). Default key is
+ 'C'.
+
+ #cast
+ Cast a spell. Default key is 'Z'.
+
+ #chat
+ Talk to someone. Default key is 'M-c'.
+
+ #close
+ Close a door. Default key is 'c'.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 19
+
+
+
+ #conduct
+ List voluntary challenges you have maintained. Autocom-
+ pletes. Default key is 'M-C'.
+
+ See the section below entitled ``Conduct'' for details.
+
+ #dip
+ Dip an object into something. Autocompletes. Default key is
+ 'M-d'.
+
+ #down
+ Go down a staircase. Default key is '>'.
+
+ #drop
+ Drop an item. Default key is 'd'.
+
+ #droptype
+ Drop specific item types. Default key is 'D'.
+
+ #eat
+ Eat something. Default key is 'e'. The `m' prefix skips
+ eating items on the floor.
+
+ #engrave
+ Engrave writing on the floor. Default key is 'E'.
+
+ #enhance
+ Advance or check weapon and spell skills. Autocompletes. De-
+ fault key is 'M-e'.
+
+ #exploremode
+ Enter the explore mode.
+
+ #fire
+ Fire ammunition from quiver. Default key is 'f'.
+
+ #force
+ Force a lock. Autocompletes. Default key is 'M-f'.
+
+ #glance
+ Show what type of thing a map symbol corresponds to. Default
+ key is ';'.
+
+ #help
+ Show the help menu. Default key is '?', and 'h' if num-
+ ber_pad is on.
+
+ #herecmdmenu
+ Show a menu of possible actions in your current location.
+
+ #history
+ Show long version and game history. Default key is 'V'.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 20
+
+
+
+ #inventory
+ Show your inventory. Default key is 'i'.
+
+ #inventtype
+ Inventory specific item types. Default key is 'I'.
+
+ #invoke
+ Invoke an object's special powers. Autocompletes. Default
+ key is 'M-i'.
+
+ #jump
+ Jump to another location. Autocompletes. Default key is
+ 'M-j', and 'j' if number_pad is on.
+
+ #kick
+ Kick something. Default key is '^D', and 'k' if number_pad
+ is on.
+
+ #known
+ Show what object types have been discovered. Default key is
+ '\'.
+
+ #knownclass
+ Show discovered types for one class of objects. Default key
+ is '`'.
+
+ #levelchange
+ Change your experience level. Autocompletes. Wizard-mode on-
+ ly.
+
+ #lightsources
+ Show mobile light sources. Autocompletes. Wizard-mode only.
+
+ #look
+ Look at what is here, under you. Default key is ':'.
+
+ #loot
+ Loot a box or bag on the floor beneath you, or the saddle
+ from a steed standing next to you. Autocompletes. Precede
+ with the `m' prefix to skip containers at your location and
+ go directly to removing a saddle. Default key is 'M-l', and
+ 'l' if number_pad is on.
+
+ #monpolycontrol
+ Control monster polymorphs. Autocompletes. Wizard-mode only.
+
+ #monster
+ Use a monster's special ability (when polymorphed into mon-
+ ster form). Autocompletes. Default key is 'M-m'.
+
+ #name
+ Name a monster, an individual object, or a type of object.
+ Same as #call. Autocompletes. Default keys are 'N', 'M-n',
+ and 'M-N'.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 21
+
+
+
+ #offer
+ Offer a sacrifice to the gods. Autocompletes. Default key is
+ 'M-o'. The `m' prefix skips offering items on the altar.
+
+ You'll need to find an altar to have any chance at success.
+ Corpses of recently killed monsters are the fodder of
+ choice.
+
+ #open
+ Open a door. Default key is 'o'.
+
+ #options
+ Show and change option settings. Default key is 'O'.
+
+ #overview
+ Display information you've discovered about the dungeon.
+ Any visited level (unless forgotten due to amnesia) with an
+ annotation is included, and many things (altars, thrones,
+ fountains, and so on; extra stairs leading to another dun-
+ geon branch) trigger an automatic annotation. If dungeon
+ overview is chosen during end-of-game disclosure, every vis-
+ ited level will be included regardless of annotations. Auto-
+ completes. Default keys are '^O', and 'M-O'.
+
+ #panic
+ Test the panic routine. Autocompletes. Wizard-mode only.
+
+ #pay
+ Pay your shopping bill. Default key is 'p'.
+
+ #pickup
+ Pick up things at the current location. Default key is ','.
+ The `m' prefix forces use of a menu.
+
+ #polyself
+ Polymorph self. Autocompletes. Wizard-mode only.
+
+ #pray
+ Pray to the gods for help. Autocompletes. Default key is 'M-
+ p'.
+
+ Praying too soon after receiving prior help is a bad idea.
+ (Hint: entering the dungeon alive is treated as having re-
+ ceived help. You probably shouldn't start off a new game by
+ praying right away.) Since using this command by accident
+ can cause trouble, there is an option to make you confirm
+ your intent before praying. It is enabled by default, and
+ you can reset the paranoid_confirmation option to disable
+ it.
+
+ #prevmsg
+ Show previously displayed game messages. Default key is
+ '^P'.
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 22
+
+
+
+ #puton
+ Put on an accessory (ring, amulet, etc). Default key is 'P'.
+
+ #quaff
+ Quaff (drink) something. Default key is 'q'.
+
+ #quit
+ Quit the program without saving your game. Autocompletes.
+ Default key is 'M-q'.
+
+ Since using this command by accident would throw away the
+ current game, you are asked to confirm your intent before
+ quitting. By default a response of 'y' acknowledges that
+ intent. You can set the paranoid_confirmation option to re-
+ quire a response of ``yes'' instead.
+
+ #quiver
+ Select ammunition for quiver. Default key is 'Q'.
+
+ #read
+ Read a scroll, a spellbook, or something else. Default key
+ is 'r'.
+
+ #redraw
+ Redraw the screen. Default key is '^R', and '^L' if num-
+ ber_pad is on.
+
+ #remove
+ Remove an accessory (ring, amulet, etc). Default key is 'R'.
+
+ #ride
+ Ride (or stop riding) a saddled creature. Autocompletes. De-
+ fault key is 'M-R'.
+
+ #rub
+ Rub a lamp or a stone. Autocompletes. Default key is 'M-r'.
+
+ #save
+ Save the game. Default key is 'S'.
+
+ #search
+ Search for traps and secret doors around you. Default key is
+ 's'.
+
+ #seeall
+ Show all equipment in use. Default key is '*'.
+
+ #seeamulet
+ Show the amulet currently worn. Default key is '"'.
+
+ #seearmor
+ Show the armor currently worn. Default key is '['.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 23
+
+
+
+ #seegold
+ Count your gold. Default key is '$'.
+
+ #seenv
+ Show seen vectors. Autocompletes. Wizard-mode only.
+
+ #seerings
+ Show the ring(s) currently worn. Default key is '='.
+
+ #seespells
+ List and reorder known spells. Default key is '+'.
+
+ #seetools
+ Show the tools currently in use. Default key is '('.
+
+ #seetrap
+ Show the type of an adjacent trap. Default key is '^'.
+
+ #seeweapon
+ Show the weapon currently wielded. Default key is ')'.
+
+ #shell
+ Do a shell escape. Default key is '!'.
+
+ #sit
+ Sit down. Autocompletes. Default key is 'M-s'.
+
+ #stats
+ Show memory statistics. Autocompletes. Wizard-mode only.
+
+ #suspend
+ Suspend the game. Default key is '^Z'.
+
+ #swap
+ Swap wielded and secondary weapons. Default key is 'x'.
+
+ #takeoff
+ Take off one piece of armor. Default key is 'T'.
+
+ #takeoffall
+ Remove all armor. Default key is 'A'.
+
+ #teleport
+ Teleport around the level. Default key is '^T'.
+
+ #terrain
+ Show bare map without displaying monsters, objects, or
+ traps. Autocompletes.
+
+ #therecmdmenu
+ Show a menu of possible actions in a location next to you.
+
+ #throw
+ Throw something. Default key is 't'.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 24
+
+
+
+ #timeout
+ Look at the timeout queue. Autocompletes. Wizard-mode only.
+
+ #tip
+ Tip over a container (bag or box) to pour out its contents.
+ Autocompletes. Default key is 'M-T'. The `m' prefix makes
+ the command use a menu.
+
+ #travel
+ Travel to a specific location on the map. Default key is
+ '_'. Using the ``request menu'' prefix shows a menu of in-
+ teresting targets in sight without asking to move the cur-
+ sor. When picking a target with cursor and the autodescribe
+ option is on, the top line will show ``(no travel path)'' if
+ your character does not know of a path to that location.
+
+ #turn
+ Turn undead away. Autocompletes. Default key is 'M-t'.
+
+ #twoweapon
+ Toggle two-weapon combat on or off. Autocompletes. Default
+ keys are 'X', and 'M-2'.
+
+ Note that you must use suitable weapons for this type of
+ combat, or it will be automatically turned off.
+
+ #untrap
+ Untrap something (trap, door, or chest). Default key is 'M-
+ u', and 'u' if number_pad is on.
+
+ In some circumstances it can also be used to rescue trapped
+ monsters.
+
+ #up
+ Go up a staircase. Default key is '<'.
+
+ #vanquished
+ List vanquished monsters. Autocompletes. Wizard-mode only.
+
+ #version
+ Print compile time options for this version of NetHack. Au-
+ tocompletes. Default key is 'M-v'.
+
+ #versionshort
+ Show version string. Default key is 'v'.
+
+ #vision
+ Show vision array. Autocompletes. Wizard-mode only.
+
+ #wait
+ Rest one move while doing nothing. Default key is '.', and '
+ ' if rest_on_space is on.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 25
+
+
+
+ #wear
+ Wear a piece of armor. Default key is 'W'.
+
+ #whatdoes
+ Tell what a key does. Default key is '&'.
+
+ #whatis
+ Show what type of thing a symbol corresponds to. Default key
+ is '/'.
+
+ #wield
+ Wield a weapon. Default key is 'w'.
+
+ #wipe
+ Wipe off your face. Autocompletes. Default key is 'M-w'.
+
+ #wizdebug_bury
+ Bury objects under and around you. Autocompletes. Wizard-
+ mode only.
+
+ #wizdebug_traveldisplay
+ Toggle travel display. Autocompletes. Wizard-mode only.
+
+ #wizdetect
+ Search a room. Autocompletes. Wizard-mode only. Default key
+ is '^E'.
+
+ #wizgenesis
+ Create a monster. Autocompletes. Wizard-mode only. Default
+ key is '^G'.
+
+ #wizidentify
+ Identify all items in inventory. Autocompletes. Wizard-mode
+ only. Default key is '^I'.
+
+ #wizintrinsic
+ Set intrinsic. Autocompletes. Wizard-mode only.
+
+ #wizlevelport
+ Teleport to another level. Autocompletes. Wizard-mode on-
+ ly. Default key is '^V'.
+
+ #wizmap
+ Map the level. Autocompletes. Wizard-mode only. Default key
+ is '^F'.
+
+ #wizrumorcheck
+ Verify rumor boundaries. Autocompletes. Wizard-mode only.
+
+ #wizsmell
+ Smell monster. Autocompletes. Wizard-mode only.
+
+ #wizwhere
+ Show locations of special levels. Autocompletes. Wizard-mode
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 26
+
+
+
+ only.
+
+ #wizwish
+ Wish for something. Autocompletes. Wizard-mode only. Default
+ key is '^W'.
+
+ #wmode
+ Show wall modes. Autocompletes. Wizard-mode only.
+
+ #zap
+ Zap a wand. Default key is 'z'.
+
+ #?
+ Help menu: get the list of available extended commands.
+
+
+
+ If your keyboard has a meta key (which, when pressed in com-
+ bination with another key, modifies it by setting the `meta'
+ [8th, or `high'] bit), you can invoke many extended commands by
+ meta-ing the first letter of the command. In NT, OS/2, PC and ST
+ NetHack, the `Alt' key can be used in this fashion; on the Amiga,
+ set the altmeta option to get this behavior. On other systems,
+ if typing `Alt' plus another key transmits a two character se-
+ quence consisting of an Escape followed by the other key, you may
+ set the altmeta option to have NetHack combine them into
+ meta+key.
+
+ M-? #? (not supported by all platforms)
+
+ M-2 #twoweapon (unless the number_pad option is enabled)
+
+ M-a #adjust
+
+ M-A #annotate
+
+ M-c #chat
+
+ M-C #conduct
+
+ M-d #dip
+
+ M-e #enhance
+
+ M-f #force
+
+ M-i #invoke
+
+ M-j #jump
+
+ M-l #loot
+
+ M-m #monster
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 27
+
+
+
+ M-n #name
+
+ M-o #offer
+
+ M-O #overview
+
+ M-p #pray
+
+ M-q #quit
+
+ M-r #rub
+
+ M-R #ride
+
+ M-s #sit
+
+ M-t #turn
+
+ M-T #tip
+
+ M-u #untrap
+
+ M-v #version
+
+ M-w #wipe
+
+
+
+ If the number_pad option is on, some additional letter com-
+ mands are available:
+
+ h #help
+
+ j #jump
+
+ k #kick
+
+ l #loot
+
+ N #name
+
+ u #untrap
+
+ 5. Rooms and corridors
+
+ Rooms and corridors in the dungeon are either lit or dark.
+ Any lit areas within your line of sight will be displayed; dark
+ areas are only displayed if they are within one space of you.
+ Walls and corridors remain on the map as you explore them.
+
+ Secret corridors are hidden. You can find them with the `s'
+ (search) command.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 28
+
+
+
+ 5.1. Doorways
+
+ Doorways connect rooms and corridors. Some doorways have no
+ doors; you can walk right through. Others have doors in them,
+ which may be open, closed, or locked. To open a closed door, use
+ the `o' (open) command; to close it again, use the `c' (close)
+ command.
+
+ You can get through a locked door by using a tool to pick
+ the lock with the `a' (apply) command, or by kicking it open with
+ the `^D' (kick) command.
+
+ Open doors cannot be entered diagonally; you must approach
+ them straight on, horizontally or vertically. Doorways without
+ doors are not restricted in this fashion.
+
+ Doors can be useful for shutting out monsters. Most mon-
+ sters cannot open doors, although a few don't need to (ex. ghosts
+ can walk through doors).
+
+ Secret doors are hidden. You can find them with the `s'
+ (search) command. Once found they are in all ways equivalent to
+ normal doors.
+
+ 5.2. Traps (`^')
+
+ There are traps throughout the dungeon to snare the unwary
+ delver. For example, you may suddenly fall into a pit and be
+ stuck for a few turns trying to climb out. Traps don't appear on
+ your map until you see one triggered by moving onto it, see some-
+ thing fall into it, or you discover it with the `s' (search) com-
+ mand. Monsters can fall prey to traps, too, which can be a very
+ useful defensive strategy.
+
+ There is a special pre-mapped branch of the dungeon based on
+ the classic computer game ``Sokoban.'' The goal is to push the
+ boulders into the pits or holes. With careful foresight, it is
+ possible to complete all of the levels according to the tradi-
+ tional rules of Sokoban. Some allowances are permitted in case
+ the player gets stuck; however, they will lower your luck.
+
+ 5.3. Stairs and ladders (`<', `>')
+
+ In general, each level in the dungeon will have a staircase
+ going up (`<') to the previous level and another going down (`>')
+ to the next level. There are some exceptions though. For in-
+ stance, fairly early in the dungeon you will find a level with
+ two down staircases, one continuing into the dungeon and the oth-
+ er branching into an area known as the Gnomish Mines. Those
+ mines eventually hit a dead end, so after exploring them (if you
+ choose to do so), you'll need to climb back up to the main dun-
+ geon.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 29
+
+
+
+ When you traverse a set of stairs, or trigger a trap which
+ sends you to another level, the level you're leaving will be de-
+ activated and stored in a file on disk. If you're moving to a
+ previously visited level, it will be loaded from its file on disk
+ and reactivated. If you're moving to a level which has not yet
+ been visited, it will be created (from scratch for most random
+ levels, from a template for some ``special'' levels, or loaded
+ from the remains of an earlier game for a ``bones'' level as
+ briefly described below). Monsters are only active on the cur-
+ rent level; those on other levels are essentially placed into
+ stasis.
+
+ Ordinarily when you climb a set of stairs, you will arrive
+ on the corresponding staircase at your destination. However,
+ pets (see below) and some other monsters will follow along if
+ they're close enough when you travel up or down stairs, and occa-
+ sionally one of these creatures will displace you during the
+ climb. When that occurs, the pet or other monster will arrive on
+ the staircase and you will end up nearby.
+
+ Ladders serve the same purpose as staircases, and the two
+ types of inter-level connections are nearly indistinguishable
+ during game play.
+
+ 5.4. Shops and shopping
+
+ Occasionally you will run across a room with a shopkeeper
+ near the door and many items lying on the floor. You can buy
+ items by picking them up and then using the `p' command. You can
+ inquire about the price of an item prior to picking it up by us-
+ ing the ``#chat'' command while standing on it. Using an item
+ prior to paying for it will incur a charge, and the shopkeeper
+ won't allow you to leave the shop until you have paid any debt
+ you owe.
+
+ You can sell items to a shopkeeper by dropping them to the
+ floor while inside a shop. You will either be offered an amount
+ of gold and asked whether you're willing to sell, or you'll be
+ told that the shopkeeper isn't interested (generally, your item
+ needs to be compatible with the type of merchandise carried by
+ the shop).
+
+ If you drop something in a shop by accident, the shopkeeper
+ will usually claim ownership without offering any compensation.
+ You'll have to buy it back if you want to reclaim it.
+
+ Shopkeepers sometimes run out of money. When that happens,
+ you'll be offered credit instead of gold when you try to sell
+ something. Credit can be used to pay for purchases, but it is
+ only good in the shop where it was obtained; other shopkeepers
+ won't honor it. (If you happen to find a "credit card" in the
+ dungeon, don't bother trying to use it in shops; shopkeepers will
+ not accept it.)
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 30
+
+
+
+ The `$' command, which reports the amount of gold you are
+ carrying (in inventory, not inside bags or boxes), will also show
+ current shop debt or credit, if any. The `Iu' command lists un-
+ paid items (those which still belong to the shop) if you are car-
+ rying any. The `Ix' command shows an inventory-like display of
+ any unpaid items which have been used up, along with other shop
+ fees, if any.
+
+ 5.4.1. Shop idiosyncracies
+
+ Several aspects of shop behavior might be unexpected.
+
+ * The price of a given item can vary due to a variety of factors.
+
+ * A shopkeeper treats the spot immediately inside the door as if
+ it were outside the shop.
+
+ * While the shopkeeper watches you like a hawk, he will generally
+ ignore any other customers.
+
+ * If a shop is ``closed for inventory'', it will not open of its
+ own accord.
+
+ * Shops do not get restocked with new items, regardless of inven-
+ tory depletion.
+
+ 6. Monsters
+
+ Monsters you cannot see are not displayed on the screen.
+ Beware! You may suddenly come upon one in a dark place. Some
+ magic items can help you locate them before they locate you
+ (which some monsters can do very well).
+
+ The commands `/' and `;' may be used to obtain information
+ about those monsters who are displayed on the screen. The com-
+ mand ``#name'' (by default bound to `C'), allows you to assign a
+ name to a monster, which may be useful to help distinguish one
+ from another when multiple monsters are present. Assigning a
+ name which is just a space will remove any prior name.
+
+ The extended command ``#chat'' can be used to interact with
+ an adjacent monster. There is no actual dialog (in other words,
+ you don't get to choose what you'll say), but chatting with some
+ monsters such as a shopkeeper or the Oracle of Delphi can produce
+ useful results.
+
+ 6.1. Fighting
+
+ If you see a monster and you wish to fight it, just attempt
+ to walk into it. Many monsters you find will mind their own
+ business unless you attack them. Some of them are very dangerous
+ when angered. Remember: discretion is the better part of valor.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 31
+
+
+
+ In most circumstances, if you attempt to attack a peaceful
+ monster by moving into its location, you'll be asked to confirm
+ your intent. By default an answer of 'y' acknowledges that in-
+ tent, which can be error prone if you're using 'y' to move. You
+ can set the paranoid_confirmation option to require a response of
+ ``yes'' instead.
+
+ If you can't see a monster (if it is invisible, or if you
+ are blinded), the symbol `I' will be shown when you learn of its
+ presence. If you attempt to walk into it, you will try to fight
+ it just like a monster that you can see; of course, if the mon-
+ ster has moved, you will attack empty air. If you guess that the
+ monster has moved and you don't wish to fight, you can use the
+ `m' command to move without fighting; likewise, if you don't re-
+ member a monster but want to try fighting anyway, you can use the
+ `F' command.
+
+ 6.2. Your pet
+
+ You start the game with a little dog (`d'), cat (`f'), or
+ pony (`u'), which follows you about the dungeon and fights mon-
+ sters with you. Like you, your pet needs food to survive. It
+ usually feeds itself on fresh carrion and other meats. If you're
+ worried about it or want to train it, you can feed it, too, by
+ throwing it food. A properly trained pet can be very useful un-
+ der certain circumstances.
+
+ Your pet also gains experience from killing monsters, and
+ can grow over time, gaining hit points and doing more damage.
+ Initially, your pet may even be better at killing things than
+ you, which makes pets useful for low-level characters.
+
+ Your pet will follow you up and down staircases if it is
+ next to you when you move. Otherwise your pet will be stranded
+ and may become wild. Similarly, when you trigger certain types
+ of traps which alter your location (for instance, a trap door
+ which drops you to a lower dungeon level), any adjacent pet will
+ accompany you and any non-adjacent pet will be left behind. Your
+ pet may trigger such traps itself; you will not be carried along
+ with it even if adjacent at the time.
+
+ 6.3. Steeds
+
+ Some types of creatures in the dungeon can actually be rid-
+ den if you have the right equipment and skill. Convincing a wild
+ beast to let you saddle it up is difficult to say the least.
+ Many a dungeoneer has had to resort to magic and wizardry in or-
+ der to forge the alliance. Once you do have the beast under your
+ control however, you can easily climb in and out of the saddle
+ with the ``#ride'' command. Lead the beast around the dungeon
+ when riding, in the same manner as you would move yourself. It
+ is the beast that you will see displayed on the map.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 32
+
+
+
+ Riding skill is managed by the ``#enhance'' command. See
+ the section on Weapon proficiency for more information about
+ that.
+
+ Use the `a' (apply) command and pick a saddle in your inven-
+ tory to attempt to put that saddle on an adjacent creature. If
+ successful, it will be transferred to that creature's inventory.
+
+ Use the ``#loot'' command while adjacent to a saddled crea-
+ ture to try to remove the saddle from that creature. If success-
+ ful, it will be transferred to your inventory.
+
+ 6.4. Bones levels
+
+ You may encounter the shades and corpses of other adventur-
+ ers (or even former incarnations of yourself!) and their personal
+ effects. Ghosts are hard to kill, but easy to avoid, since
+ they're slow and do little damage. You can plunder the deceased
+ adventurer's possessions; however, they are likely to be cursed.
+ Beware of whatever killed the former player; it is probably still
+ lurking around, gloating over its last victory.
+
+ 7. Objects
+
+ When you find something in the dungeon, it is common to want
+ to pick it up. In NetHack, this is accomplished automatically by
+ walking over the object (unless you turn off the autopickup op-
+ tion (see below), or move with the `m' prefix (see above)), or
+ manually by using the `,' command.
+
+ If you're carrying too many items, NetHack will tell you so
+ and you won't be able to pick up anything more. Otherwise, it
+ will add the object(s) to your pack and tell you what you just
+ picked up.
+
+ As you add items to your inventory, you also add the weight
+ of that object to your load. The amount that you can carry de-
+ pends on your strength and your constitution. The stronger and
+ sturdier you are, the less the additional load will affect you.
+ There comes a point, though, when the weight of all of that stuff
+ you are carrying around with you through the dungeon will encum-
+ ber you. Your reactions will get slower and you'll burn calories
+ faster, requiring food more frequently to cope with it. Eventu-
+ ally, you'll be so overloaded that you'll either have to discard
+ some of what you're carrying or collapse under its weight.
+
+ NetHack will tell you how badly you have loaded yourself.
+ The symbols `Burdened', `Stressed', `Strained', `Overtaxed' and
+ `Overloaded' are displayed on the bottom line display to indicate
+ your condition.
+
+ When you pick up an object, it is assigned an inventory let-
+ ter. Many commands that operate on objects must ask you to find
+ out which object you want to use. When NetHack asks you to
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 33
+
+
+
+ choose a particular object you are carrying, you are usually pre-
+ sented with a list of inventory letters to choose from (see Com-
+ mands, above).
+
+ Some objects, such as weapons, are easily differentiated.
+ Others, like scrolls and potions, are given descriptions which
+ vary according to type. During a game, any two objects with the
+ same description are the same type. However, the descriptions
+ will vary from game to game.
+
+ When you use one of these objects, if its effect is obvious,
+ NetHack will remember what it is for you. If its effect isn't
+ extremely obvious, you will be asked what you want to call this
+ type of object so you will recognize it later. You can also use
+ the ``#name'' command, for the same purpose at any time, to name
+ all objects of a particular type or just an individual object.
+ When you use ``#name'' on an object which has already been named,
+ specifying a space as the value will remove the prior name in-
+ stead of assigning a new one.
+
+ 7.1. Curses and Blessings
+
+ Any object that you find may be cursed, even if the object
+ is otherwise helpful. The most common effect of a curse is being
+ stuck with (and to) the item. Cursed weapons weld themselves to
+ your hand when wielded, so you cannot unwield them. Any cursed
+ item you wear is not removable by ordinary means. In addition,
+ cursed arms and armor usually, but not always, bear negative en-
+ chantments that make them less effective in combat. Other cursed
+ objects may act poorly or detrimentally in other ways.
+
+ Objects can also be blessed. Blessed items usually work
+ better or more beneficially than normal uncursed items. For ex-
+ ample, a blessed weapon will do more damage against demons.
+
+ Objects which are neither cursed nor blessed are referred to
+ as uncursed. They could just as easily have been described as
+ unblessed, but the uncursed designation is what you will see
+ within the game. A ``glass half full versus glass half empty''
+ situation; make of that what you will.
+
+ There are magical means of bestowing or removing curses upon
+ objects, so even if you are stuck with one, you can still have
+ the curse lifted and the item removed. Priests and Priestesses
+ have an innate sensitivity to this property in any object, so
+ they can more easily avoid cursed objects than other character
+ roles.
+
+ An item with unknown status will be reported in your inven-
+ tory with no prefix. An item which you know the state of will be
+ distinguished in your inventory by the presence of the word
+ ``cursed'', ``uncursed'' or ``blessed'' in the description of the
+ item. In some cases ``uncursed'' will be omitted as being redun-
+ dant when enough other information is displayed. The
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 34
+
+
+
+ implicit_uncursed option can be used to control this; toggle it
+ off to have ``uncursed'' be displayed even when that can be de-
+ duced from other attributes.
+
+ 7.2. Weapons (`)')
+
+ Given a chance, most monsters in the Mazes of Menace will
+ gratuitously try to kill you. You need weapons for self-defense
+ (killing them first). Without a weapon, you do only 1-2 hit
+ points of damage (plus bonuses, if any). Monk characters are an
+ exception; they normally do much more damage with bare hands than
+ they do with weapons.
+
+ There are wielded weapons, like maces and swords, and thrown
+ weapons, like arrows and spears. To hit monsters with a weapon,
+ you must wield it and attack them, or throw it at them. You can
+ simply elect to throw a spear. To shoot an arrow, you should
+ first wield a bow, then throw the arrow. Crossbows shoot cross-
+ bow bolts. Slings hurl rocks and (other) stones (like gems).
+
+ Enchanted weapons have a ``plus'' (or ``to hit enhancement''
+ which can be either positive or negative) that adds to your
+ chance to hit and the damage you do to a monster. The only way
+ to determine a weapon's enchantment is to have it magically iden-
+ tified somehow. Most weapons are subject to some type of damage
+ like rust. Such ``erosion'' damage can be repaired.
+
+ The chance that an attack will successfully hit a monster,
+ and the amount of damage such a hit will do, depends upon many
+ factors. Among them are: type of weapon, quality of weapon (en-
+ chantment and/or erosion), experience level, strength, dexterity,
+ encumbrance, and proficiency (see below). The monster's armor
+ class -- a general defense rating, not necessarily due to wearing
+ of armor -- is a factor too; also, some monsters are particularly
+ vulnerable to certain types of weapons.
+
+ Many weapons can be wielded in one hand; some require both
+ hands. When wielding a two-handed weapon, you can not wear a
+ shield, and vice versa. When wielding a one-handed weapon, you
+ can have another weapon ready to use by setting things up with
+ the `x' command, which exchanges your primary (the one being
+ wielded) and alternate weapons. And if you have proficiency in
+ the ``two weapon combat'' skill, you may wield both weapons si-
+ multaneously as primary and secondary; use the `#twoweapon' ex-
+ tended command to engage or disengage that. Only some types of
+ characters (barbarians, for instance) have the necessary skill
+ available. Even with that skill, using two weapons at once in-
+ curs a penalty in the chance to hit your target compared to using
+ just one weapon at a time.
+
+ There might be times when you'd rather not wield any weapon
+ at all. To accomplish that, wield `-', or else use the `A' com-
+ mand which allows you to unwield the current weapon in addition
+ to taking off other worn items.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 35
+
+
+
+ Those of you in the audience who are AD&D players, be aware
+ that each weapon which existed in AD&D does roughly the same dam-
+ age to monsters in NetHack. Some of the more obscure weapons
+ (such as the aklys, lucern hammer, and bec-de-corbin) are defined
+ in an appendix to Unearthed Arcana, an AD&D supplement.
+
+ The commands to use weapons are `w' (wield), `t' (throw),
+ `f' (fire, an alternative way of throwing), `Q' (quiver), `x'
+ (exchange), `#twoweapon', and `#enhance' (see below).
+
+ 7.2.1. Throwing and shooting
+
+ You can throw just about anything via the `t' command. It
+ will prompt for the item to throw; picking `?' will list things
+ in your inventory which are considered likely to be thrown, or
+ picking `*' will list your entire inventory. After you've chosen
+ what to throw, you will be prompted for a direction rather than
+ for a specific target. The distance something can be thrown de-
+ pends mainly on the type of object and your strength. Arrows can
+ be thrown by hand, but can be thrown much farther and will be
+ more likely to hit when thrown while you are wielding a bow.
+
+ You can simplify the throwing operation by using the `Q'
+ command to select your preferred ``missile'', then using the `f'
+ command to throw it. You'll be prompted for a direction as
+ above, but you don't have to specify which item to throw each
+ time you use `f'. There is also an option, autoquiver, which has
+ NetHack choose another item to automatically fill your quiver (or
+ quiver sack, or have at the ready) when the inventory slot used
+ for `Q' runs out.
+
+ Some characters have the ability to fire a volley of multi-
+ ple items in a single turn. Knowing how to load several rounds
+ of ammunition at once -- or hold several missiles in your hand --
+ and still hit a target is not an easy task. Rangers are among
+ those who are adept at this task, as are those with a high level
+ of proficiency in the relevant weapon skill (in bow skill if
+ you're wielding one to shoot arrows, in crossbow skill if you're
+ wielding one to shoot bolts, or in sling skill if you're wielding
+ one to shoot stones). The number of items that the character has
+ a chance to fire varies from turn to turn. You can explicitly
+ limit the number of shots by using a numeric prefix before the
+ `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
+ number_pad mode) would ensure that at most 2 arrows are shot even
+ if you could have fired 3. If you specify a larger number than
+ would have been shot (``4f'' in this example), you'll just end up
+ shooting the same number (3, here) as if no limit had been speci-
+ fied. Once the volley is in motion, all of the items will travel
+ in the same direction; if the first ones kill a monster, the oth-
+ ers can still continue beyond that spot.
+
+
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 36
+
+
+
+ 7.2.2. Weapon proficiency
+
+ You will have varying degrees of skill in the weapons avail-
+ able. Weapon proficiency, or weapon skills, affect how well you
+ can use particular types of weapons, and you'll be able to im-
+ prove your skills as you progress through a game, depending on
+ your role, your experience level, and use of the weapons.
+
+ For the purposes of proficiency, weapons have been divided
+ up into various groups such as daggers, broadswords, and
+ polearms. Each role has a limit on what level of proficiency a
+ character can achieve for each group. For instance, wizards can
+ become highly skilled in daggers or staves but not in swords or
+ bows.
+
+ The `#enhance' extended command is used to review current
+ weapons proficiency (also spell proficiency) and to choose which
+ skill(s) to improve when you've used one or more skills enough to
+ become eligible to do so. The skill rankings are ``none'' (some-
+ times also referred to as ``restricted'', because you won't be
+ able to advance), ``unskilled'', ``basic'', ``skilled'', and
+ ``expert''. Restricted skills simply will not appear in the list
+ shown by `#enhance'. (Divine intervention might unrestrict a
+ particular skill, in which case it will start at unskilled and be
+ limited to basic.) Some characters can enhance their barehanded
+ combat or martial arts skill beyond expert to ``master'' or
+ ``grand master''.
+
+ Use of a weapon in which you're restricted or unskilled will
+ incur a modest penalty in the chance to hit a monster and also in
+ the amount of damage done when you do hit; at basic level, there
+ is no penalty or bonus; at skilled level, you receive a modest
+ bonus in the chance to hit and amount of damage done; at expert
+ level, the bonus is higher. A successful hit has a chance to
+ boost your training towards the next skill level (unless you've
+ already reached the limit for this skill). Once such training
+ reaches the threshold for that next level, you'll be told that
+ you feel more confident in your skills. At that point you can
+ use `#enhance' to increase one or more skills. Such skills are
+ not increased automatically because there is a limit to your to-
+ tal overall skills, so you need to actively choose which skills
+ to enhance and which to ignore.
+
+ 7.2.3. Two-Weapon combat
+
+ Some characters can use two weapons at once. Setting things
+ up to do so can seem cumbersome but becomes second nature with
+ use. To wield two weapons, you need to use the ``#twoweapon''
+ command. But first you need to have a weapon in each hand.
+ (Note that your two weapons are not fully equal; the one in the
+ hand you normally wield with is considered primary and the other
+ one is considered secondary. The most noticeable difference is
+ after you stop -- or before you begin, for that matter -- wield-
+ ing two weapons at once. The primary is your wielded weapon and
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 37
+
+
+
+ the secondary is just an item in your inventory that's been des-
+ ignated as alternate weapon.)
+
+ If your primary weapon is wielded but your off hand is empty
+ or has the wrong weapon, use the sequence 'x', 'w', 'x' to first
+ swap your primary into your off hand, wield whatever you want as
+ secondary weapon, then swap them both back into the intended
+ hands. If your secondary or alternate weapon is correct but your
+ primary one is not, simply use 'w' to wield the primary. Lastly,
+ if neither hand holds the correct weapon, use 'w', 'x', 'w' to
+ first wield the intended secondary, swap it to off hand, and then
+ wield the primary.
+
+ The whole process can be simplified via use of the push-
+ weapon option. When it is enabled, then using 'w' to wield some-
+ thing causes the currently wielded weapon to become your alter-
+ nate weapon. So the sequence 'w', 'w' can be used to first wield
+ the weapon you intend to be secondary, and then wield the one you
+ want as primary which will push the first into secondary posi-
+ tion.
+
+ When in two-weapon combat mode, using the ``#twoweapon''
+ command toggles back to single-weapon mode. Throwing or dropping
+ either of the weapons or having one of them be stolen or de-
+ stroyed will also make you revert to single-weapon combat.
+
+ 7.3. Armor (`[')
+
+ Lots of unfriendly things lurk about; you need armor to pro-
+ tect yourself from their blows. Some types of armor offer better
+ protection than others. Your armor class is a measure of this
+ protection. Armor class (AC) is measured as in AD&D, with 10 be-
+ ing the equivalent of no armor, and lower numbers meaning better
+ armor. Each suit of armor which exists in AD&D gives the same
+ protection in NetHack. Here is an (incomplete) list of the armor
+ classes provided by various suits of armor:
+ dragon scale mail 1
+ plate mail 3
+ crystal plate mail 3
+ bronze plate mail 4
+ splint mail 4
+ banded mail 4
+ dwarvish mithril-coat 4
+ elven mithril-coat 5
+ chain mail 5
+ orcish chain mail 6
+ scale mail 6
+ dragon scales 7
+ studded leather armor 7
+ ring mail 7
+ orcish ring mail 8
+ leather armor 8
+ leather jacket 9
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 38
+
+
+
+ no armor 10
+
+ You can also wear other pieces of armor (ex. helmets, boots,
+ shields, cloaks) to lower your armor class even further, but you
+ can only wear one item of each category (one suit of armor, one
+ cloak, one helmet, one shield, and so on) at a time.
+
+ If a piece of armor is enchanted, its armor protection will
+ be better (or worse) than normal, and its ``plus'' (or minus)
+ will subtract from your armor class. For example, a +1 chain
+ mail would give you better protection than normal chain mail,
+ lowering your armor class one unit further to 4. When you put on
+ a piece of armor, you immediately find out the armor class and
+ any ``plusses'' it provides. Cursed pieces of armor usually have
+ negative enchantments (minuses) in addition to being unremovable.
+
+ Many types of armor are subject to some kind of damage like
+ rust. Such damage can be repaired. Some types of armor may in-
+ hibit spell casting.
+
+ The commands to use armor are `W' (wear) and `T' (take off).
+ The `A' command can also be used to take off armor as well as
+ other worn items.
+
+ 7.4. Food (`%')
+
+ Food is necessary to survive. If you go too long without
+ eating you will faint, and eventually die of starvation. Some
+ types of food will spoil, and become unhealthy to eat, if not
+ protected. Food stored in ice boxes or tins (``cans'') will usu-
+ ally stay fresh, but ice boxes are heavy, and tins take a while
+ to open.
+
+ When you kill monsters, they usually leave corpses which are
+ also ``food.'' Many, but not all, of these are edible; some also
+ give you special powers when you eat them. A good rule of thumb
+ is ``you are what you eat.''
+
+ Some character roles and some monsters are vegetarian. Veg-
+ etarian monsters will typically never eat animal corpses, while
+ vegetarian players can, but with some rather unpleasant side-ef-
+ fects.
+
+ You can name one food item after something you like to eat
+ with the fruit option.
+
+ The command to eat food is `e'.
+
+ 7.5. Scrolls (`?')
+
+ Scrolls are labeled with various titles, probably chosen by
+ ancient wizards for their amusement value (ex. ``READ ME,'' or
+ ``THANX MAUD'' backwards). Scrolls disappear after you read them
+ (except for blank ones, without magic spells on them).
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 39
+
+
+
+ One of the most useful of these is the scroll of identify,
+ which can be used to determine what another object is, whether it
+ is cursed or blessed, and how many uses it has left. Some ob-
+ jects of subtle enchantment are difficult to identify without
+ these.
+
+ A mail daemon may run up and deliver mail to you as a scroll
+ of mail (on versions compiled with this feature). To use this
+ feature on versions where NetHack mail delivery is triggered by
+ electronic mail appearing in your system mailbox, you must let
+ NetHack know where to look for new mail by setting the ``MAIL''
+ environment variable to the file name of your mailbox. You may
+ also want to set the ``MAILREADER'' environment variable to the
+ file name of your favorite reader, so NetHack can shell to it
+ when you read the scroll. On versions of NetHack where mail is
+ randomly generated internal to the game, these environment vari-
+ ables are ignored. You can disable the mail daemon by turning
+ off the mail option.
+
+ The command to read a scroll is `r'.
+
+ 7.6. Potions (`!')
+
+ Potions are distinguished by the color of the liquid inside
+ the flask. They disappear after you quaff them.
+
+ Clear potions are potions of water. Sometimes these are
+ blessed or cursed, resulting in holy or unholy water. Holy water
+ is the bane of the undead, so potions of holy water are good
+ things to throw (`t') at them. It is also sometimes very useful
+ to dip (``#dip'') an object into a potion.
+
+ The command to drink a potion is `q' (quaff).
+
+ 7.7. Wands (`/')
+
+ Wands usually have multiple magical charges. Some types of
+ wands require a direction in which to zap them. You can also zap
+ them at yourself (just give a `.' or `s' for the direction). Be
+ warned, however, for this is often unwise. Other types of wands
+ don't require a direction. The number of charges in a wand is
+ random and decreases by one whenever you use it.
+
+ When the number of charges left in a wand becomes zero, at-
+ tempts to use the wand will usually result in nothing happening.
+ Occasionally, however, it may be possible to squeeze the last few
+ mana points from an otherwise spent wand, destroying it in the
+ process. A wand may be recharged by using suitable magic, but
+ doing so runs the risk of causing it to explode. The chance for
+ such an explosion starts out very small and increases each time
+ the wand is recharged.
+
+ In a truly desperate situation, when your back is up against
+ the wall, you might decide to go for broke and break your wand.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 40
+
+
+
+ This is not for the faint of heart. Doing so will almost cer-
+ tainly cause a catastrophic release of magical energies.
+
+ When you have fully identified a particular wand, inventory
+ display will include additional information in parentheses: the
+ number of times it has been recharged followed by a colon and
+ then by its current number of charges. A current charge count of
+ -1 is a special case indicating that the wand has been cancelled.
+
+ The command to use a wand is `z' (zap). To break one, use
+ the `a' (apply) command.
+
+ 7.8. Rings (`=')
+
+ Rings are very useful items, since they are relatively per-
+ manent magic, unlike the usually fleeting effects of potions,
+ scrolls, and wands.
+
+ Putting on a ring activates its magic. You can wear only
+ two rings, one on each ring finger.
+
+ Most rings also cause you to grow hungry more rapidly, the
+ rate varying with the type of ring.
+
+ The commands to use rings are `P' (put on) and `R' (remove).
+
+ 7.9. Spellbooks (`+')
+
+ Spellbooks are tomes of mighty magic. When studied with the
+ `r' (read) command, they transfer to the reader the knowledge of
+ a spell (and therefore eventually become unreadable) -- unless
+ the attempt backfires. Reading a cursed spellbook or one with
+ mystic runes beyond your ken can be harmful to your health!
+
+ A spell (even when learned) can also backfire when you cast
+ it. If you attempt to cast a spell well above your experience
+ level, or if you have little skill with the appropriate spell
+ type, or cast it at a time when your luck is particularly bad,
+ you can end up wasting both the energy and the time required in
+ casting.
+
+ Casting a spell calls forth magical energies and focuses
+ them with your naked mind. Some of the magical energy released
+ comes from within you. Casting temporarily drains your magical
+ power, which will slowly be recovered, and causes you to need ad-
+ ditional food. Casting of spells also requires practice. With
+ practice, your skill in each category of spell casting will im-
+ prove. Over time, however, your memory of each spell will dim,
+ and you will need to relearn it.
+
+ Some spells require a direction in which to cast them, simi-
+ lar to wands. To cast one at yourself, just give a `.' or `s'
+ for the direction. A few spells require you to pick a target lo-
+ cation rather than just specify a particular direction. Other
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 41
+
+
+
+ spells don't require any direction or target.
+
+ Just as weapons are divided into groups in which a character
+ can become proficient (to varying degrees), spells are similarly
+ grouped. Successfully casting a spell exercises its skill group;
+ using the `#enhance' command to advance a sufficiently exercised
+ skill will affect all spells within the group. Advanced skill
+ may increase the potency of spells, reduce their risk of failure
+ during casting attempts, and improve the accuracy of the estimate
+ for how much longer they will be retained in your memory. Skill
+ slots are shared with weapons skills. (See also the section on
+ ``Weapon proficiency''.)
+
+ Casting a spell also requires flexible movement, and wearing
+ various types of armor may interfere with that.
+
+ The command to read a spellbook is the same as for scrolls,
+ `r' (read). The `+' command lists each spell you know along with
+ its level, skill category, chance of failure when casting, and an
+ estimate of how strongly it is remembered. The `Z' (cast) com-
+ mand casts a spell.
+
+ 7.10. Tools (`(')
+
+ Tools are miscellaneous objects with various purposes. Some
+ tools have a limited number of uses, akin to wand charges. For
+ example, lamps burn out after a while. Other tools are contain-
+ ers, which objects can be placed into or taken out of.
+
+ The command to use tools is `a' (apply).
+
+ 7.10.1. Containers
+
+ You may encounter bags, boxes, and chests in your travels.
+ A tool of this sort can be opened with the ``#loot'' extended
+ command when you are standing on top of it (that is, on the same
+ floor spot), or with the `a' (apply) command when you are carry-
+ ing it. However, chests are often locked, and are in any case
+ unwieldy objects. You must set one down before unlocking it by
+ using a key or lock-picking tool with the `a' (apply) command, by
+ kicking it with the `^D' command, or by using a weapon to force
+ the lock with the ``#force'' extended command.
+
+ Some chests are trapped, causing nasty things to happen when
+ you unlock or open them. You can check for and try to deactivate
+ traps with the ``#untrap'' extended command.
+
+ 7.11. Amulets (`"')
+
+ Amulets are very similar to rings, and often more powerful.
+ Like rings, amulets have various magical properties, some benefi-
+ cial, some harmful, which are activated by putting them on.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 42
+
+
+
+ Only one amulet may be worn at a time, around your neck.
+
+ The commands to use amulets are the same as for rings, `P'
+ (put on) and `R' (remove).
+
+ 7.12. Gems (`*')
+
+ Some gems are valuable, and can be sold for a lot of gold.
+ They are also a far more efficient way of carrying your riches.
+ Valuable gems increase your score if you bring them with you when
+ you exit.
+
+ Other small rocks are also categorized as gems, but they are
+ much less valuable. All rocks, however, can be used as projec-
+ tile weapons (if you have a sling). In the most desperate of
+ cases, you can still throw them by hand.
+
+ 7.13. Large rocks (``')
+
+ Statues and boulders are not particularly useful, and are
+ generally heavy. It is rumored that some statues are not what
+ they seem.
+
+ Very large humanoids (giants and their ilk) have been known
+ to use boulders as weapons.
+
+ For some configurations of the program, statues are no
+ longer shown as ``' but by the letter representing the monster
+ they depict instead.
+
+ 7.14. Gold (`$')
+
+ Gold adds to your score, and you can buy things in shops
+ with it. There are a number of monsters in the dungeon that may
+ be influenced by the amount of gold you are carrying (shopkeepers
+ aside).
+
+ 8. Conduct
+
+ As if winning NetHack were not difficult enough, certain
+ players seek to challenge themselves by imposing restrictions on
+ the way they play the game. The game automatically tracks some
+ of these challenges, which can be checked at any time with the
+ #conduct command or at the end of the game. When you perform an
+ action which breaks a challenge, it will no longer be listed.
+ This gives players extra ``bragging rights'' for winning the game
+ with these challenges. Note that it is perfectly acceptable to
+ win the game without resorting to these restrictions and that it
+ is unusual for players to adhere to challenges the first time
+ they win the game.
+
+ Several of the challenges are related to eating behavior.
+ The most difficult of these is the foodless challenge. Although
+ creatures can survive long periods of time without food, there is
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 43
+
+
+
+ a physiological need for water; thus there is no restriction on
+ drinking beverages, even if they provide some minor food bene-
+ fits. Calling upon your god for help with starvation does not
+ violate any food challenges either.
+
+ A strict vegan diet is one which avoids any food derived
+ from animals. The primary source of nutrition is fruits and veg-
+ etables. The corpses and tins of blobs (`b'), jellies (`j'), and
+ fungi (`F') are also considered to be vegetable matter. Certain
+ human food is prepared without animal products; namely, lembas
+ wafers, cram rations, food rations (gunyoki), K-rations, and C-
+ rations. Metal or another normally indigestible material eaten
+ while polymorphed into a creature that can digest it is also con-
+ sidered vegan food. Note however that eating such items still
+ counts against foodless conduct.
+
+ Vegetarians do not eat animals; however, they are less se-
+ lective about eating animal byproducts than vegans. In addition
+ to the vegan items listed above, they may eat any kind of pudding
+ (`P') other than the black puddings, eggs and food made from eggs
+ (fortune cookies and pancakes), food made with milk (cream pies
+ and candy bars), and lumps of royal jelly. Monks are expected to
+ observe a vegetarian diet.
+
+ Eating any kind of meat violates the vegetarian, vegan, and
+ foodless conducts. This includes tripe rations, the corpses or
+ tins of any monsters not mentioned above, and the various other
+ chunks of meat found in the dungeon. Swallowing and digesting a
+ monster while polymorphed is treated as if you ate the creature's
+ corpse. Eating leather, dragon hide, or bone items while poly-
+ morphed into a creature that can digest it, or eating monster
+ brains while polymorphed into a mind flayer, is considered eating
+ an animal, although wax is only an animal byproduct.
+
+ Regardless of conduct, there will be some items which are
+ indigestible, and others which are hazardous to eat. Using a
+ swallow-and-digest attack against a monster is equivalent to eat-
+ ing the monster's corpse. Please note that the term ``vegan'' is
+ used here only in the context of diet. You are still free to
+ choose not to use or wear items derived from animals (e.g.
+ leather, dragon hide, bone, horns, coral), but the game will not
+ keep track of this for you. Also note that ``milky'' potions may
+ be a translucent white, but they do not contain milk, so they are
+ compatible with a vegan diet. Slime molds or player-defined
+ ``fruits'', although they could be anything from ``cherries'' to
+ ``pork chops'', are also assumed to be vegan.
+
+ An atheist is one who rejects religion. This means that you
+ cannot #pray, #offer sacrifices to any god, #turn undead, or
+ #chat with a priest. Particularly selective readers may argue
+ that playing Monk or Priest characters should violate this con-
+ duct; that is a choice left to the player. Offering the Amulet
+ of Yendor to your god is necessary to win the game and is not
+ counted against this conduct. You are also not penalized for
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 44
+
+
+
+ being spoken to by an angry god, priest(ess), or other religious
+ figure; a true atheist would hear the words but attach no special
+ meaning to them.
+
+ Most players fight with a wielded weapon (or tool intended
+ to be wielded as a weapon). Another challenge is to win the game
+ without using such a wielded weapon. You are still permitted to
+ throw, fire, and kick weapons; use a wand, spell, or other type
+ of item; or fight with your hands and feet.
+
+ In NetHack, a pacifist refuses to cause the death of any
+ other monster (i.e. if you would get experience for the death).
+ This is a particularly difficult challenge, although it is still
+ possible to gain experience by other means.
+
+ An illiterate character cannot read or write. This includes
+ reading a scroll, spellbook, fortune cookie message, or t-shirt;
+ writing a scroll; or making an engraving of anything other than a
+ single ``x'' (the traditional signature of an illiterate person).
+ Reading an engraving, or any item that is absolutely necessary to
+ win the game, is not counted against this conduct. The identity
+ of scrolls and spellbooks (and knowledge of spells) in your
+ starting inventory is assumed to be learned from your teachers
+ prior to the start of the game and isn't counted.
+
+ There are several other challenges tracked by the game. It
+ is possible to eliminate one or more species of monsters by geno-
+ cide; playing without this feature is considered a challenge.
+ When the game offers you an opportunity to genocide monsters, you
+ may respond with the monster type ``none'' if you want to de-
+ cline. You can change the form of an item into another item of
+ the same type (``polypiling'') or the form of your own body into
+ another creature (``polyself'') by wand, spell, or potion of
+ polymorph; avoiding these effects are each considered challenges.
+ Polymorphing monsters, including pets, does not break either of
+ these challenges. Finally, you may sometimes receive wishes; a
+ game without an attempt to wish for any items is a challenge, as
+ is a game without wishing for an artifact (even if the artifact
+ immediately disappears). When the game offers you an opportunity
+ to make a wish for an item, you may choose ``nothing'' if you
+ want to decline.
+
+ 9. Options
+
+ Due to variations in personal tastes and conceptions of how
+ NetHack should do things, there are options you can set to change
+ how NetHack behaves.
+
+ 9.1. Setting the options
+
+ Options may be set in a number of ways. Within the game,
+ the `O' command allows you to view all options and change most of
+ them. You can also set options automatically by placing them in
+ a configuration file, or in the NETHACKOPTIONS environment
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 45
+
+
+
+ variable. Some versions of NetHack also have front-end programs
+ that allow you to set options before starting the game or a glob-
+ al configuration for system administrators.
+
+ 9.2. Using a configuration file
+
+ The default name of the configuration file varies on differ-
+ ent operating systems. On DOS and Windows, it is ``defaults.nh''
+ in the same folder as nethack.exe or nethackW.exe. On UNIX, Lin-
+ ux, and Mac OS X it is ``.nethackrc'' in the user's home directo-
+ ry. The file may not exist, but it is a normal ASCII text file
+ and can be created with any text editor.
+
+ Any line in the configuration file starting with `#' is
+ treated as a comment. Empty lines are ignored.
+
+ Any line beginning with `[' and ending in `]' is considered
+ a section marker. The text between the square brackets is the
+ section name. Lines after a section marker belong to that sec-
+ tion, and are ignored unless a CHOOSE -statement was used to se-
+ lect that section. Section names are case insensitive.
+
+ You can use different configuration statements in the file,
+ some of which can be used multiple times. In general, the state-
+ ments are written in capital letters, followed by an equals sign,
+ followed by settings particular to that statement. Here is a list
+ of allowed statements:
+
+ OPTIONS
+ There are two types of options, boolean and compound options.
+ Boolean options toggle a setting on or off, while compound op-
+ tions take more diverse values. Prefix a boolean option with
+ `no' or `!' to turn it off. For compound options, the option
+ name and value are separated by a colon. Some options are per-
+ sistent, and apply only to new games. You can specify multiple
+ OPTIONS statements, and multiple options in a single OPTIONS
+ statement.
+
+ Example:
+
+ OPTIONS=dogname:Fido
+ OPTIONS=!legacy,autopickup,pickup_types:$"=/!?+
+
+ HACKDIR
+ Default location of files NetHack needs. On Windows HACKDIR
+ defaults to the location of the NetHack.exe or NetHackw.exe
+ file so setting HACKDIR to override that is not usually neces-
+ sary or recommended.
+
+ LEVELDIR
+ The location that in-progress level files are stored. Defaults
+ to HACKDIR, must be writeable.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 46
+
+
+
+ SAVEDIR
+ The location where saved games are kept. Defaults to HACKDIR,
+ must be writeable.
+
+ BONESDIR
+ The location that bones files are kept. Defaults to HACKDIR,
+ must be writeable.
+
+ LOCKDIR
+ The location that file synchronization locks are stored.
+ Defaults to HACKDIR, must be writeable.
+
+ TROUBLEDIR
+ The location that a record of game aborts and self-diagnosed
+ game problems is kept. Defaults to HACKDIR, must be writeable.
+
+ AUTOCOMPLETE
+ Enable or disable an extended command autocompletion. Autocom-
+ pletion has no effect for the X11 windowport. You can specify
+ multiple autocompletions. To enable autocompletion, list the
+ extended command. Prefix the command with ``!'' to disable the
+ autocompletion for that command.
+
+ Example:
+
+ AUTOCOMPLETE=zap,!annotate
+
+ AUTOPICKUP_EXCEPTION
+ Set exceptions to the pickup_types option. See the ``Configur-
+ ing Autopickup Exceptions'' section.
+
+ BINDINGS
+ Change the key bindings of some special keys, menu accelera-
+ tors, or extended commands. You can specify multiple bindings.
+ Format is key followed by the command, separated by a colon.
+ See the ``Changing Key Bindings`` section for more information.
+
+ Example:
+
+ BIND=^X:getpos.autodescribe
+
+ CHOOSE
+ Chooses at random one of the comma-separated parameters as an
+ active section name. Lines in other sections are ignored.
+
+ Example:
+
+ OPTIONS=color
+ CHOOSE=char A,char B
+ [char A]
+ OPTIONS=role:arc,race:dwa,align:law,gender:fem
+ [char B]
+ OPTIONS=role:wiz,race:elf,align:cha,gender:mal
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 47
+
+
+
+ MSGTYPE
+ Change the way messages are shown in the top status line. See
+ the ``Configuring Message Types`` section.
+
+ MENUCOLOR
+ Highlight menu lines with different colors. See the ``Config-
+ uring Menu Colors`` section.
+
+ SYMBOLS
+ Override one or more symbols in the symbols files. See the
+ ``Modifying NetHack Symbols'' section.
+
+ Example:
+
+ SYMBOLS=S_boulder:0
+
+ WIZKIT
+ Wizard-mode extra items, in a text file containing item names,
+ one per line, up to a maximum of 128 lines. Each line is pro-
+ cessed by the function that handles wishing.
+
+ Example:
+
+ WIZKIT=~/wizkit.txt
+
+ SOUNDDIR
+ Define the directory that contains the sound files. See the
+ ``Configuring User Sounds'' section.
+
+ SOUND
+ Define a sound mapping. See the ``Configuring User Sounds''
+ section.
+
+ Here is a short example of config file contents:
+
+ # Set your character's role, race, gender, and alignment.
+ OPTIONS=role:Valkyrie, race:Human, gender:female, align:lawful
+ #
+ # Turn on autopickup, and set automatically picked up object types
+ OPTIONS=autopickup,pickup_types:$"=/!?+
+ # Show colored text if possible
+ OPTIONS=color
+ # Show lit corridors differently
+ OPTIONS=lit_corridor
+ #
+ # No startup splash screen. Windows GUI only.
+ OPTIONS=!splash_screen
+
+ 9.3. Using the NETHACKOPTIONS environment variable
+
+ The NETHACKOPTIONS variable is a comma-separated list of
+ initial values for the various options. Some can only be turned
+ on or off. You turn one of these on by adding the name of the
+ option to the list, and turn it off by typing a `!' or ``no''
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 48
+
+
+
+ before the name. Others take a character string as a value. You
+ can set string options by typing the option name, a colon or
+ equals sign, and then the value of the string. The value is ter-
+ minated by the next comma or the end of string.
+
+ For example, to set up an environment variable so that ``au-
+ toquiver'' is on, ``autopickup'' is off, the name is set to
+ ``Blue Meanie'', and the fruit is set to ``papaya'', you would
+ enter the command
+
+ % setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
+
+ in csh (note the need to escape the ! since it's special to the
+ shell), or
+
+ $ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
+ $ export NETHACKOPTIONS
+
+ in sh or ksh.
+
+ NETHACKOPTIONS can also be set to the full name of a config-
+ uration file you want to use (possibly preceded by an `@').
+
+ 9.4. Customization options
+
+ Here are explanations of what the various options do. Char-
+ acter strings that are too long may be truncated. Some of the
+ options listed may be inactive in your dungeon.
+
+ Some options are persistent, and are saved and reloaded
+ along with the game. Changing a persistent option in the config-
+ uration file applies only to new games.
+
+ acoustics
+ Enable messages about what your character hears (default on).
+ Note that this has nothing to do with your computer's audio ca-
+ pabilities. Persistent.
+
+ align
+ Your starting alignment (align:lawful, align:neutral, or
+ align:chaotic). You may specify just the first letter. The
+ default is to randomly pick an appropriate alignment. If you
+ prefix the value with `!' or ``no'', you will exclude that
+ alignment from being picked randomly. Cannot be set with the
+ `O' command. Persistent.
+
+ autodescribe
+ Automatically describe the terrain under cursor when asked to
+ get a location on the map. The whatis_coord option controls
+ whether the description includes map coordinates.
+
+ autodig
+ Automatically dig if you are wielding a digging tool and moving
+ into a place that can be dug (default false). Persistent.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 49
+
+
+
+ autoopen
+ Walking into a door attempts to open it (default true). Persis-
+ tent.
+
+ autopickup
+ Automatically pick up things onto which you move (default on).
+ Persistent. See pickup_types to refine the behavior.
+
+ autoquiver
+ This option controls what happens when you attempt the `f'
+ (fire) command with an empty quiver (or quiver sack or have
+ nothing at the ready). When true, the computer will fill your
+ quiver or quiver sack or make ready some suitable weapon. Note
+ that it will not take into account the blessed/cursed status,
+ enchantment, damage, or quality of the weapon; you are free to
+ manually fill your quiver or quiver sack or make ready with the
+ `Q' command instead. If no weapon is found or the option is
+ false, the `t' (throw) command is executed instead. Persis-
+ tent. (default false)
+
+ blind
+ Start the character permanently blind. Persistent. (default
+ false)
+
+ bones
+ Allow saving and loading bones files. Persistent. (default
+ true)
+
+ boulder
+ Set the character used to display boulders (default is the
+ ``large rock'' class symbol, ``').
+
+ catname
+ Name your starting cat (ex. ``catname:Morris''). Cannot be set
+ with the `O' command.
+
+ character
+ Synonym for ``role'' to pick the type of your character (ex.
+ ``character:Monk''). See role for more details.
+
+ checkpoint
+ Save game state after each level change, for possible recovery
+ after program crash (default on). Persistent.
+
+ checkspace
+ Check free disk space before writing files to disk (default
+ on). You may have to turn this off if you have more than 2 GB
+ free space on the partition used for your save and level files
+ (because too much space might overflow the calculation and end
+ up looking like insufficient space). Only applies when MFLOPPY
+ was defined during compilation.
+
+ clicklook
+ Allows looking at things on the screen by navigating the mouse
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 50
+
+
+
+ over them and clicking the right mouse button (default off).
+
+ cmdassist
+ Have the game provide some additional command assistance for
+ new players if it detects some anticipated mistakes (default
+ on).
+
+ confirm
+ Have user confirm attacks on pets, shopkeepers, and other
+ peaceable creatures (default on). Persistent.
+
+ dark_room
+ Show out-of-sight areas of lit rooms (default off). Persis-
+ tent.
+
+ disclose
+ Controls what information the program reveals when the game
+ ends. Value is a space separated list of prompting/category
+ pairs (default is `ni na nv ng nc no', prompt with default re-
+ sponse of `n' for each candidate). Persistent. The possibili-
+ ties are:
+
+ i - disclose your inventory;
+ a - disclose your attributes;
+ v - summarize monsters that have been vanquished;
+ g - list monster species that have been genocided;
+ c - display your conduct;
+ o - display dungeon overview.
+
+ Each disclosure possibility can optionally be preceded by a
+ prefix which lets you refine how it behaves. Here are the
+ valid prefixes:
+
+ y - prompt you and default to yes on the prompt;
+ n - prompt you and default to no on the prompt;
+ + - disclose it without prompting;
+ - - do not disclose it and do not prompt.
+
+ The listing of vanquished monsters can be sorted, so there are
+ two additional choices for `v':
+
+ ? - prompt you and default to ask on the prompt;
+ # - disclose it without prompting, ask for sort order.
+
+ Asking refers to picking one of the orderings from a menu. The
+ `+' disclose without prompting choice, or being prompted and
+ answering `y' rather than `a', will default to showing monsters
+ in the traditional order, from high level to low level.
+
+ Omitted categories are implicitly added with `n' prefix. Spec-
+ ified categories with omitted prefix implicitly use `+' prefix.
+ Order of the disclosure categories does not matter, program
+ display for end-of-game disclosure follows a set sequence.
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 51
+
+
+
+ (ex. ``disclose:yi na +v -g o'') The example sets inventory to
+ prompt and default to yes, attributes to prompt and default to
+ no, vanquished to disclose without prompting, genocided to not
+ disclose and not prompt, conduct to implicitly prompt and de-
+ fault to no, and overview to disclose without prompting.
+
+ Note that the vanquished monsters list includes all monsters
+ killed by traps and each other as well as by you. And the dun-
+ geon overview shows all levels you had visited but does not re-
+ veal things about them that you hadn't discovered.
+
+ dogname
+ Name your starting dog (ex. ``dogname:Fang''). Cannot be set
+ with the `O' command.
+
+ extmenu
+ Changes the extended commands interface to pop-up a menu of
+ available commands. It is keystroke compatible with the tradi-
+ tional interface except that it does not require that you hit
+ Enter. It is implemented only by the tty port (default off),
+ when the game has been compiled to support tty graphics.
+
+ female
+ An obsolete synonym for ``gender:female''. Cannot be set with
+ the `O' command.
+
+ fixinv
+ An object's inventory letter sticks to it when it's dropped
+ (default on). If this is off, dropping an object shifts all
+ the remaining inventory letters. Persistent.
+
+ force_invmenu
+ Commands asking for an inventory item show a menu instead of a
+ text query with possible menu letters. Default is off.
+
+ fruit
+ Name a fruit after something you enjoy eating (ex. ``fruit:man-
+ go'') (default ``slime mold''). Basically a nostalgic whimsy
+ that NetHack uses from time to time. You should set this to
+ something you find more appetizing than slime mold. Apples,
+ oranges, pears, bananas, and melons already exist in NetHack,
+ so don't use those.
+
+ gender
+ Your starting gender (gender:male or gender:female). You may
+ specify just the first letter. Although you can still denote
+ your gender using the ``male'' and ``female'' options, the
+ ``gender'' option will take precedence. The default is to ran-
+ domly pick an appropriate gender. If you prefix the value with
+ `!' or ``no'', you will exclude that gender from being picked
+ randomly. Cannot be set with the `O' command. Persistent.
+
+ goldX
+ When filtering objects based on bless/curse state (BUCX),
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 52
+
+
+
+ whether to treat gold pieces as X (unknown bless/curse state,
+ when `on') or U (known to be uncursed, when `off', the de-
+ fault). Gold is never blessed or cursed, but it is not de-
+ scribed as ``uncursed'' even when the implicit_uncursed option
+ is `off'.
+
+ help
+ If more information is available for an object looked at with
+ the `/' command, ask if you want to see it (default on). Turn-
+ ing help off makes just looking at things faster, since you
+ aren't interrupted with the ``More info?'' prompt, but it also
+ means that you might miss some interesting and/or important in-
+ formation. Persistent.
+
+ herecmd_menu
+ When using a windowport that supports mouse and clicking on
+ yourself or next to you, show a menu of possible actions for
+ the location. Same as herecmdmenu and therecmdmenu commands.
+
+ hilite_pet
+ Visually distinguish pets from similar animals (default off).
+ The behavior of this option depends on the type of windowing
+ you use. In text windowing, text highlighting or inverse video
+ is often used; with tiles, generally displays a heart symbol
+ near pets.
+
+ hilite_pile
+ Visually distinguish piles of objects from individual objects
+ (default off). The behavior of this option depends on the type
+ of windowing you use. In text windowing, text highlighting or
+ inverse video is often used; with tiles, generally displays a
+ small plus-symbol beside the object on the top of the pile.
+
+ hitpointbar
+ Show a hit point bar graph behind your name and title. Only
+ available for TTY and Windows GUI, and only when statushilites
+ is on.
+
+ horsename
+ Name your starting horse (ex. ``horsename:Trigger''). Cannot
+ be set with the `O' command.
+
+ ignintr
+ Ignore interrupt signals, including breaks (default off). Per-
+ sistent.
+
+ implicit_uncursed
+ Omit "uncursed" from inventory lists, if possible (default on).
+
+ legacy
+ Display an introductory message when starting the game (default
+ on). Persistent.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 53
+
+
+
+ lit_corridor
+ Show corridor squares seen by night vision or a light source
+ held by your character as lit (default off). Persistent.
+
+ lootabc
+ Use the old `a', `b', and `c' keyboard shortcuts when looting,
+ rather than the mnemonics `o', `i', and `b' (default off).
+ Persistent.
+
+ mail
+ Enable mail delivery during the game (default on). Persistent.
+
+ male
+ An obsolete synonym for ``gender:male''. Cannot be set with
+ the `O' command.
+
+ mention_walls
+ Give feedback when walking against a wall (default off).
+
+ menucolors
+ Enable coloring menu lines (default off). See ``Configuring
+ Menu Colors'' on how to configure the colors.
+
+ menustyle
+ Controls the interface used when you need to choose various ob-
+ jects (in response to the Drop command, for instance). The
+ value specified should be the first letter of one of the fol-
+ lowing: traditional, combination, full, or partial. Tradi-
+ tional was the only interface available for early versions; it
+ consists of a prompt for object class characters, followed by
+ an object-by-object prompt for all items matching the selected
+ object class(es). Combination starts with a prompt for object
+ class(es) of interest, but then displays a menu of matching ob-
+ jects rather than prompting one-by-one. Full displays a menu
+ of object classes rather than a character prompt, and then a
+ menu of matching objects for selection. Partial skips the ob-
+ ject class filtering and immediately displays a menu of all ob-
+ jects. Persistent.
+
+ menu_deselect_all
+ Menu character accelerator to deselect all items in a menu.
+ Implemented by the Amiga, Gem, X11 and tty ports. Default '-'.
+
+ menu_deselect_page
+ Menu character accelerator to deselect all items on this page
+ of a menu. Implemented by the Amiga, Gem and tty ports. De-
+ fault '\'.
+
+ menu_first_page
+ Menu character accelerator to jump to the first page in a menu.
+ Implemented by the Amiga, Gem and tty ports. Default '^'.
+
+ menu_headings
+ Controls how the headings in a menu are highlighted. Values
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 54
+
+
+
+ are 'none', 'bold', 'dim', 'underline', 'blink', or 'inverse'.
+ Not all ports can actually display all types.
+
+ menu_invert_all
+ Menu character accelerator to invert all items in a menu. Im-
+ plemented by the Amiga, Gem, X11 and tty ports. Default '@'.
+
+ menu_invert_page
+ Menu character accelerator to invert all items on this page of
+ a menu. Implemented by the Amiga, Gem and tty ports. Default
+ '~'.
+
+ menu_last_page
+ Menu character accelerator to jump to the last page in a menu.
+ Implemented by the Amiga, Gem and tty ports. Default '|'.
+
+ menu_next_page
+ Menu character accelerator to goto the next menu page. Imple-
+ mented by the Amiga, Gem and tty ports. Default '>'.
+
+ menu_objsyms
+ Show object symbols in menu headings in menus where the object
+ symbols act as menu accelerators (default off).
+
+ menu_overlay
+ Do not clear the screen before drawing menus, and align menus
+ to the right edge of the screen. Only for the tty port. (de-
+ fault on)
+
+ menu_previous_page
+ Menu character accelerator to goto the previous menu page. Im-
+ plemented by the Amiga, Gem and tty ports. Default '<'.
+
+ menu_search
+ Menu character accelerator to search for a menu item. Imple-
+ mented by the Amiga, Gem, X11 and tty ports. Default ':'.
+
+ menu_select_all
+ Menu character accelerator to select all items in a menu. Im-
+ plemented by the Amiga, Gem, X11 and tty ports. Default '.'.
+
+ menu_select_page
+ Menu character accelerator to select all items on this page of
+ a menu. Implemented by the Amiga, Gem and tty ports. Default
+ ','.
+
+ msghistory
+ The number of top line messages to save (and recall with ^P)
+ (default 20). Cannot be set with the `O' command.
+
+ msg_window
+ Allows you to change the way recalled messages are displayed.
+ (It is currently implemented for tty only.) The possible val-
+ ues are:
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 55
+
+
+
+ s - single message (default; only choice prior to 3.4.0);
+ c - combination, two messages as `single', then as `full';
+ f - full window, oldest message first;
+ r - full window reversed, newest message first.
+
+ For backward compatibility, no value needs to be specified
+ (which defaults to `full'), or it can be negated (which
+ defaults to `single').
+
+ name
+ Set your character's name (defaults to your user name). You
+ can also set your character's role by appending a dash and one
+ or more letters of the role (that is, by suffixing one of -A -B
+ -C -H -K -M -P -Ra -Ro -S -T -V -W). If -@ is used for the
+ role, then a random one will be automatically chosen. Cannot
+ be set with the `O' command.
+
+ news
+ Read the NetHack news file, if present (default on). Since the
+ news is shown at the beginning of the game, there's no point in
+ setting this with the `O' command.
+
+ nudist
+ Start the character with no armor (default false). Persistent.
+
+ null
+ Send padding nulls to the terminal (default on). Persistent.
+
+ number_pad
+ Use digit keys instead of letters to move (default 0 or off).
+ Valid settings are:
+
+ 0 - move by letters; `yuhjklbn'
+ 1 - move by numbers; digit `5' acts as `G' movement prefix
+ 2 - like 1 but `5' works as `g' prefix instead of as `G'
+ 3 - by numbers using phone key layout; 123 above, 789 below
+ 4 - combines 3 with 2; phone layout plus MSDOS compatibility
+ -1 - by letters but use `z' to go northwest, `y' to zap wands
+
+ For backward compatibility, omitting a value is the same as
+ specifying 1 and negating number_pad is the same as specifying
+ 0. (Settings 2 and 4 are for compatibility with MSDOS or old
+ PC Hack; in addition to the different behavior for `5', `Alt-5'
+ acts as `G' and `Alt-0' acts as `I'. Setting -1 is to accommo-
+ date some QWERTZ keyboards which have the location of the `y'
+ and `z' keys swapped.) When moving by numbers, to enter a
+ count prefix for those commands which accept one (such as
+ ``12s'' to search twelve times), precede it with the letter `n'
+ (``n12s'').
+
+ packorder
+ Specify the order to list object types in (default
+ ``")[%?+!=/(*`0_''). The value of this option should be a
+ string containing the symbols for the various object types.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 56
+
+
+
+ Any omitted types are filled in at the end from the previous
+ order.
+
+ paranoid_confirmation
+ A space separated list of specific situations where alternate
+ prompting is desired. The default is paranoid_confirma-
+ tion:pray.
+
+ Confirm - for any prompts which are set to require ``yes''
+ rather than 'y', also require ``no'' to reject
+ instead of accepting any non-yes response as no
+ quit - require ``yes'' rather than 'y' to confirm quit-
+ ting the game or switching into non-scoring ex-
+ plore mode;
+ die - require ``yes'' rather than 'y' to confirm dying
+ (not useful in normal play; applies to explore
+ mode);
+ bones - require ``yes'' rather than 'y' to confirm saving
+ bones data when dying in debug mode;
+ attack - require ``yes'' rather than 'y' to confirm at-
+ tacking a peaceful monster;
+ wand-break - require ``yes'' rather than 'y' to confirm break-
+ ing a wand;
+ Were-change - require ``yes'' rather than 'y' to confirm chang-
+ ing form due to lycanthropy when hero has poly-
+ morph control;
+ pray - require 'y' to confirm an attempt to pray rather
+ than immediately praying; on by default;
+ Remove - require selection from inventory for 'R' and 'T'
+ commands even when wearing just one applicable
+ item.
+ all - turn on all of the above.
+
+ By default, the pray choice is enabled, the others disabled.
+ To disable it without setting any of the other choices, use
+ ``paranoid_confirmation:none''. To keep it enabled while set-
+ ting any of the others, include it in the list, such as ``para-
+ noid_confirmation:attack pray Remove''.
+
+ perm_invent
+ If true, always display your current inventory in a window.
+ This only makes sense for windowing system interfaces that im-
+ plement this feature. Persistent.
+
+ pettype
+ Specify the type of your initial pet, if you are playing a
+ character class that uses multiple types of pets; or choose to
+ have no initial pet at all. Possible values are ``cat'',
+ ``dog'', ``horse'', and ``none''. If the choice is not allowed
+ for the role you are currently playing, it will be silently ig-
+ nored. For example, ``horse'' will only be honored when play-
+ ing a knight. Cannot be set with the `O' command.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 57
+
+
+
+ pickup_burden
+ When you pick up an item that would exceed this encumbrance
+ level (Unencumbered, Burdened, streSsed, straiNed, overTaxed,
+ or overLoaded), you will be asked if you want to continue.
+ (Default `S'). Persistent.
+
+ pickup_thrown
+ If this option is on and autopickup is also on, try to pick up
+ things that you threw, even if they aren't in pickup_types or
+ match an autopickup exception. Default is on. Persistent.
+
+ pickup_types
+ Specify the object types to be picked up when autopickup is on.
+ Default is all types. You can use autopickup_exception config-
+ uration file lines to further refine autopickup behavior. Per-
+ sistent.
+
+ pile_limit
+ When walking across a pile of objects on the floor, threshold
+ at which the message ``there are few/several/many objects
+ here'' is given instead of showing a popup list of those ob-
+ jects. A value of 0 means ``no limit'' (always list the ob-
+ jects); a value of 1 effectively means ``never show the ob-
+ jects'' since the pile size will always be at least that big;
+ default value is 5. Persistent.
+
+ playmode
+ Values are `normal', `explore', or `debug'. Allows selection
+ of explore mode (also known as discovery mode) or debug mode
+ (also known as wizard mode) instead of normal play. Debug mode
+ might only be allowed for someone logged in under a particular
+ user name (on multi-user systems) or specifying a particular
+ character name (on single-user systems) or it might be disabled
+ entirely. Requesting it when not allowed or not possible re-
+ sults in explore mode instead. Default is normal play.
+
+ pushweapon
+ Using the `w' (wield) command when already wielding something
+ pushes the old item into your alternate weapon slot (default
+ off). Likewise for the `a' (apply) command if it causes the
+ applied item to become wielded. Persistent.
+
+ race
+ Selects your race (for example, ``race:human''). Default is
+ random. If you prefix the value with `!' or ``no'', you will
+ exclude that race from being picked randomly. Cannot be set
+ with the `O' command. Persistent.
+
+ rest_on_space
+ Make the space bar a synonym for the `.' (#wait) command (de-
+ fault off). Persistent.
+
+ role
+ Pick your type of character (ex. ``role:Samurai''); synonym for
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 58
+
+
+
+ ``character''. See ``name'' for an alternate method of speci-
+ fying your role. Normally only the first letter of the value
+ is examined; `r' is an exception with ``Rogue'', ``Ranger'',
+ and ``random'' values. If you prefix the value with `!' or
+ ``no'', you will exclude that role from being picked randomly.
+ Cannot be set with the `O' command. Persistent.
+
+ roguesymset
+ This option may be used to select one of the named symbol sets
+ found within ``symbols'' to alter the symbols displayed on the
+ screen on the rogue level.
+
+ rlecomp
+ When writing out a save file, perform run length compression of
+ the map. Not all ports support run length compression. It has
+ no effect on reading an existing save file.
+
+ runmode
+ Controls the amount of screen updating for the map window when
+ engaged in multi-turn movement (running via shift+direction or
+ control+direction and so forth, or via the travel command or
+ mouse click). The possible values are:
+
+ teleport - update the map after movement has finished;
+ run - update the map after every seven or so steps;
+ walk - update the map after each step;
+ crawl - like walk, but pause briefly after each step.
+
+ This option only affects the game's screen display, not the ac-
+ tual results of moving. The default is `run'; versions prior
+ to 3.4.1 used `teleport' only. Whether or not the effect is
+ noticeable will depend upon the window port used or on the type
+ of terminal. Persistent.
+
+ safe_pet
+ Prevent you from (knowingly) attacking your pets (default on).
+ Persistent.
+
+ scores
+ Control what parts of the score list you are shown at the end
+ (ex. ``scores:5 top scores/4 around my score/own scores'').
+ Only the first letter of each category (`t', `a', or `o') is
+ necessary. Persistent.
+
+ showexp
+ Show your accumulated experience points on bottom line (default
+ off). Persistent.
+
+ showrace
+ Display yourself as the glyph for your race, rather than the
+ glyph for your role (default off). Note that this setting af-
+ fects only the appearance of the display, not the way the game
+ treats you. Persistent.
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 59
+
+
+
+ showscore
+ Show your approximate accumulated score on bottom line (default
+ off). Persistent.
+
+ silent
+ Suppress terminal beeps (default on). Persistent.
+
+ sortloot
+ Controls the sorting behavior of the pickup lists for inventory
+ and #loot commands and some others. Persistent. The possible
+ values are:
+
+ full - always sort the lists;
+ loot - only sort the lists that don't use inventory letters,
+ like with the #loot and pickup commands;
+ none - show lists the traditional way without sorting.
+
+ sortpack
+ Sort the pack contents by type when displaying inventory (de-
+ fault on). Persistent.
+
+ sparkle
+ Display a sparkly effect when a monster (including yourself) is
+ hit by an attack to which it is resistant (default on). Per-
+ sistent.
+
+ standout
+ Boldface monsters and ``--More--'' (default off). Persistent.
+
+ statushilites
+ Controls how many turns status hilite behaviors highlight the
+ field. If negated or set to zero, disables status hiliting.
+ See ``Configuring Status Hilites'' for further information.
+
+ status_updates
+ Allow updates to the status lines at the bottom of the screen
+ (default true).
+
+ suppress_alert
+ This option may be set to a NetHack version level to suppress
+ alert notification messages about feature changes for that and
+ prior versions (ex. ``suppress_alert:3.3.1'').
+
+ symset
+ This option may be used to select one of the named symbol sets
+ found within ``symbols'' to alter the symbols displayed on the
+ screen. Use ``symset:default'' to explicitly select the de-
+ fault symbols.
+
+ time
+ Show the elapsed game time in turns on bottom line (default
+ off). Persistent.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 60
+
+
+
+ timed_delay
+ When pausing momentarily for display effect, such as with ex-
+ plosions and moving objects, use a timer rather than sending
+ extra characters to the screen. (Applies to ``tty'' interface
+ only; ``X11'' interface always uses a timer based delay. The
+ default is on if configured into the program.) Persistent.
+
+ tombstone
+ Draw a tombstone graphic upon your death (default on). Persis-
+ tent.
+
+ toptenwin
+ Put the ending display in a NetHack window instead of on stdout
+ (default off). Setting this option makes the score list visi-
+ ble when a windowing version of NetHack is started without a
+ parent window, but it no longer leaves the score list around
+ after game end on a terminal or emulating window.
+
+ travel
+ Allow the travel command (default on). Turning this option off
+ will prevent the game from attempting unintended moves if you
+ make inadvertent mouse clicks on the map window. Persistent.
+
+ verbose
+ Provide more commentary during the game (default on). Persis-
+ tent.
+
+ whatis_coord
+ When using the `/' or `;' commands to look around on the map
+ with autodescribe on, display coordinates after the descrip-
+ tion. Also works in other situations where you are asked to
+ pick a location.
+
+ The possible settings are:
+
+ c - compass ('east' or '3s' or '2n,4w');
+ f - full compass ('east' or '3south' or '2north,4west');
+ m - map <x,y> (map column x=0 is not used);
+ s - screen [row,column] (row is offset to match tty usage);
+ n - none (no coordinates shown) [default].
+
+ The whatis_coord option is also used with the `/m', `/M', `/o',
+ and `/O' sub-commands of `/', where the `none' setting is over-
+ ridden with `map'.
+
+ whatis_filter
+ When getting a location on the map, and using the keys to cycle
+ through next and previous targets, allows filtering the possi-
+ ble targets.
+
+
+
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 61
+
+
+
+ n - no filtering [default]
+ v - in view only
+ a - in same area only
+
+ The area-filter tries to be slightly predictive -- if you're
+ standing on a doorway, it will consider the area on the side of
+ the door you were last moving towards.
+
+ Filtering can also be changed when getting a location with the
+ ``getpos.filter'' key.
+
+ whatis_menu
+ When getting a location on the map, and using a key to cycle
+ through next and previous targets, use a menu instead to pick a
+ target. (default off)
+
+ whatis_moveskip
+ When getting a location on the map, and using shifted movement
+ keys or meta-digit keys to fast-move, instead of moving 8 units
+ at a time, move by skipping the same glyphs. (default off)
+
+ windowtype
+ Select which windowing system to use, such as ``tty'' or
+ ``X11'' (default depends on version). Cannot be set with the
+ `O' command.
+
+ zerocomp
+ When writing out a save file, perform zero-comp compression of
+ the contents. Not all ports support zero-comp compression. It
+ has no effect on reading an existing save file.
+
+ 9.5. Window Port Customization options
+
+ Here are explanations of the various options that are used
+ to customize and change the characteristics of the windowtype
+ that you have chosen. Character strings that are too long may be
+ truncated. Not all window ports will adjust for all settings
+ listed here. You can safely add any of these options to your
+ config file, and if the window port is capable of adjusting to
+ suit your preferences, it will attempt to do so. If it can't it
+ will silently ignore it. You can find out if an option is sup-
+ ported by the window port that you are currently using by check-
+ ing to see if it shows up in the Options list. Some options are
+ dynamic and can be specified during the game with the `O' com-
+ mand.
+
+ align_message
+ Where to align or place the message window (top, bottom, left,
+ or right)
+
+ align_status
+ Where to align or place the status window (top, bottom, left,
+ or right).
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 62
+
+
+
+ ascii_map
+ If NetHack can, it should display an ascii character map if it
+ can.
+
+ color
+ If NetHack can, it should display color if it can for different
+ monsters, objects, and dungeon features.
+
+ eight_bit_tty
+ If NetHack can, it should pass eight-bit character values (for
+ example, specified with the traps option) straight through to
+ your terminal (default off).
+
+ font_map
+ if NetHack can, it should use a font by the chosen name for the
+ map window.
+
+ font_menu
+ If NetHack can, it should use a font by the chosen name for
+ menu windows.
+
+ font_message
+ If NetHack can, it should use a font by the chosen name for the
+ message window.
+
+ font_status
+ If NetHack can, it should use a font by the chosen name for the
+ status window.
+
+ font_text
+ If NetHack can, it should use a font by the chosen name for
+ text windows.
+
+ font_size_map
+ If NetHack can, it should use this size font for the map win-
+ dow.
+
+ font_size_menu
+ If NetHack can, it should use this size font for menu windows.
+
+ font_size_message
+ If NetHack can, it should use this size font for the message
+ window.
+
+ font_size_status
+ If NetHack can, it should use this size font for the status
+ window.
+
+ font_size_text
+ If NetHack can, it should use this size font for text windows.
+
+ fullscreen
+ If NetHack can, it should try and display on the entire screen
+ rather than in a window.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 63
+
+
+
+ large_font
+ If NetHack can, it should use a large font.
+
+ map_mode
+ If NetHack can, it should display the map in the manner speci-
+ fied.
+
+ mouse_support
+ Allow use of the mouse for input and travel.
+
+ player_selection
+ If NetHack can, it should pop up dialog boxes, or use prompts
+ for character selection.
+
+ popup_dialog
+ If NetHack can, it should pop up dialog boxes for input.
+
+ preload_tiles
+ If NetHack can, it should preload tiles into memory. For exam-
+ ple, in the protected mode MSDOS version, control whether tiles
+ get pre-loaded into RAM at the start of the game. Doing so en-
+ hances performance of the tile graphics, but uses more memory.
+ (default on). Cannot be set with the `O' command.
+
+ scroll_amount
+ If NetHack can, it should scroll the display by this number of
+ cells when the hero reaches the scroll_margin.
+
+ scroll_margin
+ If NetHack can, it should scroll the display when the hero or
+ cursor is this number of cells away from the edge of the win-
+ dow.
+
+ selectsaved
+ If NetHack can, it should display a menu of existing saved
+ games for the player to choose from at game startup, if it can.
+ Not all ports support this option.
+
+ softkeyboard
+ Display an onscreen keyboard. Handhelds are most likely to
+ support this option.
+
+ splash_screen
+ If NetHack can, it should display an opening splash screen when
+ it starts up (default yes).
+
+ tiled_map
+ If NetHack can, it should display a tiled map if it can.
+
+ tile_file
+ Specify the name of an alternative tile file to override the
+ default.
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 64
+
+
+
+ tile_height
+ Specify the preferred height of each tile in a tile capable
+ port.
+
+ tile_width
+ Specify the preferred width of each tile in a tile capable port
+
+ use_darkgray
+ Use bold black instead of blue for black glyphs (TTY only).
+
+ use_inverse
+ If NetHack can, it should display inverse when the game speci-
+ fies it.
+
+ vary_msgcount
+ If NetHack can, it should display this number of messages at a
+ time in the message window.
+
+ windowcolors
+ If NetHack can, it should display windows with the specified
+ foreground/background colors if it can.
+
+ wraptext
+ If NetHack can, it should wrap long lines of text if they don't
+ fit in the visible area of the window.
+
+ 9.6. Platform-specific Customization options
+
+ Here are explanations of options that are used by specific
+ platforms or ports to customize and change the port behavior.
+
+ altkeyhandler
+ Select an alternate keystroke handler dll to load (Win32 tty
+ NetHack only). The name of the handler is specified without
+ the .dll extension and without any path information. Cannot be
+ set with the `O' command.
+
+ altmeta
+ On Amiga, this option controls whether typing `Alt' plus anoth-
+ er key functions as a meta-shift for that key (default on).
+
+ altmeta
+ On other (non-Amiga) systems where this option is available, it
+ can be set to tell NetHack to convert a two character sequence
+ beginning with ESC into a meta-shifted version of the second
+ character (default off).
+
+ This conversion is only done for commands, not for other input
+ prompts. Note that typing one or more digits as a count prefix
+ prior to a command -- preceded by n if the number_pad option is
+ set -- is also subject to this conversion, so attempting to
+ abort the count by typing ESC will leave NetHack waiting for
+ another character to complete the two character sequence. Type
+ a second ESC to finish cancelling such a count. At other
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 65
+
+
+
+ prompts a single ESC suffices.
+
+ BIOS
+ Use BIOS calls to update the screen display quickly and to read
+ the keyboard (allowing the use of arrow keys to move) on ma-
+ chines with an IBM PC compatible BIOS ROM (default off, OS/2,
+ PC, and ST NetHack only).
+
+ flush
+ (default off, AMIGA NetHack only).
+
+ MACgraphics
+ (default on, Mac NetHack only).
+
+ page_wait
+ (default on, Mac NetHack only).
+
+ rawio
+ Force raw (non-cbreak) mode for faster output and more bullet-
+ proof input (MS-DOS sometimes treats `^P' as a printer toggle
+ without it) (default off, OS/2, PC, and ST NetHack only).
+ Note: DEC Rainbows hang if this is turned on. Cannot be set
+ with the `O' command.
+
+ soundcard
+ (default on, PC NetHack only). Cannot be set with the `O' com-
+ mand.
+
+ subkeyvalue
+ (Win32 tty NetHack only). May be used to alter the value of
+ keystrokes that the operating system returns to NetHack to help
+ compensate for international keyboard issues. OPTIONS=subkey-
+ value:171/92 will return 92 to NetHack, if 171 was originally
+ going to be returned. You can use multiple subkeyvalue state-
+ ments in the config file if needed. Cannot be set with the `O'
+ command.
+
+ video
+ Set the video mode used (PC NetHack only). Values are `autode-
+ tect', `default', or `vga'. Setting `vga' (or `autodetect'
+ with vga hardware present) will cause the game to display
+ tiles. Cannot be set with the `O' command.
+
+ videocolors
+ Set the color palette for PC systems using NO_TERMS (default
+ 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The order
+ of colors is red, green, brown, blue, magenta, cyan,
+ bright.white, bright.red, bright.green, yellow, bright.blue,
+ bright.magenta, and bright.cyan. Cannot be set with the `O'
+ command.
+
+ videoshades
+ Set the intensity level of the three gray scales available (de-
+ fault dark normal light, PC NetHack only). If the game display
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 66
+
+
+
+ is difficult to read, try adjusting these scales; if this does
+ not correct the problem, try !color. Cannot be set with the
+ `O' command.
+
+ 9.7. Regular Expressions
+
+ Regular expressions are normally POSIX extended regular ex-
+ pressions. It is possible to compile NetHack without regular ex-
+ pression support on a platform where there is no regular expres-
+ sion library. While this is not true of any modern platform, if
+ your NetHack was built this way, patterns are instead glob pat-
+ terns. This applies to Autopickup exceptions, Message types, Menu
+ colors, and User sounds.
+
+ 9.8. Configuring Autopickup Exceptions
+
+ You can further refine the behavior of the autopickup option
+ beyond what is available through the pickup_types option.
+
+ By placing autopickup_exception lines in your configuration
+ file, you can define patterns to be checked when the game is
+ about to autopickup something.
+
+ autopickup_exception
+ Sets an exception to the pickup_types option. The autopick-
+ up_exception option should be followed by a regular expression
+ to be used as a pattern to match against the singular form of
+ the description of an object at your location.
+
+ In addition, some characters are treated specially if they oc-
+ cur as the first character in the pattern, specifically:
+
+ < - always pickup an object that matches rest of pattern;
+ > - never pickup an object that matches rest of pattern.
+
+ A `never pickup' rule takes precedence over an `always pickup'
+ rule if both match.
+
+ Exceptions can be set with the `O' command, but ones set that
+ way will not be preserved across saves and restores.
+
+ Here are some examples:
+
+ autopickup_exception="<*arrow"
+ autopickup_exception=">*corpse"
+ autopickup_exception=">* cursed*"
+
+ The first example above will result in autopickup of any
+ type of arrow. The second example results in the exclusion of
+ any corpse from autopickup. The last example results in the ex-
+ clusion of items known to be cursed from autopickup.
+
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 67
+
+
+
+ 9.9. Changing Key Bindings
+
+ It is possible to change the default key bindings of some
+ special commands, menu accelerator keys, and extended commands,
+ by using BIND stanzas in the configuration file. Format is key,
+ followed by the command to bind to, separated by a colon. The
+ key can be a single character (``x''), a control key (``^X'',
+ ``C-x''), a meta key (``M-x''), or a three-digit decimal ASCII
+ code.
+
+ For example:
+
+ BIND=^X:getpos.autodescribe
+ BIND={:menu_first_page
+ BIND=v:loot
+
+ Extended command keys
+ You can bind multiple keys to the same extended command. Unbind
+ a key by using ``nothing'' as the extended command to bind to.
+ You can also bind the ``<esc>'', ``<enter>'', and ``<space>''
+ keys.
+
+ Menu accelerator keys
+ The menu control or accelerator keys can also be rebound via
+ OPTIONS-lines in the config file. You cannot bind object sym-
+ bols into menu accelerators.
+
+ Special command keys
+ Below are the special commands you can rebind. Some of them can
+ be bound to same keys with no problems, others are in the same
+ "context", and if bound to same keys, only one of those com-
+ mands will be available. Special command can only be bound to a
+ single key.
+
+ count
+ Prefix key to start a count, to repeat a command this many
+ times. With number_pad only. Default is 'n'.
+
+ doinv
+ Show inventory. With number_pad only. Default is '0'.
+
+ fight
+ Prefix key to force fight a direction. Default is 'F'.
+
+ fight.numpad
+ Prefix key to force fight a direction. With number_pad only.
+ Default is '-'.
+
+ getdir.help
+ When asked for a direction, the key to show the help. Default
+ is '?'.
+
+ getdir.self
+ When asked for a direction, the key to target yourself. Default
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 68
+
+
+
+ is '.'.
+
+ getdir.self2
+ When asked for a direction, the key to target yourself. Default
+ is 's'.
+
+ getpos.autodescribe
+ When asked for a location, the key to toggle autodescribe. De-
+ fault is '#'.
+
+ getpos.all.next
+ When asked for a location, the key to go to next closest inter-
+ esting thing. Default is 'a'.
+
+ getpos.all.prev
+ When asked for a location, the key to go to previous closest
+ interesting thing. Default is 'A'.
+
+ getpos.door.next
+ When asked for a location, the key to go to next closest door
+ or doorway. Default is 'd'.
+
+ getpos.door.prev
+ When asked for a location, the key to go to previous closest
+ door or doorway. Default is 'D'.
+
+ getpos.help
+ When asked for a location, the key to show help. Default is
+ '?'.
+
+ getpos.mon.next
+ When asked for a location, the key to go to next closest mon-
+ ster. Default is 'm'.
+
+ getpos.mon.prev
+ When asked for a location, the key to go to previous closest
+ monster. Default is 'M'.
+
+ getpos.obj.next
+ When asked for a location, the key to go to next closest ob-
+ ject. Default is 'o'.
+
+ getpos.obj.prev
+ When asked for a location, the key to go to previous closest
+ object. Default is 'O'.
+
+ getpos.menu
+ When asked for a location, and using one of the next or previ-
+ ous keys to cycle through targets, toggle showing a menu in-
+ stead. Default is '!'.
+
+ getpos.moveskip
+ When asked for a location, and using the shifted movement keys
+ or meta-digit keys to fast-move around, move by skipping the
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 69
+
+
+
+ same glyphs instead of by 8 units. Default is '*'.
+
+ getpos.filter
+ When asked for a location, change the filtering mode when using
+ one of the next or previous keys to cycle through targets. Tog-
+ gles between no filtering, in view only, and in the same area
+ only. Default is '"'.
+
+ getpos.pick
+ When asked for a location, the key to choose the location, and
+ possibly ask for more info. Default is '.'.
+
+ getpos.pick.once
+ When asked for a location, the key to choose the location, and
+ skip asking for more info. Default is ','.
+
+ getpos.pick.quick
+ When asked for a location, the key to choose the location, skip
+ asking for more info, and exit the location asking loop. De-
+ fault is ';'.
+
+ getpos.pick.verbose
+ When asked for a location, the key to choose the location, and
+ show more info without asking. Default is ':'.
+
+ getpos.self
+ When asked for a location, the key to go to your location. De-
+ fault is '@'.
+
+ getpos.unexplored.next
+ When asked for a location, the key to go to next closest unex-
+ plored location. Default is 'x'.
+
+ getpos.unexplored.prev
+ When asked for a location, the key to go to previous closest
+ unexplored location. Default is 'X'.
+
+ getpos.valid
+ When asked for a location, the key to go to show valid target
+ locations. Default is '$'.
+
+ getpos.valid.next
+ When asked for a location, the key to go to next closest valid
+ location. Default is 'z'.
+
+ getpos.valid.prev
+ When asked for a location, the key to go to previous closest
+ valid location. Default is 'Z'.
+
+ nopickup
+ Prefix key to move without picking up items. Default is 'm'.
+
+ redraw
+ Key to redraw the screen. Default is '^R'.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 70
+
+
+
+ redraw.numpad
+ Key to redraw the screen. With number_pad only. Default is
+ '^L'.
+
+ repeat
+ Key to repeat previous command. Default is '^A'.
+
+ reqmenu
+ Prefix key to request menu from some commands. Default is 'm'.
+
+ run
+ Prefix key to run towards a direction. Default is 'G'.
+
+ run.nopickup
+ Prefix key to run towards a direction without picking up items
+ on the way. Default is 'M'.
+
+ run.numpad
+ Prefix key to run towards a direction. With number_pad only.
+ Default is '5'.
+
+ rush
+ Prefix key to rush towards a direction. Default is 'g'.
+
+ 9.10. Configuring Message Types
+
+ You can change the way the messages are shown in the message
+ area, when the message matches a user-defined pattern.
+
+ In general, the config file entries to configure the message
+ types look like this: MSGTYPE=type "pattern"
+
+ type - how the message should be shown;
+ pattern - the pattern to match.
+
+ The pattern should be a regular expression.
+
+ Allowed types are:
+
+ show - show message normally;
+ hide - never show the message;
+ stop - wait for user with more-prompt;
+ norep - show the message once, but not again if no other mes-
+ sage is shown in between.
+
+ Here's an example of message types using NetHack's internal
+ pattern matching facility:
+
+ MSGTYPE=stop "You feel hungry."
+ MSGTYPE=hide "You displaced *."
+
+ specifies that whenever a message ``You feel hungry'' is shown,
+ the user is prompted with more-prompt, and a message matching
+ ``You displaced <something>.'' is not shown at all.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 71
+
+
+
+ The order of the defined MSGTYPE-lines is important; the last
+ matching rule is used. Put the general case first, exceptions
+ below them.
+
+ 9.11. Configuring Menu Colors
+
+ Some platforms allow you to define colors used in menu lines
+ when the line matches a user-defined pattern. At this time the
+ tty, win32tty and win32gui support this.
+
+ In general, the config file entries to configure the menu
+ color mappings look like this:
+
+ MENUCOLOR="pattern"=color&attribute
+
+ pattern - the pattern to match;
+ color - the color to use for lines matching the pat-
+ tern;
+ attribute - the attribute to use for lines matching the
+ pattern. The attribute is optional, and if
+ left out, you must also leave out the preced-
+ ing ampersand. If no attribute is defined,
+ no attribute is used.
+
+ The pattern should be a regular expression.
+
+ Allowed colors are black, red, green, brown, blue, magenta,
+ cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
+ ta, lightcyan, and white.
+
+ Allowed attributes are none, bold, dim, underline, blink, and
+ inverse. Note that the platform used may interpret the at-
+ tributes any way it wants.
+
+ Here's an example of menu colors using NetHack's internal pat-
+ tern matching facility:
+
+ MENUCOLOR="* blessed *"=green
+ MENUCOLOR="* cursed *"=red
+ MENUCOLOR="* cursed *(being worn)"=red&underline
+
+ specifies that any menu line with `` blessed '' contained in it
+ will be shown in green color, lines with `` cursed '' will be
+ shown in red, and lines with `` cursed '' followed by ``(being
+ worn)'' on the same line will be shown in red color and under-
+ lined. You can have multiple MENUCOLOR entries in your config
+ file, and the last MENUCOLOR-line in your config file that
+ matches a menu line will be used for the line.
+
+ Note that if you intend to have one or more color specifica-
+ tions match `` uncursed '', you will probably want to turn the
+ implicit_uncursed option off so that all items known to be un-
+ cursed are actually displayed with the ``uncursed'' description.
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 72
+
+
+
+ 9.12. Configuring User Sounds
+
+ Some platforms allow you to define sound files to be played
+ when a message that matches a user-defined pattern is delivered
+ to the message window. At this time the Qt port and the win32tty
+ and win32gui ports support the use of user sounds.
+
+ The following config file entries are relevant to mapping
+ user sounds to messages:
+
+ SOUNDDIR
+ The directory that houses the sound files to be played.
+
+ SOUND
+ An entry that maps a sound file to a user-specified message
+ pattern. Each SOUND entry is broken down into the following
+ parts:
+
+ MESG - message window mapping (the only one supported in
+ 3.6);
+ pattern - the pattern to match;
+ sound file - the sound file to play;
+ volume - the volume to be set while playing the sound file.
+
+ The pattern should be a POSIX extended regular expression.
+
+ 9.13. Configuring Status Hilites
+
+ Your copy of NetHack may have been compiled with support for
+ ``Status Hilites''. If so, you can customize your game display
+ by setting thresholds to change the color or appearance of fields
+ in the status display.
+
+ The format for defining status colors is:
+
+ OPTION=hilite_status: field-name/behavior/color&attributes
+
+ For example, the following line in your config file will
+ cause the hitpoints field to display in the color red if your
+ hitpoints drop to or below a threshold of 30%:
+
+ OPTION=hilite_status: hitpoints/<30%/red/normal
+
+ For another example, the following line in your config file
+ will cause wisdom to be displayed red if it drops and green if it
+ rises.
+
+ OPTION=hilite_status: wisdom/down/red/up/green
+
+ You can adjust the display of the following status fields:
+ title strength dexterity
+ constitution intelligence wisdom
+ charisma alignment score
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 73
+
+
+
+ carrying-capacity gold power
+ power-max experience-level armor-class
+ HD time hunger
+ hitpoints hitpoints-max dungeon-level
+ experience condition
+
+ The pseudo-field `characteristics' can be used to set all six
+ of Str, Dex, Con, Int, Wis, and Cha at once. `HD' is `hit
+ dice', an approximation of experience level displayed when
+ polymorphed. `experience', `time', and `score' are condition-
+ ally displayed depending upon your other option settings.
+
+ Instead of a behavior, `condition' takes the following condi-
+ tion flags: stone, slime, strngl, foodpois, termill, blind,
+ deaf, stun, conf, hallu, lev, fly, and ride. You can use `ma-
+ jor_troubles' as an alias for stone through termill, `mi-
+ nor_troubles' for blind through hallu, `movement' for lev, fly,
+ and ride, and `all' for every condition.
+
+ Allowed behaviors are "always", "up", "down", "changed", a per-
+ centage or absolute number threshold, or a text to match
+ against.
+
+ * "always" will set the default attributes for that field.
+
+ * "up" and "down" set the field attributes for when the
+ field value changes upwards or downwards. This attribute
+ times out after statushilites turns.
+
+ * "changed" sets the field attribute for when the field val-
+ ue changes. This attribute times out after statushilites
+ turns.
+
+ * percentage sets the field attribute when the field value
+ matches the percentage. If the percentage is prefixed with
+ '<' or '>', it also matches when value is below or above
+ the percentage. Only valid for `power' and `hitpoints'
+ fields.
+
+ * absolute value sets the attribute when the field value
+ matches that number. If the number is prefixed with '<' or
+ '>', it also matches when value is below or above.
+
+ * text match sets the attribute when the field value matches
+ the text. Text matches can only be used for `alignment',
+ `carrying-capacity', and `dungeon-level'.
+
+ Allowed colors are black, red, green, brown, blue, magenta,
+ cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
+ ta, lightcyan, and white.
+
+ Allowed attributes are bold, inverse, underline, blink, dim,
+ and normal. Note that the platform used may interpret the at-
+ tributes any way it wants.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 74
+
+
+
+ The in-game options menu can help you determine the correct
+ syntax for a config file.
+
+ The whole feature can be disabled by setting option sta-
+ tushilites to 0.
+
+ Example hilites:
+
+ OPTION=hilite_status: gold/up/yellow/down/brown
+ OPTION=hilite_status: characteristics/up/green/down/red
+ OPTION=hilite_status: hitpoints/100%/gray&normal
+ OPTION=hilite_status: hitpoints/<100%/green&normal
+ OPTION=hilite_status: hitpoints/<66%/yellow&normal
+ OPTION=hilite_status: hitpoints/<50%/orange&normal
+ OPTION=hilite_status: hitpoints/<33%/red&bold
+ OPTION=hilite_status: hitpoints/<15%/red&inverse
+ OPTION=hilite_status: condition/major/orange&inverse
+ OPTION=hilite_status: condition/lev+fly/red&inverse
+
+ 9.14. Modifying NetHack Symbols
+
+ NetHack can load entire symbol sets from the symbol file.
+
+ The options that are used to select a particular symbol set
+ from the symbol file are:
+
+ symset
+ Set the name of the symbol set that you want to load.
+
+ roguesymset
+ Set the name of the symbol set that you want to load for dis-
+ play on the rogue level.
+
+ You can also override one or more symbols using the SYMBOLS
+ config file option. Symbols are specified as name:value pairs.
+ Note that NetHack escape-processes the value string in conven-
+ tional C fashion. This means that \ is a prefix to take the fol-
+ lowing character literally. Thus \ needs to be represented as
+ \\. The special prefix form \m switches on the meta bit in the
+ symbol value, and the ^ prefix causes the following character to
+ be treated as a control character.
+
+ NetHack Symbols
+ Default Symbol Name Description
+ ------------------------------------------------------------------------
+ S_air (air)
+ _ S_altar (altar)
+ " S_amulet (amulet)
+ A S_angel (angelic being)
+ a S_ant (ant or other insect)
+ ^ S_anti_magic_trap (anti-magic field)
+ [ S_armor (suit or piece of armor)
+ [ S_armour (suit or piece of armor)
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 75
+
+
+
+ ^ S_arrow_trap (arrow trap)
+ 0 S_ball (iron ball)
+ # S_bars (iron bars)
+ B S_bat (bat or bird)
+ ^ S_bear_trap (bear trap)
+ - S_blcorn (bottom left corner)
+ b S_blob (blob)
+ + S_book (spellbook)
+ ) S_boomleft (boomerang open left)
+ ( S_boomright (boomerang open right)
+ ` S_boulder (boulder)
+ - S_brcorn (bottom right corner)
+ C S_centaur (centaur)
+ _ S_chain (iron chain)
+ # S_cloud (cloud)
+ c S_cockatrice (cockatrice)
+ $ S_coin (pile of coins)
+ # S_corr (corridor)
+ - S_crwall (wall)
+ # S_darkroom (dark room)
+ ^ S_dart_trap (dart trap)
+ & S_demon (major demon)
+ * S_digbeam (dig beam)
+ > S_dnladder (ladder down)
+ > S_dnstair (staircase down)
+ d S_dog (dog or other canine)
+ D S_dragon (dragon)
+ ; S_eel (sea monster)
+ E S_elemental (elemental)
+ / S_explode1 (explosion top left)
+ - S_explode2 (explosion top center)
+ \ S_explode3 (explosion top right)
+ | S_explode4 (explosion middle left)
+ S_explode5 (explosion middle center)
+ | S_explode6 (explosion middle right)
+ \ S_explode7 (explosion bottom left)
+ - S_explode8 (explosion bottom center)
+ / S_explode9 (explosion bottom right)
+ e S_eye (eye or sphere)
+ ^ S_falling_rock_trap (falling rock trap)
+ f S_feline (cat or other feline)
+ ^ S_fire_trap (fire trap)
+ ! S_flashbeam (flash beam)
+ % S_food (piece of food)
+ { S_fountain (fountain)
+ F S_fungus (fungus or mold)
+ * S_gem (gem or rock)
+ S_ghost (ghost)
+ H S_giant (giant humanoid)
+ G S_gnome (gnome)
+ ' S_golem (golem)
+ | S_grave (grave)
+ g S_gremlin (gremlin)
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 76
+
+
+
+ - S_hbeam (horizontal beam [zap animation])
+ # S_hcdbridge (horizontal raised drawbridge)
+ + S_hcdoor (closed door in horizontal wall)
+ . S_hodbridge (horizontal lowered drawbridge)
+ | S_hodoor (open door in horizontal wall)
+ ^ S_hole (hole)
+ @ S_human (human or elf)
+ h S_humanoid (humanoid)
+ - S_hwall (horizontal wall)
+ . S_ice (ice)
+ i S_imp (imp or minor demon)
+ I S_invisible (invisible monster)
+ J S_jabberwock (jabberwock)
+ j S_jelly (jelly)
+ k S_kobold (kobold)
+ K S_kop (Keystone Kop)
+ ^ S_land_mine (land mine)
+ } S_lava (molten lava)
+ l S_leprechaun (leprechaun)
+ ^ S_level_teleporter (level teleporter)
+ L S_lich (lich)
+ y S_light (light)
+ # S_litcorr (lit corridor)
+ : S_lizard (lizard)
+ \ S_lslant (diagonal beam [zap animation])
+ ^ S_magic_portal (magic portal)
+ ^ S_magic_trap (magic trap)
+ m S_mimic (mimic)
+ ] S_mimic_def (mimic)
+ M S_mummy (mummy)
+ N S_naga (naga)
+ . S_ndoor (doorway witout door)
+ n S_nymph (nymph)
+ O S_ogre (ogre)
+ o S_orc (orc)
+ p S_piercer (piercer)
+ ^ S_pit (pit)
+ # S_poisoncloud (poison cloud)
+ ^ S_polymorph_trap (polymorph trap)
+ } S_pool (water)
+ ! S_potion (potion)
+ P S_pudding (pudding or ooze)
+ q S_quadruped (quadruped)
+ Q S_quantmech (quantum mechanic)
+ = S_ring (ring)
+ ` S_rock (boulder or statue)
+ r S_rodent (rodent)
+ ^ S_rolling_boulder_trap (rolling boulder trap)
+ . S_room (floor of a room)
+ / S_rslant (diagonal beam [zap animation])
+ ^ S_rust_trap (rust trap)
+ R S_rustmonst (rust monster or disenchanter)
+ ? S_scroll (scroll)
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 77
+
+
+
+ # S_sink (sink)
+ ^ S_sleeping_gas_trap (sleeping gas trap)
+ S S_snake (snake)
+ s S_spider (arachnid or centipede)
+ ^ S_spiked_pit (spiked pit)
+ ^ S_squeaky_board (squeaky board)
+ 0 S_ss1 (magic shield 1 of 4)
+ # S_ss2 (magic shield 2 of 4)
+ @ S_ss3 (magic shield 3 of 4)
+ * S_ss4 (magic shield 4 of 4)
+ ^ S_statue_trap (statue trap)
+ S_stone (dark part of a room)
+ ] S_strange_obj (strange object)
+ - S_sw_bc (swallow bottom center)
+ \ S_sw_bl (swallow bottom left)
+ / S_sw_br (swallow bottom right)
+ | S_sw_ml (swallow middle left)
+ | S_sw_mr (swallow middle right)
+ - S_sw_tc (swallow top center)
+ / S_sw_tl (swallow top left)
+ \ S_sw_tr (swallow top right)
+ - S_tdwall (wall)
+ ^ S_teleportation_trap (teleportation trap)
+ \ S_throne (opulent throne)
+ - S_tlcorn (top left corner)
+ | S_tlwall (wall)
+ ( S_tool (useful item (pick-axe key lamp...))
+ ^ S_trap_door (trap door)
+ t S_trapper (trapper or lurker above)
+ - S_trcorn (top right corner)
+ # S_tree (tree)
+ T S_troll (troll)
+ | S_trwall (wall)
+ - S_tuwall (wall)
+ U S_umber (umber hulk)
+ u S_unicorn (unicorn or horse)
+ < S_upladder (ladder up)
+ < S_upstair (staircase up)
+ V S_vampire (vampire)
+ | S_vbeam (vertical beam [zap animation])
+ # S_vcdbridge (vertical raised drawbridge)
+ + S_vcdoor (closed door in vertical wall)
+ . S_venom (splash of venom)
+ ^ S_vibrating_square (vibrating square)
+ . S_vodbridge (vertical lowered drawbridge)
+ - S_vodoor (open door in vertical wall)
+ v S_vortex (vortex)
+ | S_vwall (vertical wall)
+ / S_wand (wand)
+ } S_water (water)
+ ) S_weapon (weapon)
+ " S_web (web)
+ w S_worm (worm)
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 78
+
+
+
+ ~ S_worm_tail (long worm tail)
+ W S_wraith (wraith)
+ x S_xan (xan or other mythical/fantastic insect)
+ X S_xorn (xorn)
+ Y S_yeti (apelike creature)
+ Z S_zombie (zombie)
+ z S_zruty (zruty)
+
+ There is one additional class of object, described as
+ ``strange object'', which will occasionally be the shape taken on
+ by mimics and shown as `]' for maps displayed as text characters.
+ Although the displayed character is the same as the default value
+ for `S_mimic_def', it is a different symbol and there is no cor-
+ responding `S_strange_object' symbol nor any way to assign an al-
+ ternate value for it.
+
+ 9.15. Configuring NetHack for Play by the Blind
+
+ NetHack can be set up to use only standard ASCII characters
+ for making maps of the dungeons. This makes the MS-DOS versions
+ of NetHack completely accessible to the blind who use speech
+ and/or Braille access technologies. Players will require a good
+ working knowledge of their screen-reader's review features, and
+ will have to know how to navigate horizontally and vertically
+ character by character. They will also find the search capabili-
+ ties of their screen-readers to be quite valuable. Be certain to
+ examine this Guidebook before playing so you have an idea what
+ the screen layout is like. You'll also need to be able to locate
+ the PC cursor. It is always where your character is located.
+ Merely searching for an @-sign will not always find your charac-
+ ter since there are other humanoids represented by the same sign.
+ Your screen-reader should also have a function which gives you
+ the row and column of your review cursor and the PC cursor.
+ These co-ordinates are often useful in giving players a better
+ sense of the overall location of items on the screen.
+
+ NetHack can also be compiled with support for sending the
+ game messages to an external program, such as a text-to-speech
+ synthesizer. If the #version extended command shows ``external
+ program as a message handler'', your NetHack has been compiled
+ with the capability. When compiling NetHack from source on Linux
+ and other POSIX systems, define MSGHANDLER to enable it. To use
+ the capability, set the environment variable NETHACK_MSGHANDLER
+ to an executable, which will be executed with the game message as
+ the program's only parameter.
+
+ While it is not difficult for experienced users to edit the
+ defaults.nh file to accomplish this, novices may find this task
+ somewhat daunting. Included within the ``symbols'' file of all
+ official distributions of NetHack is a symset called NHAccess.
+ Selecting that symset in your configuration file will cause the
+ game to run in a manner accessible to the blind. After you have
+ gained some experience with the game and with editing files, you
+ may want to alter settings via SYMBOLS= in your configuration
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 79
+
+
+
+ file to better suit your preferences. The most crucial settings
+ to make the game accessible are:
+
+ symset:NHAccess
+ Load a symbol set appropriate for use by blind players.
+
+ roguesymset:NHAccess
+ Load a symbol set for the rogue level that is appropriate for
+ use by blind players.
+
+ menustyle:traditional
+ This will assist in the interface to speech synthesizers.
+
+ nomenu_overlay
+ Show menus on a cleared screen and aligned to the left edge.
+
+ number_pad
+ A lot of speech access programs use the number-pad to review
+ the screen. If this is the case, disable the number_pad option
+ and use the traditional Rogue-like commands.
+
+ autodescribe
+ Automatically describe the terrain under the cursor when tar-
+ geting.
+
+ mention_walls
+ Give feedback messages when walking towards a wall or when
+ travel command was interrupted.
+
+ whatis_coord:compass
+ When targeting with cursor, describe the cursor position with
+ coordinates relative to your character.
+
+ whatis_filter:area
+ When targeting with cursor, filter possible locations so only
+ those in the same area (eg. same room, or same corridor) are
+ considered.
+
+ whatis_moveskip
+ When targeting with cursor and using fast-move, skip the same
+ glyphs instead of moving 8 units at a time.
+
+ nostatus_updates
+ Prevent updates to the status lines at the bottom of the
+ screen, if your screen-reader reads those lines. The same in-
+ formation can be seen via the #attributes command.
+
+ 9.16. Global Configuration for System Administrators
+
+ If NetHack is compiled with the SYSCF option, a system ad-
+ ministrator should set up a global configuration; this is a file
+ in the same format as the traditional per-user configuration file
+ (see above). This file should be named sysconf and placed in the
+ same directory as the other NetHack support files. The options
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 80
+
+
+
+ recognized in this file are listed below. Any option not set us-
+ es a compiled-in default (which may not be appropriate for your
+ system).
+
+ WIZARDS = A space-separated list of user names who are allowed
+ to play in wizard mode (the debugging mode, not the magic-using
+ role). A value of a single asterisk (*) allows anyone to start
+ a game in wizard mode.
+
+ SHELLERS = A list of users who are allowed to use the shell es-
+ cape command (!). The syntax is the same as WIZARDS.
+
+ EXPLORERS = A list of users who are allowed to use the explore
+ mode. The syntax is the same as WIZARDS.
+
+ MAXPLAYERS = Limit the maximum number of games that can be run-
+ ning at the same time.
+
+ SUPPORT = A string explaining how to get local support (no de-
+ fault value).
+
+ RECOVER = A string explaining how to recover a game on this
+ system (no default value).
+
+ SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
+ option. When disabled, incubi and succubi behave like nymphs.
+
+ CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ-
+ ARDS, and SHELLERS check for the player name instead of the us-
+ er's login name.
+
+ CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the
+ UID (used identification number) checking for save files (to
+ verify that the user who is restoring is the same one who
+ saved).
+
+ The following options affect the score file:
+
+ PERSMAX = Maximum number of entries for one person.
+
+ ENTRYMAX = Maximum number of entries in the score file.
+
+ POINTSMIN = Minimum number of points to get an entry in the
+ score file.
+
+ PERS_IS_UID = 0 or 1 to use user names or numeric userids, re-
+ spectively, to identify unique people for the score file.
+
+ MAX_STATUENAME_RANK = Maximum number of score file entries to
+ use for random statue names (default is 10).
+
+ DUMPLOGFILE = A filename where the end-of-game dumplog is
+ saved. Not defining this will prevent dumplog from being cre-
+ ated. Only available if your game is compiled with DUMPLOG.
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 81
+
+
+
+ Allows the following placeholders:
+
+ %% - literal '%'
+ %v - version (eg. "3.6.1-0")
+ %u - game UID
+ %t - game start time, UNIX timestamp format
+ %T - current time, UNIX timestamp format
+ %d - game start time, YYYYMMDDhhmmss format
+ %D - current time, YYYYMMDDhhmmss format
+ %n - player name
+ %N - first character of player name
+
+ 10. Scoring
+
+ NetHack maintains a list of the top scores or scorers on
+ your machine, depending on how it is set up. In the latter case,
+ each account on the machine can post only one non-winning score
+ on this list. If you score higher than someone else on this
+ list, or better your previous score, you will be inserted in the
+ proper place under your current name. How many scores are kept
+ can also be set up when NetHack is compiled.
+
+ Your score is chiefly based upon how much experience you
+ gained, how much loot you accumulated, how deep you explored, and
+ how the game ended. If you quit the game, you escape with all of
+ your gold intact. If, however, you get killed in the Mazes of
+ Menace, the guild will only hear about 90% of your gold when your
+ corpse is discovered (adventurers have been known to collect
+ finder's fees). So, consider whether you want to take one last
+ hit at that monster and possibly live, or quit and stop with
+ whatever you have. If you quit, you keep all your gold, but if
+ you swing and live, you might find more.
+
+ If you just want to see what the current top players/games
+ list is, you can type nethack -s all on most versions.
+
+ 11. Explore mode
+
+ NetHack is an intricate and difficult game. Novices might
+ falter in fear, aware of their ignorance of the means to survive.
+ Well, fear not. Your dungeon comes equipped with an ``explore''
+ or ``discovery'' mode that enables you to keep old save files and
+ cheat death, at the paltry cost of not getting on the high score
+ list.
+
+ There are two ways of enabling explore mode. One is to
+ start the game with the -X command-line switch or with the play-
+ mode:explore option. The other is to issue the ``#exploremode''
+ extended command while already playing the game. Starting a new
+ game in explore mode provides your character with a wand of wish-
+ ing in initial inventory; switching during play does not. The
+ other benefits of explore mode are left for the trepid reader to
+ discover.
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 82
+
+
+
+ 11.1. Debug mode
+
+ Debug mode, also known as wizard mode, is undocumented aside
+ from this brief description. It is intended for tracking down
+ problems within the program rather than to provide god-like pow-
+ ers to your character, and players who attempt debugging are ex-
+ pected to figure out how to use it themselves. It is initiated
+ by starting the game with the -D command-line switch or with the
+ playmode:debug option.
+
+ For some systems, the player must be logged in under a par-
+ ticular user name to be allowed to use debug mode; for others,
+ the hero must be given a particular character name (but may be
+ any role; there's no connection between ``wizard mode'' and the
+ Wizard role). And on any system, the program might have been
+ configured to omit debug mode entirely. Attempting to start a
+ game in debug mode when not allowed or not available will result
+ in falling back to explore mode instead.
+
+ 12. Credits
+
+ The original hack game was modeled on the Berkeley UNIX
+ rogue game. Large portions of this paper were shamelessly
+ cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
+ and Kenneth C. R. C. Arnold. Small portions were adapted from
+ Further Exploration of the Dungeons of Doom, by Ken Arromdee.
+
+ NetHack is the product of literally dozens of people's work.
+ Main events in the course of the game development are described
+ below:
+
+ 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 machines to the Usenet.
+
+ Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
+ producing PC HACK 1.01e, added support for DEC Rainbow graphics
+ in version 1.03g, and went on to produce at least four more ver-
+ sions (3.0, 3.2, 3.51, and 3.6).
+
+ R. Black ported PC HACK 3.51 to Lattice C and the Atari
+ 520/1040ST, producing ST Hack 1.03.
+
+ Mike Stephenson merged these various versions back together,
+ incorporating many of the added features, and produced NetHack
+ 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, John Rupley, Mike
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 83
+
+
+
+ Threepoint, and Janet Walz, to produce NetHack 3.0c.
+
+ 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. Johnny Lee ported NetHack 3.0 to the
+ Macintosh. Along with various other Dungeoneers, they continued
+ to enhance the PC, Macintosh, and Amiga ports through the later
+ revisions of 3.0.
+
+ Headed by Mike Stephenson and coordinated by Izchak Miller
+ and Janet Walz, the development team which now included Ken Ar-
+ romdee, 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 Sche-
+ lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
+ NetHack 3.1 to the PC.
+
+ Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
+ Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
+ Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
+ 3.1 for the Macintosh, porting it for MPW. Building on their de-
+ velopment, Barton House added a Think C port.
+
+ Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
+ ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
+ Delahunty, was 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 wrote a tiled version of NetHack
+ for the Atari; he later contributed the tiles to the DevTeam and
+ tile support was then added to other platforms.
+
+ 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.
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 84
+
+
+
+ Version 3.2 marked 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 re-
+ mained on the team at the start of work on that 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, was
+ diagnosed with cancer and passed away. That release of the game
+ was dedicated to him by the development and porting teams.
+
+ During the lifespan of NetHack 3.1 and 3.2, several enthusi-
+ asts of the game added their own modifications to the game and
+ made these ``variants'' publicly available:
+
+ Tom Proudfoot and Yuval Oren created NetHack++, which was
+ quickly renamed NetHack--. Working independently, Stephen White
+ wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
+ his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
+ wick Allison improved the spell casting system with the Wizard
+ Patch. Warwick Allison also ported NetHack to use the Qt inter-
+ face.
+
+ Warren Cheung combined SLASH with the Wizard Patch to pro-
+ duce Slash'em, and with the help of Kevin Hugo, added more fea-
+ tures. Kevin later joined the DevTeam and incorporated the best
+ of these ideas in NetHack 3.3.
+
+ 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, Kevin 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 pref-
+ erence 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, Barbar-
+ ians, 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.
+
+ The 3.4 development team initially consisted of Michael Al-
+ lison, Ken Arromdee, David 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
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 85
+
+
+
+ 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 plat-
+ form. Paul Winner and Yitzhak Sapir provided encouragement.
+
+ Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
+ hanced 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 inter-
+ face for the Windows port. Alex Kompel also contributed a Win-
+ dows CE port for 3.4.1.
+
+ Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
+ the past several releases. Unfortunately Ron's last OS/2 machine
+ stopped working in early 2006. A great many thanks to Ron for
+ keeping NetHack alive on OS/2 all these years.
+
+ 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.
+
+ The release of NetHack 3.4.3 in December 2003 marked the be-
+ ginning of a long release hiatus. 3.4.3 proved to be a remarkably
+ stable version that provided continued enjoyment by the community
+ for more than a decade. The devteam slowly and quietly continued
+ to work on the game behind the scenes during the tenure of 3.4.3.
+ It was during that same period that several new variants emerged
+ within the NetHack community. Notably sporkhack by Derek S. Ray,
+ unnethack by Patric Mueller, nitrohack and its successors origi-
+ nally by Daniel Thaler and then by Alex Smith, and Dynahack by
+ Tung Nguyen. Some of those variants continue to be developed,
+ maintained, and enjoyed by the community to this day.
+
+ In September 2014, an interim snapshot of the code under de-
+ velopment was released publicly by other parties. Since that code
+ was a work-in-progress and had not gone through the process of
+ debugging it as a suitable release, it was decided that the ver-
+ sion numbers present on that code snapshot would be retired and
+ never used in an official NetHack release. An announcement was
+ posted on the devteam's official nethack.org website to that ef-
+ fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0
+ official release version.
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 86
+
+
+
+ In January 2015, preparation began for the release of
+ NetHack 3.6.
+
+ At the beginning of development for what would eventually
+ get released as 3.6.0, the development team consisted of Warwick
+ Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col-
+ let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
+ Walz, and Paul Winner. In early 2015, ahead of the release of
+ 3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray
+ joined the NetHack development team.
+
+ Near the end of the development of 3.6.0, one of the signif-
+ icant inspirations for many of the humorous and fun features
+ found in the game, author Terry Pratchett, passed away. NetHack
+ 3.6.0 introduced a tribute to him.
+
+ 3.6.0 was released in December 2015, and merged work done by
+ the development team since the release of 3.4.3 with some of the
+ beloved community patches. Many bugs were fixed and some code was
+ restructured.
+
+ In 2018, several hundred bug fixes for 3.6.0 and some new
+ features were assembled and released as NetHack 3.6.1. The devel-
+ opment team at the time of release of 3.6.1 consisted of Warwick
+ Allison,Michael Allison, Ken Arromdee, David Cohrs, Jessie Col-
+ let, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat
+ Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz,
+ and Paul Winner.
+
+ The development team, as well as Steve VanDevender and Kevin
+ Smolkowski, ensured that NetHack 3.6 continued to operate on var-
+ ious UNIX flavors and maintained the X11 interface.
+
+ Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
+ tained the port of NetHack 3.6 for Mac OSX.
+
+ Michael Allison, David Cohrs, Barton House, Pasi Kallinen,
+ Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
+ tained the port of NetHack 3.6 for Microsoft Windows.
+
+ Pat Rankin attempted to keep the VMS port running for
+ NetHack 3.6.1, hindered by limited access. Kevin Smolkowski has
+ updated and tested it for the most recent version of OpenVMS
+ (V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka
+ IA64) but not VAX.
+
+ Ray Chason resurrected the msdos port for 3.6.1 and contrib-
+ uted the necessary updates to the community at large.
+
+ The official NetHack web site is maintained by Ken Lorber at
+ http://www.nethack.org/.
+
+
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 87
+
+
+
+ 12.1. SPECIAL THANKS
+
+ On behalf of the NetHack community, thank you very much once
+ again to M. Drew Streib, Pasi Kallinen and Robin Bandy for pro-
+ viding public NetHack servers at nethack.alt.org and devnull.net
+ and/or for hosting annual NetHack tournaments.
+
+ - - - - - - - - - -
+
+ 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 the Dungeon sometimes make note of
+ the names of the worst of these miscreants in this, the list of
+ Dungeoneers:
+ Adam Aronow J. Ali Harlow Mikko Juola
+ Alex Kompel Janet Walz Nathan Eady
+ Alex Smith Janne Salmijarvi Norm Meluch
+ Andreas Dorn Jean-Christophe Collet Olaf Seibert
+ Andy Church Jeff Bailey Pasi Kallinen
+ Andy Swanson Jochen Erwied Pat Rankin
+ Ari Huttunen John Kallen Patric Mueller
+ Barton House John Rupley Paul Winner
+ Benson I. Margulies John S. Bien Pierre Martineau
+ Bill Dyer Johnny Lee Ralf Brown
+ Boudewijn Waijers Jon W{tte Ray Chason
+ Bruce Cox Jonathan Handler Richard Addison
+ Bruce Holloway Joshua Delahunty Richard Beigel
+ Bruce Mewborne Keizo Yamamoto Richard P. Hughey
+ Carl Schelin Ken Arnold Rob Menke
+ Chris Russo Ken Arromdee Robin Bandy
+ David Cohrs Ken Lorber Robin Johnson
+ David Damerell Ken Washikita Roderick Schertler
+ David Gentzel Kevin Darcy Roland McGrath
+ David Hairston Kevin Hugo Ron Van Iwaarden
+ Dean Luick Kevin Sitze Ronnen Miller
+ Del Lamb Kevin Smolkowski Ross Brown
+ Derek S. Ray Kevin Sweet Sascha Wostmann
+ Deron Meranda Lars Huttar Scott Bigham
+ Dion Nicolaas Leon Arnott Scott R. Turner
+ Dylan O'Donnell M. Drew Streib Sean Hunt
+ Eric Backus Malcolm Ryan Stephen Spackman
+ Eric Hendrickson Mark Gooderum Stefan Thielscher
+ Eric R. Smith Mark Modrall Stephen White
+ Eric S. Raymond Marvin Bressler Steve Creps
+ Erik Andersen Matthew Day Steve Linhart
+ Frederick Roeber Merlyn LeRoy Steve VanDevender
+ Gil Neiger Michael Allison Teemu Suikki
+ Greg Laskin Michael Feir Tim Lennan
+ Greg Olson Michael Hamel Timo Hakulinen
+ Gregg Wonderly Michael Sokolov Tom Almy
+ Hao-yang Wang Mike Engber Tom West
+ Helge Hafting Mike Gallop Warren Cheung
+ Irina Rempt-Drijfhout Mike Passaretti Warwick Allison
+
+
+
+ NetHack 3.6 April 20, 2018
+
+
+
+
+
+ NetHack Guidebook 88
+
+
+
+ Izchak Miller Mike Stephenson Yitzhak Sapir
+
+ Brand and product names are trademarks or registered trade-
+ marks of their respective holders.
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+
+ NetHack 3.6 April 20, 2018
- For another example, the following line in your config file
-will cause wisdom to be displayed red if it drops and green if it
-rises.
-
- OPTION=hilite_status: wisdom/down/red/up/green
-
- You can adjust the display of the following status fields:
- title strength dexterity
- constitution intelligence wisdom
- charisma alignment score
- carrying-capacity gold power
- power-max experience-level armor-class
- HD time hunger
- hitpoints hitpoints-max dungeon-level
- experience condition
-
- The pseudo-field `characteristics' can be used to set all six
- of Str, Dex, Con, Int, Wis, and Cha at once. `HD' is `hit
- dice', an approximation of experience level displayed when
- polymorphed. `experience', `time', and `score' are condition-
- ally displayed depending upon your other option settings.
-
- Instead of a behavior, `condition' takes the following condi-
- tion flags: stone, slime, strngl, foodpois, termill, blind,
- deaf, stun, conf, hallu, lev, fly, and ride. You can use `ma-
- jor_troubles' as an alias for stone through termill, `mi-
- nor_troubles' for blind through hallu, `movement' for lev, fly,
- and ride, and `all' for every condition.
-
- Allowed behaviors are "always", "up", "down", "changed", a per-
- centage or absolute number threshold, or a text to match
- against.
-
- * "always" will set the default attributes for that field.
-
- * "up" and "down" set the field attributes for when the
- field value changes upwards or downwards. This attribute
- times out after statushilites turns.
-
- * "changed" sets the field attribute for when the field val-
- ue changes. This attribute times out after statushilites
- turns.
-
- * percentage sets the field attribute when the field value
- matches the percentage. If the percentage is prefixed with
- '<' or '>', it also matches when value is below or above
- the percentage. Only valid for `power' and `hitpoints'
- fields.
-
- * absolute value sets the attribute when the field value
- matches that number. If the number is prefixed with '<' or
- '>', it also matches when value is below or above.
-
- * text match sets the attribute when the field value matches
- the text. Text matches can only be used for `alignment',
- `carrying-capacity', and `dungeon-level'.
-
- Allowed colors are black, red, green, brown, blue, magenta,
- cyan, gray, orange, lightgreen, yellow, lightblue, lightmagen-
- ta, lightcyan, and white.
-
- Allowed attributes are bold, inverse, underline, blink, dim,
- and normal. Note that the platform used may interpret the at-
- tributes any way it wants.
-
- The in-game options menu can help you determine the correct
- syntax for a config file.
-
- The whole feature can be disabled by setting option sta-
- tushilites to 0.
-
- Example hilites:
-
- OPTION=hilite_status: gold/up/yellow/down/brown
- OPTION=hilite_status: characteristics/up/green/down/red
- OPTION=hilite_status: hitpoints/100%/gray&normal
- OPTION=hilite_status: hitpoints/<100%/green&normal
- OPTION=hilite_status: hitpoints/<66%/yellow&normal
- OPTION=hilite_status: hitpoints/<50%/orange&normal
- OPTION=hilite_status: hitpoints/<33%/red&bold
- OPTION=hilite_status: hitpoints/<15%/red&inverse
- OPTION=hilite_status: condition/major/orange&inverse
- OPTION=hilite_status: condition/lev+fly/red&inverse
-
-9.14. Modifying NetHack Symbols
-
- NetHack can load entire symbol sets from the symbol file.
-
- The options that are used to select a particular symbol set
-from the symbol file are:
-
-symset
- Set the name of the symbol set that you want to load.
-
-roguesymset
- Set the name of the symbol set that you want to load for dis-
- play on the rogue level.
-
- You can also override one or more symbols using the SYMBOLS
-config file option. Symbols are specified as name:value pairs.
-Note that NetHack escape-processes the value string in conven-
-tional C fashion. This means that \ is a prefix to take the fol-
-lowing character literally. Thus \ needs to be represented as \\.
-The special escape form \m switches on the meta bit in the symbol
-value, and the \^ prefix causes the following character to be
-treated as a control character.
-
- NetHack Symbols
-Default Symbol Name Description
-------------------------------------------------------------------------
- S_air (air)
- _ S_altar (altar)
- " S_amulet (amulet)
- A S_angel (angelic being)
- a S_ant (ant or other insect)
- ^ S_anti_magic_trap (anti-magic field)
- [ S_armor (suit or piece of armor)
- [ S_armour (suit or piece of armor)
- ^ S_arrow_trap (arrow trap)
- 0 S_ball (iron ball)
- # S_bars (iron bars)
- B S_bat (bat or bird)
- ^ S_bear_trap (bear trap)
- - S_blcorn (bottom left corner)
- b S_blob (blob)
- + S_book (spellbook)
- ) S_boomleft (boomerang open left)
- ( S_boomright (boomerang open right)
- ` S_boulder (boulder)
- - S_brcorn (bottom right corner)
- C S_centaur (centaur)
- _ S_chain (iron chain)
- # S_cloud (cloud)
- c S_cockatrice (cockatrice)
- $ S_coin (pile of coins)
- # S_corr (corridor)
- - S_crwall (wall)
- # S_darkroom (dark room)
- ^ S_dart_trap (dart trap)
- & S_demon (major demon)
- * S_digbeam (dig beam)
-
- > S_dnladder (ladder down)
- > S_dnstair (staircase down)
- d S_dog (dog or other canine)
- D S_dragon (dragon)
- ; S_eel (sea monster)
- E S_elemental (elemental)
- / S_explode1 (explosion top left)
- - S_explode2 (explosion top center)
- `\' S_explode3 (explosion top right)
- | S_explode4 (explosion middle left)
- S_explode5 (explosion middle center)
- | S_explode6 (explosion middle right)
- `\' S_explode7 (explosion bottom left)
- - S_explode8 (explosion bottom center)
- / S_explode9 (explosion bottom right)
- e S_eye (eye or sphere)
- ^ S_falling_rock_trap (falling rock trap)
- f S_feline (cat or other feline)
- ^ S_fire_trap (fire trap)
- ! S_flashbeam (flash beam)
- % S_food (piece of food)
- { S_fountain (fountain)
- F S_fungus (fungus or mold)
- * S_gem (gem or rock)
- S_ghost (ghost)
- H S_giant (giant humanoid)
- G S_gnome (gnome)
- ' S_golem (golem)
- | S_grave (grave)
- g S_gremlin (gremlin)
- - S_hbeam (wall)
- # S_hcdbridge (horizontal raised drawbridge)
- + S_hcdoor (closed door)
- | S_hodoor (open door)
- ^ S_hole (hole)
- @ S_human (human or elf)
- h S_humanoid (humanoid)
- - S_hwall (horizontal wall)
- i S_imp (imp or minor demon)
- I S_invisible (invisible monster)
- J S_jabberwock (jabberwock)
- j S_jelly (jelly)
- k S_kobold (kobold)
- K S_kop (Keystone Kop)
- ^ S_land_mine (land mine)
- } S_lava (molten lava)
- l S_leprechaun (leprechaun)
- ^ S_level_teleporter (level teleporter)
- L S_lich (lich)
- y S_light (light)
- # S_litcorr (lit corridor)
- : S_lizard (lizard)
- `\' S_lslant (wall)
-
- ^ S_magic_portal (magic portal)
- ^ S_magic_trap (magic trap)
- m S_mimic (mimic)
- ] S_mimic_def (mimic)
- M S_mummy (mummy)
- N S_naga (naga)
- n S_nymph (nymph)
- O S_ogre (ogre)
- o S_orc (orc)
- p S_piercer (piercer)
- ^ S_pit (pit)
- # S_poisoncloud (poison cloud)
- ^ S_polymorph_trap (polymorph trap)
- } S_pool (water)
- ! S_potion (potion)
- P S_pudding (pudding or ooze)
- q S_quadruped (quadruped)
- Q S_quantmech (quantum mechanic)
- = S_ring (ring)
- ` S_rock (boulder or statue)
- r S_rodent (rodent)
- ^ S_rolling_boulder_trap (rolling boulder trap)
- / S_rslant (wall)
- ^ S_rust_trap (rust trap)
- R S_rustmonst (rust monster or disenchanter)
- ? S_scroll (scroll)
- # S_sink (sink)
- ^ S_sleeping_gas_trap (sleeping gas trap)
- S S_snake (snake)
- s S_spider (arachnid or centipede)
- ^ S_spiked_pit (spiked pit)
- ^ S_squeaky_board (squeaky board)
- 0 S_ss1 (magic shield 1 of 4)
- # S_ss2 (magic shield 2 of 4)
- @ S_ss3 (magic shield 3 of 4)
- * S_ss4 (magic shield 4 of 4)
- ^ S_statue_trap (statue trap)
- S_stone (dark part of a room)
- ] S_strange_obj (strange object)
- - S_sw_bc (swallow bottom center)
- `\' S_sw_bl (swallow bottom left)
- / S_sw_br (swallow bottom right)
- | S_sw_ml (swallow middle left)
- | S_sw_mr (swallow middle right)
- - S_sw_tc (swallow top center)
- / S_sw_tl (swallow top left)
- `\' S_sw_tr (swallow top right)
- - S_tdwall (wall)
- ^ S_teleportation_trap (teleportation trap)
- S_throne (opulent throne)
- - S_tlcorn (top left corner)
- | S_tlwall (wall)
- ( S_tool (useful item (pick-axe key lamp...))
-
- ^ S_trap_door (trap door)
- t S_trapper (trapper or lurker above)
- - S_trcorn (top right corner)
- # S_tree (tree)
- T S_troll (troll)
- | S_trwall (wall)
- - S_tuwall (wall)
- U S_umber (umber hulk)
- u S_unicorn (unicorn or horse)
- < S_upladder (ladder up)
- < S_upstair (staircase up)
- V S_vampire (vampire)
- | S_vbeam (wall)
- # S_vcdbridge (vertical raised drawbridge)
- + S_vcdoor (closed door)
- ^ S_vibrating_square (vibrating square)
- - S_vodoor (open door)
- v S_vortex (vortex)
- | S_vwall (vertical wall)
- / S_wand (wand)
- } S_water (water)
- ) S_weapon (weapon)
- " S_web (web)
- w S_worm (worm)
- ~ S_worm_tail (long worm tail)
- W S_wraith (wraith)
- x S_xan (xan or other mythical/fantastic insect)
- X S_xorn (xorn)
- Y S_yeti (apelike creature)
- Z S_zombie (zombie)
- z S_zruty (zruty)
-
-9.15. Configuring NetHack for Play by the Blind
-
- NetHack can be set up to use only standard ASCII characters
-for making maps of the dungeons. This makes the MS-DOS versions
-of NetHack completely accessible to the blind who use speech
-and/or Braille access technologies. Players will require a good
-working knowledge of their screen-reader's review features, and
-will have to know how to navigate horizontally and vertically
-character by character. They will also find the search capabili-
-ties of their screen-readers to be quite valuable. Be certain to
-examine this Guidebook before playing so you have an idea what
-the screen layout is like. You'll also need to be able to locate
-the PC cursor. It is always where your character is located.
-Merely searching for an @-sign will not always find your charac-
-ter since there are other humanoids represented by the same sign.
-Your screen-reader should also have a function which gives you
-the row and column of your review cursor and the PC cursor.
-These co-ordinates are often useful in giving players a better
-sense of the overall location of items on the screen.
-
- NetHack can also be compiled with support for sending the
-game messages to an external program, such as a text-to-speech
-
-synthesizer. If the #version extended command shows "external
-program as a message handler", your NetHack has been compiled
-with the capability. When compiling NetHack from source on Linux
-and other POSIX systems, define MSGHANDLER to enable it. To use
-the capability, set the environment variable NETHACK_MSGHANDLER
-to an executable, which will be executed with the game message as
-the program's only parameter.
-
- While it is not difficult for experienced users to edit the
-defaults.nh file to accomplish this, novices may find this task
-somewhat daunting. Included within the ``symbols'' file of all
-official distributions of NetHack is a symset called NHAccess.
-Selecting that symset in your configuration file will cause the
-game to run in a manner accessible to the blind. After you have
-gained some experience with the game and with editing files, you
-may want to alter settings via SYMBOLS= in your configuration
-file to better suit your preferences. The most crucial settings
-to make the game accessible are:
-
-symset:NHAccess
- Load a symbol set appropriate for use by blind players.
-
-roguesymset:NHAccess
- Load a symbol set for the rogue level that is appropriate for
- use by blind players.
-
-menustyle:traditional
- This will assist in the interface to speech synthesizers.
-
-nomenu_overlay
- Show menus on a cleared screen and aligned to the left edge.
-
-number_pad
- A lot of speech access programs use the number-pad to review
- the screen. If this is the case, disable the number_pad option
- and use the traditional Rogue-like commands.
-
-autodescribe
- Automatically describe the terrain under the cursor when tar-
- geting.
-
-mention_walls
- Give feedback messages when walking towards a wall or when
- travel command was interrupted.
-
-whatis_coord:compass
- When targeting with cursor, describe the cursor position with
- coordinates relative to your character.
-
-whatis_filter:area
- When targeting with cursor, filter possible locations so only
- those in the same area (eg. same room, or same corridor) are
- considered.
-
-whatis_moveskip
- When targeting with cursor and using fast-move, skip the same
- glyphs instead of moving 8 units at a time.
-
-nostatus_updates
- Prevent updates to the status lines at the bottom of the
- screen, if your screen-reader reads those lines. The same in-
- formation can be seen via the #attributes command.
-
-9.16. Global Configuration for System Administrators
-
- If NetHack is compiled with the SYSCF option, a system ad-
-ministrator should set up a global configuration; this is a file
-in the same format as the traditional per-user configuration file
-(see above). This file should be named sysconf and placed in the
-same directory as the other NetHack support files. The options
-recognized in this file are listed below. Any option not set us-
-es a compiled-in default (which may not be appropriate for your
-system).
-
- WIZARDS = A space-separated list of user names who are allowed
- to play in wizard mode (the debugging mode, not the magic-using
- role). A value of a single asterisk (*) allows anyone to start
- a game in wizard mode.
-
- SHELLERS = A list of users who are allowed to use the shell es-
- cape command (!). The syntax is the same as WIZARDS.
-
- EXPLORERS = A list of users who are allowed to use the explore
- mode. The syntax is the same as WIZARDS.
-
- MAXPLAYERS = Limit the maximum number of games that can be run-
- ning at the same time.
-
- SUPPORT = A string explaining how to get local support (no de-
- fault value).
-
- RECOVER = A string explaining how to recover a game on this
- system (no default value).
-
- SEDUCE = 0 or 1 to disable or enable, respectively, the SEDUCE
- option. When disabled, incubi and succubi behave like nymphs.
-
- CHECK_PLNAME = Setting this to 1 will make the EXPLORERS, WIZ-
- ARDS, and SHELLERS check for the player name instead of the us-
- er's login name.
-
- CHECK_SAVE_UID = 0 or 1 to disable or enable, respectively, the
- UID (used identification number) checking for save files (to
- verify that the user who is restoring is the same one who
- saved).
-
- The following options affect the score file:
-
- PERSMAX = Maximum number of entries for one person.
-
- ENTRYMAX = Maximum number of entries in the score file.
-
- POINTSMIN = Minimum number of points to get an entry in the
- score file.
-
- PERS_IS_UID = 0 or 1 to use user names or numeric userids, re-
- spectively, to identify unique people for the score file.
-
- MAX_STATUENAME_RANK = Maximum number of score file entries to
- use for random statue names (default is 10).
-
- DUMPLOGFILE = A filename where the end-of-game dumplog is
- saved. Not defining this will prevent dumplog from being cre-
- ated. Only available if your game is compiled with DUMPLOG. Al-
- lows the following placeholders:
-
- %% - literal '%'
- %v - version (eg. "3.6.1-0")
- %u - game UID
- %t - game start time, UNIX timestamp format
- %T - current time, UNIX timestamp format
- %d - game start time, YYYYMMDDhhmmss format
- %D - current time, YYYYMMDDhhmmss format
- %n - player name
- %N - first character of player name
-
-10. Scoring
-
- NetHack maintains a list of the top scores or scorers on
-your machine, depending on how it is set up. In the latter case,
-each account on the machine can post only one non-winning score
-on this list. If you score higher than someone else on this
-list, or better your previous score, you will be inserted in the
-proper place under your current name. How many scores are kept
-can also be set up when NetHack is compiled.
-
- Your score is chiefly based upon how much experience you
-gained, how much loot you accumulated, how deep you explored, and
-how the game ended. If you quit the game, you escape with all of
-your gold intact. If, however, you get killed in the Mazes of
-Menace, the guild will only hear about 90% of your gold when your
-corpse is discovered (adventurers have been known to collect
-finder's fees). So, consider whether you want to take one last
-hit at that monster and possibly live, or quit and stop with
-whatever you have. If you quit, you keep all your gold, but if
-you swing and live, you might find more.
-
- If you just want to see what the current top players/games
-list is, you can type nethack -s all on most versions.
-
-11. Explore mode
-
- NetHack is an intricate and difficult game. Novices might
-falter in fear, aware of their ignorance of the means to survive.
-Well, fear not. Your dungeon comes equipped with an ``explore''
-or ``discovery'' mode that enables you to keep old save files and
-cheat death, at the paltry cost of not getting on the high score
-list.
-
- There are two ways of enabling explore mode. One is to
-start the game with the -X command-line switch or with the play-
-mode:explore option. The other is to issue the ``#exploremode''
-extended command while already playing the game. Starting a new
-game in explore mode provides your character with a wand of wish-
-ing in initial inventory; switching during play does not. The
-other benefits of explore mode are left for the trepid reader to
-discover.
-
-11.1. Debug mode
-
- Debug mode, also known as wizard mode, is undocumented aside
-from this brief description. It is intended for tracking down
-problems within the program rather than to provide god-like pow-
-ers to your character, and players who attempt debugging are ex-
-pected to figure out how to use it themselves. It is initiated
-by starting the game with the -D command-line switch or with the
-playmode:debug option.
-
- For some systems, the player must be logged in under a par-
-ticular user name to be allowed to use debug mode; for others,
-the hero must be given a particular character name (but may be
-any role; there's no connection between ``wizard mode'' and the
-Wizard role). And on any system, the program might have been
-configured to omit debug mode entirely. Attempting to start a
-game in debug mode when not allowed or not available will result
-in falling back to explore mode instead.
-
-12. Credits
-
- The original hack game was modeled on the Berkeley UNIX
-rogue game. Large portions of this paper were shamelessly
-cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
-and Kenneth C. R. C. Arnold. Small portions were adapted from
-Further Exploration of the Dungeons of Doom, by Ken Arromdee.
-
- NetHack is the product of literally dozens of people's work.
-Main events in the course of the game development are described
-below:
-
- 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 machines to the Usenet.
-
- Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
-producing PC HACK 1.01e, added support for DEC Rainbow graphics
-in version 1.03g, and went on to produce at least four more ver-
-sions (3.0, 3.2, 3.51, and 3.6).
-
- R. Black ported PC HACK 3.51 to Lattice C and the Atari
-520/1040ST, producing ST Hack 1.03.
-
- Mike Stephenson merged these various versions back together,
-incorporating many of the added features, and produced NetHack
-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, John Rupley, Mike Threep-
-oint, and Janet Walz, to produce NetHack 3.0c.
-
- 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. Johnny Lee ported NetHack 3.0 to the
-Macintosh. Along with various other Dungeoneers, they continued
-to enhance the PC, Macintosh, and Amiga ports through the later
-revisions of 3.0.
-
- Headed by Mike Stephenson and coordinated by Izchak Miller
-and Janet Walz, the development team which now included Ken Ar-
-romdee, 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 Sche-
-lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
-NetHack 3.1 to the PC.
-
- Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
-Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
-
-Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
-3.1 for the Macintosh, porting it for MPW. Building on their de-
-velopment, Barton House added a Think C port.
-
- Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
-ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
-Delahunty, was 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 wrote a tiled version of NetHack
-for the Atari; he later contributed the tiles to the DevTeam and
-tile support was then added to other platforms.
-
- 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 marked 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 re-
-mained on the team at the start of work on that 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, was
-diagnosed with cancer and passed away. That release of the game
-was dedicated to him by the development and porting teams.
-
- During the lifespan of NetHack 3.1 and 3.2, several enthusi-
-asts of the game added their own modifications to the game and
-made these ``variants'' publicly available:
-
- Tom Proudfoot and Yuval Oren created NetHack++, which was
-quickly renamed NetHack--. Working independently, Stephen White
-wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
-his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
-wick Allison improved the spell casting system with the Wizard
-Patch. Warwick Allison also ported NetHack to use the Qt inter-
-face.
-
- Warren Cheung combined SLASH with the Wizard Patch to pro-
-duce Slash'em, and with the help of Kevin Hugo, added more fea-
-tures. Kevin later joined the DevTeam and incorporated the best
-of these ideas in NetHack 3.3.
-
- 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, Kevin 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 pref-
-erence 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, Barbar-
-ians, 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.
-
- The 3.4 development team initially consisted of Michael Al-
-lison, Ken Arromdee, David 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 re-
-lease 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 plat-
-form. Paul Winner and Yitzhak Sapir provided encouragement.
-
- Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
-hanced 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 inter-
-face for the Windows port. Alex Kompel also contributed a Win-
-dows CE port for 3.4.1.
-
- Ron Van Iwaarden was the sole maintainer of NetHack for OS/2
-the past several releases. Unfortunately Ron's last OS/2 machine
-stopped working in early 2006. A great many thanks to Ron for
-keeping NetHack alive on OS/2 all these years.
-
- 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.
-
- The release of NetHack 3.4.3 in December 2003 marked the be-
-ginning of a long release hiatus. 3.4.3 proved to be a remarkably
-
-stable version that provided continued enjoyment by the community
-for more than a decade. The devteam slowly and quietly continued
-to work on the game behind the scenes during the tenure of 3.4.3.
-It was during that same period that several new variants emerged
-within the NetHack community. Notably sporkhack by Derek S. Ray,
-unnethack by Patric Mueller, nitrohack and its successors origi-
-nally by Daniel Thaler and then by Alex Smith, and Dynahack by
-Tung Nguyen. Some of those variants continue to be developed,
-maintained, and enjoyed by the community to this day.
-
- In September 2014, an interim snapshot of the code under de-
-velopment was released publicly by other parties. Since that code
-was a work-in-progress and had not gone through the process of
-debugging it as a suitable release, it was decided that the ver-
-sion numbers present on that code snapshot would be retired and
-never used in an official NetHack release. An announcement was
-posted on the devteam's official nethack.org website to that ef-
-fect, stating that there would never be a 3.4.4, 3.5, or 3.5.0
-official release version.
-
- In January 2015, preparation began for the release of
-NetHack 3.6.
-
- At the beginning of development for what would eventually
-get released as 3.6.0, the development team consisted of Warwick
-Allison, Michael Allison, Ken Arromdee, David Cohrs, Jessie Col-
-let, Ken Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet
-Walz, and Paul Winner. In early 2015, ahead of the release of
-3.6.0, new members Sean Hunt, Pasi Kallinen, and Derek S. Ray
-joined the NetHack development team.
-
- The 3.6 versions of the game are special in a particular
-way. Near the end of the development of 3.6.0, one of the signif-
-icant inspirations for many of the humorous and fun features
-found in the game, author Terry Pratchett, passed away. The 3.6
-versions of the game include a tribute to him.
-
- 3.6.0 was released in December 2015, and merged work done by
-the development team since the release of 3.4.3 with some of the
-beloved community patches. Many bugs were fixed and some code was
-restructured.
-
- In 2018, several hundred bug fixes for 3.6.0 and some new
-features were assembled and released as NetHack 3.6.1. The devel-
-opment team at the time of release of 3.6.1 consisted of Warwick
-Allison,Michael Allison, Ken Arromdee, David Cohrs, Jessie Col-
-let, Pasi Kallinen, Ken Lorber, Dean Luick, Patric Mueller, Pat
-Rankin, Derek S. Ray, Alex Smith, Mike Stephenson, Janet Walz,
-and Paul Winner.
-
- The development team, as well as Steve VanDevender and Kevin
-Smolkowski, ensured that NetHack 3.6 continued to operate on var-
-ious Unix flavors and maintained the X11 interface.
-
- Ken Lorber, Haoyang Wang, Pat Rankin, and Dean Luick main-
-tained the port of NetHack 3.6 for Mac OSX.
-
- Michael Allison, David Cohrs, Barton House, Pasi Kallinen,
-Alex Kompel, Dion Nicolaas, Derek S. Ray and Yitzhak Sapir main-
-tained the port of NetHack 3.6 for Microsoft Windows.
-
- Pat Rankin attempted to keep the VMS port running for
-NetHack 3.6.1, hindered by limited access. Kevin Smolkowski has
-updated and tested it for the most recent version of OpenVMS
-(V8.4 as of this writing) on Alpha and Integrity (aka Itanium aka
-IA64) but not VAX.
-
- Ray Chason resurrected the msdos port for 3.6.1 and contrib-
-uted the necessary updates to the community at large.
-
- The official NetHack web site is maintained by Ken Lorber at
-http://www.nethack.org/.
-
-12.1. SPECIAL THANKS
-
- On behalf of the NetHack community, thank you very much once
-again to M. Drew Streib, Pasi Kallinen and Robin Bandy for pro-
-viding public NetHack servers at nethack.alt.org and devnull.net
-and/or for hosting annual NetHack tournaments.
-
- - - - - - - - - - -
-
- 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 the Dungeon sometimes make note of
-the names of the worst of these miscreants in this, the list of
-Dungeoneers:
-
- Adam Aronow J. Ali Harlow Mikko Juola
- Alex Kompel Janet Walz Nathan Eady
- Alex Smith Janne Salmijarvi Norm Meluch
- Andreas Dorn Jean-Christophe Collet Olaf Seibert
- Andy Church Jeff Bailey Pasi Kallinen
- Andy Swanson Jochen Erwied Pat Rankin
- Ari Huttunen John Kallen Patric Mueller
- Barton House John Rupley Paul Winner
- Benson I. Margulies John S. Bien Pierre Martineau
- Bill Dyer Johnny Lee Ralf Brown
- Boudewijn Waijers Jon W{tte Ray Chason
- Bruce Cox Jonathan Handler Richard Addison
- Bruce Holloway Joshua Delahunty Richard Beigel
- Bruce Mewborne Keizo Yamamoto Richard P. Hughey
- Carl Schelin Ken Arnold Rob Menke
- Chris Russo Ken Arromdee Robin Bandy
- David Cohrs Ken Lorber Robin Johnson
- David Damerell Ken Washikita Roderick Schertler
- David Gentzel Kevin Darcy Roland McGrath
- David Hairston Kevin Hugo Ron Van Iwaarden
- Dean Luick Kevin Sitze Ronnen Miller
- Del Lamb Kevin Smolkowski Ross Brown
- Derek S. Ray Kevin Sweet Sascha Wostmann
- Deron Meranda Lars Huttar Scott Bigham
- Dion Nicolaas Leon Arnott Scott R. Turner
- Dylan O'Donnell M. Drew Streib Sean Hunt
- Eric Backus Malcolm Ryan Stephen Spackman
- Eric Hendrickson Mark Gooderum Stefan Thielscher
- Eric R. Smith Mark Modrall Stephen White
- Eric S. Raymond Marvin Bressler Steve Creps
- Erik Andersen Matthew Day Steve Linhart
- Frederick Roeber Merlyn LeRoy Steve VanDevender
- Gil Neiger Michael Allison Teemu Suikki
- Greg Laskin Michael Feir Tim Lennan
- Greg Olson Michael Hamel Timo Hakulinen
- Gregg Wonderly Michael Sokolov Tom Almy
- Hao-yang Wang Mike Engber Tom West
- Helge Hafting Mike Gallop Warren Cheung
-Irina Rempt-Drijfhout Mike Passaretti Warwick Allison
- Izchak Miller Mike Stephenson Yitzhak Sapir
-
-Brand and product names are trademarks or registered trademarks
-of their respective holders.